In Nightmare, spamming Glory Kills tends to get you killed right right after (or as a friend of mine alleges--during)
He means right after the kill happens. You are invincible during the animation but there is no invicibility after the animation ends, so any demons or projectile already mid-animation will in fact still hit you because most of the time you won't be able to get away.Just want to point out that this is objectively incorrect. Your friend is wrong. Getting killed during a glory kill is impossible, as id itself has said before:
In Nightmare, spamming Glory Kills tends to get you killed right right after (or as a friend of mine alleges--during)
Just want to point out that this is objectively incorrect. Your friend is wrong. Getting killed during a glory kill is impossible, as id itself has said before:
As we know, this doesn't mean GKs are a good idea to use in higher difficulties, especially when your health is high. Low health is the one and only reason you should use them, because it recovers a lot more health in such cases. And they should still be used strategically, so you don't come out of a GK surrounded. That's the main thing that gets people killed.
Also one important thing - since the player is invincible during a glory kill, you can use it to purposefully negate any damage you receive during the animation, from an incoming projectile you noticed for instance. I've managed to use GKs before to nullify damage from an Imp's fireball, for example.
But are they going to make it a regular fps instead of an arena shooter with 8 enemy limit and constant micro-interruptions ?
Probably not.
I believe the enemy limit in Doom 2016's campaign is 15 monsters, not 8
I believe the enemy limit in Doom 2016's campaign is 15 monsters, not 8
That's still pathetically low for a Doom game.
It's also kind of odd considering how well optimized the game was. I feel like it could have easily handled more than that.
But are they going to make it a regular fps instead of an arena shooter with 8 enemy limit and constant micro-interruptions ?
Probably not.
I believe the enemy limit in Doom 2016's campaign is 15 monsters, not 8
That's still pathetically low for a Doom game.
It's also kind of odd considering how well optimized the game was. I feel like it could have easily handled more than that.
Sure it is when compared to the majority of PWADS but it's not so low when you compare it to Doom 1, which is what it's largely based on.