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>> No.4885049 [View]
File: 54 KB, 567x488, THVe.jpg [View same] [iqdb] [saucenao] [google]
4885049

>>4884980
The futuristic UAC answer to this would be to go Supercavitating though. Then its both anti-personnel and armor piercing at the same time.
> opens up a wide permanent wound cavity, even with the .223 version. Also firsthand account from a border agent using a supercavitating .357mag said it killed the intruder "instantly".
Since we cant have an actual perfect round on the battlefield because that would be unfair, but black ops defense contractors arent limited by things like that or the hague convention (but a simple and very effective round like pic related, just advanced to the next level, would be alot cheaper than explosive tipped or plutonium-tipped munitions).

>>4885008
>>4885014
But only if the Archvile cant get near the target, because otherwise he will keep raising it from the dead and that doesnt equal a confirmed kill.

Im going to say its a toss up between the Revenant and Arachnotron because of stunlocking. And these two against each other is about a 50% chance since whoever gets a good string of hits is going to be the winner.
> revenant punches are basically full auto

>> No.4179939 [View]
File: 54 KB, 567x488, tres haute vitesse.jpg [View same] [iqdb] [saucenao] [google]
4179939

>>4179894
> believing that things from one game universe are fine balanced where they are, but taking them into another game universe inherently means they must change to accomodate the balance

No, you keep everything performing just the way it does against the things from the setting its from.

Some things are INHERENTLY pieces of junk that make do in one place, but just wont cut it somewhere else.

When I said I was good at game design/balance im meaning that you can keep things performing just the same way... but instead of this breaking balance, what you do is you bring the better shit from one game into another. You bring more of it too, in order to make up for the difference.

Doomguy's beretta wont cut it in quake, so he wouldnt bring that. Shotgun shells are more plentiful, so he starts with a shotgun.

Doomguy's equivalent to the nailgun is the chaingun. It uses bullets, so the nail pickups are replaced by bullet pickups. And make him carry 300 to make up for his bullets only causing 6 points (his max carried damage is now equal with the nailguns).

His SNG equivalent will have to be an upgraded chaingun... maybe the one from Q2. If it fires about 3 times faster then the dps is also equalling the SNG too.

He doesn't get a grenade launcher, it goes right up to rocket launcher. But his rockets will do 120 and he will find more of them so nothing much changes about this in terms of balance.

> notice that im messing around with ammo frequency and pickup availability, and now im going to mess with ammo consumption - im focusing on issues having nothing to do with the weapons themselves really, except adding the Q2 chaingun, im messing with the SETTING.

Doomguy gets a plasma gun (instead of thunderbolt) and if he already has one then a BFG will spawn in its place for the next energy weapon pickup.

The plasma fun fires 10 per second (as fast as quake engine will allow due to tics), causes 14 per hit, and fires obligatory 2 shot bursts for 1 cell consumption.

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