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Doom Slayer: Electric Boogalo

Carl Arc requested to merge Carlarc/colonial-warfare:carlarc/doom into dev

Changelog

🆑 Carlarc

rscadd: The Doom Slayer has arrived.

rscadd: Added a new status flag, No Permanent Damage. Mobs with this flag won't break bones, take organ damage, or bleed.

tweak: Double barrel QOL. Clicking on a closed break-action shotgun with handfuls in hand will now open the chamber. Finishing the reload will automatically close it.

tweak: Changed some internal damage causers like defibbing to not hardcode damage into organs. Ping me on discord if any issues ensue from this.

tweak: Added a new shotgun shell gauge, 8g, currently basically unused.

tweak: Buffed Human Hero race subtype, now it cannot be tackled, has the No Permanent Damage flag, doesn't get any pain, and has reduced stuntimes.

tweak: Predator slowdown immunity has been moved to their greaves.

rscadd: MASSIVE thanks to the following: XenocidalEnragement, for providing almost all of the Slayer sprites, Xslayer300, for giving me various sounds I requested, Sigil, for the plasma rifle sprites, Thwompa, for the 8 gauge sprites, TheDonkified and Waltermeldron, for helping me with the code.

/🆑

Details

Doom Slayer: image

Equipment:

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  • Praetor armor in general: Strong resistance to damage overall. Extreme resistance to internal damage.
  • Praetor helmet: Can be examined to check total life killcount. Grants XenoHUD and MedHUD.
  • Praetor HUD: Grants thermal sight.
  • Reinforced boots: Allows you to walk through weeds unhindered.
  • Praetor armor: Stores two spare plasma rifle magazines. Grants three powerful abilities:

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    • Toggle Doomblade: Allows you to unsheath and sheath the Doomblade.
    • Toggle Equipment Launcher: Toggles the Equipment Launcher.
    • Quick Scan: Inmediately scans your health as if you used a health analyzer on yourself.

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  • Super Shotgun: Deals massive damage at close range, accurate one-handed. Cannot be fired in bursts (for technical reasons)
  • Shotgun shell belt: Stores 24 shotgun shells.

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  • Plasma Rifle: Full-auto, deals consistent armor-piercing damage at range and has some unique features:
    • Inmediately decloaks Predators on hit
    • Shreds through walls
    • Can be turned to singlefire or burstfire to have effective vastly increased maximum ROF at the equal cost of extreme ammo consumption.

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  • Equipment Launcher: Can be activated in-hand to toggle between ammo types.
    • Cyan: Cryogenic grenades inmediately spread a quickly dissipating smoke that superslows all mobs inside (Including the Slayer!)
    • Magenta: Fragmentation grenades shoot out a quickly-detonating Webley fragmentation stick grenade, simple but robust.

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  • Doomblade: Robust melee weapon. Hitting a Xenomorph OR HUMANOID under 25% health starts a glory kill that is the only way to regain health and ammunition. Can almost inmediately dig out shrapnel and force open airlocks.

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    • The glory kill will lock both the Doom Slayer and Xenomorph into an animation for roughly 6 seconds, so make sure you're safe before starting one! You will be immune to damage for a few seconds after the kill.
    • Each xenomorph caste has an unique glory kill description. The amount of health and ammo regained per glory kill depends on the tier of the killed Xenomorph.

The Doom Slayer has extremely powerful offensive tools, and very strong defensive ones, but he is extremely vulnerable to making a misstep and being swarmed. Care must be taken by the player to never slip up lest they get slowed once and caught out by a horde of doomthirsty xenos.

Intended gameplay flow:

  • Move around, try to catch out priority targets (T3s, Warrior) out of position or use grenade slowdown and stun to create opportunites, then punish hard with either weapon, finishing off an unfinished PB kill with plasma rifle.
  • When low on health or ammo, seek a T1/support T2 to weaken with a long-range shot then unsheath doomblade and execute a glory kill.
  • When very low, hard disengage, and try to hunt lone xenos, or seek treatment from nearby marines.

Related Issues

Closes

Edited by Carl Arc

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