A possible explanation is that they had more nades planned.
But I bet some UX fucktard went like "can't have both binds on similar buttons on controllers which means they can't do similar actions".
I'm guessing a controller is exactly why. Swap grenades button is probably one of d-pad buttons, which are conventionally used for switching things. Even on Nightmare I still wasn't using frag grenades because of this. Not that I ever felt I needed them, there's already enough shit to juggle.
If you could use both grenade types at any point, then they would have to add in an additional UI element for the other grenade type.A possible explanation is that they had more nades planned.
But I bet some UX fucktard went like "can't have both binds on similar buttons on controllers which means they can't do similar actions".
I'm guessing a controller is exactly why. Swap grenades button is probably one of d-pad buttons, which are conventionally used for switching things. Even on Nightmare I still wasn't using frag grenades because of this. Not that I ever felt I needed them, there's already enough shit to juggle.
That sounds dumb though. games like COD have had smoke and frag grenades on separate controller buttons for ages, and unlike DOOM also have aiming down sight.
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. In Doom1&2 area design requires a lot more thought and respect for from the player otherwise they'll end up cornered or in a situation where dodging is significantly harder. Health and ammo management become trivial since you can generate it yourself in DoomE. There's essentially never a time where you need to switch to a sub par weapon. In Doom 1&2 there is again strategy in how ammo is utilized in exchange for keeping the player more alive.
Bottom line, Doom WADs still to this day can surprise me or throw me situations that take actual real mental deliberation in how to approach rooms. DoomE has no variation and will never be able to have any until the insane mobility and goodie-farming abilities are pared back. Level 1 and the first half or so of level 2 in DoomE are what take the most concentration and thought to beat, precisely because they are before the full extent of those abilities are available to the player.
It honestly wasn't that bad. I feared him on ultra-nightmare but ended up having basically no problem. The main thing is that he's so aggressive that he'll keep the body count of the other monsters low since he damages them too. Its also only the first fight that can really get difficult since you are cramped in to a small room, but if you can hit most of the BFG shots he's already down to about half health. From there do the sniper rifle->ballista->and back switch to do what I think is the most damage. As usual stay dashing/in the air constantly with the shotgun if low on armor and pay most attention to the Icon itself and its attacks, if you get in trouble with a normal enemy just use the blade.The last boss is definitely irritating, no matter the difficulty I'd bet.
I'm almost a god at this game.
What's the point of complexity if all the arenas turn out to be basically the same? I've finished only 4 levels of eternal so far, but beat doom4 just 1 day ago and I already don't remember most of the fights. While geometrically all arenas are technically different they all play almost the same and there are barely any surprises in enemy spawns, it is almost always like 2-3 big monsters + half a dozen of smaller ones, very rarely they deviate from that formula (like the plain room with a few columns where only pinkies and imps spawned). From doometernal so far I only remember the first slayer gate with small fast enemies and a couple of dread knights.Anyone trying to rationalize that Doom 1 & 2 somehow have more complex combat than the modern games is truly autistic.
What's the point of complexity if all the arenas turn out to be basically the same? I've finished only 4 levels of eternal so far, but beat doom4 just 1 day ago and I already don't remember most of the fights. While geometrically all arenas are technically different they all play almost the same and there are barely any surprises in enemy spawns, it is almost always like 2-3 big monsters + half a dozen of smaller ones, very rarely they deviate from that formula (like the plain room with a few columns where only pinkies and imps spawned). From doometernal so far I only remember the first slayer gate with small fast enemies and a couple of dread knights.Anyone trying to rationalize that Doom 1 & 2 somehow have more complex combat than the modern games is truly autistic.
A possible explanation is that they had more nades planned.
But I bet some UX fucktard went like "can't have both binds on similar buttons on controllers which means they can't do similar actions".
Also, people are actually overstating the need to constantly chainsawing enemies to replenish ammo, I rarely had to use it for that
plastic mcdonalds toy aesthetic
I got to 2nd hell part without using it (or frag) and I'm pretty sure I could get to last boss on nightmare if I'd have the patience to learn the fights better.I don't believe you.