I think that's a good point the "Eternal makes you git gud" stuff is actually a detriment in the long run. This doesn't take away that it does have merrit, a good motivation to play well is always good. I mean, just look at Ninja Gaiden. For a lot of players that game is still "Ultimate Technique The Game" since they didn't see a high level player on YT play it and show them how it's done.
In its relegation though, man, I fear for the sequel. I'm half expecting them to put cooldowns on weapons in general by having them 'overheat with the Slayer's fury' or something dumb like that.
> Bosses
Absolutely agree. I have to say that I honestly found the bosses in Doom 2016 superior. The Cyberdemon was a cool chaotic fight, the keybearers a multi-task boss and the final boss used terrain etc. At least they did things (and didn't rely on adds for damage output).
> weapons in vanilla doom
Note that the pistol and chaingun both deal D3x5 damage, but the pistol is infinitely more accurate if you let its animation play out. It is technically your sniper and has its uses. That said, the Plasma outshines it I feel and the levels aren't nearly big enough to warrent its use that much. That said it does have uses imo.
Overall the damage values in Vanilla Doom are just super interesting, like how each pellet of the shotgun is a pistol shot. Lots of 'returning' values that make them perform consistently. Having it be slightly randomized is also interesting, making replays scary.
A shotgun shoots 7 D3x5 shots. If you're lucky that means each pellet deals 15 damage (105 damage if everything connects). If you're unlucky, each pellet deals only 5 (35 damage). That can mean the difference between a dead Imp or a live one since he has 60 HP. The brilliance here is that, as a result, even if you absolutely get unlucky, two shotgun shots will *always* kill an Imp.
God the details in that game.
> secret gun
It's sad that the only use of this weapon is that it benefits from the SpeedBoost's infinite ammo, giving it one encounter where you can use it. Yay.
> TEW + Vanquish
Showing again that it needs to be about more than numbers, you need application. I note this in my re-write of the Vanquish piece, I'm sure you'll find that interesting too (though it's mostly info you already know haha!). Note that I implemented a tease to our TEW article there, I'm working on a small fluff piece now and afterwards I'll contact you again for TEW1.
> what got me thinking about this
I saw a video from Mayo about how "DOom eternal isn't too streamlined" or some bs. I could understand defending a game you love (and in his case, is his primary source of income), but felt his reasons rang hollow so wrote a braindump. The guy is quite defensive and doesn't really reply to comments like Gamingshitshow, so I decided to post it here for the future.
> future
We'll apparently get more info on the DLC soon. I already own them thanks to the season pass so I'll play them, will you?
In its relegation though, man, I fear for the sequel. I'm half expecting them to put cooldowns on weapons in general by having them 'overheat with the Slayer's fury' or something dumb like that.
> Bosses
Absolutely agree. I have to say that I honestly found the bosses in Doom 2016 superior. The Cyberdemon was a cool chaotic fight, the keybearers a multi-task boss and the final boss used terrain etc. At least they did things (and didn't rely on adds for damage output).
> weapons in vanilla doom
Note that the pistol and chaingun both deal D3x5 damage, but the pistol is infinitely more accurate if you let its animation play out. It is technically your sniper and has its uses. That said, the Plasma outshines it I feel and the levels aren't nearly big enough to warrent its use that much. That said it does have uses imo.
Overall the damage values in Vanilla Doom are just super interesting, like how each pellet of the shotgun is a pistol shot. Lots of 'returning' values that make them perform consistently. Having it be slightly randomized is also interesting, making replays scary.
A shotgun shoots 7 D3x5 shots. If you're lucky that means each pellet deals 15 damage (105 damage if everything connects). If you're unlucky, each pellet deals only 5 (35 damage). That can mean the difference between a dead Imp or a live one since he has 60 HP. The brilliance here is that, as a result, even if you absolutely get unlucky, two shotgun shots will *always* kill an Imp.
God the details in that game.
> secret gun
It's sad that the only use of this weapon is that it benefits from the SpeedBoost's infinite ammo, giving it one encounter where you can use it. Yay.
> TEW + Vanquish
Showing again that it needs to be about more than numbers, you need application. I note this in my re-write of the Vanquish piece, I'm sure you'll find that interesting too (though it's mostly info you already know haha!). Note that I implemented a tease to our TEW article there, I'm working on a small fluff piece now and afterwards I'll contact you again for TEW1.
> what got me thinking about this
I saw a video from Mayo about how "DOom eternal isn't too streamlined" or some bs. I could understand defending a game you love (and in his case, is his primary source of income), but felt his reasons rang hollow so wrote a braindump. The guy is quite defensive and doesn't really reply to comments like Gamingshitshow, so I decided to post it here for the future.
> future
We'll apparently get more info on the DLC soon. I already own them thanks to the season pass so I'll play them, will you?