Re: Wolfenstein Rising
Posted: Wed Apr 13, 2022 6:18 am
I've played through the demo and what I've found is a pretty good mod so far. I've played on "Bring It On!" Difficulty and it is a challenging and fun experience.
I barely used the Knife and the altfire is rather strange. I honestly thought the thrown knives would be retrievable or something.
The Luger is a nice sidearm to have although it could do with a slight buff to its damage.
The MP50 is a nice blend of the Chaingun and Shotgun archetypes of the Doom arsenal with its primary fire being fairly accurate at most ranges and the alternate fire making for a good streetsweeper if you can land those shots.
The Rifle is a little weak, though, especially given its bolt-action nature but compared to other mods and games with bolt-actions the cycling of the bolt is fast enough for follow-up shots.
If anything, though, the FG42 outshines the Rifle with it seemingly doing more damage and having full-auto capabilities.
The Tigerfaust is pretty useful on tanky enemies such as the boss at the end of the level and those flamethrower troopers.
As for the Minigun, I haven't had the chance to use it on anything substantial but judging by the overheating meter whenever its equipped, I can assume it'll be balanced in some way or form in future updates.
The Grenades are a little odd, needing the player to arc rather high just to get it clear over knee-high obstacles. It's even weirder that it shares the sameslot as the Tigerfaust.
The bonus level can bugger right off, though. Those rockets are absurdly fast at times, especially the ones coming from the sides. The bonus of a +25 boost to the max health was a nice compensation.
Regarding Health and Armor, I've noticed a few things that I'm sure many who played this demo may have already noticed and/or reported. When I grabbed that Powersphere (+25 Max Health thingamajig) I tested to see if I can use the Medkits to heal up to the new max amount. A quicksave and a grenade throw later which reduced my health to 78 HP, I found that I could only go up to 103 HP. I'm assuming there's a code that checks if the player has 100 HP or not.
As for the Armor, I've noticed that even when you maxed out to 100 armor points, you can still pick up the helmets and body armor. I can only assume this is an error on the coding because unless there's a secret mechanic of picking up excess armor, those extra helmets and body armors should not have been picked up in the first place.
EDIT: Speaking of Grenades, the HUD doesn't show how many grenades you have which does make it rather annoying in some situations where you need to throw a grenade. Maybe this could be addressed in a future update to the HUD to show how many grenades a player has in their inventory?
I barely used the Knife and the altfire is rather strange. I honestly thought the thrown knives would be retrievable or something.
The Luger is a nice sidearm to have although it could do with a slight buff to its damage.
The MP50 is a nice blend of the Chaingun and Shotgun archetypes of the Doom arsenal with its primary fire being fairly accurate at most ranges and the alternate fire making for a good streetsweeper if you can land those shots.
The Rifle is a little weak, though, especially given its bolt-action nature but compared to other mods and games with bolt-actions the cycling of the bolt is fast enough for follow-up shots.
If anything, though, the FG42 outshines the Rifle with it seemingly doing more damage and having full-auto capabilities.
The Tigerfaust is pretty useful on tanky enemies such as the boss at the end of the level and those flamethrower troopers.
As for the Minigun, I haven't had the chance to use it on anything substantial but judging by the overheating meter whenever its equipped, I can assume it'll be balanced in some way or form in future updates.
The Grenades are a little odd, needing the player to arc rather high just to get it clear over knee-high obstacles. It's even weirder that it shares the sameslot as the Tigerfaust.
The bonus level can bugger right off, though. Those rockets are absurdly fast at times, especially the ones coming from the sides. The bonus of a +25 boost to the max health was a nice compensation.
Regarding Health and Armor, I've noticed a few things that I'm sure many who played this demo may have already noticed and/or reported. When I grabbed that Powersphere (+25 Max Health thingamajig) I tested to see if I can use the Medkits to heal up to the new max amount. A quicksave and a grenade throw later which reduced my health to 78 HP, I found that I could only go up to 103 HP. I'm assuming there's a code that checks if the player has 100 HP or not.
As for the Armor, I've noticed that even when you maxed out to 100 armor points, you can still pick up the helmets and body armor. I can only assume this is an error on the coding because unless there's a secret mechanic of picking up excess armor, those extra helmets and body armors should not have been picked up in the first place.
EDIT: Speaking of Grenades, the HUD doesn't show how many grenades you have which does make it rather annoying in some situations where you need to throw a grenade. Maybe this could be addressed in a future update to the HUD to show how many grenades a player has in their inventory?