Sceptic said:
DraQ said:
But that would make them... cliffracers!?
Never understood the hatred for cliffracers TBH. There were never THAT many in my games, and sniping them with long/crossbows was a lot of fun. And the occasional one that manages to sneak up from above and attack while I'm busy with something else always caused a WHAT THE FUUUUUUUUUU jump of surprise. Good times.
Well, they could get quite numerous, but personally I didn't mind either, I could usually get rid of them rather efficiently.
Still, neither them or Disciples were particularly interesting enemies, my main problem with disciples is that they weren't particularly dangerous, but could still take a beating when you've already got rid of their primary advantage - even one sided HP attrition is boring.
As you may have guessed by now (and by what I like in STALKER), I like my games to annoy me once in a while, provided it's the more entertaining kind of annoyance.
Hmm... Do you remember Poltergeists in the mine in Red Forest in CS?
Yes,
those poltergeists in
that mine.
As looks and look of attack yes, they were also far, FAR less dangerous. They went from FFFFFFFFFFUUUUUUU to meh, just another mook to be easily dispatched, hence my disappointment with them. Now, having them attack you at the same time as the Heresiarch, on the other hand...
Well, their attack was homing, and Disciples weren't particularly threatening when alone either and while in swarm, individual HPs matter less.
Still Heretic seemed to have more weapons (or at least "weapon modes") thanks to the Tome, and it was nice that so many weren't hitscan.
Tomed variants were pretty awesome, it's the unpowered ones I have major problems with.
And Q2 AI was praised? really? I mean I love the game and all, but AI was really quite forgettable, especially compared to H2 bosses and to Unreal that came out just a year after it. And let's not even mention TN.
I think so, at least from what I remember of reviews (which were actually somewhat indicative of game's quality back then).
Baffling, I know, the AI only knew how to zigzag with painful regularity, and crouch in plain sight if zigzagging somehow (I wonder why?) didn't help them against getting hit. Oh, and getting stuck in doorways - it was also Stroggs' forte.
It's the one that's best at having so many unrelated-looking areas fit together. Seminary hub was a bit more samey-looking with the Chapels, Shadow Wood and Citadel hubs were always my favorites for environment variety, even if I like Chapel designs a lot too. What I also really like in SW is that you can get to the exit door pretty quickly and easily - and then you can get a pretty good idea of what it is you're supposed to do to open it.
In before someone complaining that Hexen was about running around giant hubs, hunting switches and not knowing what to do.