Minor tweaks for the Pistol, Machine Gun, and Shotgun, focusing on balance and removing the need to hold Alt-Fire. (For v1.9.0)
A very minor couple of tweaks based on my personal balance preferences.
Pistol and Shotgun have their alt-fire accuracy bonus regardless of if the player is holding alt-fire (0.5 and 7 spread respectively).
Pistol rate of fire has been reduced to 3, which is slightly faster than vanilla Doom 3 (4).
Shotgun damage reduced from 14 to 8 (per pellet) and always fires 13 pellets (alt-fire only fires 10 in base WoMD).
Machine Gun alt-fire accuracy bonus removed (spread is always 4).
My thinking behind these changes is to make each weapon effective choices for specific situations. The pistol fires slowly at high accuracy to serve as an effective long-range/headshot weapon. The Machine Gun has low accuracy to prevent it from outclassing the pistol while still retaining high DPS, and the shotgun has its damage-per-pellet lowered to compensate for the increased accuracy. This leads to the shotgun being very effective at dispatching Z-Sec grunts in a single shot, while requiring two shots to take down Imps (since their lack of a hitscan attack makes them fairly unthreatening otherwise). The Machine Gun ends up being a reliable all-rounder, and the Pistol an effective niche weapon for distant enemies (AKA: I copied the balancing decisions of Half-Life 1).
Installation: Place z_weap_mars_dest_base.pk4 in your Doom 3\Base folder