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Nightmare mode in Doom would also double the amount of ammo gained from ammo pickups, for that very reason.
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.
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.
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