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The most important thing in this game is managing your ressources. Always use your flame belch on groups, even if you're full on armor. The armor shards keep laying on the ground for a long time, almost as long as your flame belch needs to recharge, and you can always come back for them in a moment of need. Also use your chainsaw often. Don't wait until you run out of ammo, don't try to save up three pips (there are exceptions for that), just work it into the rhythm of combat. A pip fills up, a fodder goes down. That way you will always have ammo.
Did you know that grenades don't only do damage, but also falter demons? Faltering is a very important mechanic. There are demons that punish you for getting close to them, like the mancubus. But if you falter them before closing in, they can't do anything for a few seconds and you're safe for a shotgun to the face or a blood punch.
Not only grenades falter demons, also removing weak points, the heat blast, exploding barrels, the blood punch, the remote detonation mod (if upgraded), a lot of damage in a short amount of time (like a ssg blast, or a chaingun salvo). I'm sure I forgot something. The importance of faltering can not be overstated, that's why I link videos on it here.
Movement is key of course, always be on the move and use the air, you are relatively safe there. Your meathook and jumping pads help you get up there, and you can let it rain down on your foes from there.
In this game, especially on nightmare, you will take a lot of damage. That's why the game gives you tools to get your health and armor back. Glory kills and flame belch are the obvious thing, but demons will give health back on death if you are low, an upgraded ice grenade will give health on damaging frozen demons. Freezing a group, flamebelching and killing them is a great way to get huge amounts of health and armor back.
Most importantly, don't let frustration take over. You will die a lot, that's normal, and you will get better. If you get frustrated, just take a break. It will get better.
While extra lives are a great tool for survival, not taking them will help you improve because you will be forced to restart the fight and learn from your mistakes. It's up to you, do what feels best for you.
That's all that comes to mind now. Others will surely offer more help.
https://www.youtube.com/watch?v=DwWjuQITPQI&ab_channel=UnderTheMayo
https://www.youtube.com/watch?v=CFyTPVX7MeY&ab_channel=UnderTheMayo
I just managed to beat the first slayer gate after only a few tries, though, starting to get the rhythm down.
One thing that really helped me get better was finding a control scheme that worked for me. i am disabled and I had to spend some time finding a scheme that worked with my issues. My control scheme.
I unbound many buttons and left them unbound in part because i have no need for them, but also so that I don't hit/use them by accident. I have nerve problems in my hands so leaving those unbound lessens the risk of doing something unintentionally.
Absolutely.
For me, Air Control is so incredibly important that there really are only two rune slots, as I once saw someone say a long time ago. I don't recall who the person was, but I agree with the sentiment completely. My rune choice today is Air Control, Equipment Fiend, and Dazed and Confused. Dazed and Confused may seem odd to some people but it's been amazingly effective at keeping me alive when, for example, I Blood Punch a group of (super-) heavies.
Use good weapon choice, quickswap combos, exploiting enemy weaknesses, grenades, and blood punch together to deal damage more effectively.
Obviously the importance of movement cannot be overstated but there are other ways of avoiding damage as well.
One key way is falters. It looks like someone upthread has discussed this and linked Underthemayo's video about the falter system already so I'll leave it at that.
Another way to avoid damage is invincibility frames. You can use glory kill and chainsaw animations strategically for the invulnerability they provide.
Another way is the chaingun shield. You can even buffer inputs to activate this immediately upon leaving a GK or CS animation.
Yet another way is active mitigation through armor pooling. Armor shards persist on the ground for 20 sec and are sucked up as needed with loot magnet if you're close enough. This means burning and killing a group of fodder can give you a significant amount of extra EHP to work with as long as you remain in the area. Excess armor can also fuel blood punch with armor for blood, and it doesn't take a lot of armor at all to fill a BP!
Finally, the best defense is sometimes a good offense. Identifying and eliminating the most dangerous foes as quickly as possible is one of the best ways to avoid damage.
You don't always have to glory kill staggered enemies and sometimes it's better not to.
I personally use the dazed and confused rune to extend staggers because it doesn't just make glory kills easier to get - it also allows you to deliberately leave a staggered foe there for a second while you deal with something else or gives you a chance to decide whether you want to GK, meathook SSG for armor, or just PB/ballista/rocket them to secure the kill from a safe range. Demons unstaggering also heals them a significant amount so it's really annoying when they just get up right as you're about to twist their heads off lol
I see some discussion of Seek and Destroy, so I will briefly add that I do not like that rune very much. It feels a bit redundant when you already have a double dash on such a short cooldown, bunny hopping, and the meathook. Especially since the chainsaw and glory kills already have a surprisingly long range. It's not that seek and destroy is bad but that other options are more beneficial.
1. The cardinal rule: never, ever stop moving. The enemy AI on NM is aggressive as hell (no pun intended).
2. NM is assuming you know the fundamentals of the gameplay loop, demon weakpoints etc because you will have to use them if you want to kill quickly.
3. Learn to love the shotgun grenades and PB for the early game. Those first 4 levels are the toughest, SGN onwards gets much easier.
4. Bind your weapons to keys you can comfortably switch at will with. Learn the weapon combinations and what works well against what enemy.
5. Air control as one of your runes is an absolute must.
6. You'll suffer, but if you can do the Slayer Gates + not spend any weapon upgrades, you can be on your way to the Meathook mastery + rocket lock on by the end of Cultist Base.
7. Focus on the "Fundamentals" section for tokens, and do Quickdraw Belch > Loot Magnet > everything else for the crystals.
8. Pick up extra lives in each of the levels, there are 52 (I believe) across the game.
9. You're dying quickly because you're in the early game. You'll find once you get dash, more health and armor, faster cooldowns etc it will feel more manageable.
10. Don't give up, skeleton!
Mayo's videos proved to be quite helpful for me. Zero Master as well.
I do this a lot, often out of panic. I can't tell you how many times a panic chainsaw has saved me. GK, too, but I'm more prone to chainsaw. I'm not aware if Blood Punch has i-frames, but it can make it so you can GK immediately and some times do a GK chains, and even better when it's BP, GK, GK, BP, GK, GK, chainsaw, ice bomb, gtfo! Or something like that.
Grampire taught me this one. It was hard at first for me to integrate the chaingun shield, but it was completely worth learning how.
Don't forget you can get health this way as well. Flame Belch a bunch of fodder and then grenade them, for example, and you can quickly go from almost dead to quite alive.
Learning to be offensive was very difficult for me because of the health problems that I have, but I found I started playing much better when I got more offensive. (This statement is funny if out of context.)
I agree but at least this isn't 2016... I died a lot in my Nightmare run in 2016 because I didn't really understand this at the time.
I do this as well. I didn't even think about it so I am glad that you did. I alluded to it earlier, but you were more direct. I didn't know about the healing thing though, good to know.
Yeah, when you have enough tools to do a thing, it can be better to throw in a different tool instead.
OP, Keep us informed!
Probably a pretty niche use in all honesty but I've been keeping my eye out for opportunities to use it in creative ways and it's really paid out, being able to stagger an imp or gargoyle who's higher than I would normally be able to get from where I'm standing then GK teleporting to it has come up surprisingly often when I've been in a tough spot and needed a quick "out" so I could catch my breath and reorient.