The rocket, plasma, and BFG projectile speeds in .99c are 100% accurate to Doom, and I have the Doom source code to back it up. As for damage... We could implement random damages easily, but a LOT of players wouldn't like that. It may make it as a server-side option later, who knows. As far as nerfing the Combat Shotty, it was needed. Even I get a bit miffed when I get nothing but point-blank SSG's to the face in a game. Considering how common the shotgun is in Quake 3 you basically would end up with an instagib cannon on every map for only one class - the fastest one at that. With random damage I could see going up that high, but not a fixed damage value. The Combat Shotgun did 20 * 5, 10, or 15 points. That's as low as 100 and as high as 300. You read that right, 300 freaking points of damage. We took roughly 60% of the max damage value for the gun and went with that. Same as the single shotgun, but it's around 70%. It did 7 pellets * 5, 10, or 15 points. That's as low as 35 and as high as 105. Yes, the single shotgun in Doom could feasibly kill you with one blast. The SSG could kill you with 200 health and 100 blue armor if it did the maximum damage.
As for taking "half the pellets" in Doom and living, that depends on your Deathmatch skill setting. I've played enough ZDaemon servers that had nothing but Dwango5map01 loaded to know what that !@#!@# super shotgun can do with 1/2 the pellets. Believe me, you will NOT live through it. This was one of those things that had to be done. I'm a hardcore Doom fan, and even I don't regret the change.
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