Watching some classic RE2 footage, I think the element that annoys me the most is that attacks are too homing. If we take a look at this fantastic article:
http://stingermagazine.net/?p=12The zombies right now are high threat, mobility, health, volume and resistance - which makes them a bit annoying to fight. Their grab for instance is a double lounge with quick start-up, you cannot 'dodge' the grab from the plants or adultG's (the swim grab) when they start, they are either homing or too fast with a big enough hitbox to grab you if you step back. This means the whole 'bait and run past' mechanic is already gone for most foes. Add their pretty high mobility (going over desks, they can be pretty fast, wiggle around to dodge shots etc), high (and inconsistent) health, huge numbers and inconsistent resistance and you've got a weird enemy.
The underdeveloped 'delimb' mechanic also doesn't seem too useful. Once you have their limbs removed they tend to already be near death - so just kill them anyway? The game gives you enough ammo to kill around the whole enemy count twice, so there's more than enough resources that those extra 3 bullets won't matter.
Personally what I'd do is the following:
- tweak the damage numbers first. A Magnum only does 10 damage now, with a unupgraded pistol doing 2 and a shotgun doing 5.5. In the original the pistol did around 5 and the Magnum 100(!). The values are simply too close to each-other now;
- make zombies immune to pistol shots in terms of stagger and knockback, but give it a % chance when shot in certain key locations to remove that limb.
- shotgun always - ALWAYS - staggers a foe no matter where they are hit, has a knockdown% and a higher % chance than the handgun to delimb.
- Magnum damage massively upped, decrease ammo count, much larger recoil and lower firing speed, unable to craft ammo for it (instead White+White gives Flamethrower rounds). Magnum is unlocked by beating Mister X three times (he drops it).
- FlameRounds (GL) are a OHKO against zombies, the fire staggers zombies that enter it (if shot in the middle of a pack) for crowd-control options;
- Acid Rounds deal very low damage to zombies but weaken their limbs, increasing delimb%.
- SMG has very low damage and delimb%, but stunlocks and due to high firing speed actually has good delimb.
- SparkShot doesn't require you to aim or hold the gun up to keep the damage going, it's a DoT basically;
- once a foe loses three limbs they die instantly;
- Mister X can be killed for rewards.
- hitboxes of enemies decreased to allow for dodges, but zombie speed is upped as a result;
That's purely in the combat department ofc. At least how I'd see it, what do you guys think?
BIRDMAN> magnum
It takes 2-4 Magnum shots, unupgraded. Upgraded it is 1-3 depending on the RNG gods.
> Flame Round
It isn't 'too bad', but they can tank through. You can shoot a Flame Round, get grabbed and die while they die. Leads to a lot of glitchy situations. The fire doesn't spread very easily. Having the Flame DoT kill takes about 2-4 seconds I believe.
> Hauting Ground
I don't get it. The whole concept of the game is that the monster hunts you, but people didn't like that? Then...don't play it?
> upgrades
They are parts, some can be removed since they make the weapon larger. Most aren't that great, but some like extended clip-size for pistol, stable shooting for SMG and magnum-rounds for the revolver (Claire) are gold.
> enemies + X
Enemies just ignore him. He pushes zombies aside but that's it really.
> plant enemies
Not those guys, these are just zombies with some tentacles coming out. You need either Flamethrower or Flame Rounds.
> flashlight
More the reverse, I wanted to turn it on in some areas that were imo too dark, but the game felt they weren't dark enough. And yeah those games you mentioned allowed you to switch them.
> weekly challenges
https://www.residentevil.net/en/twochallenge.html> cry for nerfs
The whole "I bought the game so I deserve max ranks + all trophies" mentality still takes me by surprise. It shouldn't, but it does. I never A ranked or higher the original RE2 because that wasn't something I enjoyed doing. It happens...
> window boards
A fun idea, but most windows that need to be boarded have a plank right next to them to use and it requires massive foresight that you don't have on your first run.
INFINITY> CV
It's a big time favorite of mine, gets really good later-on. Great bosses too;
> RE6
Never touched it. Seems like a great TPS, but not something I'd play.
> MR.X
Saw the Library complaints, especially for B-scenario, too and was a bit afraid going in. I walked to the other side of the room, walked back, moved the shelves (note, you can push them together, no need to go one by one) and ... voila. The end. It's so easy. One fun thing is he can 'save' you. If you're grabbed by a zombie and he is close by he'll push the zombie away mid-bite.
Really afraid he'll get nerfed. Imagine if Itagaki made this game...we'd suddenly get four Mister X's running around that can enter all the rooms and run. Delightful.