Ok, so I fixed the typos that I found and poor english at the best of my ability. That list in the end was completely out of place, I devided and put it into corresponding parts of the review. I also complemented the checkpoint system. As for the replies:
The Dispersion Pistol's overcharge mod requires you to forgo the Bio Rifle rate of fire upgrade. Honestly it's a worthwhile tradeoff depending on what you want to go for. While I agree the Bio Rifle is great modded, the retooled Dispersion Pistol has pretty ridiculous DPS
Dispersion pistol also has a ridiculous recharge time, not a problem that biorifle has.
While the Automag falls off compared to the upgraded Minigun, it does have some benefits. Principally, it's (essentially) available from the very start, while you can only find the Minigun as early as Sunspire. Having a reliable hitscan weapon is invaluable for that first half of the game, and the Automag remains useful when upgraded thanks to its long range capabilities, and still honestly shreds up close with the alt fire if you put on a few rate of fire upgrades. Remember those Mercenaries that piss you off with their shields? That's their dodge equivalent -- they do it much less often if you're pelting them with the Automag
As of the latest version, if you fully upgrade the automag it becomes better than the (unmodded) minigun. then you are free to fully mod the rifle. You also mentioned how you hate the delay for the automag altfire gangsta mode -- rate of fire mod speeds that up.
Did you guys not understand that comparing automag to minigun is only part of the issue? I will repeat myself:
- Altfire is so inaccurate that there's no point in using it against anything but enemies with huge hurtboxes: brutes, gasbags and giants. It will miss skaarj at pointblank range. And even then, staying close to the enemies means taking more risks and for that reason you want to get rid of your targets as fast as possible, i.e. using the most devastating guns, automag doesn't fit the bill;
- It's a very handy thing until you get other guns, but then it becomes entirely obsolete
There's no point in upgrading this weapon, because after passing the certain point in the game it simply loses it's niche. It no longer can serve as a sniper weapon, because you have ASMD and sniper rifle for that. It is never a good choice to use this gun in close combat, because it gets completely outclassed by guns that are actually good at it, like: stinger, flak cannon or biorifle. You won't even use it as a last resort weapon, because it shares it's ammo pool with minigun, which is a much more destructive weapon;
- This weapon shares it's upgrades with other weapons that really need it, like stinger. So by choosing to upgrade this weapon you effectively reduce the amount of weapons available to you. Again, don't forget that it shares it's ammo pool with minigun.
Why snipe with automag when you have sniper rifle and ASMD? Why use it in close combat when you have flak cannon and bio rifle? Why does it even exist in the expansion, when you get auto rifle and quadshot in the first level? And lastly, while you can carry 10 weapons in the original campaign, you only have access to 9 ammo types, since automag and minigun share the ammo pool. If you choose to upgrade automag, your stinger will be left behind, effectively reducing the ammount of ammo types available to you from 9 to 8. I say that automag is not viable due to combination of leasted issues, not just because there's a minigun present in the game.
The Stinger is a personal favorite (even in vanilla, I'm weird like that), and I agree with most of your assessments except as it relates to the alt fire mode. Ash implemented my suggestion to increase knockback on the shotgun blast, which makes it tremendously useful against Slith and other foes that like to get up in your face, and there's pretty much no dodging it point blank.
Don't forget what I said about the spread and headshots:
Additionally, primary fire is more ammo effecient even at close distances, because you can always aim for the head, altfire spread is so large that only a couple of projectiles will headshot the enemy even at pointblank distance.
I think that ammo hungry weapons should be used efficiently.
The ASMD's shock combo is better than you give it credit. While it's somewhat wasteful with ammo, it can do devastating damage to groups, and I particularly recommend it for less mobile enemies like the Slith and Krall. It does have one critical flaw -- the penetrator mod MUST be made to penetrate Metal Mario Mercenary shields and perhaps Krall shields as well. Going through Skaarj Trooper shields and the occasional collateral hit is not worth it compared to the Bio Rifle contact mod
May be it can be worthwhile if you can land it. I personally can never do it, because I can never tell when it's the time to explode the ball, plus enemies like to dodge the thing a lot. The penetrating shot is never worth it, because enemies almost never stand in line and contact mode for GES is way too good to give up.
The Eightball is really good if you upgrade its RoF and homing capabilities. In general I like to use it to dump on crowds, and frequently use the tighter rocket/grenade grouping available if you hold down the other fire key when loading rounds. Grenades are better for bouncing around corners than direct combat, though Krall usually stay put enough to reliably dump grenades on their heads
I agree that the eightball is pretty ok, but it has some glaring flaws that just don't need to be there. I can't think of situations where I would need something that can bounce around corners, but good for you if think it's useful. I found homing rockets to be a joke, I never use them. Return to Na Pali rocket launcher has good homing, eightball system is ass! It's so bad that I even forgot to mention it in my review.
The Razorjack OWNS. I use it up close to decapitate enemies, which it does marvelously. I believe Ash also made the bodyshots flinch enemies, which helps in open combat. The alt fire curves to track your cursor a bit, which is somewhat helpful for avoiding self-damage and comes in especially handy for slicing up Geodudes Gasbags who are helpless to dodge it. Also, I don't think the mod affects alt fire animation time; it doubles the speed of the equip animation
Well, you must be way better at shooting than me. At close distances I would rather go for flak cannon or stinger, at least they are reliable, flak cannon headshots are devastating too. As for the mod, I too can't remember exactly what it does.
Mercenary and Krall shields put a spanner in the works of your target prioritization (unless there's only one enemy). They force you to switch to a new target in the heat of battle, but still keep their positioning in mind for when they start unloading again. Furthermore, their invulnerability forces unique timing with charged shots (and also encourages charged shots). I should really add a timer that prevents them reactivating their shields for a few seconds if they've just used them though, to make this a more sure thing and cut down on the annoyance.
I will never agree that enemy invulnerability is a good thing, don't waste your time on this. Doom and Quake didn't need it, because target priority there was achieved by giving enemies various special abilities and destructive attacks: hitscanning chaingunners, devastating homing revenant rockets, archvile ressurection and fire attack, shambler's lightning, fiend's crazy mobility etc. If for some reason the enemy's output is not good enough and you need to allow it
to cheat to have some sort of flow breaking invulnerability, then that enemy is not well thought out.
The thing with their hitscan attack is it is entirely dodgeable since they attack in a semi-circle pattern and can't aim up or down. drop down to a lower position, climb up, crouch if standing on slightly lower terrain, or dodge out of their predictable attack arc. It's very dodgeble so I'm all for it. although to be fair a lot of the time they are fought there isn't much elevation variety.
Ok, so why not turn it into a proper attack that works well? I've already said that the machinegun is whatever, since it never connects and even if it does the damage is pathetic. Mind that I'm ignorant of modding process, so I have no idea what issues you run into while working.
Charge up shots aren't so great to use in the heat of battle, but I like them for prepping a powerful attack while in cover, or starting an engagement with one then switching to the ASMD or whatever. The charge attack on the bio rifle is similarly useful in certain situations, like laying traps for massive damage, or firing fully charged into a crowd. Btw rate of fire mods reduce charge up time with these attacks for what it's worth.
Well, yes. Using charged shots to start out a battle is about the only use I've found for them. It's serviceable, but it would've been more interesting for the guns to have more utility or the attacks that are viable in a bigger number of scenarios.
Too easy you say? Hardcore mode is much harder than vanilla's hardest difficulty. You must be highly skilled.
I don't know man, I think I've just got used to Doom bullshit and repeated deaths. As I've said in my review - Unreal is fair, you fight monsters that don't have any crazy shit, except the marines obviously, you always get enough space to run around and dodge, you don't have to rely on enemy infighting or run past hordes to get a weapon that would be strong enough to kill the said hordes. Compare this to many usermade Doom wads, where you you get thrown into the crowds without good weapons and have to rely on infighting to get by, you fight in claustrophobic environments and often have to outright hug monsters to avoid the attacks, the monsters are much deadlier in general: get hit by revenant - dead, get sniped by archvile - dead, eat cyberdemon rocket - dead, some bullshit trap - dead.
After such ordeals the game that doesn't throw anything crazy at you just feels trivial, but I like those crazy things that Doom mappers come up with. It's very sad that I just don't see such depth of combat in other FPS games, even the "oldschool" type of shooters that emerge today don't get it. I want the mappers to prioritize combat above all and then add some visuals on top of it. I'm tired of seeing pretty, but easy to beat levels, I want to see the authors that have a very good and deep understanding of their mechanics and how to make the most of them. I want to see games that are designed around highest difficulty setting with the assumption that you're a nerd that spent 100+ hours on the game and know it's tricks, but sadly I find that higher difficulties are mostly lackluster. And what's even more insulting is how developers turn the highest difficulty setting into a stupid gimmick, like any hit oneshots you: "Enjoy your hardcore experience, nerds!". Anyway, I think that only japanese and some indie developers balance their games around hardest difficulty settings, Unreal Evolution does it too, at least I felt like it was designed around hardcore difficulty and the others were just downscaled from it. I think it's a right approach to take in general, as the hardcore players will be satisfied by the difficulty and the casuals won't even notice it.
Ever heard of Amid Evil? It was so disappointing that I refunded it. It's the only game I've ever refunded on steam. It had some things I didn't like, but above all stood the lack of difficulty, you know when I select the hardest setting I don't need a warm up, I don't want to be drip fed, let's go balls to the wall right from the start! It wasn't the only modern "oldschool" shooter that I played. I finished Dusk prior to that and it had the same issues regarding difficulty, but since it was my first experience with such games, my reception was largely positive, don't think I would want to play it today.
What's even more depressing is that I understand that it took Doom community years, tens of years to understand and implement all the cool quirks and encounters you see today. The regular developers, even the passionate ones just don't have such amounts of time, the best thing they can do is make their games easy to mod and hope that it shoots off someday. For this reason I hope that Doom and Quake communities will live for as long as possible, but I haven't played that much stuff, so there are probably enough maps for me to play until I retire or something.
Thank you too for reading and liking all the stuff I've written. It is the biggest one I've done yet. Don't know if and when I'll do the next one.