It's perfect! It feels good to use in combos now, while still retaining its identity as an 'OH s#*!' button when in a tight situation. Thanks so damn much! This is a must have mod in my opinion. It feels like a defensive nerf and an offensive buff at the same time.
I changed: healthPoints = 150; healthDecayPerSec = 100; to: healthPoints = 1500; healthDecayPerSec = 1000;
My intent is to eliminate any concern of shield breakage due to raw damage but keeping the 1.5 sec timespan intact. The shield is still flying off when doing approximately 1.3 sec chain gun damage and I couldn't identify any problems so far.
That's not a bad idea at all. The line that determines when it launches is this : "masteryShieldDeactivatedProjectileMinDealtDamage". It's 1740 by default, I quartered it to 435 so that it can be launched within the window. I'm confused as to what you want it to do instead, if you increase it, it won't launch in the new shorter time window.
The amount of damage needed to activate the launch is already perfect. I just wanted to be sure that stuff like launch parameter or shield damage (bash/projectile) aren't related to shield health.
Did update 6.66 change some in-game logic? It seems your version 1.1 just copies the edited energy_shell.decl file into the two additional folders gameresouces_patch2 and gameresources.
Well the Update changed which folder the relevant file is in. The reason I copy pasted it thrice is to make it future proof, no matter where they move it to next it'll work.
I see. I don't use the doom modding discord myself, but do you know by chance if someone over there has already figured out Eternal's file structure? A documentation would be nice.
Hey, I totally agree that the shield is pretty OP in vanilla. Would it be possible for you to upload a version where the stats are halved instead of quartered? I love the idea of your mod but it feels a bit clunky and kinda weird to use at 25%. I think having 3 seconds or 300 health would make it just right (With the shield projectile charging at a similar speed). I would highly appreciate it. Thanks if you read this, and an even greater thanks if you decide to upload an alternative file with the above changes.
That is possible. They way its used with this mod is more like a reflex to quickly get you out of a bind or finish an enemy with the chaingun with impunity. I think I might upload another version, just cause some people want it longer. I could make it the same health but 3 seconds, or more health and 3 seconds, which do you think?
Yes, and I do actually like using the chaingun in combos now, like whipping it out and getting the shield projectile out quickly and then swapping to other weapons, but it sometimes feels like I pull the shield out and it disappears within half a second. I know that's probably what you were going for, but it just feels a little clunky in my hands and with my playstyle. I think literally halving the vanilla shield's stats across the board instead of quartering it would be perfect. I like the idea of 300 health, 3 seconds max, and making the projectile charge at twice the vanilla rate (To make it balanced)
Again, thanks for taking the time to read, and a super thanks if you can upload an alternate version!
Just reducing the timespan/health instead of nerfing the shield and its bash preserves the weapons identity and vastly improves the balancing. At first, I was uncertain in regard to the environmental damage change, but it forces you to pay attention in situations which could be waltzed through before.
Thanks! It does indeed, I recognized that how long it lasts was the main problem, something other mods didn't address. And yeah being able to walk through areas like that is likely a developer oversight, remedied with this mod.
Glad you like it! Maybe, but I think the damage is fine. I forgot to mention that the shield also no longer blocks most environmental damage, will add to description.
19 comments
Gonna go try it out now!
healthPoints = 150;
to:healthDecayPerSec = 100;
healthPoints = 1500;
healthDecayPerSec = 1000;
My intent is to eliminate any concern of shield breakage due to raw damage but keeping the 1.5 sec timespan intact.
The shield is still flying off when doing approximately 1.3 sec chain gun damage and I couldn't identify any problems so far.
Could there be an issue I'm overlooking?
I just wanted to be sure that stuff like launch parameter or shield damage (bash/projectile) aren't related to shield health.
It seems your version 1.1 just copies the edited energy_shell.decl file into the two additional folders gameresouces_patch2 and gameresources.
I don't use the doom modding discord myself, but do you know by chance if someone over there has already figured out Eternal's file structure?
A documentation would be nice.
Yes, and I do actually like using the chaingun in combos now, like whipping it out and getting the shield projectile out quickly and then swapping to other weapons, but it sometimes feels like I pull the shield out and it disappears within half a second. I know that's probably what you were going for, but it just feels a little clunky in my hands and with my playstyle. I think literally halving the vanilla shield's stats across the board instead of quartering it would be perfect. I like the idea of 300 health, 3 seconds max, and making the projectile charge at twice the vanilla rate (To make it balanced)
Again, thanks for taking the time to read, and a super thanks if you can upload an alternate version!
Just reducing the timespan/health instead of nerfing the shield and its bash preserves the weapons identity and vastly improves the balancing.
At first, I was uncertain in regard to the environmental damage change, but it forces you to pay attention in situations which could be waltzed through before.