DOOM Eternal

DOOM Eternal

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Uscari Oct 11, 2021 @ 4:10am
Energy Shield vs Mobile Turret
This is one of those weapons where I feel like one mod is just clearly better than the other.

Energy Shield is seemingly the strongest mod in the game. Complete invulnerability to most damage types, fast recharge, damage/falter on bash, the ability to use equipment/blood punch while invulnerable, and the shield throwing ability make it so powerful.

Mobile Turret on the other hand has stronger damage at range, that's it.

But here's the thing, even from a DPS standpoint, if I have complete invulnerability and the ability to falter enemies, there's nothing stopping me from spamming dash with energy shield deployed to do almost the same if not the same damage as I would do with Mobile Turret at range.

Apparently you deal 200 dmg every bash, and with fast dash recharge that can be like an extra 400 DPS right there. Not to mention I can do that while throwing grenades and use blood punch.

Even if Mobile Turret can overcome all of these disadvantage and manage to deal higher DPS, it would be by such a small margin that it's not worth trading the utility of the energy shield for it.

Mobile Turret is a perfectly good mod compared to other mods in Doom Eternal, I think the problem is that Energy Shield is just way too powerful.

What do you guys think? Do these mods compete with each other? Is there any circumstance you would use Mobile Turret over Energy Shield?
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Showing 1-11 of 11 comments
ZedameX Oct 11, 2021 @ 4:39am 
Maybe only to take advantage of the quad damage buff (is it quad damage?). Laziest DPS. But otherwise, as I like to try to survive on nightmare, its a lifesaver so almost always have it ready.
MattCryptid Oct 11, 2021 @ 5:33am 
I only ever use Mobile Turret if I feel like having fun, it's a cool mod but in the dawn of quick switching, it could use a good reason for holding it down (e.g. fire rate buff for holding it down longer) but that's true for half of the mods.
It also falters Hell Knights, Barons etc. which is nice, the Chaingun was always pretty good at faltering demons in Doom.

Energy shield is busted but I think messing with its balance is risky, the chaingun sadly doesn't get as much use out of me in Eternal, apart from the shield. I think its a shame since I use it frequently outside of Eternal.
Umrite Oct 11, 2021 @ 6:37am 
Energy shield. Turret needs a buff.
Grampire Oct 11, 2021 @ 9:15am 
Originally posted by WhatAreYouDoingInMy♂dungeon♂:
Energy shield. Turret needs a buff.

To ops point, I'm not sure how you'd buff mobile turret to make it a preferable pick to mobile turret.

Turret only works if you employ a more passive playstyle, and even then it's outshines by the damage absorption from shield.

The shield completely opens up other abilities and playstyles. It COMPLETELY changes how you can use blood punch, and makes melee range play not only viable but extremely powerful.

I have to agree - the shield is easily one of the most powerful weapon in the game and can completely alter the way the game is played. Super busted, but fun.
Uscari Oct 11, 2021 @ 2:20pm 
I think Mobile Turret is fine honestly. Ammo-efficient, high range, high DPS, high chance of faltering heavy enemies.

The problem is Energy Shield needs a nerf. I mean the recharge on that shield is so fast that you can chain it together it glory kills/chainsaws to have indefinite invulnerability. It's pretty gamebreaking.

I'd like to see there be a cost to spamming the shield, like maybe taking damage while shield is out eats your ammo supply, or the shield itself costs ammo to deploy.

Also shield bash shouldn't deal 200dmg, I'm okay with the faltering but the damage it just too high.

Make the Mobile Turret better for focusing down heavier units while Energy Shield is more utility focused.
MattCryptid Oct 11, 2021 @ 2:59pm 
Originally posted by Uscari:
I think Mobile Turret is fine honestly. Ammo-efficient, high range, high DPS, high chance of faltering heavy enemies.

The problem is Energy Shield needs a nerf. I mean the recharge on that shield is so fast that you can chain it together it glory kills/chainsaws to have indefinite invulnerability. It's pretty gamebreaking.

I'd like to see there be a cost to spamming the shield, like maybe taking damage while shield is out eats your ammo supply, or the shield itself costs ammo to deploy.

Also shield bash shouldn't deal 200dmg, I'm okay with the faltering but the damage it just too high.

Make the Mobile Turret better for focusing down heavier units while Energy Shield is more utility focused.

Yeah, Energy shield is both a great defensive and offensive tool, they could dial back the damage it does for sure.
Uscari Oct 12, 2021 @ 4:46am 
Also, is it really appropriate to have protection from all directions?

I think it would incentivize smart positioning to only have 180 degrees protection instead of 360.

I'd consider compensating this by making the shield throwing mastery a bit stronger, higher damage, easier to charge, increases in size as it travels.

I'd like the weapon to be more strategic, as of right now it just feels like a panic button you can use whenever you want.
Venrez Oct 12, 2021 @ 5:54am 
It sounds extreme, but perhaps a direct difference in playstyle coupled with some effect adjustments?

Energy Shield allows you to move, dash, bash, keep shooting for base damage and all that.

What if Mobile Turret became 'Immobile Turret' Mode with +25% fire rate (ontop of current) and 50% ammo cost reduction? So you 'technically' have 300 shots worth of ammo fully upgraded (as opposed to 200).

You lose all mobility and cannot move but gain an absolute hailstorm of gunfire that will falter larger enemies in moments, but certainly leave you vulnerable if some Revenants have a lock on you, a Curse-Prowler, Mancubi or some long range Spidertrons targeting you.

Given that Horde mode is supposed to be added soon, it'd be nice to have a TURRET like ability that provides adequate benefits to offset the total loss of mobility / dodging / dashing.

It sets it apart enough to be unique, yet still functional.

- - -

Or, more creatively but would require some definite work from the Devs which is unlikely~

You outright drop the 'Mobile Turret' Sentry as a placed Sentry Gun. It sits in place and auto-targets enemies. When it runs out of ammo (draining your actual ammo in doing so) it disappears and the gun returns to your inventory.

Trying to pull the Minigun out again when it is deployed as a Sentry Gun would either destroy it (with a cooldown before you can re-equip OR deploy it), cause it to explode (at its deployment site like a frag grenade) or refund the bullet ammo so you can use Precision Bolt (if some Maykrs show up) but have a cooldown before you can pull out the Minigun again.

There would be strategy in both account for the fact you cannot then switch to the Rifle for Precision Shot (as the Sentry is using all your bullet ammo) and where you place it accounting for its field of fire.

The turret would last 10 / 20 / 30 seconds regardless of player input or enemies to shoot at.

I know some people will be opposed to a "minion" or "turret" that does the fighting for you, but that is a balance concern, as described. Whether it takes your ammo or not. Cooldown times. How effective the Turret is in general. Etc.

Whether enemies actually target and can destroy the placed Sentry Gun is a matter of balance, depending how much damage it does or accurate it is.

> Run into arena. Drop Sentry Turret. Do usual combo's with Super Shotgun, Ballista, Rocket Launcher and Plasma Rifle against enemies. Sentry runs out of ammo and disappears. Chainsaw a Zombie to reset your ammo, drop the Gun again and do it again.

Or as we all know, use the Shield mode if a particular fight is known to be close quarters, risky and prone to burst damage from certain BS encounters.

- - -

Just ideas.
Žviks Oct 12, 2021 @ 6:55am 
Energy Shield is definitely one of if not the best weapon mod in the game but I still don't see the reason to nerf it. I think 360 protection is necessary because for me personally, that's the main reason I'm using the mod after a glory kill/chainsaw and it's also the only defensive weapon mod in the game. If anything there's no reason to have so powerful attack on it. Just faltering demons by dashing into them is already very powerful since you are also invulnerable, no need for huge damage you deal as well.
Uscari Oct 12, 2021 @ 9:58am 
Making the Mobile Turret a sentry is creative but I'm not a fan because I feel it would encourage a passive playstyle in a game that is definitely built around being aggressive.

I really think the mobile turret itself is great, but maybe quickswapping is too strong to highlight how useful it is.
Grampire Oct 12, 2021 @ 10:10am 
Originally posted by Uscari:
Making the Mobile Turret a sentry is creative but I'm not a fan because I feel it would encourage a passive playstyle in a game that is definitely built around being aggressive.

I really think the mobile turret itself is great, but maybe quickswapping is too strong to highlight how useful it is.

Yeah I wouldn't be on board for a deployable turret. It would change the chaingun from an active weapon to a piece of equipment - even moreso than the shield already is. Part of the fun is that the demons are always attacking you, not a decoy/ deployable.
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Date Posted: Oct 11, 2021 @ 4:10am
Posts: 11