Difference between revisions of "Difficulty Levels"

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=Normal=
 
=Normal=
'''''Everything here is normal'''''
+
This is the base difficulty. '''Everything here is normal.'''
 +
 
 
=Hard=
 
=Hard=
 
===Tweak data===
 
===Tweak data===
*Increase in needed experience per level is higher and the start value is higher
+
*Increase in needed experience per level and the start value is higher
 
*Levels start with only [[1up|1 extra life]]
 
*Levels start with only [[1up|1 extra life]]
*Some more difficult enemies gives more experience when killed
+
*Some more difficult enemies give more experience when killed
 
*Live to fight another day upgrade is more expensive
 
*Live to fight another day upgrade is more expensive
 +
 
===Enemies===
 
===Enemies===
*All enemies are faster, stronger and deals more damage
+
*All enemies are faster, stronger, and deal more damage
*Drop pods deals more damage on impact (if player gets hits by one)
+
*Drop pods deal more damage on impact (if player gets hit by one)
 
*Teledestination spanwers spawn more enemies and more often
 
*Teledestination spanwers spawn more enemies and more often
 +
 
===Buffs===
 
===Buffs===
All negative buffs lasts longer and some deal more player damage
+
All negative buffs last longer and some deal more damage to the player
===Enemies===
+
 
 +
===Weapons===
 
*Reduced max ammo on all weapons
 
*Reduced max ammo on all weapons
 +
 
=Serious=
 
=Serious=
 
===Tweak data===
 
===Tweak data===
*Increase in needed experience per level is higher and the start value is much higher
+
*Increase in needed experience per level and the start value is much higher
*Levels start with [[1up|0 extra lives]], thus first death equals game over
+
*Levels start with [[1up|0 extra lives]], thus first death means game over
 
*Players max health and armor is w/o upgrades reduced to 50/50
 
*Players max health and armor is w/o upgrades reduced to 50/50
 
*You gain no health leveling up
 
*You gain no health leveling up
 
*Upgrades are much more expensive, requires better planing
 
*Upgrades are much more expensive, requires better planing
 +
 
===Enemies===
 
===Enemies===
*All enemies are even more faster, stronger and deals more damage
+
*All enemies are even faster, stronger, and deal more damage
*Some more difficult enemies gives severely more experience when killed
+
*Some more difficult enemies give much more experience when killed
*Kleers have player seeking bolas
+
*Blue Biomechs track players better when shooting (aim interception)
*Blue Biomechs tracks players better when shooting (aim interception)
+
*Red Biomechs use yellow bouncing rockets that also shatter on impact
*Red Biomechs uses yellow bouncing rockets that also shatter on impact
 
 
*Mines have shorter detection rate
 
*Mines have shorter detection rate
*Crabs attacks instead of flee
+
*Crabs attack instead of flee
*Kleers shoots player seeking bolas
+
*Kleers shoot player-seeking bolas
*Assassins uses not only poison, but also confusion tipped guns
+
*Assassins use not only poison, but also confusion tipped bullets
*Orc Blasters tracks players better when shooting (aim interception)
+
*Orc Blasters track players better when shooting (aim interception)
 
*Orc Butcher causes bleeding on impact
 
*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 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
 
*Orc Sniper has almost no wait time between shots
*Laser Turrets tracks players better when shooting (aim interception)
+
*Laser Turrets track players better when shooting (aim interception)
*Werebull is immortal when running, can only be hurt when standing still
+
*Werebulls are immortal when running, can only be hurt when standing still
*Drop pods deals much more damage on impact (if player gets hits by one)
+
*Drop pods deal much more damage on impact (if player gets hit by one)
 
*Teledestination spanwers spawn more enemies and more often
 
*Teledestination spanwers spawn more enemies and more often
 +
 
===Buffs===
 
===Buffs===
*All negative buffs lasts longer and some deal more player damage
+
*All negative buffs last longer and some deal more damage to the player
 +
 
 
===Weapons===
 
===Weapons===
 
*Reduced max ammo on all weapons
 
*Reduced max ammo on all weapons
 
*Oozegun poison efficiency is reduced
 
*Oozegun poison efficiency is reduced

Latest revision as of 16:40, 3 July 2017

SSBD has four regular difficulty levels on launch, easy, normal, hard and serious. Most differences are in health and speed of most enemies. Some enemies also have improved skills, some of which not even present on other difficulties.

Easy

Tweak data

  • Decrease in needed experience per level and the start value is lower
  • Levels start with 4 extra lives
  • Player max health w/o upgrades is increased to 150
  • Get one more star when you level up (4 instead of 3)

Enemies

  • Some enemies are worse, slower and deal less damage
  • Teledestination spanwers spawn less enemies and less often

Normal

This is the base difficulty. Everything here is normal.

Hard

Tweak data

  • Increase in needed experience per level and the start value is higher
  • Levels start with only 1 extra life
  • Some more difficult enemies give more experience when killed
  • Live to fight another day upgrade is more expensive

Enemies

  • All enemies are faster, stronger, and deal more damage
  • Drop pods deal more damage on impact (if player gets hit by one)
  • Teledestination spanwers spawn more enemies and more often

Buffs

All negative buffs last longer and some deal more damage to the player

Weapons

  • Reduced max ammo on all weapons

Serious

Tweak data

  • Increase in needed experience per level and the start value is much higher
  • Levels start with 0 extra lives, thus first death means 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 faster, stronger, and deal more damage
  • Some more difficult enemies give much more experience when killed
  • Blue Biomechs track players better when shooting (aim interception)
  • Red Biomechs use yellow bouncing rockets that also shatter on impact
  • Mines have shorter detection rate
  • Crabs attack instead of flee
  • Kleers shoot player-seeking bolas
  • Assassins use not only poison, but also confusion tipped bullets
  • Orc Blasters track 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 track players better when shooting (aim interception)
  • Werebulls are immortal when running, can only be hurt when standing still
  • Drop pods deal much more damage on impact (if player gets hit by one)
  • Teledestination spanwers spawn more enemies and more often

Buffs

  • All negative buffs last longer and some deal more damage to the player

Weapons

  • Reduced max ammo on all weapons
  • Oozegun poison efficiency is reduced