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Tactical Chaingun

  • Craneo
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2 weeks 1 day ago - 1 week 1 day ago #1 by Craneo
Tactical Chaingun was created by Craneo
INFO:

Name: Tactical Chaingun
Class: 4
Type: Hitscan
Palette: Doom
Summon: TacticalChaingun
AmmoType: Clip
Altfire: Yes
Powered Mode: No
Brightmaps: No
Actor Modifications: No
ACS: No

DESCRIPTION:

A stealthy chaingun tailored specifically for the UAC Spec-Ops needs, it
comes with a silencer and a scope, when fired it won't alert enemy units, 
unlike the normal chaingun, it's not full-auto, instead firing in
bursts, it is also more accurate than the normal chaingun, despite not dealing
as much damage, great for infiltration & assasination missions.

CREDITS:

Submitted: Craneo
Code: Craneo, Z86, Perkistan
GLDefs: none
Sounds: 3DRealms
Sprites: Zrrion the Insect, Midway, Id Software, JoeyTD, Tesefy, Sgt. Shivers
Sprite Edit: Craneo
Idea Base: Tacticool

[img
 
 

File Attachment:

File Name: Tactical Chaingun.zip
File Size:34 KB
Last edit: 1 week 1 day ago by Craneo. Reason: restored damage back to 4

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  • inkoalawetrust
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2 weeks 1 day ago #2 by inkoalawetrust
Replied by inkoalawetrust on topic Tactical Chaingun
This seems fine, but one nitpick I have is that it seems to do a bit too much damage, it both doesn't alert enemies at all when firing, AND is also more accurate. But in terms of damage, it only does 1 less damage compared to the vanilla chaingun.

So either it should do 3 or even 2 damage, so it's more significantly weaker than the vanilla chaingun. To balance it a bit more, since otherwise it's basically just a better chaingun in almost every situation.

Alternatively, it should either be a bit more inaccurate, or it shouldn't be totally silent, and instead have +NOALERT, but also call A_AlertMonsters()  with a smaller sound alert range of like 256-512 MU.

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  • DeVloek
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2 weeks 1 day ago #3 by DeVloek
Replied by DeVloek on topic Tactical Chaingun
I would keep the damage as it is, but give the weapon a new ammo type, ie. subsonic ammo.

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  • Craneo
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2 weeks 1 day ago #4 by Craneo
Replied by Craneo on topic Tactical Chaingun
not too sure about adding a new ammo type, may nerf the damage instead...

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  • inkoalawetrust
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1 week 5 days ago #5 by inkoalawetrust
Replied by inkoalawetrust on topic Tactical Chaingun
Okay, I think it's a little more balanced now with the slightly more reduced damage, but I'll wait to see what Gothic thinks.

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  • Gothic
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1 week 3 days ago #6 by Gothic
Replied by Gothic on topic Tactical Chaingun
I'd say setting the damage to 4 would be ideal, still not as powerful as the chaingun, but think shooting bursts of fire instead of continuous should be enough of a drawback.

Also
Testing 1 2 3 4

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  • Craneo
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1 week 1 day ago #7 by Craneo
Replied by Craneo on topic Tactical Chaingun
So do I restore the old damage instead? What is the general consensus for the Tact. Chaingun?

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  • Gothic
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1 week 1 day ago #8 by Gothic
Replied by Gothic on topic Tactical Chaingun
4 damage

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  • Craneo
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1 week 1 day ago #9 by Craneo
Replied by Craneo on topic Tactical Chaingun
alright, restored the damage to how it was before.

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  • Gothic
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1 day 6 hours ago #10 by Gothic
Replied by Gothic on topic Tactical Chaingun
Added

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