Main purpose of this modification is to bring more military sense/'realism' for both factions arsenal parameters but keeping a bit of QUAKE arcade formula balance. Now game feels more challenging and make you more conscious about ammo efficiency and which weapons are better to use in many situations. You may run out of ammunition. You may need to rethink your approach strategy.

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Quake 4 RbLDK v1.4

Quake 4 RbLDK v1.4

Patch 2 comments

Only some small fixes. Cumulative patch. I have been thinking about improving the vehicles but they are just fine.

Comments
Guest
Guest

I like balance focused mods, especially those revolving around what ultimately results in difficulty switch: that is, to rocket it. Since guns are of no little importance in the FPS genre, it is intuitive that in order to manipulate the difficulty level, it is most feasible to modify the weapon damage charts - both on the player, as well as the opponents - next to the damage related family of parameters and other possible features affecting the combat. While I do feel like giving Quake4 some chance for improved gameplay experience - with mods - is fair enough, my probably vilified opinion tells that unfortunately, the Quake4 we have, is beyond repair, which in other terms is to say: it is not worth the damn. What is the point in Quake4, since we have never got real Quake3? Doom3 is better, when it comes to idTech4. Prey [2006] is a good game, but conceptually confusing. Anyway, while craftsmanship done with love is always in price, the topic may ask for work that an entirely new game would only pose a decent answer to.

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1v4n94
1v4n94

Hi! Thanks for creating your mod! I played the entire game with it, and I loved it. I would only suggest increasing the headshot damage, if possible.

I also created a difficulty mod for Doom 3 (BFG EDITION), and I mentioned you there too :)

Here is the link to my mod: Moddb.com

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1v4n94
1v4n94

That link does not work anymore, since I moved to Gamebanana. Now this is the link: Gamebanana.com

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