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>> No.9020331 [View]
File: 89 KB, 170x170, cultbye.gif [View same] [iqdb] [saucenao] [google]
9020331

>>9020279
>killjoying, pedantic post responding to a simple fun meme
impressively miserable posting

>> No.8707901 [View]
File: 89 KB, 170x170, cultist dab.gif [View same] [iqdb] [saucenao] [google]
8707901

I finally got around to putting together some sounds for the VR sounds thing. I forgot to get the GET ON WITH IT from Monty Python and the Holy Grail. I've been too goddamn busy and I'm lazy right now.

In hindsight I shoulda added in some Cultist callouts. For the next batch maybe.

https://files.catbox.moe/4xcf73.zip

>> No.8677873 [View]
File: 89 KB, 170x170, 1643935036057.gif [View same] [iqdb] [saucenao] [google]
8677873

>>8677745
I'd look at what makes the cultists threatening first: Their reaction times can occasionally be lightning fast on a hitscan with high accuracy, and they can throw dynamite to either catch you out or punish you for taking cover. Most other enemies move too slow to reach either threat level, and many have too many quirks that counterplay them hard (like ducking vs stone gargoyles)

Melee enemies need to be faster, and projectile based ones need their projectiles to be faster. AI quirks (like gargoyles refusing to descend sometimes) need to be addressed and ironed out. I would honestly say the hardest one might actually be the zombies, if only because of how abysmally low ammo is on the first few maps.

That all said, if you wanted to really rework and rebalance the blood roster to be more evenly balanced, I'd actually argue that might involve a small nerf to the cultists as well, maybe imposing a slightly longer guaranteed delay before they can fire. Part of what makes encounter balance is prioritizing targets, which was the idea in Blood: Take out the cultists asap while dodging everything else, then focus on them. If you make it harder to kite/ignore the other threats, the cultists in their current state could be a bit too much. It would definitely be something to playtest and compare in various encounters.

>> No.8592561 [View]
File: 89 KB, 170x170, cultist dab.gif [View same] [iqdb] [saucenao] [google]
8592561

>>8592304
This is kinda hard. But let me try.

1 Serious Sam 1's Knife
2 Serious Sam 1's Schofields
3 Shadow Warrior's Riotgun
4 Quake 2's Chaingun but with a muzzleflash
5 Duke 3D's RPG
6 Quake's Thunderbolt
7 Doom 1/2's BFG 9000

alternatively:

1 HL1's Crowbar with the throw ability from Sven Co-op, but with a cool down to give the Crowbar back after a set time (I always lose the fucking thing)
2 Shadow Warrior's Shurikens
3 Blood's Shotgun
4 Hexen's Serpent Staff
5 Blood's Dynamite
6 Duke 3D's Devastators
7 Quake's Quad on demand ala Samsara (this one is a bit of a cheat but fuck you, it's cool)

OR

1 Turok 2's Razorwind where you can switch away from it after you throw it
2 Quake 4's Blaster
3 Doom 2's Super Shotgun
4 Blood's Tommy Gun
5 Chronicles of Riddick: Dark Athena's S.C.A.R. Gun with an increased fire rate, capacity, and damage. Also make it use ammo
6 Quake 3's Rail Gun
7 Doom 64's Unmaker, fully powered

>> No.8340421 [View]
File: 89 KB, 170x170, cultist dab.gif [View same] [iqdb] [saucenao] [google]
8340421

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