#21298 posted by Spirit on 2012/01/31 20:51:18
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Is quite funny that in PC Quake 2 the final boss is piss easy but on the playstation it was rock hard (not just because of worse controls either)
Also yeah Quake 2 everything was too slow. The Tanks were pathetic really, compared to a Shambler. And nothing Fiend like either really :E
There Was The Mutant
#21301 posted by ijed on 2012/01/31 21:16:03
But it was so big it got stuck on everything.
There Was A Lot Of Enemy Combat Issues In Q2...
#21302 posted by metlslime on 2012/01/31 21:53:15
too many hitscan enemies, too many slow, high-HP enemies, and then the ones that were effective were often TOO effective, i.e. the gunner grenade spam. And i don't like the feel of the weapons as much.
My favorite was probably the bezerker, he was kind of a beefed-up quake knight -- rush the player and melee, but with enough health that you had to backpedal as you fought him. That was sort of the model for my rubicon2 dreadmaughts, actually.
I also like the flyer since it requires careful aim, but you also have to periodically side-step his attack, which throws off your aim again.
Parasite was a good panic-inducer, like the tarbaby -- not exactly fun to fight, but a good tool to make the player feel less in control.
The more I play around with Knights in quake the more I like them. They have just the right health level that they take a few hits with low weaponry but are easily taken in large groups with better gear. Plus the moving attack and range makes them pretty nasty if they corner you :)
I completely forgot about the mutant thingies in Quake 2... man that's just how crap they were. I recall every time you fought one you could either spam it with grenades from above or just screw its movement on geometry as you say :(
Centroid
#21304 posted by Preach on 2012/01/31 23:02:10
Who's fault is it when centerprints are not send to all coop clients? Played id1 with quakespasm (both dedicated server and clients).
Centerprints are sent to a specified player by design. So blame the QC I guess? On the other hand you could view it as a conscious choice that stuff like "there are more to go" is only sent to the player who's doing something to advance the counter.
Q2.
#21305 posted by Shambler on 2012/01/31 23:26:36
I liked the gameplay. I liked the different style that some enemy were slow but could really fuck your shit up if you got caught out by them (e.g. Gladiator). I liked the weapons and stuff too.
^ I'm With Stupid
#21306 posted by rj on 2012/02/01 01:24:42
it may go without saying i also enjoyed it. however i agree the mutant was terrible; i'm not sure how they managed to fuck it up so much given how effective the fiend was. the animation and physics just seem screwy in comparison
...outdated, What Do I Hear All The Time
#21307 posted by madfox on 2012/02/03 18:19:11
I enjoyed Q2 on another part than comparing it to Q1. I expected more than Q1, as the better graphics and engine did. Then I realized Q1 isn�t replaceable.
The outer base with the waterflow realy blewed my imagination as I spend much more time enjoying the map layout, then fighting monsters. So I died more than once to the incoming attack.
They acted a bit odd, as they were more accidental then hard to fight.
The railgun stuttered me backwards evertwhere.
At least a real backclap from a weapon.
At the end part there was a berseric with two grrlz happily together, which playing the second time were gone.
I just hated that yellow light!
Of course it suppose to be a mars base, but I did everything to get rid of it.
One of the mission packs didn�t have it.
Q2
#21308 posted by ijed on 2012/02/03 21:51:13
I didn't like the movement, but there was still great level design in there.
Overall I'd say the game design was the only part off-kilter, although thats also the most important.
I remember the power station and warehouse as being very good.
ReMakeQuake2..? :)
Warehouse
They sorta dropped the ball on forcing the order of placing the cubes instead of making it open ended.
#21310 posted by necros on 2012/02/03 22:13:13
movement in q2 is weird... for example, it's possible to slide, almost out of control, down a very gentle slope.
noticed that a few times in spogsp1.
also, if you mantle up when jumping against a low ledge, you conserve your horizontal momentum, which can send you flying out of window or somesuch. very strange decisions were made when the physics were coded up.
OTP
#21311 posted by ijed on 2012/02/03 22:56:39
You need a project to apply insights like that to.
Physics.
#21312 posted by Shambler on 2012/02/03 23:08:27
I liked Q2 physics. It was a bit softer than Q1, like hitting edges and stuff, and the double jump bug, but I still liked it in it's own way.
#21313 posted by necros on 2012/02/04 01:39:36
the thing i mentioned about the mantling/conserving momentum... i think that has to do with the hitting edges and double jump stuff...
because it'll treat the ledge as a step so you keep moving forward, but the ledge is thin, so you end up flying right out a window... i dunno, it's hard for me to explain. :P
I love bunny hopping, so I dislike Quake 2 heh. It feels like a more stiff version of Quake 3 going back to it.
#21315 posted by rj on 2012/02/04 11:00:01
I love bunny hopping, so I dislike Quake 2 heh.
bunny hopping in q2 is a piece of piss. actually more effective than in q1 too due to the aforementioned weird physics (you maintain more momentum when landing)
Although I Should Add
#21316 posted by rj on 2012/02/04 11:03:47
it's only more effective in straight lines. you can't jump round a corner in q2, which is where q1 physics quirks prevail :)
#21317 posted by Nitin on 2012/02/04 13:46:53
Alright peeps, off to tanazania. I expect some releases in my absence :)
Bunny hopping != strafe jumping (:
Ok
#21319 posted by rj on 2012/02/04 19:57:43
i'll stick my hands up and say i don't know what the difference is :Z
Is...
#21320 posted by Shambler on 2012/02/04 20:14:55
Bunnyhopping is just repeated strafejumping, using the initial maintenance of increased speed when you first hit the ground after a jump.
Bunny hopping: Holding a strafe button only and turning to get air control (and some accel)
Strafe jumping: Holding strafe and forward and holding the mouse at the right angle to accelerate.
Perhaps I should say air control then :p
Only game that truly has both is CPMA.
#21322 posted by spy on 2012/02/04 22:32:47
never been able to perform neither BH nor SJ
maybe i'm just suck
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