: Also, the homing is very noticeably weaker in the
: original Marathon vs. the beta. In the beta, I would sometimes have
: Warp-pedos following me around shallow corners, and they would always
: cluster into a tight pair if they had sufficient flight time. Neither of
: these things happen in the original Marathon.
Maybe Marathon doesn't do the difficulty adjustment that Marathon 2 does for guided projectiles? Any chance you test this on different difficulties?
: Additonally, in original Marathon, the Warp-pedos seem heavier. For example,
: if I backed off far enough from a Jug's Warp-pedos in an area where the
: jug had to fly lower than in the radiation door area, like in the lava
: area near the first terminal, the Warp-pedos here would often drop until
: they impacted on the floor, while in the beta, Warp-pedos fired in this
: same area had a great deal more loft, and rather than grounding out, they
: would stay airborne and follow me until I turned a corner too sharp for
: them to navigate. The grounding out behavior in Marathon might also be
: related to the greater random angle of launch, as if a Warp-pedos is
: randomly angled sharply down, this is going to make it much more likely to
: ground out.
Guided projectiles can climb in Marathon 2. Maybe this isn't the case in Marathon? Or maybe they can't climb at the same rate? (which could again have to do with the difficulty level)