I think part of it is that people were largely expecting something very similar to 2016, and this is actually pretty different. Resource management is critical in this one.
I personally think the resource management makes for a more interesting and strategic gameplay loop, all while the action makes 2016 look quaint in comparison.
I tested some more and nope. It has no real advantage for general gameplay sadly. Shotgun Sticky Bombs >>>> Super shot gun. Takes the same amount of bullets too and you have much much more range and it's AOE and you can often glory kill enemies afterwards which is hard with the super shotgun. On ultra+ it's simply better in 90% of all cases.
With double dash the hook is kinda pointless anyway. The CD is horrendous too,
Id normally agree, but this isn't really strategy. Its juggling cooldowns and radial wheels to abuse the same trick as fast as your reflexes allow.
I don't feel(yet) like this is a sandbox where experimentation is rewarded. Nor am I just hurling my choice of arsenal at the foes based on preference(2016). Instead I am doing 'the thing' based on necessity. I am punished if my cooldown is not ready or the wrong mod is equipped and my brief window of opportunity is lost to exploit.
I am only at the end of stage 2, and many argue it gets good in some level I have yet to see, but so far I'm not loving it(UV diff). 2016 definitely had its own flaws, and maybe things change but this feels pretty rigid in terms of combat flow so far.
You have to get in the habit of using the chainsaw to get back ammo. Unlike Doom 2016, the chainsaw will auto recharge a single unit after use, so you don't need to find fuel to cut up smaller demons.Just started on Ultraviolence and already feeling on my back heel a little with ammo
Have not really formed an opinion on it yet, but have had some fun. I did receive the challenge completion for it, but it was quite a bit after I'd played, and I'm not completely sure every match counted.Any battlemode impressions? I find it average at best, also it seems that xp is bugged? I'm still at 0/3 battlemode matches in my challenges.
I tested some more and nope. It has no real advantage for general gameplay sadly. Shotgun Sticky Bombs >>>> Super shot gun. Takes the same amount of bullets too and you have much much more range and it's AOE and you can often glory kill enemies afterwards which is hard with the super shotgun. On ultra+ it's simply better in 90% of all cases.
With double dash the hook is kinda pointless anyway. The CD is horrendous too,
I'm one of the few crazy ones who likes the platforming. It feels right at home for someone who loved Turok games on the N64.
seriously, why are people out of ammo? you have multiple weapons, there is enough ammo in every arena encounter, you have the chainsaw and you can upgrade ammo with the crystals...
this is made to keep you moving and changing weapons all the time, running around picking ammo up and using the chainsaw if you run low
It's probably because they have a favorite gun they use all the time. Or they're very early. I'm super conservative with my chainsawing and I've rarely run out of ALL ammo on Nightmare. If things are getting tense, I just bring up the weapon wheel and I'm like "hmm what do I got to work with here?" and then roll with it. The game would be A LOT less interesting if I had tons of ammo all the time, it's all about the resource juggle, it's really where things shine.
If you played Doom 2016, the chainsaw wasn't really necessary to keep on top of your ammo resources. The game was pretty generous with ammunition drops. Eternal is not; there's barely any meaningful ammo pickups and you'll get almost all of your ammo in a gunfight from using the chainsaw.seriously, why are people out of ammo? you have multiple weapons, there is enough ammo in every arena encounter, you have the chainsaw and you can upgrade ammo with the crystals...
this is made to keep you moving and changing weapons all the time, running around picking ammo up and using the chainsaw if you run low
It's not quicker, it's one and done, and if you miss it has a long reload time. The sticky bombs have three (up to five with mastery) shots before a brief reload, and they can instantly destroy weak points like Mancubus flamethrowers and Revenant rocket launchers. They also don't deal self-damage and have a generous AOE to hit nearby enemies.Super shotgun is quicker, has a massive spread and won't damage you if you're too close to it.
Part of why I changed to Ultra-Violence from Nightmare. Enemies are wicked aggressive on Nightmare and can sandwich you with ease. Got tired of it real quick.The amount of body blocking in this game gets real fucking annoying
Set "+com_skipSignInManager 1" in your launch options.
That's because the platforming is good. In battle it flows properly with the arenas and your abilities. Outside of battle it's smooth and simple enough to not be annoying, while also detailed enough to make secret finding fun and light up some other parts of your brain to pace out the high intensity fights. Honestly can't comprehend why so many people are down on it. I guess if they're struggling with it I could understand, but some seem to hate it just on principle.
Dunno, I'm having the best time.
Trying to beat the first Slayer gate on the 2nd level, and I'm getting rekt. I'll probably return to this one later.
The sounds are great. So much feedback for what you're doing.This game is pure adrenaline. I'm sure it's already been said but the sound design in this game is bonkers. Absolutely incredible sound effects, mixing and of course... the music <3
That's pretty much it. I barely used the chainsaw in 2016 but I was happy it was there because it meant I could fire with abandon. I routinely emptied my assault rifle or rocket launcher in arena fights because I knew the option to chainsaw someone was always there, and I used it in those cases. Sure, I could swap weapons and not run my guns empty, but I could if I wanted to. And I did, because I liked spamming missiles.Many people (myself included) probably played the first game barely ever using the chainsaw, and prefer the game to be more of a meat grinder power fantasy where avoidance is the only real reason to move. I don't agree, I think this game is fantastic and a massive step up from the first, but I see where the complaints are coming from. I can just hope that people can accept playing the game the way it's been designed to be played.
That's one of the biggest arguments in favor of Doom Eternal being a character action FPS. That, and your constantly-growing arsenal of "when the hell do I use this?" slowly turning into "I'm using all of this at once and feeling like a fucking god."Arachnotrons were a pain for like the first hour but I've basically got the reflex down to just sticky grenade that cannon and move on. When you fight three of them in an arena about halfway through the game I didn't even take damage from them.
people were comparing this to character action games? That's... not one I'd make. All I can say is that you gotta make sure you're constantly moving at all times AND that the piercing bolt mod for the heavy cannon is vital and helps immensely with the arachnotrons (and a later enemy)The combat in this game is just too much for me. There's too much weapon switching, the chainsaw mechanic isn't fun, and even on normal I die in 5 seconds. The brain dudes with the turret are like anti-fun. I've always had trouble managing hotkeys for weapon switching and for some godforsaken reason there's like a second long delay on the weapon wheel pause instead of it being instantaneous.
It's just really unintuitive, nothing like the character action games I'm seeing comparisons too. I know they wanted to encourage experimentation and using all your tools but they went way too far.
At least Animal Crossing is good.