Toyoch wrote:... it took two rockets to kill Nihilanth(shot when he's vulnerable, of course), oneshotted the Gonarch, and I fired twice on the boss Stukabat to kill it. ... Also tested on Gargantua at the end of Paranoid : It took me 13ish rockets which is fair, but each hits will make the garg flying(so fast that it looks like it teleports around on hit).
Ed the Bat wrote:There are also a lot of unusual nuances to how the bosses are coded, which can affect how their battles go. I'd need to take some time to do some testing in order to learn more.
A couple of notes:
1. RPG ammo tends to be on the low side throughout the game, and is coupled with a max carrying capacity of 10 ammo units. This means that the player won't be loaded up with RPG ammo like s/he would be in DooM (with a possible max carrying capacity of 100 units). Still, if it takes only 2 RPG shots to kill off the Nihilanth, this warrants further examination. I have only tried to battle the Nihilanth with the Gluon Gun, and it is very difficult (primarily because the Gluon Gun delivers much less damage in the equivalent amount of time as an RPG shot).
2. You get to fight the Gonarch first in the secret map (Map 18, accessible from Map 14). Ammo can get tight in that map, and I was relying heavily on the Hornet Gun. I did not use the RPG (and perhaps I didn't have any ammo), and as a result it was a difficult fight. Similarly, I did not use the RPG in the Gonarch encounters in Maps 20 & 21. As a result, the fights were difficult, as intended. If a single RPG shot can take it out, then we need to look at this further.
3. The original Nihilanth battle had spawning enemies before and during the fight (not including the enemies that the Nihilanth spawns). Because I always found that fight to be extremely difficult, we reduced the health of the enemy and did away with the "externally" spawned enemies entirely. Perhaps we need to reconsider bringing these back.
ReX wrote:... I also noticed that the bosses seem to "teleport" to another location when hit. A few months ago I had reported on GZDooM that the Gargantua suddenly had no mass, and it was explained that changes to GZDooM's code made our definition obsolete. We changed the definition to be consistent (i.e., Mass 0x7FFFFFFF) with changes to GZDooM. I wonder if something else has now changed.
Has anyone else experienced this bizarre "teleporting" behavior? This was not occurring with earlier versions of GZDooM. I'm not sure that Graf will examine this issue more closely, as he considers this project too large to troubleshoot.