DOOM Eternal

File information

Last updated

Original upload

Created by

Ratentaisou

Uploaded by

Ratentaisou

Virus scan

Safe to use

Tags for this mod

About this mod

Buffs the Mobile Turret's damage, fire rate, and transformation speed. Also features a new Mastery that grants armor drops on kill.

Requirements
Permissions and credits
Changelogs
A mod that buffs the Chaingun's Mobile Turret Weapon Mod, which aims to elevate it from its mediocrity in the vanilla game by increasing its overall damage output, restructuring its Upgrades, and granting it a new Mastery.

Not safe for public Battlemode matches.
Needs EternalModInjector to install, read the installation instructions there.


Features

  • Increased the base damage per bullet from 24 to 30.
  • Bullets now pierces through enemies, with 25% multiplicative damage reduction for every enemy pierced.
  • Doubled the fire rate by reducing its firing interval per shot from 64 to 32.
  • Increased the deployment transformation speed:
    • Pre-Upgrade: 900ms to 500ms
    • Post-Upgrade: 500ms to 300ms
  • Combines the Rapid Deploy and Fast Gunner Upgrades into one Upgrade, Rapid Gunner.
  • Moved the Ultimate Cooling Mastery into a Weapon Points Upgrade, replacing the vanilla position of Fast Gunner.
  • New Mastery: Incendiary Rounds
    The Mobile Turret now fires superheated rounds that burns enemies from the inside and cauterizes their bullet wounds instantly.
    Enemies killed by the Mobile Turret with this new Mastery will now grant armor drops depending on their class:
    • Ambient and Fodder: 16 Armor
    • Heavy: 30 Armor
    • Super Heavy: 50 Armor
  • Changed Mastery Challenge from "Kill 5 enemies during a single Turret deploy 10 times without overheating" to "Kill 50 demons with the Mobile Turret".

Gameplay Showcase


Overview

To understand the basis of this mod, first let's look at the problems with the Mobile Turret from the vanilla game:
  • Slow deployment rate, making it very janky to integrate with the rest of the Slayer's arsenal.
    Even something as simple as vaulting over a ledge would cancel the deployment and start the long animation all over again.
  • Very mediocre damage output, especially when considering other forms of damage that the Slayer's arsenal can deal such as the Precision Bolt + Rocket Launcher quickswitching combo or the more advanced weapon techs such as the Sylar Lock-On Burst.
  • The Weapon Mod is a sustained fire-type and can only deal damage to one enemy at a time, encouraging the user to have a tunnel vision on one enemy and putting themselves at a huge risk of enemy attacks for very little return.
  • The Chaingun's other Weapon Mod, the Energy Shield, is too powerful with its 100% damage nullification across 360 degrees of all axis at the mere cost of one button press.
For comparison, the Energy Shield grants what is essentially godmode, deploys instantly, consumes no ammo, has a very long base duration, recharges in very little time, and has zero risk involved in its usage.
Meanwhile, the Mobile Turret deals very mediocre damage, has a relatively lengthy deployment speed, consumes ammo rapidly, and has relatively high risk involved in its usage due to its slow Time-to-Kill accompanied by the reduced movement speed on deployment.
As such, there is simply no reason to use the Mobile Turret over the Energy Shield.

There is this video regarding the Mobile Turret by the Youtube Channel FishStickOnAStick, and while they don't seem to have yet to touch upon the harder contents such as the Master Level Mods, I think the video does a very good job presenting the reasons as to why the Weapon Mod is so mediocre with its shortcomings, especially when compared to its competitors in the arsenal and not just the Energy Shield.


The mod features the following to address the aforementioned issues:
  • Increased deployment rate, making the Weapon Mod less punishing to whip out.
  • Increased overall damage output through increased damage per bullet and fire rate, giving the Weapon Mod a much-deserved highest singular DPS in the entire arsenal. (At least, I think so)
  • Added piercing attributes to the bullets, enabling the Weapon Mod to deal damage to multiple enemies at once.
  • Shuffles the Weapon Mod Upgrades by merging the two Weapon Points Upgrades and moving down the vanilla Mastery Upgrade to replace the empty slot.
  • Rewards the player for using the Weapon Mod by giving them armor drops on each kill with the new Mastery, which solves both the issues of huge risk and the little return the Weapon Mod originally provides.
Now the Mobile Turret a force to be reckoned with, being able to kill a Baron of Hell in just under two seconds and making a rain of armor drops when used against a crowd.



Is the Weapon Mod now equal or better than the Energy Shield? No way lmao.
It's kind of difficult to do so against something that grants instant on-demand godmode, and that was never my intention in the first place.
At the very least, with this mod I'd say the Mobile Turret is now just right behind the Energy Shield when it comes to viability, and equipping it over the Energy Shield no longer means that you're simply gimping yourself for the sake of it.


Issues

  • The Weapon Mod now overheats extremely quickly without the Ultimate Cooling Upgrade, only taking around 1.8 seconds of holding down the fire button, just short of killing a Baron which takes around 1.9 seconds.
    I tried adjusting the overheat rate but for some reason it keeps on removing the overheat mechanic entirely instead of just adjusting the gauge fill up rate.
    This is the primary reason why I included the change on the Mastery Challenge, as I figured it the vanilla version would be too frustrating to deal with when it comes to this mod.
  • The bullet tracers doesn't actually show it piercing through enemies, however this is merely a visual bug and the piercing attribute of the mod works properly in gameplay.
  • The armor drops from Incendiary Rounds would also drop with kills from the BFG and the Unmaykr.
    This is because the loot drop file works by tricking the game into thinking that the Mobile Turret after its Mastery Upgrade is a kind of BFG shots, and I couldn't find any other way to make this part of the mod work as the game's code has a very limited set of circumstances to detect for loot drop restrictions.
  • The whole "...burns enemies from the inside and cauterizes their bullet wounds instantly." from the Incendiary Rounds description is honestly just an excuse. For some reason giving the enemies the on-fire animation from Mobile Turret shots doesn't work, even though it works with the Plasma Rifle from Apricorum's Arsenal Renewal 2.0.
    Integrating the over-time armor drops from the Flame Belch and the Super Shotgun's Flaming Meathook Mastery doesn't work either, so you have to kill with the Mobile Turret to get the armor drops.
  • The custom icon for Incendiary Rounds kind of sucks lol, maybe I'll make another version of it some time in the future.
  • The in-game video for the Weapon Mod and its Mastery still uses their vanilla version.
    I actually have the custom videos ready but I discovered too late that the EternalModInjector doesn't support video replacement.

Credits