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The recharge stations won't ever stop working from use, but I think some do get disabled due to map progress although that may only be in some of the later games.
Thank goodness I can always comeback to recharge station. I thought that I remember how some of them were disabled after a time but wasn't sure, so it seems it might be a thing in some cases.
That said, continuing to punch the alien me prevents them from being able to attack you. You simply have to balance survival vs ammo
I've beaten the game a lot on Total Carnage difficulty since 2012 & 2013 in the legacy Aleph One versions. It is unforgiving though so you really need to know what you're doing.
For example. momentum affects punch damage. Some enemies are also weak to certain weapons ala Rockman, such as the plasma pistol working on cyborgs & armoured Pfhor such as S'pht and hunters respectively (the latter don't explode unless you use explosives in this game but by Marathon 2, the plasma pistol has its Halo 3 EMP so it does make them explode then). The flamethrower is great against fighters and enforcers.
The ammo carrying limit on Total Carnage is also removed so you get similar amounts to Doom, though they're still clips. You need it.
Besides grenade jumping, in the Pfhor ship levels you can fly with the flamethrower the same way as in Duke Nukem 2.
Secrets also have hidden lore in them in secret terminals as well as the usual Tomb Raider 3, Duke 3D, Doom stuff. E1M3's one is basically the Mt Erebus rocket jump for Marathon.
When you run over a gun you already have in Total Carnage, it refills your clip like a weird attempt at a reload mechanic. I don't think it works in lower difficulties and it definitely doesn't on any of them in the sequels.
Oxygen drains faster on Total Carnage when running and even faster when firing.
The sequels are bloody annoying at times on Total Carnage though, Infinity's vacuum levels & Hang Brain especially. Then Eternal gets pretty bad on TC by Episode 4 and remains that way until the end of the game.
In short it's basically like Halo on Legendary, Doom's remaster on Ultra Violence Plus and Blood on Well Done.
-Hunters shoot 6 times per volley with a very short rest; bullet hits will stun them. If you time it right, you can slip between their shots even in tight halls.
-S'pht/Compilers can be punched to death, but if they do fire, you can sidestep their homing bolts a moment before they hit and dodge them.
-The flies are, as always, just the worst. Fight at long range when you can with the pistol.
-Try to get enemies to group up for explosive shots to save ammo.
-If you open a door into a room full of enemies and hear them immediately start shooting, close the door. More often than not, a few enemies will hit one another and immediately turn and start infighting. Letting them thing one another out is consistently useful.
-Fear troopers. Even more than hunters, they can erase you brutally fast.
Also, one last tip: There's a way to beat the final level in about 3 seconds ;)
And yes, I agree that Gravemind is one of the toughest levels in Halo 2, especially on Legendary but at least it's fair in a way that you can run around, dodge or hide from enemy fires. Remember the large open areas with lots of Sniper Jackals placed around with Beam Riffles at a ready, that is unfair, they never miss and it's always a one shot kill on Legendary, I can't stand those guys. Brutes in Gravemind starting location at least can go berserk and help out a bit.
I regret mentioning Halo, it's gone completely off-topic.
Wait till you try Eternal on Total Carnage: it's like Blood on Extra Crispy or Ion Maiden on Maximum Fury, especially the original 1.03 version.
Especially with like, yeah, Jackal snipers can be massive jerks with their one-hit cheap shots, but at the very most you're set back like 20-60 seconds. Compared to trying to find a save terminal on a level, especially on a first try through, that's terrifying hoping you don't get murdered on the way through by a load of grenades or an exploding BoB or whatnot. Just that each game has its own pressures and pain points.
One thing I'm super curious about though, given the lack of solid "Total Carnage" information... in a lot of these maps, I'm seeing wandering enemies that definitely weren't there when I cleared the area. Does it have some kind of respawning mechanic like Nightmare for Doom, or does it just spawn in enemies from time to time?
Just because I just ran into it, the hidden 3x charger in Neither High, Nor Low actually does "shut" after a predetermined amount of time, but you can also hump the wall and get it to work anyway!
Specifically in that level, you are constantly swamped by troopers, simulacrums & hunters until you can reach the map's titular rocket launcher, at which point maybe 1 or 2 troopers could show up as you open the final exit bulkhead.
There is a secret fast way to exit Ingue Ferroque and complete the game. Get a full 3x charge. Then face the exit of that room, aim down and fire two consecutive rockets from the rocket launcher. If you get it right you’ll end up in the cove that has the end terminal in it