gandalf91
Senior Member
Posts: 439
Threads: 13
Joined: Feb 2011
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RE: The most scariest enemy
Lol. The choir kept me on edge, but I just stayed crouched and moving the whole time (as I did much of the game). Stick to pillars and slow movements around that section and it isn't too tough. What will get you killed is trying to run through the large open area.
Personally, I was more afraid of the idea of a brute until I looked at the .ent files...I had heard somewhere that brutes were a) much faster than grunts b) more perceptive (sight and hearing) and c) one-hit ko's. However, I was looking through all the variables only to find that brutes actually have substantially poorer vision. Both have the same hearing detection. Both have similar search parameters. Whatever the "BreakDoor" attack strength is, it is lower for the brute, and walk to run speed is slower on a brute...
I may just not be understanding some of the variables completely, but the .ent files give me the impression that aside from attack damage, the brute is actually less dangerous. Either way, by the time I got to the first brute, the monsters in general weren't as scary as they were at the start of the game. And after you sneak past a couple, you get a feel for how they really operate in the game. That sort of takes it out of the realm of the unknown, and isn't as scary.
I'm working on editing some of the .ent files now, before a second playthrough. My main goals are to:
- Rid the feeling that the monsters don't really search hard enough for the in the game.
- Monsters (especially the brute in the sewer) are too easy to sneak right past as long as their back is turned. Monsters should be able to hear a little better.
- Monsters should be able to see slightly farther in the dark.
- Brute should be able to see a little farther period.
- Make the darkness just a little darker (nothing too drastic)
- Make the oil lamp burn a bit slower, but to counter this, remove some of the oil jars in the game, making oil itself a little more scarce.
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02-23-2011, 08:55 PM |
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