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Serious Sam 3 Everything you want to know or say about Serious Sam 3! |
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#91
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![]() Oh...Quake 4 was great at least in weapons department. It seems I was using majority of the weapons throughout the game.
Also...I think someone should make a mod which makes space monkeys more aggressive so you're not waiting for them.
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#92
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![]() My mod makes all of the weapons more viable from beginning to end.
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#93
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![]() What mod?
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker [22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz. "Can we just move Discy's posts to the HOF automatically already? :P" -Jetty Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo) |
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#94
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![]() Meth Lab Alpha?
Also, I'd love to see an overstock mod. It basically means that you can take health/armour above 100/200 with every health/armour pickup but once it's above default maximum, it only adds half of the health. For an example, if you have 110 HP and you pick up 50 HP pickup, then you only receive 25 hp. You could also pick health/armour up if you're above 200/300hp but when health is 201-250, it drops 1hp per 2 seconds. If they're 251 or above, they would drop 1 point per second. Would be also nice if similar thing would apply to ammo. first of all, it means no pickups will go to waste and overstocked players would love to get faster into the action.
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#95
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![]() I heartily recommend this idea.
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker [22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz. "Can we just move Discy's posts to the HOF automatically already? :P" -Jetty Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo) |
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#96
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![]() I don't know how to handle those situations where you have 86hp and you'd pick up 50hp pickup.
Anyway...I don't understand why in old-school shooters normally have only very small or very large health pickups which can heal you above default. This causes medium health to be often unpicked.
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#97
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![]() You would get 32 hp. Heal 14 points and cut overheal to half.
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#98
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![]() That should work! Thanks! Although should rounding up or down happen when picking up 25hp pickup?
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◉⏝◉ █▓▒░▒▓█▓▒░▒▓█▓▒░▒▓█ Last edited by Artman40; 08-31-2015 at 07:50 PM. |
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#99
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![]() Just remove all of them and require the player to hump a hooker to get their health back. You can add little slut huts hidden in the map...
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#100
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![]() Single shotgun in SS3 doesn't feel as powerful as the enemies don't fly backwards after getting shot (probably because there's a kick melee for that). I wonder if it's possible to make a mod which makes the enemies fly back after getting hit by things like shotgun blast?
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#101
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#102
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![]() Also, is there autofire mod for Serious Sam 3? By default, you won't continuously fire shotguns and cannon when holding down fire.
Also a mod which fixes jumping so you wouldn't be "nudged" or "tripped" by terrain's smallest bumps.
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◉⏝◉ █▓▒░▒▓█▓▒░▒▓█▓▒░▒▓█ Last edited by Artman40; 09-01-2015 at 03:45 PM. |
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#103
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![]() I forgot: a mod which would give firing weapons priority to sprinting so you wouldn't need to let go of sprint key to fire. Just fire and sprint after it's done.
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#104
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![]() Quote:
This isn't. |
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#105
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![]() I'll have to try that some time then. I love the autofire function in older Sam games.
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"Is there any better Gerüstbaufirmenvorarbeiterschlüsselanhängerfarbenwasserlöslichkeitskontrollchemiker than discy? No!" -Shrinker [22:30] Fiendian: Discy, Finzy and Louva shall merge into a superentity known as the Lickyfonz. "Can we just move Discy's posts to the HOF automatically already? :P" -Jetty Ir-Kalla: Serious Sam Classic map pack in development (Ir-Kalla: Egypt Demo) |
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#106
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![]() Are there any mods that make technopolips and witch-brides not cheap?
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◉⏝◉ █▓▒░▒▓█▓▒░▒▓█▓▒░▒▓█ Last edited by Artman40; 09-02-2015 at 07:05 PM. |
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#107
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![]() Maybe. There is a no-hitscan enemies mod out there somewhere.
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#108
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![]() Is there a mod with no enemies, no music, black and white view and a pistol pointed to your head loaded with 1 bullet?
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#109
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![]() I think I've seen that one...
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#110
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I have no hitscan mod installed. Makes cloned soldiers actually more fun to fight. However, it affects technopolips but the mod maker seemed to forget why people wanted non-hitscan technopolips in the first place. That mod replaces hitscan bullets with very fast rockets which are very hard to shoot down so you still end up taking a hit.
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#111
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![]() You're supposed to take hits. Otherwise the enemy would be pointless.
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#112
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![]() You're supposed to dodge stuff when having only 1hp.
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#113
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![]() A good game design if it is possible for a super awesome hardcore player to complete the game without taking a single hit (without cheats, of course).
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[SIZE="1"]Since Old Lost Age I Shine My Serious Sam 3/HD Workshop While I do work for Croteam, I'm first of all of this community, so my opinions are my own and do not represent Croteam's views. |
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#114
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![]() You could greatly minimize damage from arachnoids in SS1 by shooting them quickly, which makes them play pain animation and not shoot at you, you could sort of stun-lock them this way. I'm fine with that.
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#115
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![]() In that case, level design needs to be able to provide opportunity for cover or allow to stunlock hitscan enemies. Adult arachnoids in SS# are much more of a pain with one of the reasons being that they don't flinch easily and the other one that you can't do much about them in the open, especially considering that many arachnoids in SS3 try to dodge your shots.
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#116
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![]() Requesting devastator's "match the apparent explosion size to its actual size" mod. I somehow manage to get hit by own devastator's fire at random and its explosion size seemingly varies. It may be low damage but when having only a few HP, every one of them counts.
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#117
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![]() Can anyone make a mod that speeds up the weapon fire by 30% when picking up ammo for weapon that's already full?
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#118
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![]() Not possible.
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#119
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![]() The speeding up part is. But there's no functions for getting the ammount of ammo you have, or even the weapon your using.
Quote:
This is also why getting thrown into an open arena with NO COVER and a ton of hitscan enemies is a bad idea. Relying on luck is a bad design for an FPS.
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It's been an honor to be have been part of this site for so long captainrussiacptnrss07@gmail.com Last edited by Captain_Russia; 10-24-2016 at 03:06 AM. |
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#120
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Sounds like a challenge
![]() I decided look into that. Here is the mod: https://drive.google.com/open?id=0Bx...UFkOUVURzlTS28 It increases firing speed of all weapons (except sledgehammer, laser and cannon long loaded shots) by 30% for 5 seconds whenever you "pick" an ammo item of the type that is already full (ammo item disappears). The effect stacks, i.e. if you pick 4 shell boxes at about the same time while at full shells you will have 20 seconds of carnage. The problem is, there's no 100% reliable way to distinguish ammo items from health/armor items, so this works only with ammo items that have "ammo" in their entity name. This is the case with almost all ammo in standard BFE campaign, so it should work almost perfectly there, but I doubt that many custom maps are so tidy. |
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