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/vr/ - Retro Games

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>> No.5851009 [View]
File: 2.94 MB, 1000x563, very fast ogre grenading at very high speeds.webm [View same] [iqdb] [saucenao] [google]
5851009

>> No.5550682 [View]
File: 2.94 MB, 1000x563, very fast ogre grenading at very high speeds.webm [View same] [iqdb] [saucenao] [google]
5550682

>>5550680
Because the enemies literally just fucking stand there and don't advance on you? Look at this dipshit here, he's fucking useless.

>> No.5162786 [View]
File: 2.94 MB, 1000x563, VERY fast ogger grenading at incredible hihg speed.webm [View same] [iqdb] [saucenao] [google]
5162786

>>5162692

>> No.4227309 [View]
File: 2.94 MB, 1000x563, Desktop 08.31.2017 - 00.42.11.73.webm [View same] [iqdb] [saucenao] [google]
4227309

>>4227293
>Not exactly true about Ogres. They still move around
You sure about that? Unless you mean move around when they aren't attacking the player, which they obviously do. I was referring to how in normal fights an Ogre will take a shot at the player, move around a bit, take another shot, etc. which helps randomize the grenades as otherwise they're subject to the engine's very basic physics and tend to all hit the same spot.

> and can definitely jump off ledges since these are brush triggers and they work for all monsters.
They have to reach the entity first, which they won't do if they aren't moving.

>Vore balls also travel much faster, are far more accurate and are overall absolutely deadly
I was going to cite this as bullshit but then checked the .qc and sure as shit, there's a few lines about skill == 3 setting their velocity higher. Don't see anything for the Scrag but I might just be missing it. Grunts do seem more accurate but I'm not sure if that's intentional or just something screwing with the 'always aim x amount behind the player's position' bit.

So nightmare does have more changes than I knew of, but IMO the negatives still make it a minus compared to Hard.

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