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* ArmoredMook: Certain enemy types like Jackboots, Marines, and Chaingunners have a chance to spawn with light armor. The latter two will almost always have it, while the former may spawn without. All armored types also have a very low chance to spawn with heavy armor.
* ArmorPiercingAttack: 7,76mm ammunition is steelcore, making it able to even penetrate heavy armor. .355 Masterball is able to penetrate light armor. Alternatively, the legs and helmet, as well as faceplate, will make RNG rolls on armor strength when hit, from 0-100% for the former, and 0-80% for the latter. If nothing else, there's that...
** The Brontornis manportable cannon fires an API 35mm shell, penetrating walls and armor with contemptuous ease and shields just as easily.



** The Thunder Buster requires the operator to hold steady with its primary firing mode. However, it makes enemies with shields ''explode''.

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** The Thunder Buster Mk IV Brontornis cannon needs to be braced to not slightly damage the operator, is a single shot weapon, and the reload process is rather tedious. On the other hand, it will outright gib humanoids and drop hard targets in a single hit.
** The Mk XI "Thunder Buster"
requires the operator to hold steady with its primary firing mode. mode in order to essentially cook off an explosion on a surface, which can be difficult and presents the potential of accidentally killing the operator if fired in too close quarters. However, it makes enemies with destroys shields ''explode''.very quickly, causes tremendous damage, and the electrical arcs left behind leave some area denial.



* CounterAttack: If you've got good aim, or are just lucky, you might be able to shoot the fireball and stop it dead in its tracks - or, if you shoot them close enough to the imp, burn him a little.

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* CounterAttack: If you've got good aim, or are just lucky, you might be able to shoot the fireball certain fireballs and stop it dead in its tracks - or, if you shoot them close enough to the imp, burn him a little.little.
** Because of the velocity/screen turn based melee combat, it's possible to gib a babuin that's jumping at you with a hard punch if you time it right.



* {{Fireballs}}: Balefire! Hellfire magic brought to you by imps, hellknights, cacodemons, and barons of Hell. Normal fireballs can be stopped by an envirosuit. Balefire on the other hand, zooms right through that, and like standard fireballs, ignores bodyarmour. Oh, and it inflicts aggravated damage, so you need blues or other stuff to fix yourself.
* GrenadeLauncher: Comes in the underslung varieties (on the [=ZM66=]] assault rifle and Liberator battle rifle) and standalone varieties (the "Blooper" and the rocquette launcher, the latter of which also doubles as a rocket launcher, naturally). All versions have a programmable airburst function.

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* {{Fireballs}}: Balefire! Hellfire magic brought to you by imps, hellknights, cacodemons, and barons of Hell. Normal fireballs can be stopped by an envirosuit. Balefire on the other hand, zooms right through that, and like standard fireballs, ignores ignore bodyarmour. Oh, and it It also inflicts aggravated damage, so you which will need blues or other stuff magic to fix yourself.
heal.
* GrenadeLauncher: Comes in the underslung varieties (on the [=ZM66=]] assault rifle and Liberator battle rifle) and standalone varieties (the "Blooper" and the rocquette launcher, the latter of which also doubles as a cassette fed rocket launcher, naturally). All versions have a programmable airburst function.



* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to load a [=ZM66=] with any magazine that isn't a fresh, factory-sealed magazine, will first result in it not able to loaded due to DRM. The non-fresh mag will load on the second attempt due it being forced into the weapon to bypass the DRM, but this results in the gun's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.
* InstantDeathBullet: Played with. Most enemies will go down with enough damage, or eventually bleed out, but shotgunners will occasionally survive long enough to blast you. Some enemies won't bleed to death and only die after being damaged a number of times.

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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to load a [=ZM66=] with any magazine that isn't a fresh, factory-sealed magazine, will first result in it not able to loaded due to DRM. The non-fresh mag will load on Yes, the second attempt due it being magazines have a EULA. Same for the gun.
** It can be
forced into in if you give it a shove as the weapon to bypass message comes up. You will also curse out the DRM, but gun for its design. However, doing this results in the gun's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on scramble the HUD that depletes as round counter, which can be a significant issue if you fire your weapon), this can cause quite a few issues.
rely on it.
* InstantDeathBullet: Played with. Most enemies Unarmored humanoids fold up with a single hit of buckshot. 7,76mm will go down kill most humanoids with enough damage, or eventually bleed out, but shotgunners will occasionally a single bullet. However, sometimes if RNG isn't on your side with the latter, they can survive just long enough to blast you. Some enemies won't bleed to death and only die after being damaged shoot back, or need a number of times.second hit.



* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has five seconds to hide behind cover or (unlikely) run out of its effective range.

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* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripwire. Upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the ground. The offending player has five seconds to hide behind cover or (unlikely) run out of its effective range.



* MobileFactory: You can use a reloading machine to make 7.62 rounds out of four complete 4.26 rounds and one 7.62 casing, this is the only round that may be created in this fashion.

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** Ballistics simulate wound tracks with RNG too. And pain...
* MobileFactory: You can use a reloading machine to make 7.62 7,76mm rounds out of four complete 4.26 4,26mm rounds and one 7.62 7,76mm casing, this is the only round that may be created in this fashion.fashion. The ZM7 Liberator battle rifle has one in its stock, which can be handy. Unfortunately, it is a recast bullet, which does not have the armor piercing steel core.



** Firing around half a magazine rapidly with the [=ZM66=] assault rifle will cause it to cook off and make the rest of your shots go wild, and inserting another one without allowing the weapon to cool down results in the same thing. Then, there is the occasional jam, which has you pressing the reload key to unload your weapon in order to fix said malfunction. Often with multiple enemies firing at you.

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** Firing around half a magazine rapidly with the [=ZM66=] assault rifle will cause it to cook off and make the rest of your shots go wild, and inserting another one without allowing the weapon to cool down results in the same thing. Then, there is the occasional jam, which has you pressing is cleared by pulling the magazine, and spamming reload key to or unload your weapon in order to fix said malfunction. Often with multiple enemies firing at you.try and clear the dud. In these cases it's usually better to beat a retreat...



* UnwinnableByDesign: The author warns that this will turn nearly any map into an unplayable campaign of tears, as most classic Doom maps don't have adequate cover and throw lots and lots of enemies at the player in bum rushes.

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* UnwinnableByDesign: The author warns that this will turn nearly any map some maps into an unplayable campaign of tears, as most classic Doom maps don't have adequate cover and throw lots and lots of enemies at the player in bum rushes.rushes. On the other hand, the mod has given you many tools to clean out even the most aggressive ambushes or assaults...



** Averted by the HERP. 150 rounds will mince most enemies easily. Its one drawback is being stationary and having a much bigger profile than the DERP.
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.

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** Averted by the HERP. 150 rounds will mince most enemies easily. Its one drawback is being stationary Fed by three magazines of 4,26mm caseless, the HERP fires in automatic and having is a much bigger profile than nightmare to face if encountered in the DERP.
wild.
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.Bandaging has a chance to fix a wound, but you're better off using a medkit to solve the issue.
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Typo..


* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to load a [=ZM66=] with any magazine that isn't a fresh, factory-sealed magazine, will first result in it not able to loaded due to DRM. The non-fresh mag will load on the second attempt due it being forced into the weapon to bypass the DRM, but this results in the gun's ammo counter being uselss, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.

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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to load a [=ZM66=] with any magazine that isn't a fresh, factory-sealed magazine, will first result in it not able to loaded due to DRM. The non-fresh mag will load on the second attempt due it being forced into the weapon to bypass the DRM, but this results in the gun's ammo counter being uselss, useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.
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The DRM on the 50-round mags is binary: "Fresh or not?"


* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to force a [=ZM66=]'s magazine, which has previously been loaded into a different [=ZM66=] or contains ammunition taken from a mag that had previously been loaded into a different [=ZM66=] will, after a few tries, succeed, but will result in the weapon's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.

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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to force load a [=ZM66=]'s [=ZM66=] with any magazine that isn't a fresh, factory-sealed magazine, which has previously been loaded into a different [=ZM66=] or contains ammunition taken from a mag that had previously been loaded into a different [=ZM66=] will, after a few tries, succeed, but will first result in it not able to loaded due to DRM. The non-fresh mag will load on the weapon's second attempt due it being forced into the weapon to bypass the DRM, but this results in the gun's ammo counter being useless, uselss, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.
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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to force a partially-empty magazine into the [=ZM66=] assault rifle will, after a few tries, succeed, but will result in the weapon's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.

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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to force a partially-empty magazine [=ZM66=]'s magazine, which has previously been loaded into the a different [=ZM66=] assault rifle or contains ammunition taken from a mag that had previously been loaded into a different [=ZM66=] will, after a few tries, succeed, but will result in the weapon's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.

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* AttackDrone: The DERP, a useful little toy (described as a "webcam with wheels and a gun") that uses pistol ammo, and can be commanded to patrol, secure, or rove around and attack.
** And now there is the HERP (Heavy Engagement Rotary Platform), which not only takes three 50-round assault rifle magazines and fires full auto, it's also more resistant.

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* AttackDrone: The DERP, a useful little toy (described as a "webcam with wheels and a gun") that uses pistol ammo, and can be commanded to patrol, secure, or rove around and attack.
** And now there
attack. There is also the HERP (Heavy Engagement Rotary Platform), which not only takes three 50-round assault rifle magazines and fires full auto, it's also more resistant.



* DoNotRunWithAGun: While you can walk and fire, doing so is hideously (har har) inaccurate. You can't fire at all while sprinting, as you lower your gun, VideoGame/ArmA style.

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* DoNotRunWithAGun: While you can Your aiming stability, and thus your sight picture and therefore accuracy, is at its best when not moving. Any sort of movement will cause the weapon and the sight picture to sway, with faster movement corresponding to more sway. Moving at any speed faster than a walk will cause you to lose your sight picture altogether and fire, doing so is make your shots hideously (har har) inaccurate. You can't fire at all while sprinting, as you inaccurate. Sprinting will lower your gun, VideoGame/ArmA style.weapon and prevent you from firing altogether.


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* InterfaceScrew: Aside from the various effects on your vision that taking damage and/or being set on fire inflicts upon you, trying to force a partially-empty magazine into the [=ZM66=] assault rifle will, after a few tries, succeed, but will result in the weapon's ammo counter being useless, in addition to the rifle's DRM telling you to go "FUCK YOURSELF". Given that, for weapons that have integrated ammo counters, this is your only way of knowing how much ammo is in the loaded magazine (whereas weapons without integrated ammo counters will simply show a bar on the HUD that depletes as you fire your weapon), this can cause quite a few issues.
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->"''You know, if the mod's not complicated, then why is the tutorial video an hour long?''"
-->-- '''[[https://youtu.be/QSssmjAE7xI The Ultimate Hideous Destructor Bootcamp]]'''
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!!Tropes:
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** The Thunder Buster requires the operator to hold steady with its primary firing mode. However, it makes enemies with shields *literally explode.*

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** The Thunder Buster requires the operator to hold steady with its primary firing mode. However, it makes enemies with shields *literally explode.*''explode''.



* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has fives seconds to hide behind cover or (unlikely) run out of its effective range.

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* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has fives five seconds to hide behind cover or (unlikely) run out of its effective range.

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Changed: 32

Removed: 508

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* BulletproofVest: There's two tiers of bodyarmour. Green, which can on a good day stop 4,26mm/.355 Masterball bullets out of the box, and reliably stop 9mm/00 buckshot any day of the week, or Blue, which can produce reliable protection from 4,26mm bullets and some resistance to 7,76mm, but degrades much faster. Both are described as full body suits of armour, and act accordingly. In most cases sprinkling someone with 9mm rounds will do literally nothing other than take a few points of their armour off.



* BottomlessMagazines: The BFG is capable of charging batteries from frag, granted either it's internal or removable battery has 35% charge to start the thing.

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* BottomlessMagazines: The BFG is capable of charging batteries from frag, granted either it's its internal or removable battery has requires at least 35% charge to start the thing.thing.
* BulletproofVest: There's two tiers of bodyarmour. Green, which can on a good day stop 4,26mm/.355 Masterball bullets out of the box, and reliably stop 9mm/00 buckshot any day of the week, or Blue, which can produce reliable protection from 4,26mm bullets and some resistance to 7,76mm, but degrades much faster. Both are described as full body suits of armour, and act accordingly. In most cases sprinkling someone with 9mm rounds will do literally nothing other than take a few points of their armour off.



** Subverted with the DERP, as it packs a decent punch but runs out of ammo very quickly.

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** Subverted Downplayed with the DERP, as it packs a decent punch but runs out of ammo very quickly.

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** And now there is the HERP (Heavy Engagement Rotary Platform), which not only takes two 50-round assault rifle magazines and fires full auto, it's also more resistant.
* AwesomeButImpractical: The BFG requires a warmup and [[spoiler:can revive non-gibbed enemies after its use.]]
** The Thunder Buster requires the operator to hold steady with its primary firing mode.

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** And now there is the HERP (Heavy Engagement Rotary Platform), which not only takes two three 50-round assault rifle magazines and fires full auto, it's also more resistant.
* AwesomeButImpractical: The BFG requires a warmup and [[spoiler:can revive non-gibbed enemies after its use.]]
]] Still, it can literally erase rooms of almost any enemy besides the Cyberdemon.
** The Thunder Buster requires the operator to hold steady with its primary firing mode. However, it makes enemies with shields *literally explode.*
*BulletproofVest: There's two tiers of bodyarmour. Green, which can on a good day stop 4,26mm/.355 Masterball bullets out of the box, and reliably stop 9mm/00 buckshot any day of the week, or Blue, which can produce reliable protection from 4,26mm bullets and some resistance to 7,76mm, but degrades much faster. Both are described as full body suits of armour, and act accordingly. In most cases sprinkling someone with 9mm rounds will do literally nothing other than take a few points of their armour off.



** The titular Hideous Destructor, it's an enormous gun that requires charging and launches an ''enormous'' ball of green goo that gibs anything in its path.

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** The titular Hideous Destructor, it's an enormous gun that requires charging and launches an ''enormous'' ball of green goo energy that gibs anything in its path.



* EmbarrassingNickname: The SMG is called the "Sexy Manly Guy", after one of its funders, a politician, was caught with an intern.
* {{Fireballs}}: Balefire! Hellfire magic brought to you by imps, hellknights, cacodemons, and barons of Hell. Balefire from imps contains the chance of setting you on fire, reducing your armor and quickly killing you if you can't put it out in time - ''or'' killing you, anyway, if you're not quick enough to apply medkits.

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* EmbarrassingNickname: The SMG is called the "Sexy Manly Guy", after one of its funders, a politician, was caught with an 18 year old *male* intern.
* {{Fireballs}}: Balefire! Hellfire magic brought to you by imps, hellknights, cacodemons, and barons of Hell. Normal fireballs can be stopped by an envirosuit. Balefire from imps contains on the chance of setting other hand, zooms right through that, and like standard fireballs, ignores bodyarmour. Oh, and it inflicts aggravated damage, so you on fire, reducing your armor and quickly killing you if you can't put it out in time - ''or'' killing you, anyway, if you're not quick enough need blues or other stuff to apply medkits.fix yourself.



** Penetrating body armour. If you aim for the legs or head, you have a roll for how strong armour is when you hit, form 0-100%. The faceplate, while a smaller target, has a much better chance, at 0-80%.



** Averted by the HERP. 100 rounds will mince most enemies easily. Its one drawback is being stationary and having a much bigger profile than the DERP.

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** Averted by the HERP. 100 150 rounds will mince most enemies easily. Its one drawback is being stationary and having a much bigger profile than the DERP.
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** Firing around half a magazine rapidly with the ZM66 assault rifle will cause it to cook off and make the rest of your shots go wild, and inserting another one without allowing the weapon to cool down results in the same thing. Then, there is the occasional jam, which has you pressing the reload key to unload your weapon in order to fix said malfunction. Often with multiple enemies firing at you.

to:

** Firing around half a magazine rapidly with the ZM66 [=ZM66=] assault rifle will cause it to cook off and make the rest of your shots go wild, and inserting another one without allowing the weapon to cool down results in the same thing. Then, there is the occasional jam, which has you pressing the reload key to unload your weapon in order to fix said malfunction. Often with multiple enemies firing at you.



* Subverted with the DERP, as it packs a decent punch but runs out of ammo very quickly.

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* ** Subverted with the DERP, as it packs a decent punch but runs out of ammo very quickly.

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Put the trope examples in alphabetical order.


* BottomlessMagazines: The BFG is capable of charging batteries from frag, granted either it's internal or removable battery has 35% charge to start the thing.
* MobileFactory: You can use a reloading machine to make 7.62 rounds out of four complete 4.26 rounds and one 7.62 casing, this is the only round that may be created in this fashion.
* OneBulletClips: Averted, the mod takes into account both chambered rounds and the bullets in any given magazine.



* BottomlessMagazines: The BFG is capable of charging batteries from frag, granted either it's internal or removable battery has 35% charge to start the thing.



* GrenadeLauncher: Comes in the underslung varieties (on the ZM66 assault rifle and Liberator battle rifle) and standalone varieties (the "Blooper" and the rocquette launcher, the latter of which also doubles as a rocket launcher, naturally). All versions have a programmable airburst function.

to:

* GrenadeLauncher: Comes in the underslung varieties (on the ZM66 [=ZM66=]] assault rifle and Liberator battle rifle) and standalone varieties (the "Blooper" and the rocquette launcher, the latter of which also doubles as a rocket launcher, naturally). All versions have a programmable airburst function.function.
* HealThyself: Players are capable of stabilizing and patching themselves up, though having someone else patch you up tends to be more reliable (but you definitely don't want them using the same medikit applicator for everyone).



* InventoryManagementPuzzle: With encumbrance limits enabled, all items and weapons have bulk and weight values, which affect how much you can carry and your movement speed respectively, the latter of which may be completely crippled, striking a balance is absolutely necessary.



* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has fives seconds to hide behind cover or (unlikely) run out of its effective range.



* MobileFactory: You can use a reloading machine to make 7.62 rounds out of four complete 4.26 rounds and one 7.62 casing, this is the only round that may be created in this fashion.



* OneBulletClips: Averted, the mod takes into account both chambered rounds and the bullets in any given magazine.



* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has fives seconds to hide behind cover or (unlikely) run out of it's effective range



* InventoryManagementPuzzle: With encumbrance limits enabled, all items and weapons have bulk and weight values, which affect how much you can carry and your movement speed respectively, the latter of which may be completely crippled, striking a balance is absolutely necessary.

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* InventoryManagementPuzzle: With encumbrance limits enabled, all items RegeneratingHealth: There, but not up to VideoGame/CallOfDuty levels - it takes quite a while, doesn't work if you're bleeding to death, and weapons have bulk and weight values, which affect how much you can carry and your movement speed respectively, the latter of which may be completely crippled, striking you're better off just finding a balance is absolutely necessary.stimpack (slows bleeding, boosts regeneration)or medkit (Directly stitches wounds up/applies specialist treatment).



* RegeneratingHealth: There, but not up to VideoGame/CallOfDuty levels - it takes quite a while, doesn't work if you're bleeding to death, and you're better off just finding a stimpack (slows bleeding, boosts regeneration)or medkit (Directly stitches wounds up/applies specialist treatment).
* HealThyself: Players are capable of stabilizing and patching themselves up, though having someone else patch you up tends to be more reliable (but you definitely don't want them using the same medikit applicator for everyone).
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.
* WeakTurretGun: While not exactly weak, the DERP runs out of ammo very quickly.
** Averted by the HERP. 100 rounds will mince most enemies easily. Its one drawback is being stationary and having a much bigger profile than the DERP.

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* RegeneratingHealth: There, WeakTurretGun:
* Subverted with the DERP, as it packs a decent punch
but not up to VideoGame/CallOfDuty levels - it takes quite a while, doesn't work if you're bleeding to death, and you're better off just finding a stimpack (slows bleeding, boosts regeneration)or medkit (Directly stitches wounds up/applies specialist treatment).
* HealThyself: Players are capable of stabilizing and patching themselves up, though having someone else patch you up tends to be more reliable (but you definitely don't want them using the same medikit applicator for everyone).
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.
* WeakTurretGun: While not exactly weak, the DERP
runs out of ammo very quickly.
** Averted by the HERP. 100 rounds will mince most enemies easily. Its one drawback is being stationary and having a much bigger profile than the DERP.DERP.
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.
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* NoScope: Achieved by change the "passive sight view" setting, Alternatively, firing directly after exiting a jog/sprint.

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* NoScope: Achieved by change changing the "passive sight view" setting, Alternatively, firing directly after exiting a jog/sprint.

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Quick update


* AbnormalAmmo: The BFG uses Hell's energy itself.

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* AbnormalAmmo: The BFG uses Hell's energy itself."frag", this essentially translates into hell energy, which is pretty much everywhere since the invasion.
* BottomlessMagazines: The BFG is capable of charging batteries from frag, granted either it's internal or removable battery has 35% charge to start the thing.
* MobileFactory: You can use a reloading machine to make 7.62 rounds out of four complete 4.26 rounds and one 7.62 casing, this is the only round that may be created in this fashion.
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Creating YMMV


* DemonicSpiders: Barons of Hell: extremely tough to take down with small arms (one rocket works but it needs to fly a certain distance to arm) and when you finally do. [[spoiler:the Hellish energy from within can revive almost any corpse on the map.]]
** Once more, the Archviles, who now can clip through walls. Have fun!
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** Where the frag of a grenade hits; If the target is more than 8 metres away, it's entirely down to how unlucky they are if they're hit.

to:

** Where the frag of a grenade hits; lands; If the target is more than 8 metres away, it's entirely down to how unlucky they are if they're hit.
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quick self correction


* NoScope: Achieved by change the "passive sight view" setting, Alternatively, firing directly after exiting a jog/sprint, alternatively,

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* NoScope: Achieved by change the "passive sight view" setting, Alternatively, firing directly after exiting a jog/sprint, alternatively,jog/sprint.

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Updating info after new functionality added, replaced/removed some incorrect trope descriptions/examples, added new tropes, replaced "armour is useless" trope aversion with the much more common trope, "one bullet clip" which is being averted


* ArmorIsUseless: Surprisingly for a realism mod, averted. It (usually) helps you stop from getting set on fire by imps, and black armor, especially, stops high-powered shotgun blasts and rifle bursts effectively.

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* ArmorIsUseless: Surprisingly for a realism mod, averted. It (usually) helps you stop from getting set on fire by imps, OneBulletClips: Averted, the mod takes into account both chambered rounds and black armor, especially, stops high-powered shotgun blasts and rifle bursts effectively.the bullets in any given magazine.



** Dud grenades going off.
** Where the frag of a grenade hits. This goes both ways - enemies can survive a storm of lead, but so can you, if your grenade falls short of your intended target and there is no cover to take.
** The [=ZM66=]'s cookoff - a player can usually avert it by noticing the smoke coming from the gun, but there's sometimes no warning.
** Triggering the Thunder Buster's primary fire.

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** Dud grenades grenades/rockets going off.
** Where the frag of a grenade hits. This goes both ways - enemies can survive a storm of lead, but so can you, if your grenade falls short of your intended hits; If the target and there is no cover more than 8 metres away, it's entirely down to take.
** The [=ZM66=]'s cookoff - a player can usually avert it by noticing the smoke coming from the gun, but there's sometimes no warning.
** Triggering the Thunder Buster's primary fire.
how unlucky they are if they're hit.



* NoScope: Possible, but only if you fire soon after exiting a walk/sprint.
* OneHitPolykill: The Thunder Buster can destroy groups of imps or zombiemen, provided that they're clustered together.

to:

* NoScope: Possible, but only if you fire soon Achieved by change the "passive sight view" setting, Alternatively, firing directly after exiting a walk/sprint.
jog/sprint, alternatively,
* OneHitPolykill: The Thunder Buster can destroy groups Brontornis is capable of imps or zombiemen, provided that they're clustered together.over-penetration, the amount of soft targets penetrated vary by type, all affected targets are gibbed.



* LandMineGoesClick: The Grenade may be attached to a tripwire, upon tripping, a distinct sound is played, followed by the sounds of the grenade and it's spoon hitting the ground, the offending player has fives seconds to hide behind cover or (unlikely) run out of it's effective range



* InventoryManagementPuzzle: With encumbrance limits enabled, all items and weapons have bulk and weight values, which affect how much you can carry and your movement speed respectively, the latter of which may be completely crippled, striking a balance is absolutely necessary.



** The bolt-action rifle can get its bolt stuck when pulling it back, resolved by holding the altfire key until the bolt is unjammed. This is caused either by short stroking said bolt or just bad luck. Mostly bad luck.

to:

** The bolt-action rifle can get its bolt stuck when pulling it back, resolved by holding the altfire key until the bolt is unjammed. This is caused either by short stroking said bolt bolt, lettting the chamber get too dirty or just bad luck. Mostly bad luck.the latter two.



* RegeneratingHealth: There, but not up to VideoGame/CallOfDuty levels - it takes quite a while, doesn't work if you're bleeding to death, and you're better off just finding a medkit.

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* RegeneratingHealth: There, but not up to VideoGame/CallOfDuty levels - it takes quite a while, doesn't work if you're bleeding to death, and you're better off just finding a medkit.stimpack (slows bleeding, boosts regeneration)or medkit (Directly stitches wounds up/applies specialist treatment).
* HealThyself: Players are capable of stabilizing and patching themselves up, though having someone else patch you up tends to be more reliable (but you definitely don't want them using the same medikit applicator for everyone).
* WoundThatWillNotHeal: Certain types of damage will reduce max health until given specialist treatment.
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Hideous Destructor is, of all things, a realism mod for VideoGame/{{Doom}}. You move and aim like an actual human being, and die like one, too - unarmored, you'll die in one or two hits - and if you don't, you're most likely bleeding to death. You're going to use cover, wits, and reflexes to keep the demonic hordes at bay - and the good news is that your enemies usually die just as easily. Usually...

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[[https://forum.zdoom.org/viewtopic.php?t=12973 Hideous Destructor Destructor]] is, of all things, a realism mod for VideoGame/{{Doom}}. You move and aim like an actual human being, and die like one, too - unarmored, you'll die in one or two hits - and if you don't, you're most likely bleeding to death. You're going to use cover, wits, and reflexes to keep the demonic hordes at bay - and the good news is that your enemies usually die just as easily. Usually...
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Added blur sphere

Added DiffLines:

* PowerAtAPrice: The new blur sphere works this way, giving invisibility and the power to drive demons crazy, causing them to attack others. The downside is hallucinations, and the fact that it does not play nice with the healing magics.
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* DemonicSpiders: Barons of Hell: extremely tough to take down - taking lots of rocket fire to kill - and when you finally do. [[spoiler:the Hellish energy from within can revive almost any corpse on the map.]]

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* DemonicSpiders: Barons of Hell: extremely tough to take down - taking lots of with small arms (one rocket fire works but it needs to kill - fly a certain distance to arm) and when you finally do. [[spoiler:the Hellish energy from within can revive almost any corpse on the map.]]
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** The BFG functions as a mix of VideoGame/Doom3's BFG and the original VideoGame/Doom's BFG, along with bits of VideoGame/{{Quake 4}}.

to:

** The BFG functions as a mix of VideoGame/Doom3's BFG and the original VideoGame/Doom's VideoGame/{{Doom}}'s BFG, along with bits of VideoGame/{{Quake 4}}.
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** The BFG functions as a mix of VideoGame{{DooM 3}}'s BFG and the original VideoGame/DooM's BFG, along with bits of VideoGame/{{Quake 4}}.

to:

** The BFG functions as a mix of VideoGame{{DooM 3}}'s VideoGame/Doom3's BFG and the original VideoGame/DooM's VideoGame/Doom's BFG, along with bits of VideoGame/{{Quake 4}}.



* UnfriendlyFire: As with vanilla VideoGame/DooM, you can turn packs of mooks on each other, or at least soften them up, by getting their balefire and bullets to hit the guys in front of them. Risky, though.

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* UnfriendlyFire: As with vanilla VideoGame/DooM, VideoGame/{{Doom}}, you can turn packs of mooks on each other, or at least soften them up, by getting their balefire and bullets to hit the guys in front of them. Risky, though.

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