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Name: Plasma Pipebomb
Class: 5
Type: Projectile
Palette: Doom
Summon: PlasmaPipebomb
Ammo Type: PlasmaPipebombAmmo (Custom)
Altfire: Yes
Powered Mode: No
Brightmaps: Yes
Actor modification: No
ACS: No
{tab=Credits}
Submitted: DeVloek
Code: DeVloek
GLDefs: DeVloek
Sounds: id Software, Digital Extremes
Sprites: Captain J, id Software
Sprite Edit: DeVloek
Idea Base: Captain J's Fusion Pipebomb sprites
{tab=Description}
Another prototype from the UAC labs, this time the lunatics tried to fuse experimental BFG tech into a handheld grenade.
As field studies on Cyberdemons have shown, the Plasma Pipebomb shines where conventional explosives reach their limits.
Similar to the BFG9000, the most damage will be dealt at point blank, which in this case is at the center of the blast.
But caution is advised, even at the outer blast radius the damage can still be deadly for anyone caught in it.
Primary fire lobs the Plasma Pipebomb in an arc, secondary fire throws it in a straight line.
Holding down the button increases lob/throw power. The following behavior is toggleable:
- thrown bombs can be picked back up
- exploding bombs cause chain reactions
- bombs explode when detecting monsters
- bombs selfdestruct after a countdown
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Name: Blacktail Connector
Class: 2
Type: Hitscan
Palette: Doom
Summon: BTConnector
Ammo Type: Clip (Reserve), BTLoaded (Magazine)
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor modification: No
ACS: No
{tab=Credits}
Submitted: LossForWords
Code: LossForWords
GLDefs: LossForWords
Sounds: Magmacow, Valve, Epic Games
Sprites: Eurocom/3DRealms, JoeyTD, cybermonday
Sprite Edit: LossForWords
{tab=Description}
A classic American model, fitted with a suppressor, an 8x scope, and a red dot for stealth assignments.
The red dot is affected by auto aim, and glows brighter when targeting enemies.
The suppressor makes the gun dead silent, and the gun shoots faster when tapping fire instead of holding.
Altfire uses the scope.