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I picked the third hardest difficulty so I'd still have to manage my pistol ammo.

On mission 3 and I've been constantly running out of medkits and only a few shots away from death and some of the trap sequences (like the 4 laser turrets and tons of pressure plates) were brutal.


It was honestly pretty annoying so I'm considering restarting on Weekend Warrior.


Does it have less instant kill (or heavily damaging) traps or are sequences like this unchanged?
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You can also manage/drop your pistol on the second difficulty. It's only on the first that you can't drop it.

The second difficulty has more traps than the first, and this goes on for the third and fourth difficulties.
On the second difficulty you can take ~two direct rocket hits and take half damage for everything. You also do twice the amount of damage.

On Loose Cannon damage is normal for you and enemies, which means direct rocket hits usually take you out in one shot.

No Remorse is incredibly annoying, as you find out right away, since even lowly guards seem to use shotguns.
Damage done and damage taken is still the same, but as enemies have better weapons, technically speaking you'll be taking a lot more damage.

Oh, and in case you are doing this, I advice against using ScummVM to play this game, since the game mechanics are way off, like for example, being unable to hit certain enemies/objects while this is no problem in the original version.
Post edited July 16, 2025 by Gotcha
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Gotcha: You can also manage/drop your pistol on the second difficulty. It's only on the first that you can't drop it.

The second difficulty has more traps than the first, and this goes on for the third and fourth difficulties.
On the second difficulty you can take ~two direct rocket hits and take half damage for everything. You also do twice the amount of damage.

On Loose Cannon damage is normal for you and enemies, which means direct rocket hits usually take you out in one shot.

No Remorse is incredibly annoying, as you find out right away, since even lowly guards seem to use shotguns.
Damage done and damage taken is still the same, but as enemies have better weapons, technically speaking you'll be taking a lot more damage.

Oh, and in case you are doing this, I advice against using ScummVM to play this game, since the game mechanics are way off, like for example, being unable to hit certain enemies/objects while this is no problem in the original version.
I haven't played the game so I can't comment on that, but have you tried filing a bug report with ScummVM? They are constantly working on their engine so it makes sense to check back occasionally. ('Course if the game works fine on DOSBox...)
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ArthurWalden: I haven't played the game so I can't comment on that, but have you tried filing a bug report with ScummVM? They are constantly working on their engine so it makes sense to check back occasionally. ('Course if the game works fine on DOSBox...)
Nope; I'm not sure how the ScummVM people go about improving these games. Maybe they will do this at some point.
It's hard for me to explain, but it's very clear things are off; one'd only have to play the first level for a short time with both versions.

They also removed keys. You can no longer scroll back in your gun inventory, which is a bizarre change, especially since you can pick up all guns in ScummVM, in contrast of the maximum of 5 in the original. So that definitely pushed me back to the good ol' Dos version.
It is true the ScummVM staff tends to be slow about fixing most bugs. (Remember, they are all volunteers, presumably all with day jobs, and they have a lot of games, the engine itself, and other material to work on.) I have submitted a fair number of bug reports and some of them are still sitting there six months later untouched. ScummVM gets to them when they have time (sort of...programming triage...) Sometimes, there's even only one staff member with enough familiarity with a particular code to address a particular bug.

So, yeah, if a game is broken or at least heavily buggy, while you're waiting, using DOSBox is a good idea if it works better. (I just say these things because I find ScummVM convenient and desirable and want to contribute to improving it.)

One virtue of ScummVM: when they can, they try to improve bugs in the original as well.
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ArthurWalden: It is true the ScummVM staff tends to be slow about fixing most bugs. (Remember, they are all volunteers, presumably all with day jobs, and they have a lot of games, the engine itself, and other material to work on.) I have submitted a fair number of bug reports and some of them are still sitting there six months later untouched. ScummVM gets to them when they have time (sort of...programming triage...) Sometimes, there's even only one staff member with enough familiarity with a particular code to address a particular bug.

So, yeah, if a game is broken or at least heavily buggy, while you're waiting, using DOSBox is a good idea if it works better. (I just say these things because I find ScummVM convenient and desirable and want to contribute to improving it.)

One virtue of ScummVM: when they can, they try to improve bugs in the original as well.
Oh yeah, don't get me wrong: These guys are awesome, spending so much time on ScummVM and not getting paid for it (aside from donations probably). I hold them and any person out there making mods and emulators and whatnot, even free of charge, in very high regard.
I don't want to sound unthankful or something. Just wanted to point out that for now the best way to play C:NR is not ScummVM.