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I can't believe how something so mundane like centering the weapon model is bringing such a huge smile to my face.
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# ¿ Jun 30, 2016 19:39 |
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# ¿ May 21, 2024 13:57 |
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Broose posted:Is there a mod out there that turns the volume down on the possessed's raspy alert noise? It is so loud compared to everything else. It is almost like the game is glitching out and playing the sounds on top of each other, making them super loud like some other games do. Yeah, that's really weird. Even a single Possessed sounds like a mob of them.
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# ¿ Jul 3, 2016 17:38 |
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They nailed the Devil May Cry feel by having rapid weapon switching be an integral part of doing well in the higher difficulties. An actual combo system through score attack mode would kick so much rear end.
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# ¿ Aug 13, 2016 17:08 |
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Yeah, I guess it's my fondness for the Quake playstyle but my weapons of choice were the divine trifecta of Super Shotgun, Gauss Cannon, and Rocket Launcher. The Chaingun didn't impress me since the three did enough burst damage that the DPS of the turret Chaingun wasn't enough to balance out the movespeed reduction. Hell, only the rocket machinegun was worth using among the bullet weapons by endgame IMO; their damage and homing ability were really good for smoking Imps, and shone against everything else with Quad Damage.
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# ¿ Aug 19, 2016 13:44 |
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Remote Detonation is so good I consider it superior to Siege Mode in concept, holy poo poo. It's a mod that, when fully upgraded, lets you be a bit more careless about rocket placement AND rewards you for direct hits; I cannot fathom how Lock-on is superior to making every rocket do a bit more than twice the damage with proper aim since even only catching a demon with the remote explosion is enough to flinch it for another rocket to the face.
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# ¿ Aug 19, 2016 20:07 |
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nnnotime posted:I'm at Argent Facility (Mission #4) and finally getting the hang of the game, on Ultraviolence difficulty. Should I restart on Nightmare? With all the upgrades I'm wondering if that will start to make the gameplay too easy. Yeah, UV is kinda easy once you get all your upgrades set. You may want to stick with UV until you've seen all the baddies, and then you can decide if you want to switch to a harder difficulty. Nightmare basically ramps up the damage you take to "oh poo poo" levels. It's a lot more hectic because you do not want to get hit at all; a standard Imp fireball IIRC takes 40% health off, a charged one is practically OHKO, and getting too close to a shield zombie is asking for a reset.
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# ¿ Sep 3, 2016 19:49 |
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Also, higher difficulty doesn't increase enemy health pools at all, only enemy damage output. It's one of the reasons why the Quake triad of weapons (super shotty, rocket launcher, gauss cannon/railgun) are arguably the best; they'll still kill most things in the least amount of shots in Ultra-Nightmare without requiring you to slow down and possibly get hit.
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# ¿ Sep 4, 2016 06:12 |
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GUI posted:Hello goons I woke up today and while in the shower I started thinking about how awesome it'd be if Doom (2016) had a Turbo mode like in Devil May Cry where everything is faster. Player movement, enemy speed, enemy attacks, etc. I think it'd be pretty cool especially in areas with the Haste and Berserk pick-ups. I've noticed Doom 2016 has this weird ebb and flow to some encounters where at times the action is insanely furious and my every move is on the threshold of giving me whiplash, and some other times where I'm roaming and looking back and forth for targets and they're either way out of range or just plain out of sight. It's usually Mancubi or Imps set to kite you that are the culprits for the latter feeling. Turbo Mode would be nice, but I don't think I want it to apply to every monster. Turbo would be great for Revenants, Mancubi, Barons, and the zombies, but giving it to monsters that are already aggressive enough like melee Imps, Pinkies, and Knights would probably be a disaster to play.
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# ¿ Sep 20, 2016 09:50 |
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Bushmaori posted:Fast monsters + permahaste? Monsters already move quickly enough IMO, but a hypothetical turbo mode definitely should let them be able to attack faster. Generally melee monsters are much more dangerous than ranged, and it particularly shows with Revenants and Barons with how slow they shoot their projectiles. Cacodemons show just how deadly a monster that can move and shoot at the same time are, and if they can't move quickly, at least they should force you to do so.
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# ¿ Sep 20, 2016 11:31 |
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The album release reminded me of the fact that Hell basically wrote the grimdarkest fanfiction on how Doomguy is the hardest motherfucker in the universe
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# ¿ Sep 29, 2016 12:40 |
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Bud K ninja sword posted:only if you get a sweet electic guitar and you had a big button that just dropped some heavy poo poo all crunchy-like because its rear end kickin time one of the co-op modes is doomguy being assisted by a night sentinel ghost bard rocking on a guitar, and the bard is basically playing guitar hero. the better you do, the more buffs doomguy gets star power is hell power, and gives doomguy powerups
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# ¿ Sep 30, 2016 19:44 |
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Holy poo poo, Arcade Mode. It has: 1) No cutscenes nor secrets 2) Score multipliers for drat near every cool/skill-based thing you can do 3) Maxed out upgrades for Doomguy and the weapons he can access on that level 4) Non-stop demon murder 5) Leaderboards and rankings Play Doom 2016, this year's GOTY
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# ¿ Oct 20, 2016 09:49 |
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Goddammit, where's that second Doomguy bonus in Foundry? I can clear the level now on UN and have an optimal path, but it's all I need for the Slayer rank.
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# ¿ Oct 21, 2016 19:08 |
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Oh god. There's Bronze, Silver, and Gold rankings. If you cross a hidden threshold (likely only possible by getting all Gold relics and the Doomguys bonuses), they combine into Slayer ranking. Slayer ranking. S-Rank. EDIT: Confirmed that you don't need all the bonuses, but they certainly help with crossing the threshold. No, I still haven't found the second Doomguy in Foundry toasterwarrior fucked around with this message at 09:19 on Oct 22, 2016 |
# ¿ Oct 22, 2016 08:58 |
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yeah no, let me use glory kills as insta-teleports to fly around the arena and cut down my clear times in arcade mode, ty good mechanic, best game
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# ¿ Jun 27, 2017 20:47 |
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Doom 2016's Imps are probably the best enemy I've seen in terms of maintaining overall gameplay flow. There's usually always one or two attacking you and keeping you on your feet, either through standard/charged fireballs or running up to claw your face. They complement every other enemy in the game; it's legitimately a fantastic piece of game design. The only flaw I see in their implementation is that some Imps are just plain hard-coded to keep kiting you even if they're the last enemy remaining, instead of just rushing you to end the encounter. Gets annoying in some of the bigger arena fights. Still one of the best examples of enemy design I've seen.
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# ¿ Jun 28, 2017 09:56 |
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I still want that DLC set in the fall of Argent D'Nur, with your weapons being future-tech medieval poo poo. Everything is a low-key tribute to Heretic/Hexen.
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# ¿ Jul 30, 2017 13:48 |
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Ineptitude posted:The previous FPS i played was Bulletstorm which was loads of fun. In the Half Life era i played like all the FPSes, with Half Life 2 being the last one i played before Bulletstorm (and now Doom) Christ you're giving me a gamer heart attack here and turns out you're barely into the game, go on and keep killing poo poo
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# ¿ Oct 25, 2017 17:01 |
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GlyphGryph posted:The multi-manual-detonation for the rockets is still my absolute favorite, to be honest. Always feel like such a badass when I lead my shots just right to blow up one person twice with the same rocket. I like the rifle/micromissile for Imp hunting, particularly in Arcade so you can squeeze every point and medal out of each of the little shits. Remote detonating rockets are definitely my favorite weapon/mod in the game though; it's such a flexible weapon and is pretty much king of midrange combat.
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# ¿ Oct 25, 2017 18:04 |
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Get the upgrades for that sucker. Get the one that lets you shoot twice before reloading. It is power beyond what you dream of.
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# ¿ Nov 6, 2017 10:53 |
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Mogomra posted:Yeah, but it only liquefies like two, maybe three imps in one shot if you line them up right. Imps in this Doom aren't dumb enough to stand in front of you and get massacred in one sweep, they'll be ninja-flipping and running everywhere like assholes. And then they get massacred anyway. toasterwarrior fucked around with this message at 17:19 on Nov 7, 2017 |
# ¿ Nov 7, 2017 14:20 |
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Stabbey_the_Clown posted:So if I wanted to get that one the first time, I should have taken the grab ledges faster Dexterity perk (instead of the "Detect secrets" one). I also unfortunately spent the second weapon mod on the shotgun as well, because the sneaky devs put the second mod pack in just before you can get the new guns on the level. Nah man, the dexterity perk is for combat when you're jumping around and getting up a ledge a half second faster might be important when it comes to not catching an imp fireball with your rear end. You don't need any of the perks to access any of the secrets.
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# ¿ Jan 29, 2018 15:49 |
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so are people going to come in and scream RAGETARD 5 now (I'm hopeful for RAGE 2; the first game lacked so much polish yet still showed enough good stuff and potential that the bad parts stood out more, so having two studios work on their strengths on a collab project sounds great on paper. Hopefully it works out.)
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# ¿ May 15, 2018 19:05 |
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I kinda liked the characterization of Ranger in Quake Champions. He's still clearly human, unluckily ending up as an eternally-wandering warrior crossing dimensions and worlds trying to find his way home and being weary of it. Contrast that to the silent Doomguy, who is "human" (big question mark) yet has completely accepted his mission to eternally wander space and time to kill all the demons, ever.
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# ¿ May 15, 2018 20:15 |
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Hell, I thought the glory kill animations were still just a tad bit too long (except with the faster GK rune, that poo poo's just hilarious), but the way they figured into combat regardless was brilliant. From starting off with glory kills as a way to refill your easily-spent shotgun ammo/not waste shotgun shells on a killing shot, to using them as an emergency health refills from big hits from big monsters, and them always being a good way to buy invincibility frames in a hectic situation, glory kills had a place in Doom 2016's combat. They were fantastic.
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# ¿ May 16, 2018 19:31 |
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Hah, yeah, that simple punch and boot is kinda lame. I wonder if it's missing some physics, like the imp is supposed to be sent flying after the hit. At least the berserk version has them exploding after a right hook.
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# ¿ May 16, 2018 20:03 |
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gently caress yeah Doom Eternal and DMC5. Kill all the demons, with style and brutality. I hope they give the guns a balance pass. Shotgun is obsoleted by the Super Shotgun, Chaingun is too slow compared to the Machinegun (especially with rockets). Plasma Gun barely hangs on due to AoE stun and arcade mode point cheese.
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# ¿ Jun 11, 2018 07:58 |
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I imagine the scene where you first meet Olivia Pierce would've been received better if Doomguy just started bashing the gently caress out of the glass barrier when he sees her instead of just standing there.
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# ¿ Jun 11, 2018 17:49 |
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Mick Gordon forever has my respect for making me mark out to the goddamn Doom 3 theme.
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# ¿ Jun 12, 2018 12:34 |
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Al Cu Ad Solte posted:New Archvile
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# ¿ Jun 14, 2018 16:15 |
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2 Doom Slayers double-clotheslining a Hell Knight, except the Hell Knight gets decapitated You say, the Hell Knight is taller than a Doom Slayer. Fool. The Doom Slayers are flying
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# ¿ Jul 2, 2018 19:46 |
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Ravenfood posted:What makes you think Doomguy is human?
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# ¿ Jul 4, 2018 22:49 |
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RoadCrewWorker posted:also give me an airdashing rune while were at it it's called the glory kill range rune
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# ¿ Jul 9, 2018 22:40 |
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RoadCrewWorker posted:It's been a while and i probably wasn't paying the closest attention but why does Mr Robot Science dude have full magical control (that even works when he's literally in hell) over the doomguy, is it like a handwaved suit thing or something I can't remember the exact steps but Hayden installs some tether software thing or whatever into the Praetor suit right before the BFG lab that will let him pull the Doomslayer back from Hell, which he does after Doomguy finds the skullsword they need to close the hellgates. They then have to get VEGA to nuke himself to create a portal to Argent D'Nur, which is where the hellgates are and also I assume is in either a different part of Hell or whatever. Notably Hayden does trick Doomslayer by force-installing the tether through a door into his office, and he says he had to do it forcibly because the Doomslayer probably wouldn't be happy about it. toasterwarrior fucked around with this message at 15:17 on Jul 13, 2018 |
# ¿ Jul 13, 2018 13:46 |
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The demons going berserk trying to stop the UAC from reaching Doomguy's prison is one of the most awesomely understated bits of lore in the game.
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# ¿ Jul 13, 2018 16:42 |
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chaosapiant posted:That's this? I don't remember this part. Hah, yeah, hence "understated". It's in one of the lore entries, specifically the one for the Doom Marine himself. quote:Further deepening the mystery of his origin, UAC remote monitoring drones in service during the Kadingir Expedition recorded a protracted and deadly battle during the sarcophagus extraction -- the demons attempting to defend the tomb with an instinctual ferocity previously unobserved.
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# ¿ Jul 13, 2018 16:52 |
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quote:"#str_achievement_27_name" "All Juiced Up" This had better be in Doom Eternal
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# ¿ Jul 13, 2018 17:06 |
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Nah man, I've played Project Brutality and the alternate firing modes on the BFG10K were rad as gently caress. Let me use it as a smart bomb, the most dangerous plasma rifle ever to use in a game full of melee enemies, or a sickass railgun.
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# ¿ Jul 13, 2018 17:18 |
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doomguy canonically already died at the end of episode 1 of doom, he just kept going
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# ¿ Jul 15, 2018 20:17 |
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# ¿ May 21, 2024 13:57 |
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Neo Rasa posted:ONCE YOU BEAT THE CAPRA DEMON AND
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# ¿ Jul 30, 2018 20:07 |