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>> No.7926726 [View]
File: 1.55 MB, 1427x3150, hitscanners and you.jpg [View same] [iqdb] [saucenao] [google]
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>>7926629
>I think people tend to have Build Engine induced PTSD from the hassle that reloading can add when implemented poorly (automatic only, no manual reloading by the player).
What, like the pistol in Duke Nukem 3D? That's like barely a second of pausing, you can still maintain rapid fire.

>>7926641
>but I don't believe that type of gameplay suits Doom 1/2.
I don't see why not, it'll still be fast because the player is fast, and all but one hitscanner is pretty slow. I think pic related puts it well.

>playing peakaboo around corners becomes a core part of the gameplay loop when dealing with >1 hitscanner, and I just don't think that makes for good gameplay
Strongly subjective, and I think a misrepresentation.

>Brutal Doom's removal of hitscanners instantly fixes this issue, and the result is elevating the core gameplay far beyond the original. It's ironic to think that such a minor change could completely upend the gameplay.
Brutal Doom also adds shit like headshot mechanics which makes all the high tier enemies far less difficult and menacing. This may have been changed by updates by now, but for a very long time you could kill a Cyberdemon with three shots from the super shotgun, and for the Baron Of Hell, he can pick up explosive barrels and throw them, which is actually really cool, cooler still is that you can shoot it when he's holding it in his hands, but the problem is that this kills him instantly, ignoring much of his intended huge health pool.

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