Difference between revisions of "Difficulty Levels"
From Serious Sam's Bogus Detour
Line 23: | Line 23: | ||
===Buffs=== | ===Buffs=== | ||
All negative buffs lasts longer and some deal more player damage | All negative buffs lasts longer and some deal more player damage | ||
+ | ===Enemies=== | ||
+ | *Reduced max ammo on all weapons | ||
=Serious= | =Serious= | ||
===Tweak data=== | ===Tweak data=== |
Revision as of 14:42, 3 July 2017
SSBD has four regular difficulty levels from launch, easy, normal, hard and serious. Most differences are in health and speed of most enemies but also some enemies has improved skills and some skills not even present on other levels.
Contents
Easy
Tweak data
- Decrease in needed experience per level and the start value is lower
- Levels start with 4 extra life
- Players max health is w/o upgrades increased to 150
- Get one more star when you level up (4 instead of 3)
Enemies
- Some enemies are worse, slower and deals less damage
- Teledestination spanwers spawn less enemies and more seldom
Normal
Everything here is normal
Hard
Tweak data
- Increase in needed experience per level is higher and the start value is higher
- Levels start with only 1 extra life
- Some more difficult enemies gives more experience when killed
- Live to fight another day upgrade is more expensive
Enemies
- All enemies are faster, stronger and deals more damage
- Drop pods deals more damage on impact (if player gets hits by one)
- Teledestination spanwers spawn more enemies and more often
Buffs
All negative buffs lasts longer and some deal more player damage
Enemies
- Reduced max ammo on all weapons
Serious
Tweak data
- Increase in needed experience per level is higher and the start value is much higher
- Levels start with 0 extra lives, thus first death equals game over
- Players max health and armor is w/o upgrades reduced to 50/50
- You gain no health leveling up
- Upgrades are much more expensive, requires better planing
Enemies
- All enemies are even more faster, stronger and deals more damage
- Some more difficult enemies gives severely more experience when killed
- Kleers have player seeking bolas
- Blue Biomechs tracks players better when shooting (aim interception)
- Red Biomechs uses yellow bouncing rockets that also shatter on impact
- Mines have shorter detection rate
- Crabs attacks instead of flee
- Kleers shoots player seeking bolas
- Assassins uses not only poison, but also confusion tipped guns
- Orc Blasters tracks players better when shooting (aim interception)
- Orc Butcher causes bleeding on impact
- Orc Captain has all skills improved and also has a Grenade Launcher, Rocket Launcher, Flamethrower and the regular Blaster, Shotgun is removed completely
- Orc Sniper has almost no wait time between shots
- Laser Turrets tracks players better when shooting (aim interception)
- Werebull is immortal when running, can only be hurt when standing still
- Drop pods deals much more damage on impact (if player gets hits by one)
- Teledestination spanwers spawn more enemies and more often
Buffs
- All negative buffs lasts longer and some deal more player damage
Weapons
- Reduced max ammo on all weapons
- Oozegun poison efficiency is reduced