Brutal doom v21 uac ultra
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#BRUTAL DOOM V21 UAC ULTRA FULL#
Rules (Click here for full explanations) Possibly start adding v21 test features such as grabbing enemies and new gib clean up script, along with axe.Please see /r/DoomMetal for all your heavy and slow music needs Add "grabbing" animation to all weapons Sprite updates and refinements, visual enhancements, performance enhancements New gore sprites for other former human variants New animations for former humans (crouching, crouching and aiming, etc.) Disabling screen liquids now apply to red, blue, and green blood Fixed crosshairs remaining hidden for the UAC smg laser mode after kicking while ADS Fixed chainsaw not spawning after chainsaw zombie scientist being killed for many types of death animations Fixed missing sounds for the rocket launcher sergeant's weapon Fixed incorrect scope reticle when transitioning to ADS mode for the carbine Currently removed the "Unified Explosive Ammo" option from the menu, since the cluster spawning system is working as intended Reduced excavator single charge spawn frequency, slightly increased the spawn rate for other explosive ammo Fixed problem with health backpack missing for the backpack spawner (sorry about that guys!) Slightly buffed the Cyber Demon's laser cannon by 10 more points of damage (Direct hit should dish out around 150 points of damage) Completely redone and overhauled the Arachnophyte monster with new sprites, animations, deaths, fatalities and attack behavior along with new jetpack visual FX Should be still able to take out a Belphegor in 2-3 shots (although the ammo consumption behavior may be subject to future change) May still need some more balance adjustments. Railgun can now pierce thin walls, to compensate for this, some of the direct "first-hit" damage was reduced and transfered to the piercing slug. Switched places in the weapon selection queue for the railgun and freezer The LMG is still arguably the best "rifle" due to it being an upgrade, and the weapon special will be completely changed into something way more badass in the upcoming future
It was obvious that the HMG overshadowed everything else in the weapon slot.
The HMG is the king of hard hitting stopping power, but the minigun will should be the go-to choice for rate of fire death machine.
We're going to test out this change to encourage more variation in the player's arsenal, particularly the slot 4 weapons. Reduced LMG magazine ammo to 60+1, reduced HMG magazine to 80. Buffed the explosion damage and effect radius, the inner radius of the explosion will no longer have a falloff to it, but can practically instant kill a player standing directly on it Should be able to drop a mastermind in 3-4 hits tops like in regular Doom Buffed the overall damage on the BFG 9000 (higher spread and pellet count in player's FOV, more damage per spread, more damage in explosion and removed damage falloff for radius, more direct hit damage). Added many new explosion visual FX to grenades, missiles, projectiles, mines, barrel excavator bombs, etc. New fire barrel sprites, new first person sprites when grabbing one with super strength, added some new effects and sound Fatalities on Mech Pinky now give +10 hp