This patch addresses both remaining balance issues of OD3:
1) Soul Cube now kills Hell Knights at full health;
2) Super Shotgun pellet spread is reduced dramatically and the pellet number per shell is set to the same as the regular shotgun's;
3) Impossibility to reload Super Shotgun when there is 1 shell loaded in it and 1 shell available has been fixed;
4) Lowering in case of wall/enemy proximity is now always disabled for the shotgun.
Extract zDefScript.pk4 to overthinked mod folder, replacing the existing file.
WARNING: This patch breaks the mid-level savegames, setting them to the start of the respective levels but keeping health/armor/ammo values.
The balance tweaks are
1) Soul Cube damage is increased from 1000 to 1200 which is Hell Knight's health.
Instakilling any non-boss enemy is Soul Cube's essential property, this patch brings it back.
2) Sarge-Sabaoth is buffed from 4000 to 4200 hp, to compensate for the greater Cube damage that can only be dealt once;
3) Cyberdemon is hardened from 4000 to 4800 hp, just for it not to be less tough than Sarge in terms of hp, still taking 4 Soul Cube hits to kill.
'Shelob' Vagary is left as-is, 1600 hp, as the player first fights one without the Cube, and when facing two near the end of the game with the BFG and other heavy weapons the slight increase of the Cube's damage doesn't matter.
4) Super Shotgun now fires 12 pellets per shell like the regular shotgun, but with significantly decreased spread (3 instead of 12 and 16 for 1-barrel and 2-barrel blasts respectively). This doesn't make the weapon overpowered as it requires frequent and long reloading. This change is aimed to make it useful, as the regular shotgun is capable of dealing massive rapid-fire damage at close range.
There also is some real-life rationale behind this change: two-barrel break-action shotguns are clearly designed for hunting and are meant to be capable of reliably hitting smaller targets at a greater distance. SSG also has a butt-stock which is meant to provide more accurate fire. LET'S GO HUNTING! ;)
5) Impossibility to reload Super Shotgun when there is 1 shell loaded in it and 1 shell available has been fixed;
6) Lowering in case of wall/enemy proximity is now always disabled for the shotgun.
My own Shottyvision ^^ I kept spread a bit ****** only to prevent myself from "only SG/SSG runs".
Doesn't the plasma gun flipping even arch-viles with a single railgun headshot prevent you from those? And with your separated weapon position, chaingun is easier to aim.
Looked up your vid, seems like your sg's are rather accurate, or is that because you modified the field of view and the distance seems greater?
That's just myself. I like shotguns a lot in games. Especially Killing Floor 2 interpretation. Yes, I reduced spread for both shotties and changed other parameters. I am not trying to offend nor discuss about the balance.
It is just my personal shottyvision.
Nothing will be the same after spending almost 2 years in Quake Champions...
I played through Doom 3 again because of refreshing Overthinked formula.
Still the most important factor for me, was implementation of strafejumping skills into Doom 3 gameplay.
I picked up Overthinked as a preparation for tactical shooters like Day of Infamy and especially its recently released WW1 mod Screaming Steel where there are plenty of complicated controls, multiple firing modes, leaning and ironsighting (the latter two often working together).
You mentioned strafejumping, and another important skill required in Overthinked is leansniping round the corner ;)
Go into ARMA 3 Bootcamp module. Everything after that will have simply controls xD
I was rarely using lean left/right (only aginst zombie marines).Due to circlejump+sprint burst combo, I preffered to reposition myself or just flank the enemies with 20m leaps, taking less than second.
Intresting thing is, Doom 3 was competing with Painkiller as E-sport Arena Shooter for a short peroid of time.
What's the difference between this: Moddb.com
In that addon the SSG pellet spread is not modified.