This project has been migrated to: https://gitlab.com/johannesg/Marathon-Infinity-Multiplayer-Enhancement-Pack
The original Marathon weapons were not really designed with people in mind. They were designed to be effective against slow and stupid aliens that could not dodge shots and could not operate their weaponry while they were being blasted by the player. Human players are a bit more intelligent, and faster than that.
This physics model addresses those changes and has undergone thorough balance testing during its development. Weapon switching delay is now nearly non-existant and random damage has been taken out of the game. Weapons that would normally never see action in an otherwise SPNKR filled multiplayer match can now go up against a SPNKR armed player under the right conditions.
Enjoy MIMEP.
- Strategic application of weapons. No dead guns. Every gun should serve a purpose.
- Eliminate randomness. It should be possible to estimate your opponents remaining health.
- Combine weapons to kill more effectively. Quick weapon switching.
- Balance. There should be no gun to rule them all.
Fists are the same as before excluding Damage Random/Base change. Use them for the perfect humiliation effect at extreme close range.
Pistols are now extremely easy to hit with. Use them to easily finish off a wounded opponent from mid to long range.
The assault rifle is now a lot more accurate than we have (grudgingly) grown accustomed to. The grenades are now nearly two times faster than previously which along with its accuracy makes it a lot more usable at short to mid range.
No changes apart from Damage Base/Random changes. All around killer weapon for any situation although best at mid-range. Remember, Don't go running blindly into a battle with the SPNKR against other weapons as they are not the harmless pea shooters anymore you had grown accustomed to.
The Fusion Pistol is back, but this time inspired by the plasma pistol from Halo. The Bolts are now fast enough to actually make a difference, and secondary trigger now drains 260 health from your opponent, acting as a great way to take out opponents shields. Works well at short and mid range, in relatively flat areas.
Note that the secondary trigger has quite a kick for the unlucky receiver. It can stun him for a second or two so be quick to switch to a more fitting weapon to finish him off.
No changes apart from Damage Base/Random adjustments. It is still a fearful weapon to be used at extreme close range.
The speed increase now makes the alien weapon actually usable at short and mid range. And also makes it a good way to clear an area.
Secondary trigger now allows you to charge it up for an extremely fast and accurate high damage yield shot. It will cost you 1/3 of your ammo clip though.
No changes apart from Damage Base/Random adjustments. The shotguns still work beautifully at close and mid range. Also fitting for long range if you are finishing off a wounded opponent.
Still the good old SMG we've grown accustomed to although with slight damage/accuracy/speed changes.
Thoughts? Bug Reports? Hatemail? Ideas?
Send them to johannesg@johannesg.com or file an issue at https://github.com/johannesgunnar/Marathon-Infinity-Multiplayer-Enhancement-Pack/issues
Jóhannes Gunnar Þorsteinsson
http://www.johannesg.com
johannesg@johannesg.com
Göran Svensson
goransvensson@gmail.com
- .44 Magnum Pistol bullet speed increased from 1024 to 4096.
- MA-75B Assault Rifle bullet increased from 1024 to 4096.
- WSTM Shotgun Bullet speed increased from 1024 to 4096.
- Alien Weapon is now dual function instead of a multipurpose, and therefor now has chargable secondary trigger set to a long-range high damage shot (unused 2).
- Alien Weapon secondary trigger burst count set to 5. Note that due to its charge-up nature. Actual ingame burst count is 20. Therefor, 3 shots available.
- Alien Weapon ammo capacity decreased from 2000 to 60 and no longer has random ammo on pickup.
- Alien Weapon no longer has angular flipping on secondary trigger.
- Alien Weapon Blast damage decreased from 24 to 30.
- Alien Weapon Blast no longer alien.
- Alien Weapon Blast now persistent and virulent.
- Alien Weapon secondary blast (unused 2) speed set to 4096.
- Alien Weapon secondary blast (unused 2) damage set to 34.
- Alien Weapon secondary blast (unused 2) set to Usually pass transparent sides and can toggle control panels.
- Alien Weapon secondary blast (unused 2) radius set to 20.
- The old KKV-7 SMG Flechette is back, automatic mid/long range weapon.
- KKV-7 SMG Flechette bullet damage decreased from 253 to 12.
- KKV-7 SMG Flechette bullet speed increased from 2048 to 4096.
- KKV-7 SMG Flechette rounds/magazine increased from 1 to 32.
- KKV-7 SMG Flechette ticks/round decreased from 15 to -1.
- KKV-7 SMG Flechette recovery ticks decreased from 15 to 0.
- KKV-7 SMG Flechette burst count reduced from 2 to 0.
- KKV-7 SMG Flechette recoil magnitude reduced from 20 to 5.
- KKV-7 SMG Flechette is automatic again.
- Enforcers set to use unused 1 shot slot instead of Alien Weapon Blast so not to make them overpowered when playing against monsters.
- First version uploaded to Simplici7y.
- Damage Random set to 0 on all weapons. Therefor every weapon sees base damage increase by 1/2 of the original damage random value.
- Ready time (time between weapon switching) set to 1.
- Fists: Damage Base increased from 50 to 55.
- .44 Magnum Pistols Damage Base increased from 20 to 24.
- .44 Magnum Pistols Radius increased from 0 to 400.
- .44 Magnum Pistols Recoil decreased from 10 to 0.
- MA-75B Assault Rifle primary trigger Theta Error decreased from 10 to 7.
- MA-75B Assault Rifle primary trigger Damage Base increased from 9 to 12.
- MA-75B Assault Rifle secondary trigger Damage Base decreased from 80 to 70.
- MA-75B Assault Rifle secondary trigger Area of effect increased from 768 to 1024.
- MA-75B Assault Rifle secondary trigger Speed increased from 256 to 400.
- MA-75B Assault Rifle secondary trigger Double affected by gravity box checked.
- SPNKR Rocket Launcher Damage Base increased from 250 to 275.
- Zeus Class Fusion Pistol primary trigger Damage Base increased from 30 to 45.
- Zeus Class Fusion Pistol primary trigger Speed increased from 256 to 512.
- Zeus Class Fusion Pistol secondary trigger Damage Type set from Fusion Bolt to Energy Drain.
- Zeus Class Fusion Pistol secondary trigger Damage Base increased from 30 to 260.
- Zeus Class Fusion Pistol secondary trigger Speed increased from 256 to 768.
- TOZT-7 Flamethrower Damage Base increased from 8 to 10.
- Alien Weapon Damage Base increased from 20 to 24.
- Alien Weapon Speed increased from 256 to 512.
- WSTM Shotguns Damage Base increased from 20 to 22.
- KKV-7 SMG Flechette Automatic checkbox unchecked.
- KKV-7 SMG Flechette Damage Base increased from 9 to 253.
- KKV-7 SMG Flechette Speed increased from 1024 to 2048.
- KKV-7 SMG Flechette Firing sound changed from "SMG firing (Inf only)" to "Cyborg Attack".
- KKV-7 SMG Flechette Rounds/magazine changed from 32 to 1.
- KKV-7 SMG Flechette Ticks/round increased from -1 to 15.
- KKV-7 SMG Flechette Recovery Ticks changed from 0 to 15.
- KKV-7 SMG Flechette Recoil Magnitude increased from 5 to 20.
- KKV-7 SMG Flechette Theta error decreased from 3 to 0.
- KKV-7 SMG Flechette Burst count decreased from 2 to 0.