Ideally (and this would be accomplishable by just tweaking weapons and giving enemies player-like armour points and types)
There are no damage thresholds in Q2. Only percentage reduction. So start with that.
Ideally (and this would be accomplishable by just tweaking weapons and giving enemies player-like armour points and types)
I don't know how armour mechanics works exacctly in Q2 but there are evidently 3 tiers of armour (+ power shield) that absorb different attacks differently - either completely, partially or not at all. That looks like an obvious and perfectly sufficient thing to do in a game where you fight armoured tincans - give them varying amounts of green, yellow or red armour based on their apparent tankiness.Ideally (and this would be accomplishable by just tweaking weapons and giving enemies player-like armour points and types)
There are no damage thresholds in Q2. Only percentage reduction. So start with that.
As far as Doom 3 engine games goes Prey was the absolute best, it was also traditional but did new things and took the concept new places with super weird levels and enemies and stuff. Too bad the buttheads at Bethesda aren't selling it digitally, so the game is kind of forgotten.
I'm currently replaying this for the first time in 20 years and my God this game isn't even halfway as good as the original. I played it for 15 minutes and I already want to uninstall it.
The movement is fucked up. I can't explain it, it just is. It's like there's no friction between the character and the floor.
The weapons feel bad. There's a very tiny delay between pressing the mouse button and when they fire. It's one of those things that you can't help but notice. Is this system related or something? They are also very lame. Like the laser pistol is one of the lamest weapons I've ever encountered in a shooter. The only thing it's good for is as a flash light. I know it's the first weapon but come on! The machine gun has this retarded recoil effect that the developers undoubtedly found "cool" but it's just annoying. It also sounds like pop corn in the microwave oven. Even the shotgun is meh.
That animation that the enemies do when they're about to die got old the second time it happened. It's not cute, it's annoying. You don't pose any threat anymore you stupid NPC, JUST DIE ALREADY! This exacerbates the weapons problem because now the weapons feel even more lame. I appreciate the hard work the artists put in to give them different textures based on how damaged they are, though.
The game is so orange. Normally I love oranges (I just ate one) but this is too much.
The level design is pretty good, I'll admit, but I fear it's not going to be enough if the shooting is so fucked up.
Are there any mods that fix this game? Quake 1 remains a masterpiece to this day. This one? WTF happened???
Quake 2 gives me motion/simulator sickness within a matter of minutes; painful headaches, and nausea.
Play some fucking Slayer for both, doneReading this thread reminds me, if you never have tried it I recommend playing Quake 1 with the Quake 2 soundtrack. All you need to do is copy the music files from your Quake 2 installation to your Quake/id1/music folder. Surprisingly some of the sings fit extremely well despite being made for a different type of aesthetic.
Reading this thread reminds me, if you never have tried it I recommend playing Quake 1 with the Quake 2 soundtrack. All you need to do is copy the music files from your Quake 2 installation to your Quake/id1/music folder. Surprisingly some of the sings fit extremely well despite being made for a different type of aesthetic.
OTOH it is entirely possible that it's just Q2 making you queasy.I can play Quake 1 for hours; I have played it for 24 hours straight, before.
Quake 2 gives me motion/simulator sickness within a matter of minutes; painful headaches, and nausea.
I have never played past the first ten to fifteen minutes of the game.
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Valestein:
https://en.wikipedia.org/wiki/Simulator_sickness
https://www.thehindu.com/sci-tech/h...cybersickness-video-games/article33962448.ece
https://injury.research.chop.edu/blog/posts/understanding-simulator-sickness