Quake II

Quake II

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Power shield
Does anyone use power shield item in the game? It is very interesting, quite RPG-ish. What I recognized is that it uses the Hyperblaster/BFG power cells to enhance personal armour. When turned on, it absorbs part of the received damage at the cost of some power cells units. It can be though turned off, to conserve the ammo. Quite a neat idea.
Last edited by triple_agent; May 5, 2018 @ 10:15am
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Showing 1-8 of 8 comments
Butane May 5, 2018 @ 10:16am 
Yeah, I barely use the HyperBlaster and BFG once I have the power shield. I found that pretty cool too for a 1997 game.
triple_agent May 5, 2018 @ 10:44am 
Originally posted by Butane:
Yeah, I barely use the HyperBlaster and BFG once I have the power shield. I found that pretty cool too for a 1997 game.
Exactly, power shield gives quite an edge against enemy impact, even if it means compromised use of Hyperblaster and BFG. I mean, there are also other capable weapons in Quake 2, right? The Minigun feels one of the best I have seen in games, though it may be a bit over the top, but the difference between the purpose of Machinegun and Minigun is clear. Machinegun is for steady fire - as much as it can be - while the Minigun is all at once, quite precise though at mid range nonetheless. Supershotgun is a thing of use for the entire game. Grenades and Grenade launcher, Rocket launcher, for some tougher or more tricky targets. Railgun for long range precision big punch, though it does lack zoom option.

Power shields to a limited degree can protect also against liquid environmental hazards, such as acidic ponds in Strogg flesh processing factory, but against lava, it is rather short lived.
Last edited by triple_agent; May 5, 2018 @ 10:54am
triple_agent May 5, 2018 @ 11:58am 
I am playing the game using Yamagi 7.2 on Nightmare and with the proper use of inventory, including Power Shield, it is too easy. I think there should be additional difficulty level. Something brutal, that would demand Power Shield even for basic completion.
Last edited by triple_agent; May 5, 2018 @ 11:58am
Kvaki May 5, 2018 @ 1:14pm 
I would try this if its way to easy :D
http://www.insideqc.com/sgm/sgm.shtml
Butane May 5, 2018 @ 4:06pm 
Originally posted by Triple_Agent_AAA:
Railgun for long range precision big punch, though it does lack zoom option.

Easy fix!
alias +zoom fov 20; sensitivity 1 alias -zoom fov 90; sensitivity 5
Adjust values to your liking and bind a key to "+zoom" :steamhappy:



Originally posted by Kvaki:
I would try this if its way to easy :D
http://www.insideqc.com/sgm/sgm.shtml

I agree, SGM is good!
But also try http://www.coopordie.com -- there's a challenge to beat the entire game without dying once and you can do it solo despite it being a coop mod.
triple_agent May 5, 2018 @ 11:15pm 
Originally posted by Kvaki:
I would try this if its way to easy :D
http://www.insideqc.com/sgm/sgm.shtml
Will give this a try.



Originally posted by Butane:
Originally posted by Triple_Agent_AAA:
Railgun for long range precision big punch, though it does lack zoom option.

Easy fix!
alias +zoom fov 20; sensitivity 1 alias -zoom fov 90; sensitivity 5
Adjust values to your liking and bind a key to "+zoom" :steamhappy
Can I put it separately in "autoexec.ini" without intercolliding with any original definitions? There is also other nuance, namely, Yamagi 7.2 allows FOV slider and I play with FOV higher than 90, so are the definitions going to force me back to 90? I do not know what exact FOV value I use, since Yamagi does not tell that exactly. Wait, checked in the config file, it seems this is 105.

Also, what is the command for grenade toggle, that if you doublepress the grenade button, it returns to the weapon wielded just before grenades were drawn?

Regarding the even higher difficulty level, what I would do, is:
= enemies do NOT drop ammo packs on death
= enemies health increased by the factor of 1.6 compared to Nightmare
= enemies damage dealt to the protagonist up by the factor of 1.4~1.6 compared to Nightmare
= nerf ammo gain from each ammo pack to 0.7 of the original value

Machinegun kickback deserves to be lowered a bit or made to proceed much more slowly.

The rocket, grenade and barrel explosions should have much bigger damage radius.

Eahc adrenaline pack could permanently boost health max capacity by 2 instead of 1.

Each point of damage absorbed by power shield equals 2 power cell units instead of 1.

Make berserkers move faster.

It is pity that Tanks are incapable of shooting their two rapidfire cannons simultaneously.

When it comes to special tweaks of difficulty levels, I absolutely hate opponent respawning.
Last edited by triple_agent; May 6, 2018 @ 12:42am
Phoenix May 6, 2018 @ 12:58am 
The Power Shield does make the game easier on Single Player, but it is the most overpowered frustrating piece of game-balance ruining junk in multiplayer.

As for making the game harder... I never ported it out, but I had tweaked a Quake 2 mod that I had the source code for to make the enemies all do the same damage with their weapons as the player, and increased melee damage for enemies as well. It added sufficient challenge. I had intended to make it a stand alone mod and incorporate some additional coop features but I never got around to finishing it.
triple_agent May 6, 2018 @ 1:04am 
Originally posted by Phoenix:
The Power Shield does make the game easier on Single Player, but it is the most overpowered frustrating piece of game-balance ruining junk in multiplayer.

As for making the game harder... I never ported it out, but I had tweaked a Quake 2 mod that I had the source code for to make the enemies all do the same damage with their weapons as the player, and increased melee damage for enemies as well. It added sufficient challenge. I had intended to make it a stand alone mod and incorporate some additional coop features but I never got around to finishing it.
Throw it out into the net, we will see.

Also I would completely turn off enemy dodging moves, such as the ducking. It is an exploit.
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Date Posted: May 5, 2018 @ 9:36am
Posts: 8