I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
I am really bad about using my equipment and it is making ultra violence harder then it should be. Having said that I haven't had to retry any of the mandatory fights more then 4 or 5 times so I am still moving along pretty quickly. Three DOOM fortress is so fucking cool. I spent a good 30 minutes just walking around looking at all the Easter eggs. It has fallout stuff, elder scrolls stuff, random bits of lore from Doom, just a ton of really cool shit.
Is there a character model viewer for the enemies? Codex only has static images
@Prohass the toys you find as secrets in the levels actually unlock the character models. In the Doom fortress go to Doom Marines office and you will see some shelves with the toys on them. That is also where the weapon gallery is as well.
The game has tons of hidden performance scaling as well, so you can pick a target framerate in the options and it'll do some behind the scenes stuff to keep you rolling.
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Zxerolfor the smaller pieces, my shovel wouldn't doso i took off my boot and used my shoeRegistered Userregular
Original recipe 1070 and get near constant 100+ fps on Ultra Nightmare @ 1080p.
The game includes dynamic res scaling right out of the box this time on PC, so you can pretty much guarantee a framerate, which is nice.
Oh my stars. Super Shotgun's mastery does not fuck around.
That is some utility right there.
Consider launching yourself at an enemy who is now on fire, so they shower you with armor pickups when you shoot them. Mooks explode in showers of gore and armor, while majors can be dodged away from or shot again if they've flinched!
I've gone from never having spare armor to tripping over the stuff.
Went console because I'm staring down spending the next couple weeks at my desk and the text size on console is so bad it immediately makes my head hurt trying to read anything - basically going through the intro just guessing what each new input is
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
Ah I didn't notice that the chainsaw regens fuel, good to know.
I cant buy the soundtrack?!? The fuck is this bullshit!
It was supposed to come with the collector's edition, but they said it would be delayed, I assume the general soundtrack release is delayed as well.
Also, this game fucking owns.
Started on Nightmare, almost done with Cultist Base (level 3) and I haven't turned it down yet. 1-tried the first Slayer gate without dying, and then immediately lost 3 of my 5 extra lives on the next fight after it lmao
Cultist Base has been the first thing in the game that's really hard, I died almost 20 times on
the outdoor fight after you cross a drawbridge, it's the first big fight after they introduce the whiplashes.
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
Obviously I'm going to continue, but this is a really bad first impression.
what don't you like about it? I think it's good as hell
One of the things I disliked a lot - which I've since adjusted to - was that melee did next to no damage. One of my favorite parts of 2016 was that if you learned enemy health pool thresholds, you could melee into an auto glory kill. That's WAY harder now, but thankfully Blood Punch alleviates that.
I dislike the third person camera shifts. It's ironic, because hours in 2020 Doomguy has less personality than what his 2016 iteration established in the first few minutes of gameplay, despite having a more 'cinematic' attempt at presenting him.
I hate, hate, hate the excessive tutorializing of mechanics instead of organically teaching you how they work, reaching its personal snapping point with the Doom Hunter encounter - a boss that the level has spent half its time building up, has an intimidating intro cutscene ... and the instant the fight starts, a pop-up tells you exactly how to defeat the boss, along with a fucking movie showing it.
At that point I actually threw up my hands and had to go into the menus looking for a way to turn off tutorials, which thankfully there was, but it's awful that it should even get to that point.
Like for real, its power-up sequence shows it having a glowing blue shield. The level has been teaching you with shield mobs, and the carcasses, that plasma gun overload shields. This would be an excellent point to reward players who have been paying attention to visual cues - a potentially satisfying moment. It's game design 101.
And then it straight up tells you to use your plasma gun in a pop-up. Fuck off.
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
I mean Doom1 and Doom2 are basically "keep using the shotgun/super shotgun unless told otherwise" but there are plenty of times where you can change it up too. It's strange for them to be forceful about it...what makes some games so great is that you can open it up passed what the developers intended or not.
Anyway, I wanna say some good things because I usually find myself focusing on what I don't like. The environments are really really impressive to look at. I'm not sure if the levels are basically "create a giant model in 3ds max/maya/autodesk/whatever modeling program and import" but damn, really cool. I like the Blood Punch ability a bit (I just need to remember it exists!). This makes melee a bit more interesting since I never really liked the glory kill ad nauseam approach. As much as I thought I would hate the platforming (and in the beginning was grumbling about it) and the wall grabbing non-sense, it actually isn't that bad and kinda cool in small bursts so far. With the double jump, dashing forward, ledge grabbing, and increased air control, they probably figured, why the fuck not...let's try it and honestly, it kinda works. Doom Eternal jump maps ala Half-Life 1 or some defrag maps would work well, in my opinion, separate from the main game. Make it like those Slayer Gates, an optional challenge.
Speaking of Slayer Gate, I also didn't get the key after beating the first 1. I guess you have to complete it in a certain time or something?
Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
So I do feel like the ammo limit is problematic in combination with the relatively slow weapon/mod change speeds. Enemies are damn fast this time around and it's extremely easy to be maneuvering and end up turning a corner right into an enemy, at which point they will hammer you with a melee attack and you're stuck between weapons or mods. I know there's an upgrade to improve switch speed, but I already feel like whatever speed upgrade that is should be the standard switch speed if we're really supposed to be juggling weapons constantly.
On top of that, I want there to be a workhorse weapon. Yeah, the prior game had some balance issues, but now I can't use any weapon reliably. That magnifies the switch speed issue considerably, since I'm constantly switching weapons for simple lack of ammo because having every weapon specialize in something means none of them are solid across the board. My number one cause of death is just getting dogpiled because I'm stuck weapon switching due to low or no ammo, without something decently meaty to just keep shit off of me in the first place.
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Golden YakBurnished BovineThe sunny beaches of CanadaRegistered Userregular
You're not alone Dac. I also feel like the game is... less polished and cohesive a package, in terms of how it's presenting the narrative. The first game drew me in also immediately, made me want to understand the new world I'd been dropped into. So far this game hasn't gripped me the same way. I understood what was going on in 2016 almost immediately. 2020 feels all over the place.
It's funny that the most engaging parts of Doom, for me, have become the lore and the story, but there you go.
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GnomeTankWhat the what?Portland, OregonRegistered Userregular
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
I mean Doom1 and Doom2 are basically "keep using the shotgun/super shotgun unless told otherwise" but there are plenty of times where you can change it up too. It's strange for them to be forceful about it...what makes some games so great is that you can open it up passed what the developers intended or not.
It's not strange though. Players have this idea that they should be able to do things however they want, but in reality almost no game is actually this way. Especially not tight experiences that are trying to craft a very specific flow and tenor. I used Bloodborne as a great example in another thread. Technically you can play that game very defensively, like many people play it's predecessor Dark Souls...but the game really tries to force you out of that. That's not the way the game was designed to be played.
The new Doom's are not designed to be played with one or two weapon. The fact that 2016 allowed it was seen as a design flaw by id themselves. They clearly went all out to make sure it doesn't happen in Eternal. I think Jungle said it earlier, these are not Ubisoft open world games. They are tight, crafted experiences meant to force you to engage with the combat chess on the terms the game lays out. The player expression is in how they move about that chess board.
Well, hell. If you really do want a standout workhorse weapon, the Super Shotgun now allows you to fly and provides unparalleled sustain.
Add some dash recharge and time slow or air control runes and you're cooking with chainsaw.
The Dev's answer to a powerful Super Shotgun was not to nerf the shotgun, they just made everything about using it much more engaging. Movement is your primary weapon now.
Its Tribes, right? But with demons and less skiing.
Wait, your chainsaw regens fuel? I keep getting a message that it's out f fuel and it never seems to get more unless I find a can of gas
It sure does. The first pip is on a fairly short timer, so you can reliably hack mooks several times per arena. Bonus points awarded for setting them on fire first. You can watch the icon fill up as you fight!
Only majors require extra fuel. I pretty well never use the chainsaw on them, since I'm free to mag dump on demand.
I do, however, wish I could speed up the chainsaw animation. It is insufficiently fast, and I must go faster.
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
I mean Doom1 and Doom2 are basically "keep using the shotgun/super shotgun unless told otherwise" but there are plenty of times where you can change it up too. It's strange for them to be forceful about it...what makes some games so great is that you can open it up passed what the developers intended or not.
It's not strange though. Players have this idea that they should be able to do things however they want, but in reality almost no game is actually this way. Especially not tight experiences that are trying to craft a very specific flow and tenor. I used Bloodborne as a great example in another thread. Technically you can play that game very defensively, like many people play it's predecessor Dark Souls...but the game really tries to force you out of that. That's not the way the game was designed to be played.
The new Doom's are not designed to be played with one or two weapon. The fact that 2016 allowed it was seen as a design flaw by id themselves. They clearly went all out to make sure it doesn't happen in Eternal. I think Jungle said it earlier, these are not Ubisoft open world games. They are tight, crafted experiences meant to force you to engage with the combat chess on the terms the game lays out. The player expression is in how they move about that chess board.
I wasn't even thinking of ubisoft open world games, I was thinking of the original Doom games. The shotguns happen to become the main used weapons, but the others have uses too. Maybe you need more damage, or fast attack with stun, or sudden bursts of huge damage, killing large groups of weak enemies quickly, depending on the situation your facing. Or you can be a G and just use the shotgun for everything (or chainsaw!). Up to you. Here, it takes 3 rockets to kill a cacodemon but sticky bomb nets you the glory kill easily, which I find weak but it is what it is.
I forgot to mention the location damage modeling (or whatever you wanna call it) on monsters is really awesome. Like Raven's old GHOUL but ratcheted up 100x detail.
Got my first chance at playing and oohhhh wow I am rusty.
It doesn't help that they changed some of the key bindings from 2016 and this seems to be thing that messes with me most. I'm still mashing 2016 keys on occasion and not getting the desired results.
Also, needed to take a break from playing. Game is INTENSE.
Steam - Synthetic Violence | XBOX Live - Cannonfuse | PSN - CastleBravo | Twitch - SoggybiscuitPA
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augustwhere you come from is goneRegistered Userregular
Well, hell. If you really do want a standout workhorse weapon, the Super Shotgun now allows you to fly and provides unparalleled sustain.
Add some dash recharge and time slow or air control runes and you're cooking with chainsaw.
The Dev's answer to a powerful Super Shotgun was not to nerf the shotgun, they just made everything about using it much more engaging. Movement is your primary weapon now.
Eh, the range on the Super Shotty is too short to be a workhorse. Don't get me wrong, I love the shit out of it (meathook with airborne bullet time is a blast), but even with a couple ammo upgrades I get a measly ten shots out of the thing. Just not enough range or ammo to be a workhorse.
Its Tribes, right? But with demons and less skiing.
I dunno about less skiing. The "speed boost from glory kill" is a massive speed boost and I've definitely launched myself out of a fight at least a dozen times so far. Not surprisingly, Doomguy has the torque to go 0-60 in less than a second, but his cornering needs some work.
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jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
I'd recommend not starting on Nightmare. I eventually gave up and bumped the difficulty down to Ultra Violence, and it's a night and day difference. Nightmare you will be killed in 2-3 hits by even the common melee zombies. The arachnotrons kill you very quickly too, I can't seem to dodge their projectiles. Changing the difficulty helped a lot.
Not a fan of the weak points. You don't have to utilize them, but why wouldn't you? Weak points feel like they want to force you into a specific way to deal with enemies, rather than just picking the way you want.
Ammo is VERY scarce. Gimme a backpack or something, I wanna carry some more!
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
I mean Doom1 and Doom2 are basically "keep using the shotgun/super shotgun unless told otherwise" but there are plenty of times where you can change it up too. It's strange for them to be forceful about it...what makes some games so great is that you can open it up passed what the developers intended or not.
It's not strange though. Players have this idea that they should be able to do things however they want, but in reality almost no game is actually this way. Especially not tight experiences that are trying to craft a very specific flow and tenor. I used Bloodborne as a great example in another thread. Technically you can play that game very defensively, like many people play it's predecessor Dark Souls...but the game really tries to force you out of that. That's not the way the game was designed to be played.
The new Doom's are not designed to be played with one or two weapon. The fact that 2016 allowed it was seen as a design flaw by id themselves. They clearly went all out to make sure it doesn't happen in Eternal. I think Jungle said it earlier, these are not Ubisoft open world games. They are tight, crafted experiences meant to force you to engage with the combat chess on the terms the game lays out. The player expression is in how they move about that chess board.
I wasn't even thinking of ubisoft open world games, I was thinking of the original Doom games. The shotguns happen to become the main used weapons, but the others have uses too. Maybe you need more damage, or fast attack with stun, or sudden bursts of huge damage, killing large groups of weak enemies quickly, depending on the situation your facing. Or you can be a G and just use the shotgun for everything (or chainsaw!). Up to you. Here, it takes 3 rockets to kill a cacodemon but sticky bomb nets you the glory kill easily, which I find weak but it is what it is.
If you watch speedrunners with Doom 2016, the most powerful combos are the weapon swaps. I.e. gauss/rocket/nade/2shotty with super quick swaps between.
If you find yourself hurting for ammo, don't be stingy with the chainsaw. The last pip refills on its own, and most encounters will deliberately filter in low level trash mobs as chainsaw fodder.
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PSN/Steam/NNID: SyphonBlue | BNet: SyphonBlue#1126
Also from whenever you headshot an enemy with the hardscope.
Yeah, id didn't design this game as an Ubisoft sandbox "play it your way!" experience, they designed it specifically to be played a certain way. They also did the same thing for 2016, but they flubbed and made the super shotgun and rocket launcher far too useful. So that feeling that they're forcing you to deal with enemies in a certain way is absolutely correct.
There won't be a backpack, ammo and health are meant to be scarce. That's why your chainsaw auto-regens fuel.
But also super hard. Really enjoying it though.
Then I got crushed by a descending ceiling in the second level.
@Prohass the toys you find as secrets in the levels actually unlock the character models. In the Doom fortress go to Doom Marines office and you will see some shelves with the toys on them. That is also where the weapon gallery is as well.
PSN:Furlion
Regret followed?
Goodness, they do not fuck around if you let them get started.
Even the basic marines will fuck your world up if given the chance.
I have a 2060 with things on high/ultra at 1440p.
The game has tons of hidden performance scaling as well, so you can pick a target framerate in the options and it'll do some behind the scenes stuff to keep you rolling.
The game includes dynamic res scaling right out of the box this time on PC, so you can pretty much guarantee a framerate, which is nice.
That is some utility right there.
I've gone from never having spare armor to tripping over the stuff.
3DS: 1521-4165-5907
PS3: KayleSolo
Live: Kayle Solo
WiiU: KayleSolo
But man, the addiction is real. Trying to get that perfect sequence of shoot-stagger-glory kill.
Ah I didn't notice that the chainsaw regens fuel, good to know.
It was supposed to come with the collector's edition, but they said it would be delayed, I assume the general soundtrack release is delayed as well.
Also, this game fucking owns.
Started on Nightmare, almost done with Cultist Base (level 3) and I haven't turned it down yet. 1-tried the first Slayer gate without dying, and then immediately lost 3 of my 5 extra lives on the next fight after it lmao
Cultist Base has been the first thing in the game that's really hard, I died almost 20 times on
Hellknights I haven't really seen much of because I tend to delete them with micro missiles. I just refuse to let them exist.
They specifically talked about this in several interviews. The fact that a super shotgun to the chest was the magic puzzle piece was a major mistake in their eyes. They talked about how when they saw someone engaging with the game on that level they had fallen out of the "fun zone". It's really clear that early on in Eternal they are going to force you to play the way the game was designed to be played, or you're going to be swimming upstream basically.
One of the things I disliked a lot - which I've since adjusted to - was that melee did next to no damage. One of my favorite parts of 2016 was that if you learned enemy health pool thresholds, you could melee into an auto glory kill. That's WAY harder now, but thankfully Blood Punch alleviates that.
I dislike the third person camera shifts. It's ironic, because hours in 2020 Doomguy has less personality than what his 2016 iteration established in the first few minutes of gameplay, despite having a more 'cinematic' attempt at presenting him.
I hate, hate, hate the excessive tutorializing of mechanics instead of organically teaching you how they work, reaching its personal snapping point with the Doom Hunter encounter - a boss that the level has spent half its time building up, has an intimidating intro cutscene ... and the instant the fight starts, a pop-up tells you exactly how to defeat the boss, along with a fucking movie showing it.
At that point I actually threw up my hands and had to go into the menus looking for a way to turn off tutorials, which thankfully there was, but it's awful that it should even get to that point.
And then it straight up tells you to use your plasma gun in a pop-up. Fuck off.
PSN: ShogunGunshow
Origin: ShogunGunshow
I mean Doom1 and Doom2 are basically "keep using the shotgun/super shotgun unless told otherwise" but there are plenty of times where you can change it up too. It's strange for them to be forceful about it...what makes some games so great is that you can open it up passed what the developers intended or not.
Anyway, I wanna say some good things because I usually find myself focusing on what I don't like. The environments are really really impressive to look at. I'm not sure if the levels are basically "create a giant model in 3ds max/maya/autodesk/whatever modeling program and import" but damn, really cool. I like the Blood Punch ability a bit (I just need to remember it exists!). This makes melee a bit more interesting since I never really liked the glory kill ad nauseam approach. As much as I thought I would hate the platforming (and in the beginning was grumbling about it) and the wall grabbing non-sense, it actually isn't that bad and kinda cool in small bursts so far. With the double jump, dashing forward, ledge grabbing, and increased air control, they probably figured, why the fuck not...let's try it and honestly, it kinda works. Doom Eternal jump maps ala Half-Life 1 or some defrag maps would work well, in my opinion, separate from the main game. Make it like those Slayer Gates, an optional challenge.
Speaking of Slayer Gate, I also didn't get the key after beating the first 1. I guess you have to complete it in a certain time or something?
3DS: 1521-4165-5907
PS3: KayleSolo
Live: Kayle Solo
WiiU: KayleSolo
On top of that, I want there to be a workhorse weapon. Yeah, the prior game had some balance issues, but now I can't use any weapon reliably. That magnifies the switch speed issue considerably, since I'm constantly switching weapons for simple lack of ammo because having every weapon specialize in something means none of them are solid across the board. My number one cause of death is just getting dogpiled because I'm stuck weapon switching due to low or no ammo, without something decently meaty to just keep shit off of me in the first place.
It's funny that the most engaging parts of Doom, for me, have become the lore and the story, but there you go.
It's not strange though. Players have this idea that they should be able to do things however they want, but in reality almost no game is actually this way. Especially not tight experiences that are trying to craft a very specific flow and tenor. I used Bloodborne as a great example in another thread. Technically you can play that game very defensively, like many people play it's predecessor Dark Souls...but the game really tries to force you out of that. That's not the way the game was designed to be played.
The new Doom's are not designed to be played with one or two weapon. The fact that 2016 allowed it was seen as a design flaw by id themselves. They clearly went all out to make sure it doesn't happen in Eternal. I think Jungle said it earlier, these are not Ubisoft open world games. They are tight, crafted experiences meant to force you to engage with the combat chess on the terms the game lays out. The player expression is in how they move about that chess board.
Add some dash recharge and time slow or air control runes and you're cooking with chainsaw.
The Dev's answer to a powerful Super Shotgun was not to nerf the shotgun, they just made everything about using it much more engaging. Movement is your primary weapon now.
Its Tribes, right? But with demons and less skiing.
It sure does. The first pip is on a fairly short timer, so you can reliably hack mooks several times per arena. Bonus points awarded for setting them on fire first. You can watch the icon fill up as you fight!
Only majors require extra fuel. I pretty well never use the chainsaw on them, since I'm free to mag dump on demand.
I do, however, wish I could speed up the chainsaw animation. It is insufficiently fast, and I must go faster.
I wasn't even thinking of ubisoft open world games, I was thinking of the original Doom games. The shotguns happen to become the main used weapons, but the others have uses too. Maybe you need more damage, or fast attack with stun, or sudden bursts of huge damage, killing large groups of weak enemies quickly, depending on the situation your facing. Or you can be a G and just use the shotgun for everything (or chainsaw!). Up to you. Here, it takes 3 rockets to kill a cacodemon but sticky bomb nets you the glory kill easily, which I find weak but it is what it is.
It doesn't help that they changed some of the key bindings from 2016 and this seems to be thing that messes with me most. I'm still mashing 2016 keys on occasion and not getting the desired results.
Also, needed to take a break from playing. Game is INTENSE.
Eh, the range on the Super Shotty is too short to be a workhorse. Don't get me wrong, I love the shit out of it (meathook with airborne bullet time is a blast), but even with a couple ammo upgrades I get a measly ten shots out of the thing. Just not enough range or ammo to be a workhorse.
I dunno about less skiing. The "speed boost from glory kill" is a massive speed boost and I've definitely launched myself out of a fight at least a dozen times so far. Not surprisingly, Doomguy has the torque to go 0-60 in less than a second, but his cornering needs some work.
If you watch speedrunners with Doom 2016, the most powerful combos are the weapon swaps. I.e. gauss/rocket/nade/2shotty with super quick swaps between.
https://www.youtube.com/watch?v=72S2aAxtZOs&t=2s
That gameplay looks 10 times as fun as just sticking to a single gun for 80% of the game.
A lot of those players are doing ESDF instead of WASD for the extra buttons to the left of the arrow keys.
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