That's exactly I've been saying about Baldur's gate 3 when they shocked the world with TB combat.Why would you unleash this brain rape upon us, Nathan?
lol wait, why does the codex hate Doom Eternal? I don't feel like going back through the thread, last criticism I read was "made by women with danger hairs and faggots".
It's good, which makes people really butthurt.lol wait, why does the codex hate Doom Eternal? I don't feel like going back through the thread, last criticism I read was "made by women with danger hairs and faggots".
Nah false alarm. Only the Alphabet People actually hate this game.lol wait, why does the codex hate Doom Eternal? I don't feel like going back through the thread, last criticism I read was "made by women with danger hairs and faggots".
It's ok if you like platforming and qte.lol wait, why does the codex hate Doom Eternal? I don't feel like going back through the thread, last criticism I read was "made by women with danger hairs and faggots".
It doubles-down on the glory kill/chainsaw for ammo and health mechanics, making them more necessary, and adds a bunch of cooldown mechanics to juggle.
It's an extremely simplistic combat loop. Dash every 0.75 seconds while jumping and grapple hooking around till you are at max armor/ammo. Pull out rocket launcher and lock on, fire 1-3 bursts depending on what you are fighting, repeat. Sometimes replace with precision rifle/ballista swap or chaingun turret depending on situation. Use freeze grenades to create openings or recover health. That's basically the whole game from the start of level 4.It doubles-down on the glory kill/chainsaw for ammo and health mechanics, making them more necessary, and adds a bunch of cooldown mechanics to juggle.
Which makes for an extremely satisfying combat loop once you master it.
So the tl;dr is codex sucks at Doom?
inb4severebutthurt
That's roughly less simple than DOOM 1 & 2. Great game.It's an extremely simplistic combat loop. Dash every 0.75 seconds while jumping and grapple hooking around till you are at max armor/ammo. Pull out rocket launcher and lock on, fire 1-3 bursts depending on what you are fighting, repeat. Sometimes replace with precision rifle/ballista swap or chaingun turret depending on situation. Use freeze grenades to create openings or recover health. That's basically the whole game from the start of level 4.
That's roughly less simple than DOOM 1 & 2. Great game.
I played it most of the game without using chainsaw (only using at 3 stacks in last levels when designers gave up and were throwing more fuel than standard ammo) and without frag grenade and it's considerably more interesting than that. But fuck having to use self imposed restrictions on hardest difficulty.It's an extremely simplistic combat loop. Dash every 0.75 seconds while jumping and grapple hooking around till you are at max armor/ammo. Pull out rocket launcher and lock on, fire 1-3 bursts depending on what you are fighting, repeat. Sometimes replace with precision rifle/ballista swap or chaingun turret depending on situation. Use freeze grenades to create openings or recover health. That's basically the whole game from the start of level 4.
And plenty of times they provide portals to make your job even easier.DoomE essentially requires areas that you can loop around. As long as you can loop around basically every area plays the same. Again this is a consequence of DoomE having overpowered movement.
Who was the person that said you could map the ice grenade to a different button? I just have the switching mapped to a different button, not specifically the activation of the ice grenade.
Hold on, what?That's roughly less simple than DOOM 1 & 2. Great game.
Doom 1 & 2 (especially 2) have a lot more to them to break up the routine. Monsters require different strategies, e.g. dodging Mancubi vs. Revenants. There are also hitscan enemies to take into account By comparison dodging everything in DoomE is basically identical: dash around like a rabbit on crack. This is a consequence of DoomE's mobility being overpowered. Map design and layout is much more important. DoomE essentially requires areas that you can loop around. As long as you can loop around basically every area plays the same. Again this is a consequence of DoomE having overpowered movement.
Enemy projectile leading in Eternal has been increased to absurd levels compared to D16. Almost every ranged enemy is capable of shooting where you are going instead of where you are (on Nightmare), which makes blind circledashing unviable. This holds especially true against enemies whose projectiles are trailing, like Whiplashes and Carcasses and Archviles and Tyrants. Arachnotron turrets and Mancubi cannons and Pain Elementals also feature highly powerful leading.