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TheSaneOne

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About TheSaneOne

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  1. TheSaneOne

    Ludicrous Levels of Optimization

    As far as I know BSP brushes in UE4 today are used for prototyping maps and models. Once you have a general idea of what you're creating you're supposed to replace them with static meshes, which does improve performance since BSP is quite slow. No clue if Id Tech 5 - 7 use 100% meshes though.
  2. TheSaneOne

    Ludicrous Levels of Optimization

  3. TheSaneOne

    Give me some feedback

    What
  4. TheSaneOne

    Ludicrous Levels of Optimization

    It performs well because they remove parts of the map which aren't being viewed by the player. If you were to Noclip through walls you'd see most things disappear and the game would start bugging out.
  5. TheSaneOne

    Battlemode Balancing

    Anyone else think battle-mode needs some balancing? You can easily 4 shot kill 2000hp demons with hit-scan precision weapons in under 2 seconds with a ballista (600) + Heavy cannon snipe (400dmg) combo and have them deleted by alternating weapons. Using SSG + ballista is even faster up close. They should be nerfed down to 500 for the ballista and 300 for the heavy cannon snipe. The archville's flame wall needs some tweaking. You can easily trap a slayer on one way closed lifts, portals, and between gaps of walls to the point he cannot move. This allows you to just delete him by using lake of fire + Radiation zone. The slayer should be given the ability to either climb over the flame wall resulting in a lot of damage or allow him to meat hook through it so he can jump high enough to escape.
  6. TheSaneOne

    Battlemode Balancing

    Anyone else think battle-mode needs some balancing? You can easily 4 shot kill 2000hp demons with hit-scan precision weapons in under 2 seconds with a ballista (600) + Heavy cannon snipe (400dmg) combo and have them deleted by alternating weapons. Using SSG + ballista is even faster up close. They should be nerfed down to 500 for the ballista and 300 for the heavy cannon snipe. The archville's flame wall needs some tweaking. You can easily trap a slayer on one way closed lifts, portals, and between gaps of walls to the point he cannot move. This allows you to just delete him by using lake of fire + Radiation zone. The slayer should be given the ability to either climb over the flame wall resulting in a lot of damage or allow him to meat hook through it so he can jump high enough to escape. *Edit this should be in the Doom Eternal section, but because of the way the website works I cannot delete or transfer this post so... ¯\_(ツ)_/¯
  7. Nightmare seems to be the correct difficulty. Ultra-violence is way too forgiving.
  8. TheSaneOne

    Demon key-binds being shared

    Anyone else notice that demon keybinding are shared throughout demons?. For example if I bind shift to dash for the Marauder and do shift for summon demon for Archvile it will change Marauder's dash key-bind to unused. A work around would be to use external key-binding software like Rewasd or software which may come with your peripherals like steel-series engine for steel-series products. And then manually switch profiles between games. This approach would be quicker than re-binding everything in-game every single time.
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