the soundtrack is absolutely incredible. while I still love BFG Division I think overall the doom eternal music is much better.
I'm gonna give you the standard fare IT questions, just to cover the most common issues:Has theforSlayer Keynot shown up for anyone else. I've restarted the mission twice and it's not where it's supposed to be.Taras Nabad
I sadly am of a similar opinion. Combat in this game has been thus far overbearing and overwhelming, and I'm not really having fun.hmm.. I just bought it, played a few hours.. and I dont know. I was a huge fan of DOOM 2016, that game just sucked me in. but honestly, DOOM eternal comes across as a bit of a chore very early on. Its too much intensity, too much going on. the platforming just feels very odd and out of place, and I have a hard time really enjoying it. all the enemies with different tactics. it feels massively prechewed in terms of how you have to deal with combat. in 2016 I felt like there was room to find my own rhythm, here it forces you into a rhythm and if you don't play like that, you will have a bit of a clumsy sucky time. I will give it more hours offcourse but at this point, I vastly prefer 2016.
anyone else in the same boat?
is there anything you can do against the dog he summons?Dodge in medium range to bait an attack (green eyes)
Then super shotgun him and super shotgun him. That's the key, you can hit him twice in a row. There's a "secret" fight that has a marauder on tight timing and I don't think you can do him without shooting him twice every time
Lol you talking about Master Levels?If y'all thought that cultist bass checkpoint was bad wait until you get to the UV master level one with TWO cyberdemons, pain elemtals, those shield assholes, the buff ass hell knights with the blades, and like half a dozen spiders and them fat armored mancubus.
If y'all thought that cultist bass checkpoint was bad wait until you get to the UV master level one with TWO cyberdemons, pain elemtals, those shield assholes, the buff ass hell knights with the blades, and like half a dozen spiders and them fat armored mancubus.
The game's difficulty curve feels really good on Ultra-Violence. Nightmare is a bit too much.So what's the main difficulty everyone is playing on? I am one above normal. I usually do normal on my first playthrough, but iirc, the first doom 2016 was too easy.
Aiming still feels weird but I'm getting used to it on this new Xbox one controller I am using (PC). It is also odd having to get used to not reloading. I keep doing it.
The trick is not to immediately kill the big enemies. As far as I can tell, the game only spawns heavies up to a point, and when you clear enough it spawns more. If you disable the cannons on the Arachnotrons and Mancubi, then the rest are a lot easier to deal with until you've cleared them out. Then you can worry about the debilitated demons.If y'all thought that cultist bass checkpoint was bad wait until you get to the UV master level one with TWO cyberdemons, pain elemtals, those shield assholes, the buff ass hell knights with the blades, and like half a dozen spiders and them fat armored mancubus.
I'm gonna give you the standard fare IT questions, just to cover the most common issues:
- Have you tried turning it off and on again?
- Do you have cheats enabled? These disable the Gate Keys
Yeah, that "addition" to the game is the one that makes the least sense.let's add sticky floors that aggressively nerf movement speed, dashing, and jumping all at the same time in busy encounter arenas for a run-and-gun shooter that greatly emphasises mobility
You can kill it as any other demon.
id Tech 7 is absolutely incredible, and I'm amazed the game runs as well as it does on new and old hardware alike. I was getting 120+ frames per second at 1440p and ultra settings on my GTX 1080 Ti, and my roommate playing at 2560x1080 (ultrawide) on his GTX 1070 was keeping a locked 60FPS without issue.Still on the 2nd level but I can't understand how some people here are saying that this isn't a graphical update or that even 2016 is better looking. You guys need to get your eyes checked (just wait for COVID-19 to stabilize though).
let's add sticky floors that aggressively nerf movement speed, dashing, and jumping all at the same time in busy encounter arenas for a run-and-gun shooter that greatly emphasises mobility
Agreed on all fronts for the quoted. The upgrades are uninteresting and mostly the exact same, and the "boss fights" are just...not fun for me. I feel "weaker" in this game and I dunno if I'm cool with that yet. Marauder was a pure shit show and not fun to me at all. He needs to be slower in movement and then be quick to attack, not just 2000% jacked on monster speed teleporting around, shooting laser beams and trying to hit me with a shotgun. I dunno maybe I'll like it on subsequent playthroughs but not really enjoying his fight at all.I think it's time for every FPS dev out there to realize first-person boss fights have never been, and never will be a good time.
What I'm disappointed in is how boring the upgrade system is. id stacked layers upon layers of upgrades, but forgot to make any of them interesting. The weapon upgrades are THE SAME EXACT UPGRADES from the last game, which kinda killed any incentive to seek them out. I played through 16 three times, the sticky grenade attachment isn't exciting any more.
You can also count me into the Anti-Marauder group. Something I don't ever want to deal with in a Doom game is an enemy that requires an exact weapon to beat. In that same vein, the Doom Hunter was also super annoying considering you have to use the Plasma Rifle to get him.
Once i realized that, i just rushed that one.Thanks, fuck that area. That's the first time I legit stopped enjoying the game.
I thought this game was supposed to be around 22hrs but ppl are saying around 12 on hltb.
I mean, it's only in a handful of sections, not like every single level, and games adding the occasional mechanic/enemy that takes away a fundamental ability and forces you to think differently isn't an unheard of concept.
I get the the concept, I just don't think it works at all. It's not like floor-is-lava or watch-the-electricity, where there's an incentive to use your core skills to avoid something, because the sticky floor concept fundamentally by design immediately restricts the entire core function of your mobility. It's a challenge, yes, I just think it's total dogshit and boring and has no place in a game like this, because the instant you land it in the entire encounter in that moment becomes about getting out of the floor due to how restricted your mobility is.
Breaking up the combat flow is great in games like this, even if it's heavy. See Gracious and Glorious in Bayonetta nerfing Witch Time. But the difference between something like that and something like this is that while Gracious and Glorious nerfed an important part of the combat, it didn't break the moment and flow in of itself. It just nerfs the crutch. Not being able to move quickly, dodge, or jump for a stretch of terrain because you're stuck in purple snot immediately detracts from the entire encounter for me. I get the challenge is to avoid it, but that just means a portion of the playspace is limited, reducing the freedom of the encounter flow, and if you do falter you're not able to use your existing mobility to escape (like electro floors and whatnot). It's a flow breaker, and that is precisely why I don't like it.
It's no biggy though. The rest of the game is good. It just puts a huge damper on those moments for me and I don't think they coherently fit the flow of encounters or the level design.
You can also count me into the Anti-Marauder group. Something I don't ever want to deal with in a Doom game is an enemy that requires an exact weapon to beat. In that same vein, the Doom Hunter was also super annoying considering you have to use the Plasma Rifle to get him.
let's add sticky floors that aggressively nerf movement speed, dashing, and jumping all at the same time in busy encounter arenas for a run-and-gun shooter that greatly emphasises mobility
I forgot to mention this in my post. Nothing feels like a great test of skill more than having most my mobility nerfed in an encounter when the whole game is revolving around mobility while I sit in purple shit and can't even dash. Really put a bad taste in my mouth.I get the the concept, I just don't think it works at all. It's not like floor-is-lava or watch-the-electricity, where there's an incentive to use your core skills to avoid something, because the sticky floor concept fundamentally by design immediately restricts the entire core function of your mobility. It's a challenge, yes, I just think it's total dogshit and boring and has no place in a game like this, because the instant you land it in the entire encounter in that moment becomes about getting out of the floor due to how restricted your mobility is.
Breaking up the combat flow is great in games like this, even if it's heavy. See Gracious and Glorious in Bayonetta nerfing Witch Time. But the difference between something like that and something like this is that while Gracious and Glorious nerfed an important part of the combat, it didn't break the moment and flow in of itself. It just nerfs the crutch. Not being able to move quickly, dodge, or jump for a stretch of terrain because you're stuck in purple snot immediately detracts from the entire encounter for me. I get the challenge is to avoid it, but that just means a portion of the playspace is limited, reducing the freedom of the encounter flow, and if you do falter you're not able to use your existing mobility to escape (like electro floors and whatnot). It's a flow breaker, and that is precisely why I don't like it.
It's no biggy though. The rest of the game is good. It just puts a huge damper on those moments for me and I don't think they coherently fit the flow of encounters or the level design.
My problem is it shouldn't exist. I don't know why it was thought out that this was a good encounter design. We already had RAD/poison stuff why put this stupid stuff in here. It's not interesting or making you play different, it just takes away half your skills so you have to just sit there and spam fire and hope that you don't die before they get to you because they WILL get to you.I mean, this has happened like 2 or 3 times in my 10 hours so far in the game so I don't see it as something worth getting upset about.
I mean, this has happened like 2 or 3 times in my 10 hours so far in the game so I don't see it as something worth getting upset about.
The Balista was the only weapon I found effective. For some reason, the super shotty wouldn't register a hit half the time.Marauder is vulnerable to combat shotgun, super shotgun, chaingun, ballista, and rockets (all of them will parry his attack). The DOOM Hunter's shield only protects his upper torso. You can focus fire on his sled with any weapon to deal enough damage to get him to detach from it. Blood Punch is a hard counter and deals massive damage to the sled.
man I really WANT to use it more, but when i only ever have like 3-4 shots and like you said, they take forever to shoot, I just kind of avoid it. It's good for one shotting the cacodemons but otherwise i just never bother switching to it. :(
The Balista was the only weapon I found effective. For some reason, the super shotty wouldn't register a hit half the time.