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Comment History
HatchetHound
HatchetHound - - 29 comments @ Ashes 2063

PB does have random barrels, but it doesn't use a randomspawner, exactly. It uses a spawner that uses States to pick which one spawns. There is an option to turn them off and just use nukage barrels.

Good karma+3 votes
HatchetHound
HatchetHound - - 29 comments @ Schism

Those last two are... mostly normal behavior.

With the charged lightning attack, that's the Arc of Death and you use it by pressing the Dual Wield key with lightning out. If you press it while you're charging it will be stronger. Ice also has a spell for this at max charge, but generally if you've pressed Dual Wield while wielding a spell that isn't lightning, it'll store the input and start with that spell when you switch to it.

The "ball" might either be the Orbiters which you get by pressing Reload while charging, but the input can be stored for this too. Or it's by pressing altfire while charging. Almost every charge level for every spell has alternative attacks.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ The False Angel

This is pretty cool, but I hope you'll consider allowing us to turn down some of the effects so it's more potato-friendly. Also a more low-resolution version of the HUD, at the lowest 4:3 preset it fills the screen.

The effects I mean are the Glacier and Cinder attacks and some of the Guardian abilites, like Reflect and Vengeance. Oh, and the pistol charge. Might be more, but I only tried it out for a bit.

Guardian style is dope and I appreciate the block frame slider. Trying to just-frame stuff is super frustrating in Doom.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Paladin Fatality Showcase for upcoming update

Suplexing a cyberdemon. Amazing.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Mugshots Reimagined

This does work with PB 3.0, since it has it's own HUD that includes the standard Doomguy mugshot. I saw burn, explosion, and melt deaths.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Schism

Ahh, so he doesn't have the ultimates yet. I was saving and reloading going through the combos. I know how to summon the Maulotaurs now. Those guys are MEAN. I uhhh, also summoned the Black Sun with the console just to see what it does. That's gonna be fun. And Lightning is my favorite magic, so that all sounds great.

Oh neat. I've never played Parias in normal HeXen or any other mods.

I tried impaling enemies with the ice walls. It didn't exactly lift enemies but it did trap them in place when I did it right. I also find out that I can place one under them when they're frozen and they'll just shatter if something unfreezes them.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Schism

That sounds good. That also sounds like it'll be better on my framerate. My computer is kinda potatoish so the heavier ice spells tend to slow things down. Those other Hell Knight-tier enemies are kinda weird, too. The Dukes. Maybe it's also because I'm playing on EDay, but my game kept freezing whenever one of their fireballs hit in front of me. Actually scratch that. I accidentally just softlocked myself by saving before a freeze and those guys weren't anywhere near me. I had to disable them.

I knew about teleporting but I'm definitely going to have to play around with that. I did notice they do damage when I summon them.

Would Necromancy happen to be one of those? I'm also curious if the Paladin will get more...Paladin-like abilities. He behaves more like a Berserker and I saw the files even sometimes call him that when I looked. Like his powered axe attacks are lightning, but you'd think they'd be holy light. A Berserker-Paladin is a pretty cool hybrid class, though.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Schism

Nice. I, uhh, don't suppose the bolt-action could be brought to the Sorcerer? That's a pretty cool weapon. Failing that, the heavy rifle and sniper are also missing that ability. Dunno if they need it, exactly.

I had noticed the Frost Orbiters didn't seem to prevent my spells from hurting me. Though I'm not sure if that's because of the physical part of it, the shards and the special icicle rain. The full power ice spells seem more dangerous to me than the others. I'm not sure which part of the normal level 5 attack is doing the damage.

I am also very fond of the elemental walls, and that you can make the ice spikes bigger by spraying them. I've been having a lot of fun keeping certain doors open and trapping enemies with them. I like to let them gather near the ice wall and lay a full power lightning wall on top of it.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Schism

Huh. When you press the usual block key, it looks like one.

Oh nice. I had went in SLADE and ended up doubling the rewards since I figured it was part of this other engine quirk that halves ammo drops from enemies. I forgot I even did it until I killed an arachnotron and got a bunch of runes. I guess they work fine.

I did end up adding most of his guns to the ForbiddenTo sections to make scrolling through easier, but left the SMG and regular shotgun. The SMG seems like it fits him and the shotgun is too good not to use. Will he be able to imbue the SSG in the next version?

Does the elemental resistance from Orbiters stack or do you only need one for full benefit? And why is it that Frost Orbiters take so little mana while Fire and Lightning take more?

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Something I was curious about, how come you replaced the tank you fight in the city levels with a cyberdemon? Was the EDay version one of the newer, moving tanks? I've never actually played the normal one.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Schism

I thought I saw numbers for him in another video somewhere. The Sorcerer has them. Just the wing sprites is a bit obtuse and hard to pay attention to with how much goes on. I've been using the normal status bar when I play Paladin.

Right, fire+altfire with the gauntlets. I'll have to play around more with that. I forget I have it. Are you guys going to do a write up for the Paladin in the next release like with the Sorc?

I see. I'll have to get used to it then. Oh, when blocking with Quietus, what am I intended to block with it? I think I noticed Imp projectiles doing a fixed amount of 6 damage, but I'm not sure about melee attacks.

About the Sorcerer, has there been any progress with the rune issue? I only got one rune from killing three Hell Knights, that's pretty rough. I was also wondering if there was any chance of getting runes from finishing off frozen demons with the dagger.

I'm a bit curious about the weapon progression, the guns they can use and why. I'm unsure when it's a good time to even use guns as the Sorcerer. His spells seem to have him covered in most situations. And the minigun seems like it'd be too heavy for him.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Schism

I'm having a lot of fun with the Paladin, but I feel like he could use some way of getting health back from melee combat other than just fatalities. Like if Rage was converted into a bit of health along with Zeal, or if he got health directly from killing an enemy with melee weapons. Swinging Quietus is incredibly disorienting, would you guys consider removing, or at least reducing the camera movement when you swing it? Also, does Berserk do anything for the Paladin and Sorcerer? It's hard to tell. Though, under Berserk, the Paladin can't block with his bracers anymore. He tries to grab even if nothing is in front of him. Speaking of grabbing, I also feel like he should move at full speed when carrying barrels. He's a big guy, and he can throw them pretty far. He can carry enemies at full speed but the throw distance on those isn't nearly as far. Daedolon could also pick up and chuck barrels with telekinesis as well.

Good karma+3 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Yeah, I figured the same. It's a long time to go without certain upgrades in some mods, but oh well.

Also I found Schism the other day. It also works on EDay.

Good karma+3 votes
HatchetHound
HatchetHound - - 29 comments @ Schism

As of the latest download, lightning magic has its primary and secondary reversed. I also wish there was a way to know what you'd get with Runecrafting before you did it. For the Paladin, I'm having an issue seeing his health, armor, rage, and zeal numbers with the full HUD.

This is a really cool mod and it's pretty much exactly what I wanted out of that Brutal HeXen Mage video.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

That'd be cool. I did finally find one. The first time you can get it is in Twisted Neighborhood in one of the houses.

Good karma+3 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

I don't suppose you know if EDay has a chainsaw spawn on any of its maps? The Starter Pack had it in a secret in the first few, but I'm up to the city levels in GMOTA and I haven't seen one.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

You can also just rename or delete FLAGBALL from Combined_Arms and that works too, but you won't have the frames of Arti throwing it when using the Revenant Box altfire.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Great news. I got Combined_Arms to work and it doesn't require deleting every American flag from EDay. I was right, it was the FLAGBALL sprite in C_A having overlap issues with EDay. To fix it, you just have to rename EDay's flag sprite in Decorations and edit its entry in the big Decorate file to point to the new sprite name. There's only one frame to rename, so it's easy. I called it AFLA.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Hi there. I went through a copy of this and pared it down to basically just the radar, enemy health display, and the ability to carry and toggle Rad Suits and Light Amp Goggles. Since Project Brutality has its own HUD now, I wanted to be able to use that without sacrificing these features.

Is that something you'd be okay with me sharing?

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Oh I know. I just meant it's too bad it doesn't work. If I had to guess, C_A has a rally flag alt-fire for the Revenant Box. I think it's new to 2.0. Could be some overlap.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ EDAY 2019 Vanilla Finalized (Update Dec 08 22)

Nice. And thanks for making the wad vanilla friendly. Hell On Earth has been one of my go-to wads for a long time.

Also, I tried this out with a few mods not listed. GMOTA works just fine. Weird how it's the same author as Combined_Arms but that doesn't. I'd really like to play this with the Past-Linked set. I wonder if that's something Kegan can fix on his end?

Highway Acceleroid Booster also works, as does Treasure Tech.

DemonSteele definitely does not. Something about the CVARs isn't working correctly and the frames start dropping massively before you get far into the first level.

Good karma+2 votes
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

That's the Ultimate Doom Visor. This version of PB comes with a version of it, but it's a slightly older version.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

So, small bit of feedback on the 10-1-17 build. Not really bugs, so I'm not sure where these would go on the Discord.

-Strafe tilt, for me personally, is a bit too strong. I feel like it was at a good level in 2.03.

-SSG's primary fire in 2.03 sounded better. Similarly, the slug ammo for the pump action sounds a bit wimpy.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Hammer for Project Brutality, with holding alt fir

So I like the ability to hold the altfire, and the berserk version. I'm not sure if it was intentional, but the regular altfire has less range.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

Oh, I meant instead of dual-wielding. That'd be a little much, and it definitely sounds annoying to get to work. I'd think flak would be unchanged unless you're using DB shells, then they'd have a fire effect as well.

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

Would you consider an option to give the Auto Shotgun the Shotgun's shell-swapping special, perhaps if the Auto is set to upgrade it?

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Ultimate DoomVisor HUD v2.13 ** 2019-06-07**

Any chance of an option to make the radar active by default?

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

To be more specific, it's the thrown grenades. Are they even supposed to drop?

Good karma+1 vote
HatchetHound
HatchetHound - - 29 comments @ Project Brutality 2.03

How often are frag grenades supposed to drop? I've been playing for awhile, but I've yet to see any drop from the troopers, so I can't really replenish.

Good karma+1 vote