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/vr/ - Retro Games

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>> No.5670306 [View]
File: 2.93 MB, 640x360, technical difficulties.webm [View same] [iqdb] [saucenao] [google]
5670306

>>5670265
if i don't get around to it, the gist of crits is to shoot center mass to deal more damage, though a couple enemies are different
using melee optimally requires a crazy amount of inputs that i mostly don't bother with, but the damage is calculated from movement speed and direction, camera movement, footing, and landing a headshot
generally, sprinting towards your opponent and swinging the camera as you punch their head is good enough

>>5670269
those are mine and they're pretty outdated already
the monster one isn't so bad, but i'd like to go into more detail than what suits a meme image and be able to show things off in action
plus i've already learned new things like the exact details of cyberdemon aiming

>> No.5636391 [View]
File: 2.93 MB, 640x360, technical difficulties.webm [View same] [iqdb] [saucenao] [google]
5636391

>>5636381
The trick is spinning. It's a good one.

I really don't know how that happened. My best guess is that since punches can alter enemy angles, they all got applied at once when he revived so he spent a while spinning around at a crazy rate.

>> No.5560524 [View]
File: 2.93 MB, 640x360, technical difficulties.webm [View same] [iqdb] [saucenao] [google]
5560524

>>5560452
you really have to be right up against the hitbox
as long as you get green sparks you're landing hits, it won't make a noise unless you land a particularly high-damage punch and it won't trigger pain unless it's a headshot

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