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Sovietshadow1

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Sovietshadow1

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About this mod

Modular rebalance of the Doom Eternal campaign, focusing on reducing unfun interactions or underpowered options without fundamentally changing the core game.

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If war is Hell, then call me the devil! Welcome to a general rebalance of various aspects of Doom Eternal, where I have arbitrarily decided to change different things purely based on how fun I think they are (but still keeping an eye on balance). Right now it's mostly weapon changes, but I'll most likely add more to do with various enemies and other bits as I learn the modding system. Also open to feedback on current changes.

What does it do?

-After multiple requests, all changes here can also be downloaded as separate files, so you can mix and match changes if you don't want all of them.

-Ammo: increased starting (before upgrades) bullets to 90 from 60, starting plasma cells to 200 from 150, starting rockets to 11 from 9, and ammo upgrades for the shotgun have been increased to 4 from 2 per upgrade (max of 32 shells). Not as high as many other rebalance attempts have done, as I wanted to still capture the game-loop of the original system, but it's certainly better not having to switch weapons quite so often.

-Melee: punches now do 100 damage from 0. Roughly similar to the 2016 version; save ammo on smaller demons, but don't try to outpunch an Archvile.

-Ice Bomb: cooldown reduction upgrade decreases Ice Bomb cooldown to 30 seconds from 35. Original cooldown was just painful, but obviously built around balance, so I've only decreased the cooldown slightly.

-Chainsaw: reduced the fuel cost to kill Prowlers/Carcasses/Maykr Drones to 2 from 3. Don't know why they hate "use 2 fuel" so much in the base
game.

-Super Shotgun: meathook lock-on time reduced to 100 milliseconds from 400 milliseconds, and meathook flame duration has been doubled. Should make those snapshot grapples much easier, and get more armor from glory/chainsaw kills.

-Combat Shotgun: increased damage per pellet (point blank/medium range/long range) to 38/35/30 from 32/28/22. Decreased the rate of fire of the automatic mod from ~336 rounds per minute to ~306 rounds per minute. Makes the weapon more reliable at staggering select enemies, increases DPS, and firmly sets the automatic shotgun mod as the highest DPS weapon in the game (giving it a purpose).

-Plasma Rifle (Microwave mod): reduced sensitivity decrease to 60% from 70%, dash reduction to 20% from 40%, movement penalty to 20% from 40%, and various tweaks to enemy damage reductions. Turns out this thing was doing less DPS while using more ammo against a wide variety of enemies; this has been fixed, and you aren't as slowed when using it.

-Ballista (Destroyer Blade mod): reduced initial movement penalty to 40% from 70%, final movement penalty to 50% from 85%, and dash reduction to 50% from 75%. Still less mobile than other weapon mods, but much less painful to use with a little speed increase.

-BFG/Unmaykr: increased ammo to 80 from 60, with the BFG now using 40 cells per shot (ammo per pickup increased to 40 to compensate). Unmaykr now comes with 2 extra projectiles on the final shot of each cycle, with a reduction of spread to 2 degrees from 3 degrees for each projectile. Overall, the Unmaykr can fire longer, and has more concentrated damage while still maintaining roughly the same spread as the original weapon.

Install:

-If you're new to Doom Eternal modding, go to the Doom 2016 Discord server. That has all the info and links to download the mod loader (including the version for Doom Eternal).

-Download the main file, which contains all changes, or download individual changes under "Optional Files".

Uninstall:

-remove the file from the mods folder, then run the provided batch file.

Compatibility:

-Anything I've changed will obviously not work with anything that makes a similar change. Luckily Doom has a bunch of separate folders so things play nice (for example, changing movement speed of a weapon still allows you to add something else that changes the damage of the weapon). If you have any doubts whether this mod will work with *insert mod here*, just go to the Files tab and click the "Preview File Contents" option under the file; if a file is the same as one in the other mod, there will be a conflict. Files can be removed from the .zip in order to remove that conflict.

-DO NOT GO TO BATTLEMODE WHILE YOU HAVE MODS INSTALLED. You will be banned.