rmeans 26 jan 2013 om 4:23nm
do the imps have more health?
I just finished doom3 with sikkmod and I really enjoyed it. during the sale I had picked it up with resurrection of evil. So now that Im done with doom 3, I went to move on to Ressurection of Evil with sikkmodd but Im having some issues with the imps. I played doom 3 on both marine and veteran difficulties (eventually setting on marine), but in both cases if I ran up to an imp with a shotgun and pulled the trigger there was a very good chance that imp was vaporized. However in ROE, its taking like 5 or 6 upclose shotgun blasts to put them down, on marine difficulty. The other monsters seem fine, they seem to die at the appropriate level.

Just wondering if anyone else noticed this
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[PA-D] SCREAM2NIGHT 31 jan 2013 om 8:07vm 
i have never used that mod and it seems that imps die with 1-2 shotgun blasts for me
rmeans 31 jan 2013 om 8:32vm 
maybe I'll play without it then, see if its any better. It worked great with regular doom 3, actually added a tremendous amount to it. There arent as many features for ROE, other then the visual enhancements which I guess I can live without
[ScrN]PooSH 10 feb 2013 om 2:05vm 
Imps are thin, but Shotgun has a wide spread. So even from a couple of meters most pellets don't hit him. From point blank Imp can be killed with 1 shotgun shot, even without hitting the head.
rmeans 10 feb 2013 om 4:15nm 
honestly since doom 2 I use the shotgun as practically a melee weapon, especially the double barrell. I've been running up to everything sticking it into the chest and blasting. The problem is definitly the mod, vanilla game is fine, I might have screwed up something during the installation.
[ScrN]PooSH 12 feb 2013 om 4:57vm 
I'm playing with SIKK mod too. IIRC it doesn't alter any weapon stats.
IceHandz 15 mei 2013 om 12:01vm 
Last time I've played RoE with Sikkmod I've noticed the Imps were much, much tougher. Confront even just 2 imps at once you're almost screwed because one of them takes 6 shotgun blasts or two full machine gun clips. Apparently the modder didn't understand the concept of "graphics enhancement" part of the mod but he also included a little "Imps are tough as Hell Knights" configuration to make the game uninteresting.

To work around this I simply edited the AI configuration in the base folder of RoE by multiplying the damage scale to the heads by x10 so it's instantaneous death for Imps if shot in the head.
DrQuagmire1 15 mei 2013 om 7:55vm 
normally, even on Veteran Difficulty, the Imps have exactly 130HP and often almost always die in 1-2 shotgun blasts, as mentioned above. However, the Vulgars are a different story, as they have exactly 150HP, a little harder to hit (as they crawl on all fours), and their leap attack is a little more lethal than that of the Imp, as they jump farther.
rmeans 17 mei 2013 om 11:35vm 
thank you IceHandz. Im not Crazy, I had literally finished doom 3 started up ROE with the mod and within 5 minutes wondering "Why are these Imps not dieing?"
Laatst bewerkt door rmeans; 17 mei 2013 om 11:35vm
IceHandz 22 mei 2013 om 11:13nm 
Origineel geplaatst door Pvt. Wierzbowski:
normally, even on Veteran Difficulty, the Imps have exactly 130HP and often almost always die in 1-2 shotgun blasts, as mentioned above. However, the Vulgars are a different story, as they have exactly 150HP, a little harder to hit (as they crawl on all fours), and their leap attack is a little more lethal than that of the Imp, as they jump farther.
WIth Sikkmod, the Vulgars die alot quicker than the Imps. The Imps are like the toughest common enemy in the mod and it really killed the game for me. Not that it's hard, but because ammo is scarce at the beginning of the game and each individual Imp takes a chunk of ammo.

Origineel geplaatst door rmeans:
thank you IceHandz. Im not Crazy, I had literally finished doom 3 started up ROE with the mod and within 5 minutes wondering "Why are these Imps not dieing?"
Yeah you're not crazy. I read reviews and such online and others are saying the same thing about Imps being strong. Funny thing is I went through the cfg files and the Imps still have their normal HP but the damage scale on certain body parts were really tuned down. I don't remember but I think the head was set to take 0.75 damage (75% of your gun's ammo type) and arms and legs took 0.15 damage. In original D3 it's suppose to be head=2 (200%) and limbs=0.25 (25%). These are random guesses but I'm just emphasizing my point on how much the damage scales were reduced.

My guess is the modder was a huge Imp fanboy, or it's some kind of bug.
Ardal 6 jan om 2:28nm 
I just installed Sikkmod for ROE last night. I noticed the same things. Some imps took 4 or 5 rockets to the face. Also ran into a zombi that took 2 full bfg blasts. I dont let it bug me to much. I just see it as an elite monster or demon thats yet to have a custom model with super powers. hint hint.
tiagocosta_p90 25 mrt om 2:56nm 
i instaled sikkmod but when i try to use it on roe it goes back to doom 3, can someone help plz
tiagocosta_p90 28 mrt om 10:25nm 
i need help plz i cant get roe to work with sikmod 1.1 it crashes on launch everytime
celticpredator86 27 mei om 5:28vm 
Origineel geplaatst door Ardal:
I just installed Sikkmod for ROE last night. I noticed the same things. Some imps took 4 or 5 rockets to the face. Also ran into a zombi that took 2 full bfg blasts. I dont let it bug me to much. I just see it as an elite monster or demon thats yet to have a custom model with super powers. hint hint.

Me too.
Some imps or zombies took 4 or 5 grenades.
In my opinion it's a mod bug.
DrQuagmire1 20 sep om 4:54vm 
Origineel geplaatst door IceHandz:
Origineel geplaatst door Pvt. Wierzbowski:
normally, even on Veteran Difficulty, the Imps have exactly 130HP and often almost always die in 1-2 shotgun blasts, as mentioned above. However, the Vulgars are a different story, as they have exactly 150HP, a little harder to hit (as they crawl on all fours), and their leap attack is a little more lethal than that of the Imp, as they jump farther.
WIth Sikkmod, the Vulgars die alot quicker than the Imps. The Imps are like the toughest common enemy in the mod and it really killed the game for me. Not that it's hard, but because ammo is scarce at the beginning of the game and each individual Imp takes a chunk of ammo.

Origineel geplaatst door rmeans:
thank you IceHandz. Im not Crazy, I had literally finished doom 3 started up ROE with the mod and within 5 minutes wondering "Why are these Imps not dieing?"
Yeah you're not crazy. I read reviews and such online and others are saying the same thing about Imps being strong. Funny thing is I went through the cfg files and the Imps still have their normal HP but the damage scale on certain body parts were really tuned down. I don't remember but I think the head was set to take 0.75 damage (75% of your gun's ammo type) and arms and legs took 0.15 damage. In original D3 it's suppose to be head=2 (200%) and limbs=0.25 (25%). These are random guesses but I'm just emphasizing my point on how much the damage scales were reduced.

My guess is the modder was a huge Imp fanboy, or it's some kind of bug.

well I never play the game with the SikkMod pack installed, only with the Trent Reznor Soundpack instead
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