by CtrlAltDestroy » Sun Sep 19, 2004 4:53 pm
In ZDoom, if you get hit by a rocket while invincible, you will budge only a few pixels. This was NOT the case in Vanilla Doom. In Doom 95, taking a hit by a rocket while invincible (via IDDQD or just an invulnerability sphere) will still blow you backwards as far as it would while not invincible.
The reason I find this annoying is because a common scenario in my maps is to present you with a Cyberdemon at close quarters and give you a rocket launcher and an invulerability sphere, and it'd be up to you to take out the Cyberdemon with rockets before your sphere runs out as you get blasted around the room. But in ZDoom .63a, all you must do is stand and shoot.
In ZDoom, if you get hit by a rocket while invincible, you will budge only a few pixels. This was NOT the case in Vanilla Doom. In Doom 95, taking a hit by a rocket while invincible (via IDDQD or just an invulnerability sphere) will still blow you backwards as far as it would while not invincible.
The reason I find this annoying is because a common scenario in my maps is to present you with a Cyberdemon at close quarters and give you a rocket launcher and an invulerability sphere, and it'd be up to you to take out the Cyberdemon with rockets before your sphere runs out as you get blasted around the room. But in ZDoom .63a, all you must do is stand and shoot.