Can we get the Archvile as a killer?
Possibly Allow the Archville (DOOM) to summon up enemies to attack the survivors at any point in the match? Of course, this brings up about 1000 problems, but let me know if you'd like this idea!
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Part of the 1000 problems is the different movesets of the ArchViles through the series. just an FYI.
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In a way, ironically the trickster's ability kinda works how og archville's flame attack did. He had to see you and start channeling it on you, and you had to be in his line of sight when he detonated it. not exactly the same, but this topic made me think about how they're not as different as i thought.
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Wow, I didn't even think of that.
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Of course if it's the Eternal (and maybe 2016, I haven't played 2016 in a while) Archville, then maybe BHVR could redeem their Nemesis Zombie "AI" with the summoning power. Or maybe firewall block vaulting locations. That'd be pretty cool. Of course having some enemies like Mancubus and Those Invisible Pinky's and Whiplash's could be problematic. I feel like if there was a Archvile DLC, then there should be a special item to fit the scenario of certain enemies attacks to allow more than just feeble demons in here. Maybe make the Archvile and Summoned demons killable, but needs a item to kill them.
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Nah not really, the Archvile attack wasnt a projectile, was a massive explosion that worked the way you say, he channeled for 3 seconds and if you were in line of sight the explosion occurred right at your feet without chance of dodging it. Trickster is just a guy throwing knives and seeing how little damage they do and how they travel I would say he is closer to cannon fodder Imps than the Archvile.
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it technically was a projectile actually, it would instantly call a warp function to the targets position, and then continuously rewarp as long as the target remained in the archie's LoS. If sight was lost, it would retain its last position and rewarp if the archie regained LoS. It wasn't a missile in the traditional sense but it certainly was a separate actor that used pointers and everything. I also said the comparison was loose, but had more relation than one would assume. Almost like if you combined archie flames with the needler from halo and removed homing functions :P
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Let's just get the cyberdemon. OK, fine it's too much. Hell knight? Oh wait, that's just oni.
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Yeah I meant a projectile in the sense it travelled through the air like Imps or Cacodemon fireballs, like Trickster knives, I never looked up the code of Doom but I always supposed it was an object that appeared at your feet and behaved similar to a rocket and it warped as you moved, and if my memory serves well I believe you can see the pilar of fire exploding in the corner where you went LoS if you did it at the very last instant.
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yep, it has some pretty interesting behavior. even can be used to do a safer form of rocket jumping too. A lot of things in doom used the engine in ways that were nothing like their visual, like the BFG.
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Yep, BFG damage is calculated super weird, based on if your body (not your camera) had direct line of sight with the enemies on a 45º angle in the direction the weapon was shoot and it dealt more damage the less enemies you had in said cone, I always found funny how the weird way BFG damage is calculated carried over to its many iterations in Doom3, 4 and Quake 2 (each weapon having a different but convoluted way of mincing enemies).
P.D. codewise speaking Doom was like the anti-DBD.
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exactly. Half the fun of modding the doom engine is finding absolutely terrifying ways of getting behaviors to work within the limitations.
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Ironically enough, you said Hell Knight and I thought of Quake's Hell Knight enemy. And then I got to thinking about that in a DbD context, and I gotta say,
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revenant... soon he'll start the doot https://www.youtube.com/watch?v=hzPpWInAiOg
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sKins
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