#382 posted by negke on 2012/11/23 19:20:35
Sentinels are not replacement bobs - bobs are fun to fight, sentinels are not.
Oh Well
#383 posted by negke on 2012/11/23 19:52:19
They are okay. Unless they come in groups and without cover.
Says The Tarbaby Lover.
#384 posted by Spirit on 2012/11/23 20:32:12
#385 posted by necros on 2012/11/23 20:42:57
haha, well, it's funny because the complaints about bob are basically exactly what bob is supposed to be.
He is supposed to be a hard to hit medium threat monster designed to slow down the player and force them to pick their shots.
Defenders are fine when you are aware of them. Should more be a note to mappers to not be dicks and constantly place them in close surprise ambush positions. In close range with open ground circle strafing works fine.
Bob: "They're annoying to fight" err no, mobile enemies are awesome fun to fight and their death is great. The screechy sound is annoying though :(
I suggest adding:
> A 'non-boss' gug that doesn't have the earth quake attack, because A: unavoidable damage is super fucking lame and B: it makes health balance difficult. Could perhaps have reduced splash radius on it's projectiles, but I otherwise like the gug a lot. The earthquake just makes it too difficult to use as much as Shamblers or Droles :(
> Ammo pack item that doubles shell, nail and Cell capacity (not rockets though, 100 is fine there :p ). Keeping with Quoth's design, it would be a useful item for mappers that make levels with large monster counts but can be happily ignored by those who don't.
> Another item that upgrades the lightning gun making it pierce enemies. With that I think it would be more of a proper super weapon. As it is it's just another tier of nailgun which mappers never use.
> Extra shotgun would balance out the health of most of the new monsters being higher in places where quoth monsters are used more. But again apart from the Voreling I don't see much of an issue with that. You just need more shells :E
> A flashlight with unlimited battery :p
I suggest all this shit as extra items that could be added so as to not affect any maps already using Quoth too :E
Gug's Quake
#388 posted by Fern on 2012/11/24 05:17:40
is a cool attack except that it still damages you when you are swimming. Did he shake the water too?
Also
#389 posted by negke on 2012/11/24 10:29:29
Add RMQ. And Zer. And Shrak.
Lel
I think I understand the decision of not releasing the source, now...
Surely you should conclude the opposite? (:
#392 posted by Spirit on 2012/11/24 12:56:23
now how fun would a modular class system like Unreal's be.
#393 posted by Text_Fish on 2012/11/24 13:06:19
I like the Gug. He is ridiculously overpowered, but that just means he should be saved for proper crescendo moments. A weaker version would simply dilute the psychological effect of the stronger version.
Re: Flying Base enemies, I think my design preference would be to add another type of enforcer or grunt but give them a jetpack and a hyperblaster or laserbeam attack.
Ultimately, I think what we can all agree on judging by the renewed interest in this thread lately is that Quoth 3 is well overdue. :P
Bob
haha, well, it's funny because the complaints about bob are basically exactly what bob is supposed to be.
He is supposed to be a hard to hit medium threat monster designed to slow down the player and force them to pick their shots.
Fighting bob and the sentinel is ok, but both models suck, look out of place.... Maybe just rip-off or mod Rubicon2 flying platformers, which are ace.
#395 posted by nakasuhito on 2012/12/15 12:58:11
does anyone have a copy or know where to get the quoth fgd? my backup hdd died a few months ago, and doing a google search for it gives me no results, except for this page and the link is dead :(
Quoth2 Fgdmaybe
#396 posted by mechtech on 2012/12/15 14:14:39
I can't find the Quoth2 fgd anywhere on the net.
Should be the right one but I may have modified something.
file date is 6/14/09
http://www.mediafire.com/download.php?goczizd2h3b8ix3
If it's correct I'll send it to quaketastic
Why FGD & DEF files are not included with the official Quoth dev files? why!
=====================================
BTW does anyone use that scorpion enemy?
and Leave bob alone, he's ok. If anything give me a weaker version of the vorling. One shot kill (there supposed to be bugs right?). How bout a skin and spawn flag for weak vorling and I'll drop 50 of them on the player.
Weak Voreling
#397 posted by Preach on 2012/12/15 14:25:43
That would be a horrible design decision. Players wouldn't know which kind of voreling they were fighting, which would be incredibly frustrating.
Thanks Mechtech
#398 posted by nakasuhito on 2012/12/15 19:00:24
:)
Weak Vorelings
#399 posted by Fern on 2012/12/15 19:44:45
...would probably function about the same as necros zombies, and everybody loved those. To really work though you'd probably need a new skin, new sound set, and maybe even a new model possibly scaled down (which in turn would probably make them look like the terrorbites from time crisis. ehhh....)
Centroids have a few prominent appearances in dom3m1 and the other dom3 maps as well.
Weak Voreling
Just change the default one. Come on, surely that's the one change that everyone can agree on.
I Disagree
#401 posted by Fern on 2012/12/16 19:52:27
nt
#402 posted by skacky on 2012/12/16 20:03:41
I like the Vorelings as they are and they do their job perfectly: being really annoying, sometimes dangerous and jumping everywhere.
It's pretty silly having a head crab annoyance enemy thats tougher than a grunt and isn't gibbed by a direct rocket hit :p
But whatever it's an easy enough hack to reduce it's hp within your own maps
True
tougher than a grunt and isn't gibbed by a direct rocket hit
At least change that. Dropping it 65 to 50 HP wouldn't unbalance much.
Also, Sentinels, why exactly are those stronger than Scrags? :(
Cause They're Robots?
Nazi Robots
Yeah - those indestructible head crabs really pissed me off in half-life. Why can i blow away a whole alien planet, or whatever, but but a few vorelings are just too much.
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