That's a good way to put it with the differences. Almost like this is more similar to Duke Nukem 3D instead haha (since that's kind of how I see the difference between Doom and DN3D). Speaking of that, I find it funny the Ogres here seem to have the same grunt noises that the police-hogs in DN3D make.Gunstar Green wrote:The trick for dealing with the Ogres is to get into Melee range then back off when they wind up with the chainsaw. Don't go too far or they'll pop you with grenades. You've kind of got to play Yo-Yo with them, hopping in and out of melee range so they'll chainsaw thin air until they die.Xeogred wrote:I can't get a handle on the chainsaw/grenade launcher guys and it feels like pure luck taking down those white lightning monster things.
The Shamblers are bastards. Spray and pray.
Quake and Doom have a slightly different ethos when it comes to enemy design. Doom will throw a crap load of enemies at you that are pretty easy to wipe out, where as Quake will throw a few enemies at you who are bullet sponges with powerful attacks that you have to dance with for a while. I always felt like Quake was the harder game because of this.
I've noticed I can sometimes axe the Ogres to death up close. Might get hit a little though. It's crazy how much damage you take from melee attacks though. Those sword goons are no joke if they get up on you. Then there's those Pinky-like jumping things, luckily I've noticed they sometimes seem to get stuck in the environments sometimes so that's helpful for me... lol.
I was great at grenade launcher wall bouncing Goldeneye, but this is like 200x faster haha.
It seems you take tons of damage from just about anything in general. Health packs are abundant, but one little mistake and you can be dead in mere seconds.
I have not touched Quake 2 since I played it on the PSX back in the day, but something tells me that one is a bit slower paced and maybe closer to Unreal in style? No idea and that could just be from playing the PSX version, probably ran a little slower in general. I recall the level space being bigger and more open though.
