DOOM
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Created by

Beth

Uploaded by

elizabethany

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About this mod

Reworks the Gauss Cannon's "Precision Bolt" mod into a timed sticky projectile, like the Ballista's "Arbalest" mod in Doom Eternal.

Requirements
Permissions and credits
Demo:




Stats:
  • 25 plasma ammo per shot
  • 1000ms charge up time
  • 1100ms reload time
  • 200ms to zoom in
  • Movement speed reduced to 75% when zooming
  • 400 damage on direct impact, non-lethal (ie. you cannot kill with the direct impact)
  • 1200 splash damage upon detonation
  • Projectile detonates 1000ms after sticking to any demon or surface
  • Projectile velocity of 8000 units/s (for reference, the micro missiles' velocity is 3800 units/s)
  • Inner explosion radius of 55 units, full damage
  • Outer explosion radius of 220 units, 50% damage


Damage Bonuses/Mitigation:
  • Direct Impact
    • 150% for Cacodemons
  • Splash Damage
    • 175% for Cacodemons
    • 70% for the Hell Knight, Pinky, Spectre, and Cyber-Mancubus
    • 60% for the Mancubus (regular)
    • 50% for the Baron
  • Any other demons not mentioned will take 100% damage from either source, ie. no damage bonus or mitigation from direct impact or splash


Modified Upgrades:
Energy Efficient
  • Old: Reduced time to max charge between shots
  • New: Increased explosion size (Inner radius 55 -> 120, outer radius 220 -> 360)

Light Weight
  • Old: Move at full speed when zoomed in
  • New: Unchanged

Volatile Discharge - Mastery
  • Old: Demons killed by Precision Bolt will explode dealing more damage
  • New: The Arbalest will begin charging immediately after the last shot (skips the reload)



Regarding the Weapon's Function:
Despite what the games tells you, the Precision Bolt is not a weapon that needs to be charged. The weapon has a charge up time, but it actually can be fired immediately, and at that point it overheats, cools down, and is ready to fire again. However, the time it takes to overheat and cool is actually shorter than the charge, meaning that I was able to mash the fire button and essentially skip the charge time. I tried converting the weapon to use an actual charge system (like Siege Mode) instead of a heat system, but I couldn't do it. As a result, the Arbalest ends up inheriting this "quirk". Curiously enough, I unintentionally fixed this with the Mastery upgrade, so the mastered Arbalest functions as intended. Honestly, I'm not really sure what I did, so I can't replicate the fix for the base Arbalest. But in case this is just a "me" problem and you don't have this issue, lemme know.

Additionally, the weapon's Mastery is the way it is due to a technical limitation. In Eternal, the mastered Arbalest has an upgrade that tells the weapon to begin charging immediately if a demon was hit. I can't seem to replicate this condition, so I have just settled for the Arbalest to begin charging after the last shot fired, regardless of whether anything was hit or not. This probably makes it a bit overpowered, but I figured that this was better than nothing.

Additional Notes:
  • In-game text has not been changed to reflect the mod's changes
  • The "units" mentioned are unknown, but based on rough comparisons between 2016 and Eternal, a single "unit" is looks to be approximately 1/60th of a meter.
  • When the Arbalest projectile impacts a demon/surface, it plays a beep to let you know that it's armed and about to detonate. However, the sound that I used is a bit quiet, and my attempts to boost its volume aren't working. So unless you fire the Arbalest near yourself, the beep won't be very audible. Sorry!
  • If an enemy is stuck with the Arbalest shot, the resulting explosion may not damage nearby enemies. I think this is because the enemy's body will occlude part of the explosion. Either way, this behaviour is not part of my mod, and seems to occur in the base game. I just thought it was worth mentioning, since the Arbalest has the sticky projectile with the largest explosion radius, so this behaviour will be much more noticeable.

See here for install instructions.