8c702b8a5dc79b447ec8825a0835ffc6ac0171f76f0f830d4de4c60cc762a70f

8c702b8a5dc79b447ec8825a0835ffc6ac0171f76f0f830d4de4c60cc762a70f
overall_rating 4.666666666666667 48

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But then that prevents people from getting the box of shells if they have 61 left and they might want 100. Instead of just blocking the pickup, why not create a promt. “Pickup shells?” or something. Some kind of method to allow the choice.

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An ideal solution would be to store the remaining ammo in the pickup and not remove it unless it’s depleted. So if you have 70 shells and you run over a large shell box, you will possess 100 shells and the box will remain with 10 additional shells to get from it.

Doom has a mod with a similar idea, AFAIK.

This could apply to armor too, except in this case the armor vests get swapped. If you are ready to pick up armor according to Quake formula for this, then your old armor would spawn in its place and won’t be picked up until you are again depleted enough. I doubt there are calculations in place in QC already to make it an easy upgrade; something tells me there are just hardcoded values tweaked for full armor pickups.

Besides, with the new armor rules in this mod (which is a change on par with AD projectile shotguns - thoroughly unnecessary, in my humble) I’m not sure if this is even relevant. But yeah. Ammo system like this would be a dream came true.

Overall a very reasonable set of changes. If I was to modify progs for something of my own, I would use this as a base. Thoughts so far:

  • Very neat interface gfx.
  • Y SSG feels slower, am I going insane? Couldn’t find any mentions of it in the readme.
  • That thing when you gib someone and they don’t give you a backpack - perhaps this could be changed. I never liked the idea of penalizing the player for having some fun after they already lost some ammo to overkill.
  • The new axe model is pretty good, but the handle lost its metallic shine to excessive noise. Excellent animation though.
  • I wholeheartedly agree with the SNG nerf.

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Unregistered user “NoNameUser” posted:

Ogre’s grenades should be adjusted so they actually come out of their grenade launchers instead of their chest. Considering the ammount of things that have been changed for the better, I’m surprised this has been overlooked so far; unless there’s no way to fix it, that is. I’m pretty sure there was a mod around that corrected this, I saw it a while ago but I can’t remember the name.

Well, after playing for a while I gotta say the changes brought by this mod make it the perfect choice for playing classic style maps. Among other things I love the idea of Nightmare skill cutting max health by half as replacement for the cheap and tiresome turret-monsters formula, and I’m quite partial to the way armor behaves now; it never made sense to me how could you lose armor points by taking damage underwater, getting caught between a closing door and a wall, and worst of all how even while invulnerable you still had to worry about getting hit because that damn Pentagram of Protection didn’t protect your precious armor at all.

That beign said, if there’s one single thing I wish was included was reducing the amount of ammo that can be carried, namely, giving players a maximum of fifty shells, grenades and rockets (nails and cells are capped at a reasonable amount). Now, this could be just me, but this has been a long-standing and ever-present issue with id games: they throw more ammo down your throat than you know what to do with (I’m looking at you most of all, Doom 3), and to make matters worse it seems like most mappers are ok with this awful tendency. It’s bad enough that vanilla Quake maps are littered with excessive ammouts of ammo, but unfortunately this problem also extends to a significant number of custom maps; I’d dare say most of them. Usually, when you get your hands on either a grenade or rocket launcher, all other weapons become virtually useless, and this is only aggravated because you can carry so much ammo for these two weapons that you rarely run out, not to mention that you can also carry a huge baggage of shells. I’ve seen this happen many, many times, and it’s just disheartening how much this problem deflates all the challenge. I tried making my own Copper-based mod with this particular feature, but sadly I have next to zero experience at Quake modding, it’s just way too damn complicated for me and I wouldn’t even know where to start.

I will reiterate that I agree with the SNG nerf, but I also disagree with the NG buff. It’s too similar to an assault rifle now, the videogame variety that doesn’t even have spread. Quake has one paradigm - no weapon is too good for long-range combat, and I don’t think it should be significantly altered.

SSG nerf is all the more baffling in this context. It’s already tempting to overuse nailguns in the stock game, even the regular variety, when you have a surplus of nails. Now that the balance has shifted, SSG turns into a conservation dud you can’t wait to put away.

Limiting rockets is a minor change in comparison, but I’m still tempted to ask what is it that the author has against fun.

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Download updated version here: http://lunaran.com/copper/download.html

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Huh, it’s the same version as before.