ranged: bilebomb ( multiple ballistic )
special: quake, scary mofo
The biggest, baddest, non boss quake monster yet. They move slow, but make up for it in sheer damage potential. Their bilebomb attack is a blanketting attack. The main bilebomb will split into two fragments shortly after launch then each will explode into a few more smaller chunks when they hit.
The paw swipes not only take a fair bit of health away from the player, but also knock him back. If the player is still in melee range after the first swipe, the same arm will take another swipe with it’s second paw. The paw swipes also hit any other players and/or monsters in a forward cone in front of the gug. Secondary targets only sustain ~10 to 15 damage, but take the full knockback effect. Monsters that are hit by this will become angry at the gug.
Finally, every so often or if the player has been out of sight for a while, the gug will use its Quake attack. This is an area-of-effect damaging attack that disregards cover. Only sheer distance will mitigate the damage from this one. There is a short timer on the attack, and the gug will only do it every 4.5 seconds. This attack also damages any other players or walking monsters in it’s range. However, monsters will not be angered and turn on the gug. See info_gug_seismometer for how to fire events when quake attacks occur.
A nice way to finish a map, or even just during normal play, these guys will make an impression… on your skull. o.0
Things to keep in mind are that other melee monsters may not get along so well with the Gug because of the area-of-effect melee attacks. Ranged monsters or flyers are prefered. Also, since the Quake attack will damage walking monsters, it may further be advantageous to use flyers ( see kelltest3 for an example of this ).
Since the Gug’s ranged attack covers a fairly wide area when it detonates, remember to provide ample room to move around and at least some decent cover. Beyond that, have fun. ^_^
The primary location for gugs is at the climax of a singleplayer epic, without having to resort to a predictable boss monster. However, with the inclusion of sufficient kit, players could encounter them earlier. The unmissable presence of an angry gug grabs the player’s attention and keeps it, so memorable setpieces are good locations for such an encounter.
Also consider the knockback from the pawswipes and the shaking from the quake attack: the danger these present can be drastically increased or decreased by the map features nearby, such as lava pools or secondary monsters.
It is important to understand the nature of the bilebomb. It’s a mass ballistic attack, not projectile; a mutlitude of grenades at once. Given that the fragments bounce rapidly off the architecture, this adds a chaotic, random element to the already substantial splash damage. This means it is very hard for the player to avoid taking damage at all when subjected to the attack, but by dodging skillfully relative to both the bilebomb and the gug itself they can greatly minimise the damage they take. Failure to do so is appropriately brutal for the power of the monster. But given that the bile is ballistic it is also limited in range by gravity. Unlike the ogre, the gug can attempt to fire upwards, but there is still a maximum effective range.
What this all means is that room to maneuver is as equally important as cover. The balance (or lack of) between the two is perhaps the most important element of a gug combat to work on. The gug and player are actually more closely matched in terms of overall power than with any other monster, but their strengths and weaknesses are more or less opposites. The gug is large, tough and can spread its damage wide, but is also slow, unmaneuverable and less than precise. So the player’s best hope lies in outmaneuvering the gug, taking advantage of distance, space and cover to escape the worst of the bile. Then retaliating with short, concentrated attacks with the most appropriate weapon at the time.
Time is also more of a factor in gug combat than normal. Because completely avoiding damage is almost impossible, and the gug has secondary attacks to resort to on occassion, the player does not have the luxury of determining when to attack and when to flee. Once a gug attacks, the combination of bile spatter, quakes and the likely close call from the pawswipes ensures that death is not far away.
We’d like to think that this style of combat is a pretty good recreation of the sort of ‘david and goliath’ confrontations common to heroic fantasy, such as the Luke vs Rancor fight in Return Of The Jedi, but without the ‘hit its weak spot’ specialisation of a classic boss. As with those fights, should the player’s advantages run out – room, cover, distance, time – and they allow themselves to be cornered by a gug they are, to put it bluntly, fucked.
As kelltest3 demonstrates, SSG + NG can be enough to defeat a single gug as long as health and/or armour are increased so the player can go the distance. SNG and GL are usually good weapons for gug combat, giving the player the confidence to make a concerted attack but still requiring a bit of skill. RL, LG and PG can end a gug combat surprisingly quickly but this can also be compensated for by conversely lowering the available health and armour. This makes for a shorter but more panicky combat as the player has more damage at their disposal but a narrower margin of error. Such variation is what makes gug combat different from proper boss combat, but generally you should allow the player to at least feel they have a chance before taking on a gug.