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I just played Quake 2

UserNamer

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I enjoyed quake 2 a lot when I was a kid, but I haven't replayed it as a teenager or as an adult so I don't really know.

I know I've replayed quake and doom recently and these games rock. Doom 2 and all the quality wads is probably the finest classic fps experience, and the recent brutal doom mod rules. I also remember enjoying quake 4 a lot (singleplayer) but I played it when it was released and that's it. I remember it was challenging enough and the weapons were really satisfying to use
 

DraQ

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I enjoyed quake 2 a lot when I was a kid, but I haven't replayed it as a teenager or as an adult so I don't really know.
I enjoyed Q2 when it came out too, but I was a dumb little brat back then, barely discovering the excitement of playing FPS games without cheats.

Then the Unreal came, mauled Q2, ate it and shat it out.

Then the wisdom came and I noticed that there is little difference between playing Q2 with and without godmode.
 

Lyric Suite

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Fact. Quake 2 had better action, better weapons, infinitely better level design and pacing. Conclusion. Quake 2 was a better FPS then Faggotreal. Butthurt atmosphere fags are going to get butthurt no matter what, since gameplay isn't something they obviously seem to understand.
 

shihonage

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Bubbles In Memoria

DraQ

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What gameplay? Since when lazily popping out from behind geometry shooting shit, then lazily popping back in counts as gameplay?

SP Q2 doesn't have much gameplay because it boils down to mechanically repeating the same thing over and over again without ever requiring you to modify your behaviour and without needing nearly as much reflex or manual dexterity as fucking Baldur's Gate or Wizardry 8 (hey, at least in Wiz you sometimes have to act fast and precisely before TB combat starts if you don't want to get raped).

Q2, is an FPS, FPS games rely primarily on enemies to provide gameplay.
Q2 enemies suck (threat levels in 0-10 scale):

1) Guard (blaster) - threat level 0 - fairly mobile and is endowed with almost adequate reaction speed, but shoots easily dodgable projectiles rather inaccurately and dies if you look at him menacingly enough - can be killed reliably with 2-3 blaster bolts or one shotgun blast.

2) Guard (shotgun) - as above, but can actually hope to cause some damage sometimes due to hitscan weapon, threat level 1

3) Guard (MG) - as above, it differs in that it cause damage in a more annoying manner, still harmless, threat level 1

4) Enfagcer - threat level 0, preposterously slow reaction time presumably due to having around seven different safety locks on his chaingun, not better in melee where he swings his chaingun like some ludicrously slow club. A bit sturdier than guards, but can be killed reliably with single SSG or any explosive, easily stunlocked with automatics. If he can't be killed fast for any reason, his preposterously slow reaction gives you plenty of time to get behind something solid which will then be treated to impotent stream of bullets after which you can emerge and shoot him again.

5) Fagrasite - nuissance enemy, threat level 1 (average, 2 at close range, 0 otherwise) fairly fast, relatively sturdy, can hit reliably from close distance dealing fair amounts of damage over time, but no long range attack meaning it can be dispatched cheesily from distance.

6) Goner - Pretty much the same as enfagcer, except it can lob grenades that may force you to move a step or two away from your favoured spot right behind the edge of geometry, delaying his demise. Twice as hard but easily staggered, meaning you don't risk retaliation between two consecutive SSG blast needed to put him down. At distance rockets, grenades and railgun work just as well saving you the hassle of having to run up to goner and shoot him in the face. Rapid fire weapons are also effective. Threat level 0, in some circumstances 1.

7) Ironic Manboon - like goner, only weaker, fires single, easily dodged rockets instead of series of grenades and lacks hitscan weapon, making it threat level 0.

8) Derpserker - slightly harder goner, with fast and erratic movement and only melee attack. Gets stuck on everything. Easily staggered and should still die if treated with two SSG blasts, provided all pellets hit. It's melee attack is easy to dodge so recommended tactics is running up to him and emptying barrels while dodging melee attack, then repeating. Rapid fire weapons are almost as good. Ranged attacks not recommended because faggot zigzags all the time making them more frustrating than just 2xSSG in the face. RG works well enough, though. Threat level 0, 1 if fought in cramped space, on walkway above some environmental danger or if it's spawned behind you. You should still be able to avoid any damage if you keep cool head, even when fighting multiple derpserkers at once.

9) Faglier - nuissance enemy, threat level 1, can cause light damage with it's rapid blaster attack if you somehow miss the tell-tale noise, run into a wall, or forget that it's dumb as a brick and try to dodge in any more elaborate manner than running in single direction. For this reason it's best popamoled from behind corners. Recommended weapons include SG (less spread than SSG), later HB. If you have good eye, RL or even GL (for extra lulz) can be used to take out multiple fagliers. MG works, but it's disappointing due to excessive spread.

10) Turdchnician - like faglier, only harder and therefore more annoying. Thankfully makes bigger and slower target. Needs something stronger than SG due to lots of HP, so choose whatever works best at given range, threat level 1.

11) iCarus - like above, only even harder and slightly more agile, therefore more annoying. RG or HB recommended. Threat still level 1.

12) Fish - know the saying about shooting fish in the barrel? Threat level 0, the only thing working in its favour is its wonky hitbox.

13) Medic - threat level 2, in direct confrontation 0. Would work better if you couldn't gib corpses and if he didn't suck so hard in combat. Looks cooler than most Q2 enemies.

14) Gaydiator - threat level 3, maybe even 4, almost adequate reaction time, lots of HP and low RoF, but quite powerful hitscan attack. Best popamoled. If popamole is unavailable you should exploit its laggy aim and move a lot to avoid damage. In such circumstances RG works nicely, but other ranged weapons are adequate too. You can probably tease him in melee for great effect too, by moving in and out his melee range, but I haven't tested that.

15) Mutant - threat level 0, would actually be a decent enemy with its high mobility if it was a bit sturdier, smarter and didn't get stuck on geometry all the time. Unfortunately in its present state it can be gunned down effortlessly before it even closes the distance. SSG works like charm, so does HB. Other weapons are also great.

16) Tank - threat level 0, horribly sluggish, uses three different (but equally worthless) weapons - wide-angle MG spray that rarely hits you and even if it does it deals minimal damage due to spread, blaster that is easily dodged and triple rocket launcher that has to be deployed and aimed at which point you're safely hidden behind something solid. A real damage sponge which, along with its extreme sluggishness, predisposes it to be popamoled for minimum hassle and ammo consumption. If met in cramped environment with no cover it should be quickly dispatched with CG - you will likely kill it before it manages to actually aim any of its weapons at you.
In the open you could probably just circlestrafe it with blaster, but why would you want to waste so much time on a shitty enemy in a shitty game?

17) Brians - threat level 0, too slow to actually pose any threat, especially with melee only attack (tentacle rape), energy shield makes it a bit of a damage sponge, though.


...

18) Fellow spaz mehreen - threat level 2, repetitive cries may cause irrational behaviour due to severe annoyance, followed by injury or death, no direct offensive capabilities.
:troll:

Problem?
 

Lyric Suite

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Quake 2 was all about timing, not speed. I just annihilated your entire post in one sentence. See? This is what being a clueless faggot is all about.

Quake 2 was a worthy successor to Doom, its just criticized because it was pretty much more of the same in a new guise, and because it wasn't as pleasing visually. That's all there is to it really. Beyond that, it was actually a decent FPS.

But Unreal. Take out the faptastic graphics, and what you have left? Nothing, that's what.
 

DraQ

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Quake 2 was all about timing, not speed. I just annihilated your entire post in one sentence. See?
Yeah, popping in and out of cover while enemy tried to figure out how to shoot this strange thing attached to his arm required some serious timing.

But Unreal. Take out the faptastic graphics, and what you have left? Nothing, that's what.
Music? Atmosphere? Enemies that know how to use doors and stairs without getting stuck half of the time?
 

Roguey

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What gameplay? Since when lazily popping out from behind geometry shooting shit, then lazily popping back in counts as gameplay?
I fail to see how this is any different than Doom of Quake and I played all these in a row a few years ago. They all felt more or less the same (except Doom 2 which was grindy shit and Quake having the opposite problem with its nearly-ghost town levels). Not gonna read your spergfest.
 

Lyric Suite

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Yeah, popping in and out of cover while enemy tried to figure out how to shoot this strange thing attached to his arm required some serious timing.

Again you demonstrate you know nothing about the game. Quake 2 is all about running up to the enemy and try to interrupt their ranged attack one way or another. This is why all the enemies have a melee alternative. It was by design. This means that most of the times you had to jump into the fold and know which target to shoot, when to shoot it and how. Most of the weapons had some unique perk to fit this design. The exceedingly powerful shotgun that was effective at close range and had a slow reload. The machine-gun with the kickback. The mini-gun with the delayed fire. And of course the rail gun, which is famous for a reason. Timing also affected the monsters. Some fired instantly, others had their own rhythmic routine, which you had to learn and adjust accordingly.


Music? Atmosphere?

Never particularly liked the music and atmosphere hinged on the visuals for the most part. Both of those are secondary to gameplay at any rate.

Enemies that know how to use doors and stairs without getting stuck half of the time?

A technical quirk, nothing more. None of the monsters were particularly fun to shoot at, and most of them were not that engaging to begin with.
 

DraQ

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Yeah, popping in and out of cover while enemy tried to figure out how to shoot this strange thing attached to his arm required some serious timing.

Again you demonstrate you know nothing about the game. Quake 2 is all about running up to the enemy and try to interrupt their ranged attack one way or another. This is why all the enemies have a melee alternative. It was by design. This means that most of the times you had to jump into the fold and know which target to shoot, when to shoot it and how. Most of the weapons had some unique perk to fit this design. The exceedingly powerful shotgun that was effective at close range and had a slow reload. The machine-gun with the kickback. The mini-gun with the delayed fire. And of course the rail gun, which is famous for a reason. Timing also affected the monsters. Some fired instantly, others had their own rhythmic routine, which you had to learn and adjust accordingly.
What part of "piss easy" do you still fail to grasp?
 

Lyric Suite

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I don't recall the game being any easier then Doom. Both games aren't particularly hard after years of playing insane Quake3 or UT matches, but at the time the difficulty was adequate.

Unreal was not that particularly difficult either, so i'm not sure where the criticism fit.
 

Lyric Suite

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I was about to mention that too. The way the game becomes progressively more difficult from level to level was very smooth. Another fact that shows Id soft still had their heads in the right place when it came to balancing and game design, even if their art department must have followed Romero after his departure, or something.
 

Gragt

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I remember playing Quake and Quake 2 with only keyboard, and only started to use the mouse when I played Half-Life. Sure made those older games easier.
 

DraQ

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I don't recall the game being any easier then Doom. Both games aren't particularly hard after years of playing insane Quake3 or UT matches, but at the time the difficulty was adequate.
I don't think so. Especially since it was released after much, much harder (and more interesting) games, like Blood, Hexen 2 or even Quake 1.

Unlike them Q2 was specifically designed to be played primarily with mlook, so it just doesn't have any excuses.

Unreal was not that particularly difficult either, so i'm not sure where the criticism fit.
Well, it's certainly harder than Q2 on any difficulty, and even if it wasn't, it's still more involved mechanically, if only because the gameplay doesn't consist entirely of rote repetition of trivial manoeuvres to a degree Q2's gameplay does.

Besides, attacking Unreal doesn't accomplish anything, since it doesn't make Q2 SP gameplay any less shit.
Even if both would fail on gameplay front, Unreal still has the edge in the form of, yes, graphics, music, atmosphere and diverse environments, while in gameplay-impoverished Q2 you're just running around big metal cans punching holes in small metal cans and watching them bleed.
 

Morgoth

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John Romero wants to make an old-school FPS.

.screen2.jpg


"I got this idea for years, it's about these big badass monsters with boobs that are gonna invade Earth and steal our chicks or something, but there's definitely gonna be boobs, that's for sure."
 

Menckenstein

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John Romero wants to make an old-school FPS.

.screen2.jpg


"I got this idea for years, it's about these big badass monsters with boobs that are gonna invade Earth and steal our chicks or something, but there's definitely gonna be boobs, that's for sure."
John Romero looks like a parody of John Romero. Holy crap. I like how his Romanian child bride is his mousepad.
 

UserNamer

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draq, I only skimmed your post (mostly focused on the regaynaming of the gaynemies) and I have to say I vaguely recall quake 2 being piss easy. If I remember correctly the worst was the tank (the big guy) who was pathetically ineffective. Quake 1 had way more aggressive and dangerous enemies. You had the lovecraftian dudes shooting fast, auto targeting bombs, the other lovecraftian guy with the auotaim lightining bolt, and that other lovecraftian thing that jumped on you.

Quake 4 (quake 2 2) was challenging enough too. The standard enemy could end you with a single burst, and the berserker was super-dangerous.
 

hiver

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Fact. Quake 2 had better action, better weapons, infinitely better level design and pacing. Conclusion. Quake 2 was a better FPS then Faggotreal. Butthurt atmosphere fags are going to get butthurt no matter what, since gameplay isn't something they obviously seem to understand.
 

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