Quake 1.5 is outstanding. People are sleeping on this mod. In terms of PvE power scale however it mostly buffs enemies (new monsters, more encountered in maps, smarter AI for example Ogres are accurate on Z axis now). The player has relatively few buffs by comparison. Some (vanilla or otherwise) design flaws remain, such as weapon obsolescence (lightning gun nearly is in singleplayer), and a few bugs were present. The Combat+ add-on optimizes the fun, fluidity, diversity and power of the superb arsenal of Quake 1.5 without changing the original design intent nor difficulty too much. The focus of this add-on for Q1.5 is primarily in buffing the player's *weaker half* of the arsenal with just a few integral yet subtle tweaks, with the exception of the SSG which is now actually super:
Changelog:
<<<Super Shotgun (SSG)>>>
-The SSG can be fired *twice* between each reload animation (increased DPS but not damage).
-However the reload animation/delay is slightly longer (+0.25 seconds).
-Knockback for enemies and the player both is reduced by 40% since you'll often be firing twice in succession.
-Horizontal accuracy slightly increased (still not sensible to use at medium-long ranges, but improves range ever so slightly).
-Additionally, kick attack is now enabled during weapon reload animations (see below) -- it is extra proficient to combo kicking withthe SSG now.
Quake 1.5 is hard as balls. This new level of Sshotgun power does not break the game. The intent is to make the SSG a true successor to Doom's SSG in terms of fun factor and shred potential. Given how much harder Q1.5 is, it permits this buff (and all the others).
<<<Shotgun>>>
Pellets fired per shot increased from 6 to 7. This results in an approximate +17% damage increase per shot and yields exactly half the number of pellets per shot of the SSG. The intent is to make the Shotgun slightly more viable overall and also not left behind by the new SSG.
<<<Kick Attack>>>
Kicking is vastly improved with the following changes:
-Faster melee kick/transitioning to being able to shoot or kick again.
-You can kick during weapon animations, such as while the SSG is reloading. The kick is more viable to combo with other attacks.
-BUGFIX: No input buffering with kicking -- you won't accidentally be kicking twice in a row all the time if spamming.
-Reduced kick enemy knockback by 20%. It was too much (would send grunts flying). This nerf attempts to tone that down while still making kicking enemies into traps etc viable, and also make follow-up kicks or other close-range attacks easier by not sending enemies too far.
-OPTIONAL: Kick damage increased by 15% (see below)
<<<Nailgun>>>
-BUGFIX: tapping fire/shoot with the nailgun will no longer cause the weapon to muzzleflash and vibrate (animation), but not fire a nail. Now you can single-fire/burst fire the nail gun effectively with a single mouse press or short hold.
-OPTIONAL minor buffs to damage and ammo capacity (See below).
<<<Grenade Launcher>>>
-Grenade Velocity increased by 20%. Makes the GL more enjoyable and versatile to use; viable at medium ranges or vs enemies with moderate elevation advantage on you, is more effective at bouncing off walls, and hopefully not almost entirely outclassed the moment a rocket launcher is found.
<<<Lightning Gun>>>
-Cell consumption rate reduced by 35%.
-Range at which lightning chains to another enemy increased by 30%.
-Picking up a lightning gun gives you 30 cells as opposed to 15.
The intent is to fix an obvious vanilla design flaw: to actually let you enjoy the lightning gun rather than it eating all your ammo in a few seconds (also alongside cell ammo being very rare).
The remaining weapons have no direct changes. Already great weapon design.
[ALL OF THE BELOW IS OPTIONAL]
These features are highly recommended. Nonetheless, if you do not want the following changes or don't want them to overwrite your q15_config.cfg, simply don't copy over the respective file from the download.
<<<Nailgun>>>
-Increased damage by 1. Super nail gun still completely outclasses the nailgun, just less so with this change.
<<<Axe & Kick>>>
-Axe and kick damage increased by 3 (+15%).
<<<OP Ogre>>>
Reduced Ogre grenade damage by 12.5%, since ogres are deadly accurate in Q1.5 (good) and are everywhere on higher difficulty modes.
<<<Ammo>>>
An attempt to address vanilla design, the following ammo capacity changes encourage smart pickup management, resolve balancing issues, and increase trigger happy time with the overly-limiting weapons (e.g Lighting gun, nail gun).
-Nails max ammo capacity increased by 50 (200 -> 250). Picking up a nailgun grants 50 nails (was 30). Nailbox pickups unchanged.
-Cells max ammo capacity increased by 20. (100 -> 120). Increased all cell pickup counts slightly (except backpacks of any kind).
-Shell counts amd capacities remain unchanged.
-Rockets/Grenade ammo capacity reduced by 40. (100 -> 60). In this mod you'll rarely reach max regardless, since ammo is quite tight.
Note: this add-on is designed with default Q1.5 CVAR config in mind. I do not recommend modifying this file.