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Super Shotgun
Rocket Launcher
Ballista
Plasma rifle
Heavy Cannon
BFG
I'm no expert when it comes to counting or whatever, but I'm pretty sure that's 7.
So BFG somehow makes the list but not Unmaker/Crucible/Hammer? Chaingun is apparently unworthy as well.
Also, what exactly does the flame belch add in comparison to Doom 2016 or that the player is constantly forced to use the chainsaw in order to replenish the artificially low ammo count?
The chaingun I genuinely forgot lol.
https://steamcommunity.com/sharedfiles/filedetails/?id=2777338752
I use every weapon in the game during this fight except the plasma rifle I think.
The notion that you have to exploit weakpoints to survive, or that you're forced to use certain weapons on certain demons stops being true after the 3rd level.
Either learn the game or move on - its your choice.
Anything that can be filled by the chainsaw i strictly consider a "weapon". The rest i consider abilities because most if not all of them are on cooldowns, and due to higher tier weapons sharing the same ammo pools as lower tier weapons, the bulk of your low tier use will be, as stated, secondary fires. The primary fire of the weapon itself will rarely be used unless cleaning up fodder, which will likely be done in descending order from Greater to Lesser enemies. In essence you really end up not seeing a change from Doom 2016's loop if you want the bare minimum, you just have to use the chainsaw and your 3 weapon types more often than just the Super Shotgun and Ballista. And even then vs larger demons, that's still most of what you'll end up seeing.
As fun as Doom Eternal is, i'm beginning to see this "you have to use everything" idea as a false narrative to make the loop seem way bigger than it actually is.
You still use big guns on big demons, and small guns on small demons. You just have smaller ammo pools and a crapton of attachments, some more useful than others.
It's still Doom. You still just blast demons to giblets. It's just a bit more micromanagement, and it is in no way as deep as people make it out to be.
You don't have to use everything - that is indeed true. There are plenty of C.Shotgun only runs on YouTube.
That's kinda the point here. You can use as much of your arsenal - or as little - as you want. If you're willing to accept the consequences of doing this, the game works just fine.
The only gun I don't routinely use is the combat shotgun, but that's personal preference as it's a great gun that many people enjoy. Every other gun has its place and using them just makes you more versatile, and stretches your ammo pool.
And if you learn to weapon swap, no its not "deep," but who cares. You completely sidestep the resource management piece and basically vomit damage as quickly as you can. It's still fun.
Most of this game's combat depth is admittedly somewhat niche, and can take a few playthroughs to start discovering. But it's definitely there. I could probably write an entire essay on the faltering system alone, but I guarantee that the majority of casual players don't even know what faltering means.
I was still discovering new things to do hundreds of hours into the game, which I think is a good testament to how far the combat can be pushed if you're willing to push it.
Using the entire arsenal is mostly for beginners and people like me. I see high-skilled players who can dismiss some weapons because they usually use the pb-ballista / pb-rocket tech.
The low ammo count also forces the player to be more accurate at their shots, so it all makes sense. I also see no redundancy in the weapons.