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Less impactful weapons? I don't think so.
I don't feel like weapons are weakened to make Glory Kills work. Every gun feels powerful and if used right can shred a demon in a matter of seconds.
The only thing that disappoints me with Glory Kills are those with the chainsaw, I agree on that, they get stale and repetitive pretty quick. I prefered those from DOOM 2016, more brutal and diverse
It helps that that animations are very diverse. This is something DE still has over even a newer games. I played a bit of Space Marine 2 and it’s a beautiful and fun game. But it doesn’t have many glory kill animations, I think it has one per enemy regardless of where you approach from it also depends on your equipped melee weapon, so there is some variety - but to see it you need to switch your melee weapons, which you don’t do often as you can only carry one.
I think chainsaw is much worse than regular Glory Kills. Firstly, because you don’t have as much alternatives to chainsawing fodder until TAG2, while you can mostly replace, or at least supplement Glory Kills with Flame Belch, Ice Bomb and Blood Punch. Secondly, because the animations are not that fun and very repetitive. Doom 2016 had better chainsaw animations - one of the very few things it did better than Eternal, in my opinion.
Non-fodder enemy health values in Doomy Ternal seem to be pretty close to Doom 2 if you measure them in SSG blasts or rockets required to kill a specific enemy. Some became tougher, like Barons, some are the same or weaker, like Hell Knights and Revenants. Of course, if you can hit your headshots you will find some enemies dying much faster.
I agree with everything else you said, but this. I feel you could one shot an imp or zombie soldier in the old games from a good distance. Compared to NU-DOOM games, where you have to be a bit more up close to one shot them with a shot gun.
Not rune, runes. Seek and Destroy, Savagery, Blood Fueled. The combo does it.
(I have a mod that gives me air control for free, otherwise one of them would have to go)
Yea why the heck is air control a rune?
Besides, in Classic Doom single shotgun, like all weapons, does random damage. It can actually fail to one-shot an imp at close range, while Eternal’s is more reliable.
Soldiers are much tankier in DE, but DE can’t really have swarms of fodder in the same way Doom 1 and 2 can, so fodder serves a different purpose.
I agree
I never knew about the classic shotgun doing random damage.
I started a thread about this some time ago and there were some very passionate users that felt it shouldn't be made baseline.
I have come to see their point of view - some people do more than fine without it. Personally savagery, blood fueled and air control are my holy trifecta that I always use. (I would use punch and reave if AC were made baseline.)
On topic, I chain Glory Kills a lot to maximize blood fueled uptime - the speed gives you a big advantage. I generally agree that GK's can feel a bit over-emphasized so I'm curious to see if id changes this in TDA.
There is no way I'd consider the guns less impactful because of GKs. Weapons in this game are so powerful that they can enable additional playstyles and mechanics.