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Hard vs. Nightmare Mode?
Aside from enemies firing more rapidly in Nightmare mode than in Hard mode, they both seem to be about the same level of difficulty. What confuses is me is that if you look at Doom, Ultra-Violence and Nightmare mode were very different. Aside from firing more rapidly, enemies also had more health and would come back from the dead in NM, hence earning that difficulty the title of Nightmare, so I'm wondering why Id Software decided to nerf the Nightmare difficulty in Quake to just having the enemies fire more rapidly. It seems only a tiny bit harder than Hard mode which kinda defeats the purpose of having a Nightmare mode, doesn't it?
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Mostrando 1-10 de 10 comentarios
Butane 25 AGO 2017 a las 19:07 
K bro, have fun playing on nightmare mode.
Hyper Sonic 26 AGO 2017 a las 7:42 
With respawning enemies but not respawning ammo boxes it seems that you could very easiliy run out of ammo. Maybe Doom has more ammo boxes than Quake.
Gryregaest 27 AGO 2017 a las 0:25 
Publicado originalmente por 3DMightyMouse:
With respawning enemies but not respawning ammo boxes it seems that you could very easiliy run out of ammo. Maybe Doom has more ammo boxes than Quake.

Nightmare mode in Doom would also double the amount of ammo gained from ammo pickups, for that very reason.
Destrudo 27 AGO 2017 a las 5:35 
Publicado originalmente por Dr. Fronkensteen:
Aside from firing more rapidly, enemies also had more health and would come back from the dead in NM, hence earning that difficulty the title of Nightmare,
Doom enemies always have same health, no matter what difficulty. Nightmare difficulty in Quake even somewhat easier than hard, because monsters behavior is a lot more predictable.
Keyrala 27 AGO 2017 a las 9:32 
That's true, nightmare in quake 1 is pretty easy
Hyper Sonic 27 AGO 2017 a las 9:41 
More standing to shoot in nightmare compared to hard? Rather than strafing left and right while approaching you.

A group of grunts are more dangerous in nightmare as you can't really dodge thier shots, but orges at a distance aren't dangerous at all, they just fire, never approach you.
Última edición por Hyper Sonic; 27 AGO 2017 a las 9:48
Destrudo 27 AGO 2017 a las 11:49 
Dealing with ogres (most common enemy), vores and shamblers (toughest) a lot easier on nightmare. Also, i think, black knights on nightmare prefer to shooting fireballs at you, instead of going to melee range. Grunts are more dangerous, yes, but they are still easy to kill. Maybe only other enemy who is more dangerous on nightmare is spawn - he'll start to jump almost immediately after seeing you.
Última edición por Destrudo; 27 AGO 2017 a las 11:50
Hyper Sonic 27 AGO 2017 a las 12:20 
Oh no, I can't stand the spawn on hard! Once they are flying in your face they're almost impossible to take out without their explosion damaging you. I usually take em out in hard before they fly, now it will be much more difficult.

Ya the orges/scrags are more predicable in nightmare, you know exactly what they're going to do after they launch a grenade/shoot slime, they are going to stay there and launch another! So just circle strafe they attack, can time it easy. Nailgun them from a mile away, they won't strafe out of the way.

Too bad in they don't have monsters move and attack like the player can in nightmare.
Última edición por Hyper Sonic; 27 AGO 2017 a las 12:38
Phoenix 28 AGO 2017 a las 22:48 
The monsters in Nightmare mode only go through a pain animation the very first time you hit them. After that they'll just keep attacking through damage.
Hyper Sonic 29 AGO 2017 a las 7:14 
I'm curious about all of the differences, this search should thoroughly cover them all
https://github.com/id-Software/Quake-Tools/search?utf8=%E2%9C%93&q=skill&type=

combat.qc T_Damage
// nightmare mode monsters don't go into pain frames often
if (skill == 3)
self.pain_finished = time + 5;
}
So they won't do another pain animation for 5 seconds after they've done one.

shalrath.qc ShalHome
if (skill == 3)
self.velocity = dir * 350;
else
self.velocity = dir * 250;
Can't outrun homing missles in nightmare

shamber.qc
void() sham_magic11 =[ $magic11, sham_magic12 ]
{
if (skill == 3)
CastLightning();
};
Sneaks in a sillent lightning strike after the normal one. That's why I usually get hit after coming back from running around the corner, you gotta wait twice the time as opposed to hard.

subs.qc
SUB_AttackFinished in nighmare self.attack_finished isn't reset
SUB_CheckRefire only runs in nightmare, explains the double fire from grunts
Última edición por Hyper Sonic; 29 AGO 2017 a las 7:38
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Publicado el: 25 AGO 2017 a las 18:53
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