DOOM Eternal
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Apricorum

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Apricorum102030

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About this mod

A rework of the combat shotgun aimed to make it work better in every stage of the game.

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Projectile Changes
- Now the projectiles are non-hitscan, the travel time is balanced enough for the 2 fire modes as they are nor too fast and nor too slow for long and point blank range. Also the number of projectiles per shot has been changed from 12 to 8. 
- The sticky bomb is now better in some ways and worse in others. The projectile count has been risen to 4, the speed of the projectiles reduced to make it worse in long ranged fights and the explosion time has been reduced to 200ms. This helps the weapon in the later phases of the game as now it can compete with the super shotgun and the rocket launcher which is a heavy weapon as the combat shotgun.

Spread Changes
- The spread of the primary fire mode is now more prone to be vertical and less horizontal, while the fire mode for the full auto is more homogeneous in the x and y axis.
- Albeit this weapon presents spread it is fixed in a way to create a star shape exaggerated on the x axis and a little less narrow on the y axis.

Damage changes
-The total damage per 8 bullets is now 500-600. In a nutshell now you will kill a Hell Knight in 6 or 5.
-The total damage per 4 sticky bombs has now a default value of 65, excluding critical hits. Hitting a Hell Knight with 3-4 charges from mid range will make it go in stagger state, depending on the critical hits. When it comes to Tyrants, it will take 15 charges to kill one.

Fire Interval
- All the 3 fire modes have been buffed in fire rate as the dps in the default game is very low in every phase of the game. Not to mention the full auto has 60% extra fire rate compared to the default one. It will eat a lot of ammos but will be better than most weapon to single target killing.

I apologize for posting this mod in a premature stage, but this is the absolute first time I make such content. Hope to read your takes in the comment. Oh before I forget it, I was thinking to add a knock back/up mechanic to make this weapon act like a quake rocket jump, let me know what you think about it!

Things to do:
Fix the fx of the grenades explosions;
Make a showcase video.