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And the Imps were actual snipers. Here if you keep moving they're not nearly as good as targetting you, in 2016, you had to change directions all the time and use cover. Imps were a nightmare up until around half of the campaign (where you got powerful enough that they weren't as much of an annoyance).
This is completely personal but overall, I feel like Eternal's UN is pretty fair, whereas 2016 just isn't. The Imp are actually fairly easy to deal with and do much less damage than in 2016. If you handle most situations properly then you should be able to take an Imp's blow (whereas in 2016 you can barely ever allow it to happen up until Mission 6).
Again overall that's just my personal experience ;)
once you mastered eternal gameloop and movements tricks there are x escape and win buttons that in D16 simply aren´t there.
One of Doom 2016's biggest issues is the instadeaths. Being crushed, falling to your death, falling to an inescapable damage zone and so on. There's just so many ways to get screwed out of combat. But once you're all souped up I'd argue it actually gets easier than Eternal. The bosses need just as much effort though. But the enemies ? Once you can abuse Rich gets Richer with the equipment-enhancing rune and Siphon Grenade you're set for an insane amount of damage. The biggest threat past Mission 8 was definitely the Hell Guards. Cyberdemon Phase 2 can be a pain if you drop your attention for even a second but is overall still fairly easy.
Again, personally, the main difference (at least for my own playthroughs) was the turning point/power peak. The fact it takes so long to reach it in 2016, all the while ramping up the difficulty JUST a little bit past what your equipment allows until said power peak can really mess you up if you don't have a couple of planned strategies for it.
In my defense, I'm almost 56 years old so my reflexes aren't what they used to be.
Problem with the fodder system is how inconsistent it can be. For example, in the Campaign all fodder dies when all heavies/super heavies are killed in the arena. This is not the case in TAG 1 or TAG 2. Imps are weak after you get more gear, but are awful on levels 1-2.
Additionally, I mentioned in response to this post of the annoyance of low resources early game, especially when trying to beat UN. I think the overall game would be a lot more enjoyable for quite literally everybody if those were already the max values and the first few levels could be upped in intensity with fodder and maybe another heavy or two here and there.
Never beat it because a Baron knocked me off the edge on Necropolis and I died because falls kill in that game. So glad that's not the case here unless you got super low health.
Tools like the Flame Belch, Ice Grenades, Chaingun Shield and explosives can help a lot with that. If you don't wanna quick switch, mobile turret, micro missiles, lock on rockets, and a super shotgun blast or Ballista here and there helps. Exploiting the weaknesses of enemies like using the Arablest on flying enemies or using mobile turret on Knights/Barons will help a lot. Details in the codex which I'm sure you've seen. They also make for a fun read.
D16 relies on fire & maneuver, as a DOOM game should always do.
That's much more difficult than D:E's invincibility-timer cooldown tactics.