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Reputation: 3 Neutral
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Duke Nukem Forever General Discussion (49 posts)
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User is offline Feb 27 2019 11:48 AM
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  1. In Topic: Why did DNF have a weapon carrying limit?

    20 February 2019 - 06:19 PM

    The only two things that really bothered me about this game were the mandatory turret sections and "boss can only be hurt via explosives." The turrets sections were just boring and on harder levels it basically a chore. Bosses should be able to be damanged by any type of weapons and it's another chore to run back and forth for ammo and shooting the boss since rpg just carry five rockets. Yes, it makes the bosses seem larger than life and you can get all symbolic about it, but wtf game.

    Two weapon system didn't bother me too much. It's not like you're using ten weapons all at once; you're only shooting from one gun at all time. Even if you do carry 10 guns, if the game gives you no ammo for it, you can't use it anyways so what's the difference? (It only benefits the cheaters that use dnweapons or impulse101). Like that Battlelord fight, it pretty much only gives you rpg ammo, so that's what you'll be using. That's said, there are successful console games that let you carry all ten, and some successful ones that restrict you to only two.
  2. In Topic: Post Duke Nukem videos

    25 December 2018 - 05:37 PM

  3. In Topic: DNF Modding Discoveries

    25 December 2018 - 01:26 PM

     Futuretime23, on 24 December 2018 - 11:11 PM, said:

    Thing is, the fast speed movement is part of engine.u which also has the no weapon limit mod. The idea is that while you can't regen health, it's much easier to dodge stuff and get in and out of cover.
    I appreciate you trying to get something going, but (and I know I'll come across as a bit of an asshole here) I need feedback with all players with the mod installed not just one player, otherwise it's not the intended experience.


    No worries, I know how important it is to get feedback from lots of people (as intended). If anyone here wants to play with the mod on feel free to PM me or something. The DNF in the current state are not willing to try out the mod.
  4. In Topic: DNF Modding Discoveries

    24 December 2018 - 10:08 PM

    I made a match with the 0.3 mod on without the other players having the mod installed. Obvious problems were they couldn't select their guns upon pickup because they don't have the modified user.ini. Thus I brought 2 weapon limit back and only kept the no-regenarating health mod on. Problem with that is with lack of health kits, and there's no way to get hp back breaks the flow of the game.

    I like it how the multiplayer maps in DNF were strategically made. With slower movements and regenerating health differing from "classic" arena shooters, DNF compensates itself with high damage and environment strategies. DNF maps have bunch of props that are useful for setting up mines, temporary cover, sniper's perch. Every "useful" are containing a good item/gun can be covered by another spot, and that cover spot is not foolproof as there's always a "backdoor" of sorts. I know, "Who the hell camps in a Duke game" but it is what's best for the DNF framework. I know many has already given up on DNF multiplayer, and the game entirely, but it's just so good! I'm still discovering new ways to play each map.
  5. In Topic: DNF Modding Discoveries

    04 December 2018 - 07:09 PM

    View PostCommando Nukem, on 03 December 2018 - 11:29 PM, said:

    Don't be a cunt.


    Oh, my bad. I didn't know suggesting people to deal with the alien ambush is cunt behavior.

    I apologize.

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