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Dusk
Dec 25, 2018 14:54:33 GMT -5
Post by mainpatr on Dec 25, 2018 14:54:33 GMT -5
I was reading the Dusk article you put up and it mentioned the grenade launcher being different to the one in Quake. In reality, it was obviously inspired by Team Fortress Classic's pipebomb launcher.
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Dusk
Dec 25, 2018 16:40:59 GMT -5
Post by Discoalucard on Dec 25, 2018 16:40:59 GMT -5
I was reading the Dusk article you put up and it mentioned the grenade launcher being different to the one in Quake. In reality, it was obviously inspired by Team Fortress Classic's pipebomb launcher. Good call, I've never played Team Fortress. *edit* Actually, reading the wiki...they'd only kind of similar? In Dusk they'll still detonate if they hit an enemy, but you can choose to detonate them on command too. It seems like you need to force-detonate them in Team Fortress?
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Dusk
Dec 25, 2018 17:09:37 GMT -5
Post by TΛPETRVE on Dec 25, 2018 17:09:37 GMT -5
Dusk is bloody amazing. The unlocked Y-axis that lets you do backflips, hang backwards off ladders, as well as freely swim and track enemy movement in all directions, takes some getting used to (and can be deactivated, if if one doesn't get along with it), but adds a ton of fun to the already fast and fluid moving and shooting mechanics.
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Dusk
Dec 27, 2018 23:22:59 GMT -5
Post by eatersthemanfool on Dec 27, 2018 23:22:59 GMT -5
I was reading the Dusk article you put up and it mentioned the grenade launcher being different to the one in Quake. In reality, it was obviously inspired by Team Fortress Classic's pipebomb launcher. Good call, I've never played Team Fortress. *edit* Actually, reading the wiki...they'd only kind of similar? In Dusk they'll still detonate if they hit an enemy, but you can choose to detonate them on command too. It seems like you need to force-detonate them in Team Fortress? It's been a long time since I played the original Team Fortress Quake mod, so I don't remember that clearly, but I know in every other version of TF, the pipebombs detonate if they hit an enemy.
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