DOOM

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I'd say the difference here though is that you aren't equipped with 3 ultra-powerful arms at once. When you use an arm's super attack, you still have that arm until the attack is over, and the process destroys that current arm. In fact, I'd go as far as to say that Nero's moveset in 5 contrasts with Doom Eternal's in that the arms are a limited resource and if you want to change the arm you have to destroy it to use another one. You don't have access to all your arms' abilities at once, not without having to sacrifice the one you currently have.


That is certainly true; the chainsaw's got a cooldown now so you can't constantly spam it like you could in 2016. I don't think the BFG has one, so I'm guessing the Crucible's going to act like a sort of middle ground where it instantly kills enemies but doesn't have a cooldown like the chainsaw.
I think I overexplained my point. The Crucible, and probably the BFG too if it isn’t using cell ammo, is the limited resource. I think I saw a playthrough of cultist base level somewhere that had the crucible icon there but unused. There seemed to only be a one or two pickups to replenish it in the entire level.
 
I think I overexplained my point. The Crucible, and probably the BFG too if it isn’t using cell ammo, is the limited resource. I think I saw a playthrough of cultist base level somewhere that had the crucible icon there but unused. There seemed to only be a one or two pickups to replenish it in the entire level.
The clip with the crucible.
They specifically say "you pick up ammo for it throughout the level", so I want to know what makes it different from the chainsaw. To me it seems like the only difference is that the chainsaw requires different amounts of fuel per kill (the tougher the enemy, the more fuel the kill uses) but drops ammo on kills, while the crucible uses 1 ammo per enemy no matter what and drops health.
 
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What would everyone here say is the best and worst weapon/attachment in 2016 besides the pistol? I’d assume most would say the siege mode on the railgun is the strongest, and the triple minigun makes my grin like a lunatic. For worst I would go with the rocket launcher. I don’t like either of its attachments and the explosion seems smaller than it should be.
 
What would everyone here say is the best and worst weapon/attachment in 2016 besides the pistol? I’d assume most would say the siege mode on the railgun is the strongest, and the triple minigun makes my grin like a lunatic. For worst I would go with the rocket launcher. I don’t like either of its attachments and the explosion seems smaller than it should be.
Yeah, the rocket launcher's pretty weak, which is surprising. Fully upgraded super shotgun is pretty great, though. It fires twice before reloading and only uses 1 shell while still doing full damage.

I'd say for most of 2016's guns, 1 attachment is useful, and the other is boring and could be cut.

I'm hoping Eternal's attachments are all worth using.
 
Hard to believe this thread has been going on for almost six years.

I don’t really have anything to offer, except I’m actually excited to play Doom: Eternal when it comes out.

Here’s to hoping I don’t get disappointed!

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What would everyone here say is the best and worst weapon/attachment in 2016 besides the pistol? I’d assume most would say the siege mode on the railgun is the strongest, and the triple minigun makes my grin like a lunatic. For worst I would go with the rocket launcher. I don’t like either of its attachments and the explosion seems smaller than it should be.
I prefer the rotator on the chain gun. I like the damage buff you get for firing at full spin and you don't lose movement speed. Fun as hell too when you get the infinite ammo armor rune.
 
I prefer the rotator on the chain gun. I like the damage buff you get for firing at full spin and you don't lose movement speed. Fun as hell too when you get the infinite ammo armor rune.
I never used that one. Always seemed like cheating, and I can’t ever get rid of the mobile turret. Sure it doesn’t have the utility of the other attachment, but throwing a literal wall of lead makes me scream like goddamn lunatic. That’s probably why I don’t dislike the plasma rifle as much as some other people. I never have enough bullet ammo, and it’s ons of the only ones where both alts are good even if the main fire is a bit too slow in 2016.
 
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I watched the Bethesda “Game Day” footage because I just can’t help but spoil shit for myself. I think BATTLEMODE looks incredibly dumb. I’m not sure what subset of fans want a Doom Slayer versus demons mode, but I certainly do not. All I wanted out of multiplayer was an extremely polished TDM (additionally, CTF) mode with some great maps. That might be there, but I haven’t seen it showcased.

The master levels seem like a nice concept but it sucks that the Cultist Base is locked behind pre-order or deluxe edition. Bethesda will Bethesda.
 
I watched the Bethesda “Game Day” footage because I just can’t help but spoil shit for myself. I think BATTLEMODE looks incredibly dumb. I’m not sure what subset of fans want a Doom Slayer versus demons mode, but I certainly do not. All I wanted out of multiplayer was an extremely polished TDM (additionally, CTF) mode with some great maps. That might be there, but I haven’t seen it showcased.

The master levels seem like a nice concept but it sucks that the Cultist Base is locked behind pre-order or deluxe edition. Bethesda will Bethesda.
Remember that that Quake is still extant with a dedicated player-base. There’s no reason for there to be a Doom TDM. The music for the newest one is from Andrew Hulshult, who does the soundtracks for all the retro shooters to great effect. I’d love to see him and Gordon collaborate on the dlc tracks or the next Doom game now that I think about it.
 
Them being cheap on XBL gave me an excuse to buy the first 3 games again and just played through Doom for what it probably the 500th time. Although Doom 2 has the better gunplay and balancing, for me Doom 1 has the better level design. Except for Hell Beneath and Perfect Hatred, those two can go fuck themselves with a rusty breadknife.
 
Although Doom 2 has the better gunplay and balancing, for me Doom 1 has the better level design.
Part of it for me is that Doom 1 presents its story better, almost like its a mystery what the invaders are and where they're from, and then you find out they're from the worst place possible. And yeah, I know John Carmack's "plot in games, plot in porn" comment, but John, some of us need a convoluted narrative to really get off.

On a similar note, while I think it's for the best that Doom turned out the way it did, I wonder if there was a happy medium between what Tom Hall wanted and what the team ultimately made. Containment Area (E2M2) is one of my favorite levels, and that was mostly Tom Hall, I believe. I recently played through Duke 3D again, and I found that I appreciated its more realistic approach to level design, especially its cities compared to Doom 2's.
 
What would everyone here say is the best and worst weapon/attachment in 2016 besides the pistol? I’d assume most would say the siege mode on the railgun is the strongest, and the triple minigun makes my grin like a lunatic. For worst I would go with the rocket launcher. I don’t like either of its attachments and the explosion seems smaller than it should be.

Rocket Launcher can easily be one of the best weapons in the game, no joke. The trick to utilizing it to maximum effectiveness is weapon swapping to ensure direct hits and skip the cooldown. Allow me to elaborate:

When you fire the rocket launcher, you get a relatively slow moving projectile that deals about twice the damage of the shotgun with a direct hit. Splash damage does around 300 damage, direct hit 100ish. So getting a direct hit does a good chunk of damage. And this can be done from a pretty generous distance, making it a great opener. However, to ensure the projectile actually connects, you want to damage the enemy before it hits, making it "flinch" and stopping it from dodging. To do this, you simply fire the rocket, swap either the combat shotgun or the gauss cannon, and fire. If you pull the trick off right, you hit the enemy with two shots at once. Doing this one-two punch will flatten Revenants and Hell Knights even on Nightmare. Add in a final blast from the Super Shotgun to finish them off if that doesn't take them out. For slightly beefier enemies like the Cacodemon, you may want to hit them with a shotgun cluster grenade while you're at it. To be honest, you can even swap back to the rocket launcher and fire another one off if it's done reloading. Just be wary of swapping back to Gauss, because it has a ridiculously long cooldown in between shots.

Against heavier beasts like the Mancubus and Barons, the Remote Detonation and Lock on Burst really shine. Remote Detonation nearly doubles the damage when mastered because of the second explosion it generates. It's a pain in the ass to unlock, but 100% worth it provided you can avoid self-damaging too gratuitously. Lock-on, while not quite as good, is also extremely viable. you can fire off a single rocket and charge the burst while it travels, effectively unleashing a four-rocket salvo, then resume weapon juggling. The only weapons that don't really fit into this are the Heavy AR and the Plasma Rifle, but the Plasma Rifle's Stun Bomb can help get you the breathing room you need to start doing weapon combos against Barons, who are a hell of a lot faster (no pun intended) than they have any right to be. Additionally, Micro Missiles are ridiculously handy for clearing out smaller packs of baddies like Imps/Soldiers/Razers/Possessed.

Having customized keybinds will facilitate this greatly. If you've got a mouse with those little forward/backward buttons on the side, binding Rocket launcher to forward and Gauss to backward lets you access those much faster than having to reach halfway across your keyboard's number row. I personally also bind SSG to control, chaingun to shift, Combat shotty to 2, Plasma Rifle to 3, and heavy AR to 4. With all this being said, the moment you get the Rocket Launcher the weapon quick swap suit perk becomes a must-have. Faster weapon swap means much more dps.

All this may seem a bit convoluted, because it kind of is, but I guarantee you that weapon swapping playstyle is infinitely more satisfying than just running around spamming siege mode. That's why I'm kind of glad Doom Eternal is adding counters to that kind of cheesing strategy. I get that not everybody wants to go full Clockner, but having the game encourage/compel the player to more effectively utilize all the tools they have at their disposal should address Doom 2016's biggest flaw, i.e. the cheesability of late game, in a smart and effective way.

Having said all that, my personal favorite mods are Stun Bomb, Explosive shot, Micro Missiles and Remote Det. Least favorite are Rotator, Precision Bolt, and Scope for the heavy AR. Not that scope and Precision Bolt are bad per se, but I refuse to use anything that makes me stare down iron sights in a fucking Doom game. Mobile Turret is stupid fun but highly situational. I honestly use the chaingun the least of any weapon besides the pistol. Also, shotgun's burst shot is pretty nifty when you get the hang of it, it's like a super shotgun blast at long range.

In conclusion, I love me some NuDoom.
 
Part of it for me is that Doom 1 presents its story better, almost like its a mystery what the invaders are and where they're from, and then you find out they're from the worst place possible. And yeah, I know John Carmack's "plot in games, plot in porn" comment, but John, some of us need a convoluted narrative to really get off.

On a similar note, while I think it's for the best that Doom turned out the way it did, I wonder if there was a happy medium between what Tom Hall wanted and what the team ultimately made. Containment Area (E2M2) is one of my favorite levels, and that was mostly Tom Hall, I believe. I recently played through Duke 3D again, and I found that I appreciated its more realistic approach to level design, especially its cities compared to Doom 2's.
The worst levels in Doom 2 are mostly by Sandy Petersen anyway.

That said, TNT pulled off the themed level design way better, and subsequent player-made megawads completely blow the original iwads out of the water these days.
 
Finally, I've been waiting a long time for this.

Looking at at it now, I do meet most of the recommended requirements, such as my GPU and my RAM. The one thing I'm iffy about is the CPU. I have an I5-9600K which is the latest Intel I5 processor and it runs at 3.7 GHz but the recommended CPU is an I7-6700K. That shit always confused me.

At the same time the additional notes mention that the highest quality is running at 1440p and the minimum requirements mention 1080p at low settings, both of which are at 60 fps. I deliberately picked out my parts for 1080p mostly for affordability so I'm willing to bet I can run the game on Medium to High at 1080p given that most of my parts meet the recommended specs.
 
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