ChickenOrBeef Posted January 12, 2016 Tetzlaff said:we already saw that laser-weilding mutant in the video, that laser beam is a hitscan weapon as well. That's still dodgeable though. If the player is continuously moving around the room, I don't think that laser will instantly hit them. That attack may even just be a general sweep of the room that the player is supposed to jump over. On the other hand, the gunfire from the former humans in classic Doom is not dodgeable. 0 Quote Share this post Link to post
Tetzlaff Posted January 12, 2016 ChickenOrBeef said:On the other hand, the gunfire from the former humans in classic Doom is not dodgeable. But keeping in motion lowers the chance that the former humans actually hit you. 0 Quote Share this post Link to post
DooM_RO Posted January 12, 2016 DooM_RO said:It would be cool if they could walk vertically on walls while also shooting. It could be a fast monster that uses verticality to get behind you while his friends shoot at you from the front. Also, it would be cool if they could jump from platform to platform besides moving vertically. Did you mantle to one of the higher platforms? The Arachnotron will now jump to a platform near you. 0 Quote Share this post Link to post
DooM_RO Posted January 12, 2016 Ok, how about this: An explosive Lost Soul. 0 Quote Share this post Link to post
Koko Ricky Posted January 12, 2016 I really want to see a pain elemental, not only because it spitting out a lost soul would be gruesome and bizarre, but because the Doom 64 PE would be a really good basis for a new-school design. I'm also hoping for a spider demon like the unused concept art from Doom 3 and maybe an Icon of Sin. 0 Quote Share this post Link to post
victorboris1 Posted January 12, 2016 I would like to see a Cybrid incarnation of Vagary, as well as the Arachnotrons and the Spider Mastermind. 0 Quote Share this post Link to post
DoomMarine82 Posted January 12, 2016 @Voros- I'm agree, I liked these imps better too. I'm thinking it's not to good idea to seek and watch all infos about new DOOM, cause, as at 2002, after DOOM 3 come out you got different game then DOOM 3 alpha. I'm really satisfied in new DOOM alpha, I like plasma rifle power and I hope they not change these cool things like this. EDIT: oh, and I forgot, I want to see Arachnotron for the god sake! 0 Quote Share this post Link to post
Ironhound Posted January 13, 2016 I just want every single enemy from Doom-Doom3. Is that too much to ask? 0 Quote Share this post Link to post
watstha Posted January 13, 2016 Ironhound said:I just want every single enemy from Doom-Doom3. Is that too much to ask? Wouldn´t that be awesome? The numerous possibilities we could have in snap map, also, the game would have a lot more diversity in its inhabitants. Sadly, I fear the demon cast is not going to be big enough, in all honesty, I don´t even think we´re going to have the spider mastermind or the arachnotrons. One can hope, though. 0 Quote Share this post Link to post
scifista42 Posted January 13, 2016 Tetzlaff said:But keeping in motion lowers the chance that the former humans actually hit you. No, it doesn't. Not in the classic Doom engine games. 0 Quote Share this post Link to post
Tetzlaff Posted January 13, 2016 scifista42 said:No, it doesn't. Not in the classic Doom engine games. Is that so? I have the impression when I circlestrafe zombiemen and shotgunners they have trouble hitting me. And the chances increase that they accidently hit another monster and start infighting. Edit: I play Zdoom exclusively when I play the old Doom games. 0 Quote Share this post Link to post
scifista42 Posted January 13, 2016 That must be just an illusion of yours. Hitscan attacks are instantaneous, they always aim towards the player's exact position and add a randomized horizontal offset which isn't affected by player's velocity or anything, neither in ZDoom nor other ports. 0 Quote Share this post Link to post
Tetzlaff Posted January 13, 2016 Then maybe it has to do with the monster's angle, and that they need some time to adjust when you circlestrafe. Anyway, my point was that hitscan enemies do work with fast player movement, examples include classic Doom, Quake1 and Quake2, or Serious Sam, and Painkiller. 0 Quote Share this post Link to post
scifista42 Posted January 13, 2016 Tetzlaff said:Then maybe it has to do with the monster's angle, and they need some time to adjust when you circlestrafe. No. The hitscan's firing angle is computed (= aimed precisely towards player + slightly randomized) IMMEDIATELY before it's actually fired. The player has no chance to move it the meantime, because the meantime has exactly zero duration. Which means that his speed doesn't matter at all. At most, the attack is more likely to hit you when it comes from a diagonal direction (viewed from top-down perspective of the map), only because the player's/anything's hitbox is actually square, so that its potentially-hittable surface is about 1.4x larger when the attack comes from a diagonal direction when compared to orthogonal direction at the same distance. 0 Quote Share this post Link to post
Tetzlaff Posted January 15, 2016 @scifista, that's interesting, I didn't knew that. But back on topic, shotgun enemies confirmed:I also run into two new variants of the Possessed, a soldier that shoots plasma rounds, and a security guard that carries a shotgun and an energy shield. http://www.gameinformer.com/b/features/archive/2016/01/13/a-legend-reborn-hands-on-with-doom-39-s-single-player.aspx?PostPageIndex=3 So it's not only enemies with flying projectiles, but also enemies with instant hit weapons. Would have been a very weird and reduced concept anyways. 0 Quote Share this post Link to post
Voros Posted January 16, 2016 so that's the difference between hitscans and projectiles. Don't you think it would feel weird to have a modern FPS that has enemies which have a high chance of hitting no matter how much you strafe? Like the bullets are homing bullets which you can't outrun? I would find that wrong in FPS these days. Spoiler Although I would like to see that in some Nightmare mode though 0 Quote Share this post Link to post
DooM_RO Posted January 16, 2016 Tetzlaff said:@scifista, that's interesting, I didn't knew that. But back on topic, shotgun enemies confirmed: http://www.gameinformer.com/b/features/archive/2016/01/13/a-legend-reborn-hands-on-with-doom-39-s-single-player.aspx?PostPageIndex=3 So it's not only enemies with flying projectiles, but also enemies with instant hit weapons. Would have been a very weird and reduced concept anyways. That's great. I had a sneaking suspition there would be no hitscanners. 0 Quote Share this post Link to post
AirRaid Posted January 16, 2016 OK guys I'm gonna hit you with some techy stuff. First up, scifista's info on the way hitscan works in doom is top notch and correct to my knowledge. It's a very outdated way of handling that kind of attack, though. The term "hitscan" refers a method of simulating a bullet, by tracing a scanning line which is drawn, from a weapon and (usually) in a straight line. If anything intersects that line, it is "hit". Thus, the line scans for a hit, hitscan. The way Doom uses this is pretty basic, and the way it's coded means it will essentially never miss. This doesn't mean all hitscan weapons in all games are like this. It also doesn't mean all bullet weapons are hitscan. Hitscan is simply a very CPU-cheap way of simulating a bullet's line of fire. Lots of games will simulate bullets much more accurately, taking into account all sorts of things, either through accurate physical representation of the projectile, or through mathematical approximations and essentially modifying the "straight line" of the hitscan. A lot of the Military Sim games have good ballistics simulation; check out how ARMA handles it, it's the closest to "realism" I can think of (note: this is way over the top for most games). Another, less realistic but similar approach is Borderlands, where every bullet is calculated as a seperate projectile, with parameters for bullet speed and size which can be modified by the game's weapon system. (This led to the annoying bug in BL1 where if you fired a sniper rifle at someone at a distance, the sound would alert them to the shot before the bullet arrived and they might move out of the way in their alert animation because the sound was transmitted instantly but the projectile had to travel) Thing is, a "hitscan" is not the player-seeking, always-hitting thing it was coded to be in Doom. Many games still use them, but usually they are more tied directionally to the position of the gun that fired and then any inherent spread or inaccuracy, rather than any calculation based on the player's position. So to summarise, while there are enemies in Doom '16 with bullet weapons, even if they use the hitscan method of bullet simulation, they won't be player-seeking and unavoidable, unless of course the enemy is actually aiming at you when they fire, in which case, well you got shot. Deal with it. But they may not use hitscan at all, and might employ a different method of bullet simulation. 0 Quote Share this post Link to post
DF88 Posted January 16, 2016 http://vignette4.wikia.nocookie.net/doom/images/1/17/Hell_Symbol.png/revision/latest/thumbnail-down/width/340/height/340?cb=20120624104852 This as archvile or icon of sin. Shame if that remains only as cover art especially given what they can do with it using current tech. That said it should remain as art if its not done right. 0 Quote Share this post Link to post
NODZILLA Posted January 16, 2016 Real keen for mancumbus and any new ones they might put in. Personally rekon but they couldve done abit better with cyberdemon..his horns dont really suit the 'pure evil, straightouta hell' look 0 Quote Share this post Link to post
LittleInferno Posted January 16, 2016 100% Pree-cent the Spider Mastermind. 0 Quote Share this post Link to post
scifista42 Posted January 16, 2016 NODZILLA said:mancumbus Good typo. 0 Quote Share this post Link to post
LittleInferno Posted January 16, 2016 scifista42 said:NODZILLA said:mancumbus Good typo. Creamy. 0 Quote Share this post Link to post
roadworx Posted January 17, 2016 LittleInferno said:100% Pree-cent the Spider Mastermind. and the arachnotrons, can't forget them! 0 Quote Share this post Link to post
Chezza Posted January 17, 2016 Speaking of the Spider Mastermind, I really want to see one take advantage of its large size and robotic legs. I would love I.D. to really innovate and make it able to walk over small walls to make its way to the player or just higher ground for a tactical advantage. In the original Dooms it's rather hard to do much with this monster other than making it a giant turret with potential to move. Give it the ability to do some climbing on its own and you have yourself quite a scary sight and enemy to deal with. 0 Quote Share this post Link to post
Clonehunter Posted January 18, 2016 Piper Maru said:I hope when the Bruiser debuts in Doom 2016 they use it's original intended introduction that was cut from Doom 3. The space marine approaches an important computer terminal only for it be a cybernetic fiend waiting to ambush you. I really want to see this. Really badly. It would be the perfect trap for an unsuspecting player. Other than that, the Wraith. I want a vicious teleporting monster that can close the gap on you as others rush in. 0 Quote Share this post Link to post
Voros Posted January 18, 2016 Chezza said:Speaking of the Spider Mastermind, I really want to see one take advantage of its large size and robotic legs. I would love I.D. to really innovate and make it able to walk over small walls to make its way to the player or just higher ground for a tactical advantage. In the original Dooms it's rather hard to do much with this monster other than making it a giant turret with potential to move. Give it the ability to do some climbing on its own and you have yourself quite a scary sight and enemy to deal with. Shit! A enormous a walking turret firing brain on robotic legs that can CLIMB? Mind blown after reading that. Are any id Software part of these forums? They really should add what you said Chezza. *shudders on this new SM idea* 0 Quote Share this post Link to post
AirRaid Posted January 18, 2016 Voros said:Are any id Software part of these forums? They really should add what you said Chezza. Not as far as we know. And honestly, considering they are still targetting a "Spring" release, it is far too late for them to pick up an idea like that if it wasnt already in the works and implement it properly in time anyway. 0 Quote Share this post Link to post
Zemini Posted January 22, 2016 I would like to see a Succubus! They are all about he Heavy Metal concept for demons right? Well a Succubus in some form should be there. Red skin, 7 feet tall, perhaps a few metalic limbs or wings. Can fly! Shoots purple balls of energy or something. Incubus would be cool too but it would need to be more than just a male variation of the Succubus. If I could draw, my Incubus concept wouldn't be allowed in most countries since it is so horrible and inappropriate. It is a Demon, not a care bear! 0 Quote Share this post Link to post
pro_zealot Posted January 27, 2016 I want to see classic cyberdemon when you kill it using 50 rockets or 4 BFG9000 shoots. 0 Quote Share this post Link to post
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