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/vr/ - Retro Games

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>> No.7187984 [View]
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7187984

>>7187823
>Yeah, I see it get brought up a lot as a justification for that, since their pain response is arguably more exploitable than the ones in other games.
This is true. Instant hitscans also happen frequently in the other games, they're just not as damaging. An enforcer can point blank instantly fire for like a whopping 5 damage.
This is also a continued tradition in FEAR, it's just that again the damage received is greatly lower in comparison to what happens in Blood.
>Kinda. LB is definitely a good and fair entry difficulty, and is plenty reasonable in terms of most of those things
I don't agree. Still Kicking and Pink On The Inside have the most comfortable cultist reaction times and accuracy to get used to how the game works. Lightly Broiled for a newcomer is a very rough bump.
>Also while I like how versatile the options can be with the custom difficulty of FS, its bugs and quirks make it less fun for me overall.
That's where GDX saves the day. Set the damage dealt to 1 or 2 and that's the equivalent to enemy behavior and aggression to Still Kicking or Pink on the Inside. Tinker health and spawns how you'd like, it's all very comfortable and what I consider to be the most ideal way to balance difficulty while getting fairly faithful gameplay.
Noone's going to get exactly what they want with how cultists operate but they're easy to manage now with these ports.

>> No.5814987 [View]
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5814987

>>5814957
>that crazy slow weapon sway compared to every other shooters
It's perfect, dunno why but it's just perfect for this game and there's just so little I dislike about all of it. Episode three was the only one that felt a bit dragging on but I liked the industrial aesthetic and it has one of my favorite levels in it.
Blood, Quake 1, and Doom and are all on the same level for me. Hexen is also up there but mainly because I loved the fighter and it was one of the first I played. I've not had anywhere near as much fun as the other 'boomer shooters', and I'm trying to realize why that is.

>> No.5093742 [View]
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5093742

>>5093725
Higher difficulties increase enemy damage, number, AND health; it's fun for some but mainly the higher difficulties were designed with coop in mind.

I'd toy with the 'custom' difficulty options. I'd recommend just keeping enemy health where it is.

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