Combining this mod and your TAG2 Rework mod really makes the Hammer feel more balanced, thank you!
I blatantly refused to use the Hammer on my previous playthrough of the DLC because only needing 2 Glory Kills or Weak Points for a charge just trivializes an already easy DLC (compared to TAG1 at least). But now with these 2 mods it really feel like the levels are being designed around the existence of the hammer.
Again, thank you for your contributions to the DOOM community!
3 comments
I blatantly refused to use the Hammer on my previous playthrough of the DLC because only needing 2 Glory Kills or Weak Points for a charge just trivializes an already easy DLC (compared to TAG1 at least). But now with these 2 mods it really feel like the levels are being designed around the existence of the hammer.
Again, thank you for your contributions to the DOOM community!
D:\Steam\steamapps\common\DOOMEternal\base\generated\decls\upgrade\upgrade\weapons\melee\hammer\hammer_pain_faltertime.decl(41): error : Error parsing
'generated/decls/upgrade/upgrade/weapons/melee/hammer/hammer_pain_falter_time.decl' line 1