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Rebalance of the game's weapon stats, ammo economy, and general difficulty. Optional nerfs available too.

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Balanced WAD (Weapons, Ammo and Difficulty)

Three separate modules that balance the games weapons, ammo, and general difficulty. The acronym is of course also a throw back to the classic WAD file type. These modules individually but especially in combination, resolve the game's backwards difficulty curve problem. That is the game by default is hardest in the beginning, but tends to get easier over time due to overpowered weapons / mods, and absurd amounts of ammo. Nightmare / Ultra nightmare are also made very difficult in the beginning due to high amounts of damage dealt by imps, zombies, and possessed soldiers. This is resolved by the difficulty module. Install all three or which ever ones you want. Hologram, syphon grenades, and BFG are still OP but you can simply not use them if you want a challenge. 

- Optional powerup nerf and increased damage files are also available.



1 - Weapons Module : 


The weapons module buffs weak weapons and nerfs those that are overpowered, to help make every weapon useful. Combat shotgun blast fire damage is modestly increased, and effective range is greatly increased. This allows you to one shot pop imps, and one shot stagger hellified soldiers up close. Chaingun spin up time is much more reasonable, default mode spread is drastically lowered to make the weapon actually viable in combat. Mobile turret damage is slightly decreased to match default mode damage, and the spread is left unchanged (it's higher than default mode). Gauss Cannon base and precision shot damage both reduced by about a third, to balance out the fact that the weapon is a long range hitscan. It now one shot staggers Hell Razers instead of killing them outright (can be very useful). The absurdly powerful siege mode damage is cut nearly in half. Both the default and siege mode damage now do half damage to summoners (precision bonus unchanged). Plasma rifle projectile damage is greatly increased. This makes it a useful and efficient weapon, doing more damage per cell than the gauss whilst still not being hitscan or combo worthy. Rocket Launcher base and splash damage slightly decreased. Lock-On does much less damage per rocket to summoners. HAR scope and Mobile turret mastery requirements lowered. SSG double shot mastery is disabled for balance (an optional patch exists to bring it back). 

Combat Shotgun :

  • Min Damage : Unchanged 22
  • Max Damage : 26 -> 32
  • Point Blank Damage : 30 - > 36
  • Damage fall off ranges greatly increased to match super shotgun

*Damage is per pellet. 

Chaingun :

  • Mobile Turret Damage : 22 -> 19 
  • Gatling Master Damage : 24 -> 22
  • Spin-Up Time : 1350 -> 650
  • Mastered Spin-Up Time : 810 -> 200
  • Default Mode Spread : 4.5 -> 1.5 (mobile turret is 2.5 for reference, reticle adjusted)
  • Sensitivity reduction during firing, using gatling rotor and deploying mobile turret all eliminated.

Gauss Cannon :

  • Base Damage : 650 -> 450 (225 for summoners)
  • Precision Mode Bonus : 300 -> 200 
  • Siege Mode : 1680 -> 900 (450 for summoners)

Plasma Rifle :

  • Base Damage : 25 -> 40
  • Sensitivity reduction during firing eliminated.

Rocket Launcher :

  • Base Damage : 505 -> 475
  • Splash Damage : 350 -> 300 
  • Lock-On Base Damage (for Summoners only) : 375 -> 250 (per rocket)

Masteries

  • SSG Double Shot Mastery : DISABLED (can be brought back via optional patch)
  • HAR Scope Mastery : 50 -> 15 kills required. 
  • Mobile Turret Mastery : 5 -> 3 deploys required.


2 - Ammo Module : 


The ammo modules makes ammo and fuel capacities much more sensible and balanced, so that you don't end up with a boat load of everything in the end. End game ammo capacities are slightly reduced for bullets, and greatly for everything else. Fuel capacity no longer increases with ammo upgrades (but fuel cost for heavy demons decreased, detailed below). To compensate and give the player more control over ammo, glory killing yields ~7% of final max capacity ammo for all types which are currently below 50% (detailed below). For example in the beginning you have 20 shotgun shells. If you are below 10 (50% of 20) you will receive 2 shells (7% of 30) for every glory kill until you meet or exceed 10. Previously this system was highly random (though random ammo drops still exist). Loot drops from kills are now the same above "I'm too young to die" (which itself still yields bonuses). The amount of fuel refilled by a fuel canister is now only 1 from 3 (chainsaw pickups themselves still yield 3 fuel).  

Starting Capacities : 

  • Bullets : 90 -> 100
  • Shells : Unchanged 20
  • Cells : Unchanged 150 
  • Rockets : 15 -> 10
  • Fuel : Unchanged 3

Maximum Capacities :

  • Bullets : 210 -> 220
  • Shells : 60 -> 32
  • Cells : 350 -> 230
  • Rockets : 35 -> 14
  • Fuel : 7 -> 3

Fuel Cost :

  • Imps, Zombies, Razers, Soldiers, Souls :  1
  • Hell Knights, Revenants, Cacos, Pinkies : 2
  • Summoners, Mancubi, Barons : 3

Fuel Canister Pickup :

  • 3 -> 1

* Chainsaw pickups themselves still yield 3 fuel

Loot Drops (for all glory kills, assuming ammo is <= 50%) :

  • 2 Shells
  • 15 Bullets
  • 15 Cells
  • 1 Rocket

*Values for "I'm too young to die" are 50% higher.
*Ammo loot drops no longer decrease above "Hurt me plenty".
*Random loot drops still occur at certain percentages.
*Non-random loot drops last for 5 seconds.  


3 - Difficulty Module : 


The difficulty module makes nightmare and ultra-nightmare much more forgiving and fair experiences. By default you must play very defensively on Nightmare / Ultra Nightmare because health / armor recovery is severely gimped on those levels. This is antithetical to the push forward combat. Health and armor loot drops from kills are now the same above "I'm too young to die" (which itself still yields bonuses). Previously drops were drastically reduced by the time you got to nightmare. Health loot drops no longer vary based on your current health either (values detailed below), and are now consistent for every type of kill. Health and armor ground pickups are still reduced by difficulty. Imp fireball, zombie melee, and possessed soldier energy attacks dealt absurd amounts of damage for being low level enemies, this is now fixed.  

Health Loot Drops (only drop when not at 100%) :

  • 5 for all kills
  • 5 for all fodder glory kills (total 5 + 5 = 10)
  • 15 for all heavy glory kills (total 5 + 15 = 20)

*Values for "I'm too young to die" are 50% higher. 
*Health and armor loot drops now the same above "I'm too young to die" (which itself still yields bonuses) .
*Health drops last for 5 seconds. 

Enemy Damage :

  • Imp Normal Fireball : 60 -> 20
  • Imp Fast Fireball : 100 -> 30
  • Zombie Melee : 60 -> 15
  • Zombie Special Melee : 80 -> 30
  • Possessed Soldier Energy Ball Splash : 80 -> 10 (50 total) 

Optional Files :

  • Powerup Nerf : Halves the time that all powerups last for.
  • Increased Challenge : Changes damage multipliers for the 4 difficulty settings as follows : (0.5, 1, 1.75, 3) -> (1, 2, 3, 4). Ultraviolence is 3 up from 1.75, and Nightmare / UN are now 4 up from 3.