They are somewhat of a different experience now. Included are def files for the walker and hovertank. I have tweaked these on most monsters to reflect their appearance įleshy Strogg like Berserkers take normal damage from headshots, while more armored Strogg take variously multiplied damage.īasically, if the only organic part of a Strogg that\'s showing is the head, you\'ll want to aim for it. One very noteworthy change is the head damage-scales. * All boss monsters have increased health. * Berserker has actually been \"nerfed\", having less health and exchanging some melee damage for stunning. * Sentries have a newer blaster-attack, as befits the model. * Gladiators\' railgun is something you want to avoid. * Tacticals are vastly improved, being healthier, faster, more aggressive and mostly on par with human Marines. * Gunners are healthier, as befits their armor, and fire faster rounds. Their health, while in berserk rage, lasts a little longer. * Grunts are slightly resistent to headshots this makes sense as their heads are both helmeted and altogether too easy to hit. * Stroggmarines are healthier, deal more damage, act more quickly and are generally more competent. They should be able to make a half-decent defense of their home planet (and measure up to the enemies of contemporary shooters). If they supposedly come close to conquering Earth, The original easiness of Quake 4 was one of my biggest gripes, particularly the way the Strogg wereĪlways shown as \"intimidating\" but never really stood a chance in battle. Weapons, most notably the machinegun, now shake your view more violently, for the same reason. Notice that the weapon \'viewstyles\', or their positions onscreen, have been altered for the sake of realism. The changes go beyond those listed here, and many separate changes have been made for multiplayer. * The DMG works mostly the same but gets things done a little quicker. * Lightning Gun is now a short-range weapon, but has higher damage. * Railgun is higher damage (as befits the scientific concept behind it). * Rocket Launcher substantially more heavy-duty. Seeking nails are less damaging than dumbfire. * Nailgun or \"Perforator\" has faster rate of fire, and is less accurate. * Grenade Launcher is more damaging, has a wider radius, but carries less ammo. * Shotgun is mostly the same, but has smaller spread and thus is more useful at middle range. The scope takes longer to zoom but zooms farther. * Machinegun has a tracer, a marginally slower rate of fire, slightly lower full-auto damage but increased scopeĭamage. It does higher damage in return for slower delivery. * Blaster fires projectiles once again, ala Quake II. Little more logical, functionally diverse, and fun. I tried to re-balance the weapons and make them a ![]() Ammo wasĬheap, and most of the weapons could be ignored the whole way through. The attention-deficit gameplay that Raven tried to sell as \"back to basics\" got on my nerves. ![]() ![]() Also, the splash screen and main menu look different. Included in this pack are edited sky boxes, because the default ones are kind of dull, and don\'t quite The Quake aesthetic has only ever been about rusted, hard-edged metal and scorched colors I tried to bring it back.ĮDITED GFX. The changes might be hard for some toĪppreciate, but you\'ll notice that things generally look grittier, and the color blue is now conspicuously absent. Most of the monsters, the marines, and some weapons have new skins. Don\'t expect to have a easy time playing this but a more realistic one keeping the game fresh and what we all once knew the Quake series to be.ĮDITED SKINS. This mod was made for Quake 4 to make the game more like Quake II taking by making it more \"grittier.\"Ĭhanging the way characters, weapons, environment, and even the gameplay its self this mod will hit your Quake 4 hard and get ride of what you once thought it was.
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