6-7-20, 03:07 PM
Whew, time to break each pack down since I've messed around with the majority of them. I'm just gonna comment on the ones I've personally used and have experience with, so if there's no mention of a certain pack, I didn't use it.
2D Doom Weapons:
First of all, dunno why you put two links. The weapons in doom 2 are the same as doom 1 (minus the super shotgun) so the doom 1 weapon pack would work.
Not everyone is down to have two-dimensional weapons. Like you said, the sprites take up a large amount of screen and do subpar damage so even if they were added, they would see little to zero playtime. Crosshair or not though, these weapons are simple enough to aim, as they are somewhat of a hitscan like in the original doom.
Not everyone is down to have two-dimensional weapons. Like you said, the sprites take up a large amount of screen and do subpar damage so even if they were added, they would see little to zero playtime. Crosshair or not though, these weapons are simple enough to aim, as they are somewhat of a hitscan like in the original doom.
Duke Nukem 3D Weapons:
Like the Doom weapons, they're sprites that are pasted onto your screen, though they're not as big. They do a decent amount of damage (especially the devastator) and are mainly for memes but I don't see many people using them.
Terminator Weapons:
No, absolutely not. Three of them are broken in that if you kill someone with it, the next time you shoot, they die, regardless of where you shoot. The rest usually produced errors in the console (though it could have been a conflict on my part too), and they're all basically the same except variable fire rates and damage. They all have insanely high damage though, ranging from 65-80 per shot for the assault rifles and a sniper that does like 300.
Star Wars Weapons:
If you think these are a hitscan, then you're wrong. The bullets (lasers) act like regular bullets. Players take instant damage the moment the trigger is pulled, the laser actually hitting them doesn't matter. And it's not a hitscan, you still have to aim at a player to damage them.
That being said, these are all pretty overpowered, either doing a flat 25 or 50 damage, so if they were considered, they would need balancing.
That being said, these are all pretty overpowered, either doing a flat 25 or 50 damage, so if they were considered, they would need balancing.
Titanfall Weapons:
Oh boy, the OP of OP weapons. They are all nicely designed and feel fluent. It's their damage that isn't so pretty, with most of the weapons hitting 60+ damage a hit and the sniper hitting around 500 damage. They're also large in the file size department, so I don't recommend them only due to that, and that you'd have to upload them as a legacy just to balance them.
Doom Eternal Weapons:
These are just props, so no. Just no. They're not ported as weapons, they're just props. There's probably another addon in the works to make them into weapons, but this is just a pack of weapon props so they're useless.
Doom 3 Weapons:
We had them (suggested by yours truly back in 2016, they were removed sometime in either 2018 or 2019), I suggested a nerf for them since a couple were crazy op (super shotgun could do 288 damage and regular could do 196), then everyone hated them cus they couldn't noskill one shot people anymore, so they were eventually removed.
Serious Sam Weapons:
They weren't removed for being too overpowered, they were removed cus nobody ever used them. They are pretty balanced aside from the fact that they don't reload. I don't see these being re-added anytime soon though.
Darkens Scifi Weaponry:
Oh boy, you're gonna bring these back up? You wanna talk about errors and crashing people, look no further. I had a nice time nerfing the majority of these instant kill weapons and making the insanely overpowered ones disappear from the spawnmenu altogether. I have doubt that these will get anywhere.
TF2 Weapons:
These weapons are nice, but mostly a gimmick at this point. The medgun can heal from any distance as long as you were close enough at one point to start healing someone, the minigun fires 3 bullets at a time each doing 27 damage, the flamethrower causes errors, as does the australium gold sniper rifle and spy watch, the spy knife does 6x a target's health when it backstabs, but everything else is stale and boring.