

I actually have no real problem with allowing infinite ammo, but there obviously should be some amount of process before changing rules. I'm with YP on this, while I don't want to in anyway dismiss the massive improvement that was made to the run, I think blatantly ignoring what is and was obviously the rule, especially when you say you were doing runs with the correct rules, and then just changing it with no notice is absurd. MrPottsWith2Ts MrPottsWith2Ts likes this. I'd instead invite you to play Glover instead, and not be so dismissive :^ ) It's just a topic I wanted to bring up because there has been interest in coming back over the years, and I was more than a bit tilted that there wasn't at least a little bit of discussion before a rule change with former runners, because regardless of how other SS games have been handled it is it's own spin-off like you said so it should be handled as such.Īs for coming back, I would love to but my computer loads way too slow when playing co-op to be competitive in the slightest, and even single-player my framerate would be unplayable with appropriate levels of enemies on. Along with that, mutators are a configurable option while submitting runs if you haven't noticed (which I doubt since you guys have submitted plenty of runs) so the whole point about crazy options in the first point is completely moot. The argument that disallowing it made it closer to the originals is kind of redundant when it was set to 1000% anyways, so I don't see what you're trying to get out with that one. It's always been separate from the mutators so I never really got too familiar with the menus, since I literally never hosted the servers. As for why it wasn't allowed, I could've sworn at one point in time it was literally listed as a cheat in the game options but I may be mistaken, regardless it's always been classified as a cheat in the other SS games so it made more sense to keep it off.


I definitely overstated it's significance which I apologize for, I kind of just threw the post together so it wasn't worded well. The management of weapon ammo is something that isn't relevant outside of a few select spots, but stuff like being limited to only 5 rockets at the start of both TFE and TSE did change how a few earlier levels were handled, especially in categories like All Secrets. Just feels like y'all purposely strayed away from discussion.
#Infinite ammo serious sam 2 mod
I apologize if it came off as me saying the sole reason our runs fell behind was infinite ammo, but I'm just more confused as to why y'all literally didn't any of the older runners, let alone the one SR mod that has actually touched the game. All of the boosts are pretty fun, particularly Second Encounter is nuts now with sniper boosts.ĮDIT: Here's a link to that run that didn't use infinite ammo, and keep in mind this was when we very first started so there has been a lot of practice and improvements to routing since this, I'd instead invite you to come back and check out what's being done with the run nowadays. Then we would just be inching it closer and closer to being redundant with the leaderboards for the classic games. Seeing that this is an offshoot from the original games, I don't believe the crazy settings should be disallowed in any way, including infinite ammo, since they are basic menu options here. The change to infinite ammo had no weight whatsoever on your runs falling behind, that was due to the massive advancements that have been made to the route since then. At the time we realized how little it did matter besides starting each encounter, which only resulted in it making even less sense it was disallowed. Initially, deagle and I even did a run with infinite ammo off since that's what the rule was at the time and still blew away the record because of new routing and many new skips and techniques. As stated by deagle already, there are massive differences with other settings that are already allowed, and infinite ammo is more a nuisance than anything. Why is that setting "cheap" and the others aren't? If I recall, the rules before even called it a "cheat" setting, whatever that means when you can also set fire rate and such. Infinite ammo is the least impactful to runs so it made no sense that it was singled out before.
