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ichisich

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Ichisich

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About this mod

The low threshold of two weak points OR glory kills keeps the Hammer in most situation as a spammable option with no decision-making process involved.
This mod changes that in encouraging a diverse play style with different approaches in mind.

Requirements
Permissions and credits
Firstly I played with the thought of nerfing the hammer's stun duration, damage output and disabling ammunition drops completely.
But a weak hammer leads only to a loose identity in the Slayer's arsenal.
The ice bomb would stun better, frag grenades would dish out more damage and ammo would again solely rely on the chainsaw.

So I just reduced the spam-ability to encourage a diverse play style.

Changes:
120 points fuel one usage achievable with:

6 headshot kills 20 points each (sticky bombs and mastered precision bolts area of effect also counts if triggered by a headshot kill)
6 weak point destructions 20 points each
6 blood punch kills 20 points each (the aoe also grants 20 points per kill)
3 chainsawed enemies for 40 points each
Glory-Kills don't charge the hammer any more

(Optional) No extension of the Marauder's stun duration

Rationale:
To keep the chainsaw useful, despite the hammer's ammo drops, I decided to give the chainsaw the highest hammer fill rate.
So rotational use is still beneficial even when ammo is of no concern.
On the other hand enables the hammer, and its new filling methods, a play style which doesn't get interrupted by animations at all, so the player chooses.

Glory-Kills are already too essential in Eternal's resource management loop and often abundantly present without any drawback in taking them, until now.

Headshot kills were still one of the few actions which didn't grant any resources (except Maykr enemies) and  even prevent a glory kill.
This decision furthers player agency and mechanical aptitude alike

Weak points were already one of the hammer's pillars, but I reduced their fill rate to prevent spam-ability through Revenants and Mancubi.

Blood-punches overlap with almost all other sources, in that they encourage rotational play, break weak points and can fill the gauge quickly if not instantly by killing a group of fodder enemies if the situation occurs or gets constructed.
They are also an option to gain area of effect fuel for players that want to stick with micro missiles and full auto.

(Optional) The hammer in its original form completely trivializes the Marauder.

Installation:

1. Unzip the EternalModInjector.zip
2. Put the files into your Doom Eternal root folder (where the DOOMEternalx64vk.exe is).
2. Put HammerResourceRebalance_v1.0.zip into the \Doom Eternal\Mods folder.
4. Run EternalModInjector.bat and follow the instructions.