>DUDE WEAPON SWITCHING >TACTICAL!
Did these people never play Serious Sam? In that game you will switch to a rocket launcher knowing it takes precisely 5 rockets to kill a specific enemy, all while you're juggling strategies against dozens of enemies at the same time. In this game you just use 5 rockets to shoot at anything and then pick another weapon at random to...shoot at more things? None of it matters. Tell me Eternal fanboys how is this game strategic or deep? If you just like it because you're dopamine fried and like pretty graphics I would at least respect that. But dont tell me this is like chess lmao, lol even
HERE'S THE FUN ZONE. It's all here. It's always been fricking here the whole time. Eternal fanboys I swear to god. Tell what the frick eternal is doing to get me in duh fun zone? I dont fricking see it.
Wow look at me! I'm in the fun zone uhhh! I'm switching weapons, prioritizing threats, and making fast decisions. Wow! All these things Eternal invented 20 years after Serious Sam. Amazing.
>one mob at a time
damn, Doom/Quake boomers revolutionizing Turn Based Shooters fr
Serious Same is complete fricking simplistic plebton dogshit without any thought or technical skill used into level design or programming interesting enemies. Gunplay is below mediocre and movement is more basic than shooters from early 00s. There is a reason why those trash games never became influential and are mostly forgotten today while DoomTernal actually revolutionazed the industry for the second time.
It's a good thing the movement is basic. That means you actually have to use your brain to fight dozens of enemies instead of just zip zapping around like a spaz.
Damn no shitposting are you actually old? Nothing wrong with a little mechanical skill in your shooter, actually avoiding enemies that are programmed to frick you up if you don't move like hell is fun. Or nah maybe just play your slow as molasses boomer shit, circlestrafe everything and claim to be playing 5d chess as a cope.
If you did you'd explain how I'm wrong. But I'm not wrong, and even have a webm as proof. There's nothing "advanced", the entire game is solved with mouse1 and the ASD keys.
4 months ago
Anonymous
Yeah, it’s an FPS. It’s solved by moving and shooting. How is it bad?
4 months ago
Anonymous
>the entire game is solved with mouse1 and the ASD keys.
NTA but what's wrong with that? You can squeeze a lot of milage out of timing and maneuverability with competent enemies and levels.
>How is it bad?
It's unimaginably primitive. Doom and Quake excel because those games are entirely about level design. Serious Sam doesn't have good combat or interesting level design.
4 months ago
Anonymous
Sam has good encounter and weapon design.
4 months ago
Anonymous
Every serious sam fight is solved by backstrafing and firing into a pack of enemies. It's unimaginably primitive.
4 months ago
Anonymous
You didn't play it. You're trolling.
4 months ago
Anonymous
If you did you'd explain how I'm wrong. But I'm not wrong, and even have a webm as proof. There's nothing "advanced", the entire game is solved with mouse1 and the ASD keys.
4 months ago
Anonymous
Ok, you literally cant backstrafe fast enough to avoid getting hit by a kleer
4 months ago
Anonymous
if you're backstrafing, you will never take damage from a kleer.
4 months ago
Anonymous
Ok, you just haven't played it.
4 months ago
Anonymous
Thanks for confirming you haven't played the game and can't even explain how its possible to take damage from a kleer when backstrafing lol
4 months ago
Anonymous
>1 movement button, more than 1 mob on screen, more than 35 fps
yo where you moving that to? backstrafing? LMAO schizo arguing with so many voices in his head he thinks everyones the backstrafing anon
4 months ago
Anonymous
Because it's faster than you. They're surrounding you. Attacking you from offscreen. You're boxed in and cornered. You have a dozen other enemies taking your attention away from them that you're fighting with, etc... There's a hundred different ways you can take damage from a kleer.
4 months ago
Anonymous
>Because it's faster than you.
Which is mitigated by backstrafing. >They're surrounding you.
Which is mitigated by backstrafing. > You're boxed in and cornered.
Which is mitigated by backstrafing. >You have a dozen other enemies taking your attention away from them that you're fighting with
Which is mitigated by backstrafing. >There's a hundred different ways you can take damage from a kleer.
Which are all mitigated by backstrafing.
4 months ago
Anonymous
This post has the same energy as people who say that DE can be reduced to infinitely looping around its arenas.
Like, it is theoretically true. But in practice you will frick up and die.
4 months ago
Anonymous
>But in practice you will frick up and die.
And yet here you are, unable to explain how.
4 months ago
Anonymous
He explained all those scenarios you'd get hit and die. All you have is "uhhh just dont get hit"...which is Doom Eternal and every fps ever made.
4 months ago
Anonymous
>He explained all those scenarios you'd get hit and die.
And they're all solved by backstrafing.
4 months ago
Anonymous
What the frick is backstrafing? Like just moving backwards? Anyone whose played SS will tell you that doesn't work. The kleer is just faster than you. What are you not getting?
4 months ago
Anonymous
>What the frick is backstrafing?
Holding back and strafe. What the frick else would it be. >Like just moving backwards?
No, that would be moving backwards
4 months ago
Anonymous
Ok? Just dont get hit than? So that's just every game ever made? Should the kleers hitscan you?
4 months ago
Anonymous
>Just hold back and strafe
4 months ago
Anonymous
>uploads a webm where he's not backstrafing
Thanks for validating my point
4 months ago
Anonymous
Ok at least you conceded
4 months ago
Anonymous
You conceded by uploading a video proving my point
>all the points where he's backstrafing he doesn't take damage >the points where he stops he takes damage
lmao
4 months ago
Anonymous
>boomer tries to shotgun mobs half a map away >misses everything right in front of him
Doom Eternal hategays not sending their best shooters today huh?
4 months ago
Anonymous
>all the points where he's backstrafing he doesn't take damage >the points where he stops he takes damage
4 months ago
Anonymous
He took damage "backstrafing" though
4 months ago
Anonymous
>00:02 Backstrafes, no damage >00:03 Takes damage running in a line >00:05 Backstrafes, no damage >00:08 Takes damage running in a line >00:12 Takes damage running in a line
4 months ago
Anonymous
Define backstrafing. Holding 's' and 'd'?
4 months ago
Anonymous
Which puts you off axis off your target which forces you to do a circle.
>gets blown up at 00:12 backstrafing
>walks into a wall, turns, holds back and gets blown up
4 months ago
Anonymous
4 months ago
Anonymous
So how is the game mitigated by this backstrafing? If you aren't dodging the projectiles, using the right weapons, prioritizing enemies, you die.
4 months ago
Anonymous
>If you aren't dodging the projectiles
Which is done while backstrafing. >using the right weapons, prioritizing enemies
you're not really selling me on this game not being primitive as frick anon.
4 months ago
Anonymous
>You dodge projectiles by moving
Wow you did it. You cracked the game. >you're not really selling me on this game not being primitive as frick anon.
Well it should. Maybe Call of Duty is more your game?
4 months ago
Anonymous
>Wow you did it. You cracked the game.
I know. So you concede it's primitive and agree everything is solved by backstrafing and mouse1.
4 months ago
Anonymous
No
4 months ago
Anonymous
>uploads a video showing backstrafing solving everything >ignores the bomber like that's some sort of argument
you actually think prioritising enemies is some difficult skill don't you lol
thanks once again for proving how primitive this game is
4 months ago
Anonymous
>00:03 takes damage running in a line >runs into a bomber instead of backstrafing away
LOL
Not an argument. Just putting your head in the sand and ignoring reality.
4 months ago
Anonymous
Yes, you don't have an argument I know. You should have backstrafed from the bomber and didn't so you died. You keep making my argument for me LOL
4 months ago
Anonymous
>you actually think prioritising enemies is some difficult skill don't you lol
Yeah, compared to Eternal where enemy prioritising is non-existent and you just quickswap combo everything only depending on which happens to be closest to you because you can dodge every single enemy by continuing to fricking strafe.
So much deeper and strategic, right? So much less primitive.
I will never get tired of the sheer cognitive dissonance of Eternal fans trashing other games for incorporating lackluster systems that Eternal itself uses almost identically, with the only difference being Eternal is pure ADHD fuel with its flashing colours and incessant double jumping/dashing
4 months ago
Anonymous
>compared to Eternal where enemy prioritising is non-existent
Doom Eternal absolutely has enemy prioritising. You can't even progress if you just kill fodder lmao. >you just quickswap combo everything
Enemies have weaknesses and optimal solutions to specific problems along with resource management. >because you can dodge every single enemy by continuing to fricking strafe.
Well yeah there's dashing, air dashing, monkey bars, bounce pads, glory kills for iframes and speed. lots of interesting ways to get around. >I will never get tired of the sheer cognitive dissonance of Eternal fans trashing other games
Because no other game has combat as interesting as Doom Eternal. Backstrafing Barry is extremely primitive and you're upset because you keep posting clips that prove me 100% correct lmao.
4 months ago
Anonymous
>Enemies have weaknesses and optimal solutions
At high level people just spam PB-sticky for fodder, PB-rocket for AoE, PB-SSG for close range DPS and PB-ballista for long range DPS. Or use punch combos.
4 months ago
Anonymous
Which also requires you to generate resources and execute specific mechanics to allow you to deal more damage.
4 months ago
Anonymous
>Doom Eternal absolutely has enemy prioritising.
Nta but kinda? That's the whole reason the Marauder is one of the few really good enemies. He shows up and it changes your behavior not unlike the arch vile or PE in classic games. I find that the rest of roster can be managed with SSG and slow mo meathook spam, so prioritization isn't really strongly there for anyone else.
4 months ago
Anonymous
Cacos will rush you down
Carcasses will put up annoying shields
Those poison prowler things will need dealing with
There's plenty of target prioritising in DE.
4 months ago
Anonymous
Cacos will rush you down
Carcasses will put up annoying shields
Those poison prowler things will need dealing with
There's plenty of target prioritising in DE.
every enemy is built in with dynamic prioritization in mind
typically you kill anything which dies fastest + is the fastest and most threatening to you
medium enemies typically die first, followed by mediumheavies, then heavies and lastly superheavies. marauders are bit of an oddity because in later conent where they are liberally used you are supposed to kite them, even though they are quite literally the most threatening non boss enemy in the game and can easily keep up with you, but focusing them takes too much time so you are better off kiting them and killing medium demons while avoiding the roaming superheavy/heavies, while stopping for a few frames to deal a SSG+ballista combo if the marauder manages to get close and initiate a green attack but not stopping to fight him unless he gets brought to stagger
marauder is probably the weirdest case, in later content he is supposed to be kited while you deal with medium/medium heavy demons while avoiding superheavies
4 months ago
Anonymous
>Doom Eternal absolutely has enemy prioritising. You can't even progress if you just kill fodder lmao.
Ignore tiny zombies and shoot the nearest big guy is as "deep" as the prioritising goes. That is fricking nothing. >Enemies have weaknesses and optimal solutions to specific problems along with resource management.
Weaknesses, you mean "point and click on the weak spot"? Again, that's nothing. It's boring and repetitive. And any semblance of resource management is torn down by the infinite automatically recharging chainsaw that ensures you will always be able to gain back every bit of your lost ammo at a moment's notice. There is no punishment for running out of ammo. >Well yeah there's dashing, air dashing, monkey bars, bounce pads, glory kills for iframes and speed. lots of interesting ways to get around.
All superfluous. Dashing and air dashing are the same and are just faster strafing. Monkey bars and bounce pads just keep you in the air longer so you can keep strafing. Glory kills are not a method of traversal. The extra speed is only a thing if you get the specific rune. >Because no other game has combat as interesting as Doom Eternal. Backstrafing Barry is extremely primitive and you're upset because you keep posting clips that prove me 100% correct lmao.
Everything about Eternal's gameplay loop is primitive, but it does a great job of distracting you from that fact with all its flashy lights and shallow mechanics it pretends are deep. I am not that other poster, I will not deny Serious Sam and other games are fairly simple. But Eternal is not a very big step up in complexity. It's not interesting, it's not complex, it's repeating the exact same motions in the exact same way for every single enemy type and arena, and those motions are 50% strafing with a few bells and whistles tagged on and 50% quickswap combos. It just isn't that deep.
4 months ago
Anonymous
>Ignore tiny zombies and shoot the nearest big guy is as "deep" as the prioritising goes. That is fricking nothing.
Cacos will rush you down
Carcasses will put up annoying shields
Those poison prowler things will need dealing with
There's plenty of target prioritising in DE. >Weaknesses, you mean "point and click on the weak spot"? Again, that's nothing. It's boring and repetitive.
It's far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat. >And any semblance of resource management is torn down by the infinite automatically recharging chainsaw that ensures you will always be able to gain back every bit of your lost ammo at a moment's notice
Well, yeah. There's a low max ammo count because you have to top up your ammo. It's just another aspect you have to be aware of in a fight which again, is far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat. >All superfluous. Dashing and air dashing are the same and are just faster strafing. Monkey bars and bounce pads just keep you in the air longer so you can keep strafing.
However, all of these are far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat. >Glory kills are not a method of traversal.
lol, using glory kills for iframes and movement absolutely is a mechanic in eternal. Thanks for confirming you haven't played the game. >Everything about Eternal's gameplay loop is primitive
And yet here you are. Unable to list a single game with more depth.
4 months ago
Anonymous
Nobody's going to take your point seriously when you act like such an obnoxious little homosexual about it.
4 months ago
Anonymous
Not an argument and you're upset I dismantled your argument and I accept your concession fpslet.
4 months ago
Anonymous
>using glory kills for iframes and movement absolutely is a mechanic in eternal.
Is this a good thing?
4 months ago
Anonymous
Yeah, because it adds another layer of depth to the game and something to abuse which feels rewarding when executed right.
4 months ago
Anonymous
>you don't get it dude, it's super deep and adds depth to this super deep game
Probably not all that deep if you're having to TELL people it is, and your argument is just "it simply is deep"
4 months ago
Anonymous
>and your argument is just "it simply is deep"
No, my argument is >because it adds another layer of depth to the game and something to abuse which feels rewarding when executed right.
To which you don't have any retort.
4 months ago
Anonymous
>There is no punishment for running out of ammo.
shitter speek
in UNM/MLs it can and will frick you up if you run out of lock on rockets and let an archvile TP away, or you run out of SSG ammo but chain hook to a target thinking you had a shot loaded
shitters shouldn't speak about issues that concern non shitters, honestly. if you play on the shitter difficulties you are playing a fundementally different game where it doesn't matter what you do, honestly, you can conquer the game by holding W+M1+glory killing when somethings flashing
4 months ago
Anonymous
>in UNM/MLs it can and will frick you up if you run out of lock on rockets and let an archvile TP away, or you run out of SSG ammo but chain hook to a target thinking you had a shot loaded
What difference does UNM make in these scenarios? Isn't it just as hard as NM but punishing IF you die?
4 months ago
Anonymous
there is a huge difference in the caliber of player between someone who clears nm and unm, you have to approach combat very differently when you work with the assumption that you can die in less than a second if you mess up, you have to be aware of everything that can go wrong and frick you up while a regular nm player doesn't. running out of ammo at a crucial moment absolutely can get you killed that's the point.
Not really. There's a dozen different things that can bail you out from making bad decisions. Like maybe you had a blood punch and you just panicked and used it. It wasn't some predetermined plan. This game rewards you just doing anything. ie button mashing.
what kills an experienced player is most often the swiss cheese model, when you literally had to have everything go wrong including not having ammo loaded for your gun you thought you had, it makes you miss a beat and you get hit when you were low HP. let's assume you had the slowdown rune so at least you live but now you need to do a harder part you were saving the rune for without the security of having it. granted, a good player doesn't need the rune to begin with but there's again a difference between a player that scrapes by an UNM run and some speedrun autismo
4 months ago
Anonymous
Not really. There's a dozen different things that can bail you out from making bad decisions. Like maybe you had a blood punch and you just panicked and used it. It wasn't some predetermined plan. This game rewards you just doing anything. ie button mashing.
4 months ago
Anonymous
>00:03 takes damage running in a line >runs into a bomber instead of backstrafing away
LOL
4 months ago
Anonymous
Holy shit doom eternal got an upgrade
4 months ago
Anonymous
Serious Sam is seriously shit. Trial and error garbage.
4 months ago
Anonymous
>gets blown up at 00:12 backstrafing
4 months ago
Anonymous
>stop moving in a movement shooter and you get fricked
This is true in every single doom game including eternal you fricking mong. The fact it requires you to nonstop press the dash button to an invisible rhythm to go quick enough does not make it any more deep fundamentally.
4 months ago
Anonymous
eternalgays live up to their name all they want is cod jump packs and bing bing wahoo effects every second
4 months ago
Anonymous
You still haven’t explained how are you going to circle strafe against hitscanners either
4 months ago
Anonymous
Except for you know all those fights where the doors are closed behind you. Or when the enemies spawn around you. Or when the arachnids are on the walls.
4 months ago
Anonymous
which are all still solved by backstrafing and shooting into packs of enemies
4 months ago
Anonymous
It's a first person shooter not a puzzle brawler
4 months ago
Anonymous
Yeah, an extremely primitive one.
4 months ago
Anonymous
>you don't shoot stuff in first person in Doom Eternal
NEW BOOMBOOM COPE JUST DROP
4 months ago
Anonymous
You can’t strafe against arachnids. They’re chaingunners on steroids. Remember the Dunes courtyard? The one with laser gun?
4 months ago
Anonymous
NTA, I agree with your points but the levels drag on for far too long, even up to an hour long in the later half of the game. Fights start to become a chore.
4 months ago
Anonymous
>good encounter
literally just spawn you in a giant open level with bots running at you is not good encounter design. doom eternal's wave based combat is so fricking genius. it lets the designers regulate the supposed intensity of the battle and it works perfectly, combined with the dynamic music. once you play the game many times over and over you can kinda start to see the wave composition and triggers for next wave in your head and it can be janky if you're missing a random arachnotron hiding somewhere but its otherwise perfect. i really got sekiro vibes from playing the harder MLs sometimes when the ante just keeps upping and upping, and you end up in a point where the screen is full of shit flying at you while you're doing max dps weapon switching using every ability efficiently and the music blasts, no other fps experience can even manage to activate that "im playing at the edge of my ability but feeling powerful and cool" as well as doom eternal. it is literally the best gameplay fantasy ever realized in a singleplayer FPS. very similar vibe as playing sekiro and finally gitting gud to play double hardmode.
4 months ago
Anonymous
>a giant open level with bots running at you is not good encounter design
Yes it is. They can come at from different angles and it gives you good visibility off all the enemies.
4 months ago
Anonymous
Sam literally had wave based arena combat two decades before DE.
4 months ago
Anonymous
>the entire game is solved with mouse1 and the ASD keys.
NTA but what's wrong with that? You can squeeze a lot of milage out of timing and maneuverability with competent enemies and levels.
stick to WASD point-n-click adventure games and leave the nuFPS to us gamers, gramps
4 months ago
Anonymous
But I genuinely love Doom Eternal and Sam games. SS4 would be easily my GOTY of 2020 if not for DE.
4 months ago
Anonymous
>nuFPS
Where you escape into invincibility animations multiple times every minute, yeah that's nuFPS I think.
4 months ago
Anonymous
>the entire game is solved with mouse1 and the ASD keys.
NTA but what's wrong with that? You can squeeze a lot of milage out of timing and maneuverability with competent enemies and levels.
>big guns against big targets >automatic against horde up close >sniper rifles for far targets
Sounds more tactical than Doom Eternal, what it lacks is decent melee options, so you have incentive to get close.
Fps games have for a long time been the lowest genre of gaming. It was a genre where you could get away with just spamming one move and still win. Eternal changed all that. Now weapons have actual synergy and even utility beyond just doing damage. This has been the case in various action genres for decades, but it wasn't until Eternal that fps games could finally catch up.
Eternal is all about spam. Maybe if there were was a stamina bar for the glory kill you would consider when to use it. Maybe if your grenades didn't recharge you wouldn't throw them out willy nilly. >"b-but i dont want those things...
then dont fricking tell me Eternal is strategic or not spam. Cant you people just admit you like mindless high octacne action. Just say it. JUST FRICKING SAY IT. Stop trying to tell me this is chess.
>glory kills
Because they can get you killed if you do them at the wrong time. Because you have to actually be close to an enemy to do them which means that you'd have to give up your position against certain enemies that stay at range. This is obviously bad to do. >grenades
Grenades have a very high potential value but relatively high cd. Exactly the sort of weapon that you do not spam. In fact, because of the timer it isn't even possible to spam them as far as I'm concerned.
There is no "position" in this game. What the frick does that mean. You can spam grenades precisely because they're on a timer. And it refills faster the more you use them. And there's zero downsides to whiffing a grenade. Like who cares. They aren't even a resource.
4 months ago
Anonymous
>There is no "position" in this game. What the frick does that mean.
I meant the position of the player character. The player character and the enemies occupy different positions in space.
4 months ago
Anonymous
And none of it means anything. This is literally bing bing speak.
4 months ago
Anonymous
What do you mean? It affects many things like glory kills, which enemy you can shoot, which enemy can shoot you, your available movement options, your available resources in form of pick-ups etc.
kills >Because they can get you killed if you do them at the wrong time.
This only tripped me up a few times in Doom 4. In Eternal, it's literally never a bad idea to GK or chainsaw and those are often life jackets you can abuse on the infinitely respawning fodder enemies.
4 months ago
Anonymous
I died a few times because I rushed in the crowd to GK like an idiot, but once you’re doing it you’re fine.
4 months ago
Anonymous
It's way worse of an idea to glory kill willy nilly than it is to just kill something if you're playing on anything above normal
4 months ago
Anonymous
Why? That's exactly what I did. Played on Ultra Violence.
4 months ago
Anonymous
It’s a fine idea, just use CG shield if your target is surrounded by enemies.
t. competed the game on UNM
4 months ago
Anonymous
>an idea to glory kill willy nilly than it is to just kill something
Worked for Nightmare. Those animations are easy breathing room if you're overwhelmed or need some i-frames. It never happened in Eternal where I thought >no, maybe I shouldn't GK/chainsaw that one
It was the opposite. I didn't care about using anything other than SSG, so I'd stop what I was doing to chainsaw some infinite fodder to continue using the SSG to melt anything other than a boss.
Why shouldn't anyone do that? The chainsaw refills on its own every like 20 seconds or so.
Ultrakill literally has no ammo or resources at all and it gets its dick sucked constantly on Ganker. Actually I think doot would be improved if it had infinite ammo, you already chainsaw enemies for ammo anyway so why not just cut out the middleman and only use cooldowns? Then it would be pure chess.
HERE'S THE FUN ZONE. It's all here. It's always been fricking here the whole time. Eternal fanboys I swear to god. Tell what the frick eternal is doing to get me in duh fun zone? I dont fricking see it.
This is a webm of me calmly clearing 2 enemies in a spot that can no longer threaten me, and it still manages to be 5x as mechanically diverse and engaging than literally anything nu-doom offers
This gif is just fricking quickswap combos and mindless lock-on/grenade spam. And this shit is how you deal with EVERY large demon in the game. Please, tell me how this shit is strategic or deep.
Nah you don't get it.
Pressing the S key ever in Serious Sam = bad.
Mindlessly dashing in any direction just to avoid the projectiles you can't see or hear audio cues for over the fricking soundtrack but just assume they're there = evolution of the FPS.
my fun zone is flying around with the meathook and dropping air strikes on enemies, refilling my entire health bar with a well placed ice grenade+flame belch+blood punch and making it look cool.
Because if you don't treat it as some big genre-shifting release then you're forced to look at it as just-an-alright FPS more interested in looking cool than being fun with constant locked-in takedown animations, and no real level design or combat pacing, that just happens to have THE name brand.
You have to like it because it's Doom Eternal, even though a lot of the criticisms leveled at 40k Boltgun or Shadow Warrior 3 also apply to Eternal because that's where they got their formula from, but they don't have the luxury of being the sacred cow Doom.
Shit I'll fricking say it even if it's sacrilegious; for all its issues, Shadow Warrior 3 has better combat than Doom Eternal without bruteforcing artificial combat versatility since ammo is way more plentiful and you don't need to constantly stop what you're doing to resupply since enemies just constantly drop shit anyway while still being able to incorporate melee combat in a meaningful way that doesn't break flow. Hell it's more satisfying to do its version of glory kills since you get a temporary powerful weapon made out of the enemy.
Not replying to all that but boltgun is boring as frick. Never ever put that game in the same sentence as ludo eternal again. In fact the only game that can even COMPETE is ULTRAKILL if you have adhd
Wow look at me! I'm in the fun zone uhhh! I'm switching weapons, prioritizing threats, and making fast decisions. Wow! All these things Eternal invented 20 years after Serious Sam. Amazing.
Doomguy was cooler when he was just a guy in Doom, and not a superhero, who the game bent over backwards to tell you how cool he was all the time and that he was a champion in some big interdimensional war instead of "oh shit demons on Mars here's your pistol bro"
Imagine if Nintendo took all the memes about Mario being some hyperpowerful entity that can travel faster than light backwards by moonwalking on slopes, vibrate through walls, and kill the sun? And then that made it into the Mario movie.
Nobody wants to talk about it because it's embarrassing when most shooters of its type focus on being unpretentious and gameplay-focused.
I love doomguy's characterization in 2016- he's like a janitor. He's been here, seen this shit before, give him his guns and let him work. He's like Ash Williams, maybe he was n anxious survivor at first but it's impossible for this bullshit to phase him anymore.
He's mostly the same in Eternal, it's just that the shit surrounding him got dumber.
Only thing I mildly disliked about it where the slower sections where you have to collect some thingamajig to power up/open yet another environmental thingamajig
I guess it's more original and believable than having randomly coloured keycards blocking access to entire sections of levels, but I really just wanna shoot things
I appreciate how in most Eternal custscenes he's either >looking around instead of paying attention to whichever moron's turn it is to preach philosophy >punching things to make them work
He still really doesn't care
It's a genuine embarrassment and no amount of >caring about story in Doom coping resolves the fact that nu-id clearly thinks that all this gnostic capeshit funko pop Fortress of Doom (TM) stuff unironically cool.
Story in Doom was ideal when it all came down to >uh, the demons killed his pet bunny I guess idk
I played doom 2016 for the first time recently
Pretty decent game overall but the only thing i really disliked was these fricking secrets.
Theres just so many of them and they are mostly such unsubstantial garbage.
Trying to get them all just completely destroys the pace and makes me spend half the time either looking at the map or walking my way up to some unlock for the extras ill never look at, an og doom map ill never touch within 2016, or a shitty boring minigame. The levels had a cool aesthetic but they decided to make most of these secrets be that instead of anything or value. The argent cells are good but thats about it
I had so much more fun when i started ignoring 90% of these
Case in point. Classic Doom and Build design is outdated. Thank god we have actual intricate combat systems that require more than 1 brain cell to think and adapt to combat situations. Like look at this shit and imagine telling a veteran that THIS is the peak of FPS combat. Quake 2 gays are pathetic.
>Case in point
What fricking point? You're bringing up old shooters that how nothing to do with Doom, then dick ride Doom Eternal like it's the greatest fricking thing ever.
Why are you this determined to compare every single old school shooter to Doom Eternal? Why?
Because all old school shooters are irrelevant by comparison. They do not need to be played or acknowledged if better alternatives exist.
Find me an old FPS with complex enemy variety, intricate resource management, advanced AI, weak points and flexible combat arenas.
>Find me a game that's exactly like Doom Eternal
That's what you sensually told me. And even if I did find a old shooter like Doom Eternal, you'll still shit on it because you disingenuous homosexual looking for (you)'s.
Blood is also complete fricking style over substance garbage, typical desperate e-cred seeking purist loser irrelevant trash that feels like a chore to play after the first episode.
A games “fun” zone should feel and look good while simultaneously being the most optimal way to play. Maxing damage in eternal means flipping spastically between 14 weapons, a process that does insane damage but looks and plays like shit.
Take a look at nearly any new singleplayer FPS game coming out and you will feel its influence.
The weakpoint system incentivizing certain weapons in certain situations that reward the player with interesting benefits (you can stun the enemy and focus fire them, you can leave them injured and weak and focus on others).
A cooldown based resource management which drives the player to stay in combat instead of having to go on scavenger hunts for items.
Advanced AI whose behavior ranged from taking flanking paths to the behind or side of the player (whiplashes), to intentionally running around to be on the screen for the player to shoot (imps).
Enemies given unique weaknesses or strengths to certain weapons in order to incentivize more weapon swapping and on the fly decision making. This is kept in check by a tight ammo supply which not only also provides a similar incentive, but means you can give the player a high damage deal with any enemy type gun (EG lock on rockets) with the ammo being the limiting factor.
Eternal truly peaked the genre, and nothing can really touch it besides maybe Ultrakill which has its own issues and upgrades in comparison.
There is at least one other person who posts my list with the same filename. They don't engage with the people who reply and just use it as a (you) farm though.
>The weakpoint system incentivizing certain weapons in certain situations that reward the player with interesting benefits
Ok so when a Kleer in Serious Sam is weak to a double barreled shotgun and can be killed in one shot how does that not equally incentivize using specific weapons in certain situations? Or like 98% of shooters ever made that aren't Call of Duty do this? >A cooldown based resource management which drives the player to stay in combat instead of having to go on scavenger hunts for items.
If the game is so obsessed about me staying in combat like i'm add starved why is 35% of it platforming? Why are there dozens of distractions and collectibles to waste my fricking time if I just wanna be in combat all the time? Should we not have deaths in shooters either? I mean it takes me out of the combat for 10 whole seconds "we cant have the zoomers checking their phone..." that's why Eternal stockpiles you with 30+ extra lives by the end of the game. >Advanced AI whose behavior ranged from taking flanking paths to the behind or side of the player (whiplashes), to intentionally running around to be on the screen for the player to shoot
It's all gibberish. Who cares you get "flanked" i've gut muh meathook wahoooo! >Enemies given unique weaknesses or strengths to certain weapons in order to incentivize more weapon swapping and on the fly decision making.
WOw! Like every game ever made. Read the first point. When a biomech in Serious Sam goes down with one rocket I think it's a good time to switch to it from my double barreled shotgun. "IT BROKE NEW GROUND!" >tight ammo supply
LOL. cotton candy infinite ammo is the opposite of "tight".
>Ok so when a Kleer in Serious Sam is weak to a double barreled shotgun and can be killed in one shot how does that not equally incentivize using specific weapons in certain situations?
Unironically the typical swap speed in Serious Sam kills this. The double shotgun takes so long to reload and time spent swapping and letting the kleer get into range and firing and swapping back to something better at a distance is time where you could have just blasted it with a rocket or a tommy gun. I kind of wish serious sam had a bit more of that mix and match gameplay going on cause it sounds fun to me
>ie you don't actually wanna have to think 5 seconds ahead or consider what you're doing
Everything is "now now now" EXPLOSIONS! MEaTTHOOK! WAHOOOO! You're just some junkie. The reason you might actually consider switching to the shotgun is because the rocket launcher has limited enough ammo you might be better off using it against stronger enemies. Something you dont even have to think about in zoom eternal. And because the splash damage is severe that you'll hurt yourself firing it pointblank. Again something you dont have to consider in Doom. But somehow it's the one that's this tactical combat puzzle of chess pieces? lol, lmao even.
I mean you act on the NOW NOW NOW in serious sam because the game is about controlling a horde of enemies and letting kleer get behind you by taking too long to kill one just to conserve ammo is losing control. Ammo is rarely a huge concern once you hit the midgame.
DE asks for foresight on a smaller timeframe. If this wasn't the case people wouldn't constantly b***h about running out of ammo because you can avoid that by considering your ammo usage and not over-using one weapon or reloading at times where it's smart.
>I kind of wish serious sam had a bit more of that mix and match gameplay going on cause it sounds fun to me
What the frick does that even mean? That's exactly what it fricking does. If you just used the tommy gun all the time on everything you'd run out of it every fight. You wouldn't have the dps to keep from getting swarmed by bulls, and a dozen other enemies you have to juggle weapon strengths and weakness for or else you will die. At every moment there's a best weapon to use. You didn't play it on anything higher than normal.
I mean when you're in the middle of a big fricking fight it's often not desirable to swap weapons if you can avoid it because you want to be outputting as much damage as possible as quickly as possible to prevent the wave from running you down. Switching weapons is considerable downtime, especially in the case of something like a shotgun where you have to swap right after using it because it's useless after your one shot.
I enjoyed the dual wielding shit in Siberian Mayhem conceptually because it gave you a bit more leeway to keep firing while also juggling weapons, but even there when the REALLY big waves happen your best option is "pull out your best power weapon and hold shoot"
It's like you have to be good and not bing bing wahooo your way through it. Wow. Nope! Scratch that immma FLAME BELCH AND THEN THORW GRENADES AND THEN ANOTHER AND MEATHOOOK AND quICK SCOPE ...AND THINGS just throw darts at a wall and pick THING to do next
I like Serious Sam, and many games before Eternal have weapons more effective vs certain enemies, for all the "simon says" complaints about Eternal, if you see multiple enemies in a tight group in any game then a rocket launcher is basically the single best option every time. Its the degree to which Eternal does it, most weapons in SS kill kleers, in fact every single one will, in fact I would go as far as to say the shotgun is terrible at killing klears due to the amount of which that spawn usually which the shotgun absolutely cannot keep up with. Not to mention needing to aim that shot perfectly in close range and if you miss once then you will easily be overwhelmed by kleers in close range. >35% platforming
Its not that much, not even close to. The platforming sections are to give you a moment of respite from the hectic carnage it asks of the player, just like how a softer section in a metal song can help strengthen the louder sections. Serious Sam has a ton of time just spent walking around, either exploring or just flat out walking to the next area. Character action games have similar moments of respite, where you are given platforming sections or exploration sections - because the games are otherwise very intense for the player. >all gibberish
Its not, you just have no argument. The enemies in Eternal and 2016 have the most advanced AI I've seen in FPS games, far above things like Fear or Halo. They aren't meant to coordinate, but actually predict where the player will path, and either look to flank, cut off, or actually move themselves on screen for you to shoot at. You can go watch the GDC talks and things like webm relate if you are still seething. >Cotton candy infinite ammo
Then why do so many people complain about the ammo limits in Eternal? The answer is self evident, ammo is tight in Eternal, especially for the heavy hitters (SSG, Rockets, Ballista).
I like Serious Sam, and many games before Eternal have weapons more effective vs certain enemies, for all the "simon says" complaints about Eternal, if you see multiple enemies in a tight group in any game then a rocket launcher is basically the single best option every time. Its the degree to which Eternal does it, most weapons in SS kill kleers, in fact every single one will, in fact I would go as far as to say the shotgun is terrible at killing klears due to the amount of which that spawn usually which the shotgun absolutely cannot keep up with. Not to mention needing to aim that shot perfectly in close range and if you miss once then you will easily be overwhelmed by kleers in close range. >35% platforming
Its not that much, not even close to. The platforming sections are to give you a moment of respite from the hectic carnage it asks of the player, just like how a softer section in a metal song can help strengthen the louder sections. Serious Sam has a ton of time just spent walking around, either exploring or just flat out walking to the next area. Character action games have similar moments of respite, where you are given platforming sections or exploration sections - because the games are otherwise very intense for the player. >all gibberish
Its not, you just have no argument. The enemies in Eternal and 2016 have the most advanced AI I've seen in FPS games, far above things like Fear or Halo. They aren't meant to coordinate, but actually predict where the player will path, and either look to flank, cut off, or actually move themselves on screen for you to shoot at. You can go watch the GDC talks and things like webm relate if you are still seething. >Cotton candy infinite ammo
Then why do so many people complain about the ammo limits in Eternal? The answer is self evident, ammo is tight in Eternal, especially for the heavy hitters (SSG, Rockets, Ballista).
>who cares about good ai? i want the enemies to come in a straight line to kill them all with one shot dodd,that is so muich better ahahaahahahah >waaaaaa? i have to change weapons? in a fps game? frick this shit game dood, much better to have 10000 bullets in the most broken weapon in the game like doom 2016 did with the super shotgun ahahahaha,now that is good game design bro
It's so dense. It's so action packed. All the flashy lights and pretty colors are distracting me from the shallow mindless gameplay. But that's not important because you FEEL like the doom slayer whoahh rip n tear guts GUTS
No one knows that Hard Reset had cooldown based weapon swaps before nudoom. Flying hog created a great system and then dumped it the next game they made, shame they didn't realize its potential. Just like Desync the game was killed by casuals crying about it being too hard.
The big thing I think Ultrakill and Doom Eternal achieve is making you take risks, which is something the FPS genre has always struggled with a little.
In a lot of games the philosophy is that if you do something risky, it'll reward you suitably. In shooters, this is a mixed bag. You're often rewarded for taking minimal risks and putting yourself in danger as little as possible either because you're so fragile that a small peek can mean death or because you need to conserve health between medkits.
Those two games heavily encourage you, through multiple ways, to get closer to enemies and put your ass on the line while rewarding you immensely if you do. It keeps things thrilling. Doom Eternal isn't perfect about this because it has a metric ton of get out of jail free cards, but I still find it pretty exciting to play.
All Eternal fanboys have to do is concede they enjoy shallow bing bing game. No one will argue with them. It's okay. The game is flashy and easy. Everyone likes mcdonalds every now and then too, but they have to pretend the game is dorsia.
I like it for it's gameplay, but there's a lot of problems Doom Eternal fanboys never bring up.
Most of the levels are a straight forward paths that have battle arenas sprinkled around that don't reward exploration.
It's bosses are kind of forgettable or worst, shit.
The story is the dumbest fricking shit that ruins the point of what Doomguy was originally suppose to be.
The Ancient Gods part 2 was a completely rushed to meet up with it's deadline.
For all this talk about how revolutionary it is, there's are some major problems with this game that keep it from being the masterpiece they like to prompt it up as.
>Most of the levels are a straight forward paths
This is a good thing, no one wants shitty corn mazes, they want to play a video game. >bosses
Serviceable, actually rather good for FPS standards. >story
Go back to /vn/, no real gamer cares. >Ancient Gods 2
Its DLC, which was still fun and far beyond anything offered in other FPS games, just not to the exact same perfection of the base game and TAG1.
>serviceable bosses
its still mostly bland garbage
the only game that gets fps bosses right is ultrashit, theyre some of the best in action games in general. The only boss that stands out as boring and bad to me is leviathan
>theyre some of the best in action games in general.
Nah, v2 is the only good one really because like Vergil, Jeanne, and Doppelganger its like a fight vs yourself. Eternal would have been godlike if they had put in a true rival fight. Flesh Prison is a fun fight too I guess in UK, but stuff like Minos and Sisyphus were total dogshit, literally just soulsgay "I-frame the attack" spam: the boss. Actually its worse because those bosses literally just teleport on top of you for their attack, vs souls where at least you can use spacing sometimes.
Eternal's just not really built for a duel boss. Ultrakill had a ton of defensive tools baked in from the start, Doom Eternal has almost none. Just dash without i-frames.
4 months ago
Anonymous
Dash is enough and I think the rest would be done by a solid vertical arena design with a million meathook points to fly around with. Another defensive option would be cool though, something like the Titanfall energy shield the titans use to catch bullets would be fun as hell.
4 months ago
Anonymous
Dash is enough and I think the rest would be done by a solid vertical arena design with a million meathook points to fly around with. Another defensive option would be cool though, something like the Titanfall energy shield the titans use to catch bullets would be fun as hell.
also Ultrakill only has the dash for defensive options, the rest is just movement or punching stuff to heal. Really its basically worse since Eternal technically has the turret shield too.
4 months ago
Anonymous
Ultrakill has a dash with invincibility frames, extremely fast physics-based movement where you can go from still to flying on a dime, slide, and parry. There's way more potential responses to enemy attacks where in nudoom it's more about overwhelming with sheer offense. You don't consciously dodge attacks in eternal as much as you do stagger enemies and prevent them from attacking.
4 months ago
Anonymous
The fast movement is the same in both games in regards to enemies, learn all your movement in Eternal and almost nothing can really hit you. Ultrakill does have a parry, but as I said Eternal has a shield, honestly both are basically the same in that killing things quickly and moving fast is your primary defense.
you can dodge their attacks with slides and jumps and stomps very easily, they reward good movement far more than any other fps boss
for the record i do think iframes are gay. And this applies doubly, if not triply to V2. Sisyphus still wrecks your shit if you cant evade other than iframes, but v2's attacks are enough spaced out for you to avoid everything by pressing dash whenever he does anything. V2, pinos and sisy prime would unironically remain good fights even if you entirely removed iframes from the dash, one would just have to adjust the melee parries
4 months ago
Anonymous
Stomp jump slide dash parry, the result is the same, your press [x thing] as a reaction to the boss teleporting on top of you with a forced attack. Its just boring to fight against, its like Seziro and souls games, and if I wanted to play souls I would just go play souls. V2 is far more interesting because he doesn't just teleport on top of you and force you to play simon says, and you need to learn proper movement to get to him in order to heal if you want to.
MinosP and Sissyphus are overglorfied rhythm games and the gameplay is rotten because of it.
4 months ago
Anonymous
The only thing ill agree with you is that sisyphus' teleports are lazy and moronic, because the dev couldnt give him actually good movement. Minos on the other hand is fine, his only actually random teleport is his overhead and its never out of your sight. Every other attack is actual movement or something that actually makes perfect sense (ex him stomping you at high speed, the zooming kick) which dont feel like lazy teleports
For both bosses, you have a huge variety of options against these attacks, depending on context some of them may be disabled while others become preferable (you cant dash jump midair to move out quickly, but you can stomp to move quickly), it works perfectly great
dumbing it down to " press button to evade attack " is moronic and would apply to literally any game where attacks actually threaten you.
you can only see the primes as a shallow rhythm game if youre already overlooking several existing options, theres hardly a moment where youre only forced to do one thing, and even against sisyphus, with great movement some of the attacks will be already evaded before they even come out
But ultimately both of our desires for future bosses are the same. I hope hackita can actually come up with something new for p-3 instead of yet another teleporting melee brawler, and in general the game really could use another ranged duel like V2
4 months ago
Anonymous
>would apply to literally any game where attacks actually threaten you.
Completely wrong, positioning actually matters in most games to a much higher degree than vs Minos or Sissyphus. Take the best boss fights in vidya like Jeanne, she can whiff all the time, 99% of enemies in games can whiff if they aren't in the correct position and what attacks they use or are effect change depending on position, why? Well because their devs didn't just slap on teleport to their attacks and call it a day. Minos and Sissyphus are a prime example of bad boss design that is heralded because the average person that plays video games thinks green/red light reaction tests are peak fun. Which for them, maybe this is true, I also don't understand how people enjoy huffing paint, drinking Listerine, or watching marvel movies - however personally I want something more than that.
4 months ago
Anonymous
pinos and sisyphus whiff quite often against me
your point is also stupid because sisy having actual movement instead of teleports with the aim to achieve the exact same goal would be way better
of course you prefer a boss like jeanne that feels like shes barely aiming at you half the time, doesnt use her moves in a remotely oppressive manner and will constantly use moves in moments where it does nothing but expose her to free hits
maybe you just suck at handling actually oppressive fights methinks
4 months ago
Anonymous
>devolves into "heh you just can't handle it kid"
What a boring response I expect of Ganker. Why not just skip the chase and play this https://faculty.washington.edu/chudler/java/redgreen.html so it can feel extra oppressive for you. There is more to great video games than difficulty, otherwise you are free to play battle toads, Blood on Extra Crispy, or Ghosts and Goblins all you like. Afterwards you can gloat about beating them only to realize pvp players will still call you a casual.
4 months ago
Anonymous
>conveniently ignores every other point made to b***h about muh youre bad
concession accepted
4 months ago
Anonymous
More than 50% of your post was about what I responded to, if it wasn't important than why did you devote so much of your post to that point? Or are you admitting you wrote a bunch of emotional nonsense after you realized you couldn't think of anything else?
4 months ago
Anonymous
your posts have been entirely reduced to whining about being called bad or " muh theres more fun than difficulty "
engaging enemies that make you actually have to pay attention and dodge are fun, bosses like jeanne that are actively killing themselves wih 1/2 their moves are boring
4 months ago
Anonymous
There is nothing engaging about green light red light reaction tests as I already stated. Maybe for yourself that is the peak of gameplay; but I stated, I also don't understand people who frick their cousins, engage in gang warfare, or pay triple digits to learn a non stem degree.
4 months ago
Anonymous
>see red light >can evade with red, yellow, red, blue, orange and iridescent
sounds good to me
4 months ago
Anonymous
>can evade with red, yellow, red, blue, orange and iridescent
Correct, as I stated here
Stomp jump slide dash parry, the result is the same, your press [x thing] as a reaction to the boss teleporting on top of you with a forced attack. Its just boring to fight against, its like Seziro and souls games, and if I wanted to play souls I would just go play souls. V2 is far more interesting because he doesn't just teleport on top of you and force you to play simon says, and you need to learn proper movement to get to him in order to heal if you want to.
MinosP and Sissyphus are overglorfied rhythm games and the gameplay is rotten because of it.
the result is all the same, you press [x thing] to react to the red light. I've had this exact conversation with Sekiro players time and time again. These fights are just souls gameplay, except even worse because as stated before, at least souls still has real spacing vs fighting literal teleporting bosses that force you to [press x].
>This is a good thing, no one wants shitty corn mazes, they want to play a video game.
No it isn't. The levels feel shallow and lack depth. >Serviceable, actually rather good for FPS standards
Lol
Lmao >Go back to /vn/, no real gamer cares.
Black person are you serious >Its DLC, which was still fun and far beyond anything offered in other FPS games, just not to the exact same perfection of the base game and TAG1.
Just because it's DLC dosen't excuse how fricking bad it is compared to the base game
>No it isn't.
It is, almost all character action games are build like Eternal is to manage the pace of the game. >lol
FPS games are notorious for having the worst bosses in any genre, Eternal's are actually very good for the genre standard and serviceable outside of it. >Black person
Sir, this is a video game board, maybe try
[...]
or >>>Ganker instead. >Just because it's DLC dosen't excuse how fricking bad it is compared to the base game
It does, because the base game and TAG1 still exist in their perfected glory for you to play at any time. And TAG2 is still a better game than almost any other FPS.
It's an evolution in the sense that it undid the slow, military-setting, ADS, health generation, jelly screen, multiplayer-focused drivel the FPS genre devolved into for an entire decade thanks to genuinely horrible franchises like Call of Duty, Battlefield or Halo.
>almost 4 years old >still provokes daily meltdowns among the third world zoomers of Ganker because this board unironically "predicted" it would flop and it didn't
And lets not even pretend you gays care about gameplay, this place unironically likes Metal Gear and Persona which aren't even games.
>beyond point-n-click strafeslop >when all of Eternal's gameplay is pointing and clicking on big targets with the designated big damage guns while strafing (but in mid-air with double jumping)
So is this what you're doing for Christmas, bro? Bragging about how great Doom Eternal is to people you don't know instead of spending time with your family?
Wtf is wrong with you?
>Constantly bragging about a video game on Christmas >Get's called out for wasting his Christmas on here >"n-n-n-n-n-n-n-n-no you're the real loser"
Lmao
4 months ago
Anonymous
keep projecting fricking moron,your family hates you because you are a nobody that leeches off of them
4 months ago
Anonymous
>P-p-p-p-p-p-p-p-p-projection
Bro all you do is project. You project so much we can stream an entire movie in this thread.
the best thing about 2016 and Eternal is the tech stack and all the crazy shit idtech does under the hood to get the game to run buttery smooth on everything from top-end PCs all the way down to the steam deck
I don't really care about the gameplay. Music in 2016 was nice though.
It's so dense. It's so action packed. All the flashy lights and pretty colors are distracting me from the shallow mindless gameplay. But that's not important because you FEEL like the doom slayer whoahh rip n tear guts GUTS
Doom Eternal is the quickest turnaround I have ever seen on people thinking mechanical visibility is bad purely because it comes in the form of enemies glowing a color to show their current state
Ok so in Halo when you shoot an Elite and its shields light up or a player is flickering because they have no shields and you know they're weak that's not mechanical visibility? Did literally anyone ever complain about that? Eternal invented mechanical visibility and it makes the chuds maaad? Is that it? Is that what you're saying?
Settle the frick down mate, I get that you're in this thread to suck as much wiener as humanly possible and be the dumbest and most obnoxious bastard you can be on Christmas day, but nobody is talking about chuds and nobody is talking about fricking Halo which is also a significantly slower game than Eternal and is able to get away with more subtle tells
I never commented saw this topic before since i only recently played the zoomdooms but i do often dislike 2016's and DE's visual kinda bad
mechanical visibility and aesthetic quality are both highly connected but still separate things, being clear and informative doesnt mean it has to look silly and dumb.
the glowy ammo and enemies glowing does indeed look pretty moronic
No, really, do you have an aversion to bright colors? Doom Eternal's color palette is saturated enough that they're not out of place while still being highly visible. "IT LOOKS GAAAAY" is a piss poor fricking reason.
Doom Eternal is good but not that good. Other than the tight arena encounters and great OST it lacks substance. It's like a 9/10 but not a GOTY tier or anything groundbreaking. It's not the full package like Halo 3 and ULTRAKILL has more to offer as far as gameplay goes. Honestly, I enjoy encounters in something like Armored Core 6 more than DE. I prefer depth coming from spacing, timing and using the environment. I beat DE on Nightmare and while very difficult there was nothing to it other than madly running in circles and quickly swapping weapons. You don't get to do creative stuff like flying a vehicle into enemies or sticking a grenade to a grunt and him running into Elites for example.
we are not here to convince a contrarian homosexual that a game universally beloved is actually fun, these threads are an event to laugh at the rare morons who think it's not
Doom Year Zero got leaked a couple of months ago along with Bethesda's legal documents, but there's literal to no information on it.
I'd love for ID to make horror a prevalent theme in doom again and try to improve on all of Doom 3's faults, but it's very unlikely.
It taught us how much of Ganker is nothing but pussy little b***hes who can't put their money where their mouths are. All of Ganker's incessant whining about casuals is completely invalidated by how filtered Ganker is by this game.
>someone played the game in a boring way, that I don't need to play it to know what I'm talking about
Okay, what stops someone from doing the same with Eternal and abusing the game's infinite fodder enemies for ammo and health?
>1 movement button, more than 1 mob on screen, more than 35 fps
yo where you moving that to? backstrafing? LMAO schizo arguing with so many voices in his head he thinks everyones the backstrafing anon
>damn the goalposts be everywhere
Stop talking like a Black person. It's Christmas. Additionally, what are you talking about? That's how the game works on every difficulty. Every arena has infinitely respawning chainsawbait, essentially infinite health, armor, and ammo as long as you can get it.
I don't play meme difficulties even in games I love. No Nightmare in classic Doom or Hell and Hell in DMC. I'm just gonna play spme new games a sensible difficulty instead.
Even if I did, you'd just ridicule me or whoever did for wasting their time to essentially seethe on an anonymous forum, while you'd never do such a thing yourself like playing Plutonia or one of the more popular wads like Alien Vendetta on UV. Instead it's always going to be bait posting.
My statement on Eternal's fodder enemies isn't bait or even an uncharitable interpretation. That's just how that game works. >bruh
Are you actually a Black person?
>getting this hard owned by a Black person he typed an essay to cope about journalist mode
stick to easy game, gramps. DE is not for you
4 months ago
Anonymous
>5 sentences is an essay
Are all of you Black folk?
4 months ago
Anonymous
>nothing but Black person wiener in his mind
maybe if you spent more time playing games instead of thinking about Black person wieners, you'd improve at them. jk
4 months ago
Anonymous
>mutt's law
If you want to man, but I don't agree with it.
and old Doom is so easy you don't even need health/armor. Move the goalposts back to >1 movement button, more than 1 mob on screen, more than 35 fps
dumb homosexual
>That doesn't describe Doom though >infinite health, armor, and ammo >UHM ACKYUALLY THIS APPLIES TO DE
lets see the mathematical proof, homosexual
4 months ago
Anonymous
There's a set amount of pickups in a level. They don't respawn. There's like 3 enemy types of the Doom II roster that drop ammo and that's just bullets and shells. If the designer of a classic Doom map wants to limit the player's resources, they can just not put as much in the level.
If they wanted to do that in DE, they'd have to remove all the fodder enemies, who can be chainsawed for near 100% ammo refill, and the chainsaw takes much less time to recharge than most players could need, and those fodder respawn infinitely in every arena until all the actual enemies are killed. The game just isn't going to give you the room to have a nice day and I become almost totally unconcerned with resources.
Some of that's Serious Sam and I don't care about that game one way or the other. I was more referring to that guy seemingly deliberately avoiding dynamite in Blood and the one playing Doom E1M1 on some low difficulty.
>fly around with infinite mobility while lazily shooting range targets from safety spamming switch weapon button like you're playing starcraft
Truly the peak of the genre.
Enemy staggers are timed to allow for weapon switching but not the same weapon's standard rate of fire. If you were to ask someone like me, it just serves the interest of maxing out DPS with extra steps that looks and feels very tryhard.
It wouldn't surprise me if there was overlap between Eternal and higher stress simulators.
>chainsaw >QTE >yet another boomer mistakes glory kill for chainsaw
if you're so bad at the game that you need the constant QTE health pickup, just admit it dog
Why does this game cause so much asshurt? There are many discussions where I'm showcased how terrible the majority of Ganker is when it comes to games and that coincides with their opinion of games. This game's discussion on this board is a prime example.
There's a lot of criticisms I've heard for this game, but ugly is something that makes no sense to me. I can understand people having an issue with the clashing colorful nature of certain weapons and environmental lighting choices, but the game looks good and it's reasonably held up by stylistic high detail texturing and designs. The "angel" area with the 2nd to last boss of the main game reminds me a lot of the gilded void designs in Warframe and it definitely stands on it's own.
Why are Eternalgays so obnoxious. I don't see these kind of superlative claims from other fanbases like Blood vs Serious Sam or whatever.
Everyone is more chill in discussion than Eternalgays.
I don't see fans of any other FPS just claim their favorite game is not only the best but constantly talk shit about any other to prop it up. A Doom/Duke/Blood/ROTT thread can actually exist without a whole segment of FRICK CoD, FRICK HALO for instance.
I've never known Eternal to exist without this kind of social comparison insecurity to the FPS genre as a whole. Even Doom 4gays weren't like this.
>I don't see fans of any other FPS just claim their favorite game is not only the best but constantly talk shit about any other to prop it up
FPS players do this all the time.
Should’ve ended after Second Encounter. The games were never good to begin with but they definitively started to stagnate and get worse once the series had an identity crisis.
I could not play more than 4 hours of Doom Eternal, it's simply too fricking uncomfortable
in DOOM 2016 I could comfortably kill entire waves of enemies with a single weapon, and a backup alternative while maintaining engaging gameplay
but frick that on Eternal I guess, you have to play using every single meme weapon like a spastic tard
Okay then you can just play on easy which would be completely fine. I don't think it's too much to ask of harder difficulties to make you have to engage with your whole arsenal.
I can't even play 2016 anymore. I need to run it in offline mode, otherwise I get "loading title storage" or something and it sits on that screen forever.
>"combat puzzles!"
It's mindless bing bing wahoo goddamn...
Bethseda games are hot trash, end of discussion.
Good thing it's made by id and not Shitthesda.
Bethesda has produced some of the best games ever made. They just can’t actually develop good ones themselves.
it and 2016 literally devolved it.
2016 was a breath of fresh air at the time.
not really but it was at least playable unlike shiternal
>DUDE WEAPON SWITCHING
>TACTICAL!
Did these people never play Serious Sam? In that game you will switch to a rocket launcher knowing it takes precisely 5 rockets to kill a specific enemy, all while you're juggling strategies against dozens of enemies at the same time. In this game you just use 5 rockets to shoot at anything and then pick another weapon at random to...shoot at more things? None of it matters. Tell me Eternal fanboys how is this game strategic or deep? If you just like it because you're dopamine fried and like pretty graphics I would at least respect that. But dont tell me this is like chess lmao, lol even
>one mob at a time
damn, Doom/Quake boomers revolutionizing Turn Based Shooters fr
Serious Same is complete fricking simplistic plebton dogshit without any thought or technical skill used into level design or programming interesting enemies. Gunplay is below mediocre and movement is more basic than shooters from early 00s. There is a reason why those trash games never became influential and are mostly forgotten today while DoomTernal actually revolutionazed the industry for the second time.
It's a good thing the movement is basic. That means you actually have to use your brain to fight dozens of enemies instead of just zip zapping around like a spaz.
>*runs backwards while shooting this post*
Another homosexual who never played Serious Sam and thinks you can just run backwards the whole time.
stick to space invaders, grandpa
Damn no shitposting are you actually old? Nothing wrong with a little mechanical skill in your shooter, actually avoiding enemies that are programmed to frick you up if you don't move like hell is fun. Or nah maybe just play your slow as molasses boomer shit, circlestrafe everything and claim to be playing 5d chess as a cope.
>being not complex its good because i have bad reflexes okay?
Any of the classic Rainbow Six games are 10x more complex than this and it does it without having zip dashing.
>classic Rainbow Six
shit bait,you didn't even put effort into it,try again 2/10
No you try again
i was not the one baiting, you were,try again moron
No argument. You're the moron
YOU have no argument thats why you are copying me,try again moron
You're the one coping. That's why you have nothing.
i hate the serious sam aesthetic so much, some of the ugliest games of all time.
Push forward combat is fun.
You didn’t need to switch those guns in the webm. To be fair, you also don’t need to switch guns in DE as often as people claim.
Every serious sam fight is solved by backstrafing and firing into a pack of enemies. It's unimaginably primitive.
No it's not you never played it.
Thanks for confirming you haven't played serious sam.
I did play it. You obviously haven't.
If you did you'd explain how I'm wrong. But I'm not wrong, and even have a webm as proof. There's nothing "advanced", the entire game is solved with mouse1 and the ASD keys.
Yeah, it’s an FPS. It’s solved by moving and shooting. How is it bad?
>How is it bad?
It's unimaginably primitive. Doom and Quake excel because those games are entirely about level design. Serious Sam doesn't have good combat or interesting level design.
Sam has good encounter and weapon design.
Every serious sam fight is solved by backstrafing and firing into a pack of enemies. It's unimaginably primitive.
You didn't play it. You're trolling.
If you did you'd explain how I'm wrong. But I'm not wrong, and even have a webm as proof. There's nothing "advanced", the entire game is solved with mouse1 and the ASD keys.
Ok, you literally cant backstrafe fast enough to avoid getting hit by a kleer
if you're backstrafing, you will never take damage from a kleer.
Ok, you just haven't played it.
Thanks for confirming you haven't played the game and can't even explain how its possible to take damage from a kleer when backstrafing lol
>1 movement button, more than 1 mob on screen, more than 35 fps
yo where you moving that to? backstrafing? LMAO schizo arguing with so many voices in his head he thinks everyones the backstrafing anon
Because it's faster than you. They're surrounding you. Attacking you from offscreen. You're boxed in and cornered. You have a dozen other enemies taking your attention away from them that you're fighting with, etc... There's a hundred different ways you can take damage from a kleer.
>Because it's faster than you.
Which is mitigated by backstrafing.
>They're surrounding you.
Which is mitigated by backstrafing.
> You're boxed in and cornered.
Which is mitigated by backstrafing.
>You have a dozen other enemies taking your attention away from them that you're fighting with
Which is mitigated by backstrafing.
>There's a hundred different ways you can take damage from a kleer.
Which are all mitigated by backstrafing.
This post has the same energy as people who say that DE can be reduced to infinitely looping around its arenas.
Like, it is theoretically true. But in practice you will frick up and die.
>But in practice you will frick up and die.
And yet here you are, unable to explain how.
He explained all those scenarios you'd get hit and die. All you have is "uhhh just dont get hit"...which is Doom Eternal and every fps ever made.
>He explained all those scenarios you'd get hit and die.
And they're all solved by backstrafing.
What the frick is backstrafing? Like just moving backwards? Anyone whose played SS will tell you that doesn't work. The kleer is just faster than you. What are you not getting?
>What the frick is backstrafing?
Holding back and strafe. What the frick else would it be.
>Like just moving backwards?
No, that would be moving backwards
Ok? Just dont get hit than? So that's just every game ever made? Should the kleers hitscan you?
>Just hold back and strafe
>uploads a webm where he's not backstrafing
Thanks for validating my point
Ok at least you conceded
You conceded by uploading a video proving my point
lmao
>boomer tries to shotgun mobs half a map away
>misses everything right in front of him
Doom Eternal hategays not sending their best shooters today huh?
>all the points where he's backstrafing he doesn't take damage
>the points where he stops he takes damage
He took damage "backstrafing" though
>00:02 Backstrafes, no damage
>00:03 Takes damage running in a line
>00:05 Backstrafes, no damage
>00:08 Takes damage running in a line
>00:12 Takes damage running in a line
Define backstrafing. Holding 's' and 'd'?
Which puts you off axis off your target which forces you to do a circle.
>walks into a wall, turns, holds back and gets blown up
So how is the game mitigated by this backstrafing? If you aren't dodging the projectiles, using the right weapons, prioritizing enemies, you die.
>If you aren't dodging the projectiles
Which is done while backstrafing.
>using the right weapons, prioritizing enemies
you're not really selling me on this game not being primitive as frick anon.
>You dodge projectiles by moving
Wow you did it. You cracked the game.
>you're not really selling me on this game not being primitive as frick anon.
Well it should. Maybe Call of Duty is more your game?
>Wow you did it. You cracked the game.
I know. So you concede it's primitive and agree everything is solved by backstrafing and mouse1.
No
>uploads a video showing backstrafing solving everything
>ignores the bomber like that's some sort of argument
you actually think prioritising enemies is some difficult skill don't you lol
thanks once again for proving how primitive this game is
Not an argument. Just putting your head in the sand and ignoring reality.
Yes, you don't have an argument I know. You should have backstrafed from the bomber and didn't so you died. You keep making my argument for me LOL
>you actually think prioritising enemies is some difficult skill don't you lol
Yeah, compared to Eternal where enemy prioritising is non-existent and you just quickswap combo everything only depending on which happens to be closest to you because you can dodge every single enemy by continuing to fricking strafe.
So much deeper and strategic, right? So much less primitive.
I will never get tired of the sheer cognitive dissonance of Eternal fans trashing other games for incorporating lackluster systems that Eternal itself uses almost identically, with the only difference being Eternal is pure ADHD fuel with its flashing colours and incessant double jumping/dashing
>compared to Eternal where enemy prioritising is non-existent
Doom Eternal absolutely has enemy prioritising. You can't even progress if you just kill fodder lmao.
>you just quickswap combo everything
Enemies have weaknesses and optimal solutions to specific problems along with resource management.
>because you can dodge every single enemy by continuing to fricking strafe.
Well yeah there's dashing, air dashing, monkey bars, bounce pads, glory kills for iframes and speed. lots of interesting ways to get around.
>I will never get tired of the sheer cognitive dissonance of Eternal fans trashing other games
Because no other game has combat as interesting as Doom Eternal. Backstrafing Barry is extremely primitive and you're upset because you keep posting clips that prove me 100% correct lmao.
>Enemies have weaknesses and optimal solutions
At high level people just spam PB-sticky for fodder, PB-rocket for AoE, PB-SSG for close range DPS and PB-ballista for long range DPS. Or use punch combos.
Which also requires you to generate resources and execute specific mechanics to allow you to deal more damage.
>Doom Eternal absolutely has enemy prioritising.
Nta but kinda? That's the whole reason the Marauder is one of the few really good enemies. He shows up and it changes your behavior not unlike the arch vile or PE in classic games. I find that the rest of roster can be managed with SSG and slow mo meathook spam, so prioritization isn't really strongly there for anyone else.
Cacos will rush you down
Carcasses will put up annoying shields
Those poison prowler things will need dealing with
There's plenty of target prioritising in DE.
every enemy is built in with dynamic prioritization in mind
typically you kill anything which dies fastest + is the fastest and most threatening to you
medium enemies typically die first, followed by mediumheavies, then heavies and lastly superheavies. marauders are bit of an oddity because in later conent where they are liberally used you are supposed to kite them, even though they are quite literally the most threatening non boss enemy in the game and can easily keep up with you, but focusing them takes too much time so you are better off kiting them and killing medium demons while avoiding the roaming superheavy/heavies, while stopping for a few frames to deal a SSG+ballista combo if the marauder manages to get close and initiate a green attack but not stopping to fight him unless he gets brought to stagger
marauder is probably the weirdest case, in later content he is supposed to be kited while you deal with medium/medium heavy demons while avoiding superheavies
>Doom Eternal absolutely has enemy prioritising. You can't even progress if you just kill fodder lmao.
Ignore tiny zombies and shoot the nearest big guy is as "deep" as the prioritising goes. That is fricking nothing.
>Enemies have weaknesses and optimal solutions to specific problems along with resource management.
Weaknesses, you mean "point and click on the weak spot"? Again, that's nothing. It's boring and repetitive. And any semblance of resource management is torn down by the infinite automatically recharging chainsaw that ensures you will always be able to gain back every bit of your lost ammo at a moment's notice. There is no punishment for running out of ammo.
>Well yeah there's dashing, air dashing, monkey bars, bounce pads, glory kills for iframes and speed. lots of interesting ways to get around.
All superfluous. Dashing and air dashing are the same and are just faster strafing. Monkey bars and bounce pads just keep you in the air longer so you can keep strafing. Glory kills are not a method of traversal. The extra speed is only a thing if you get the specific rune.
>Because no other game has combat as interesting as Doom Eternal. Backstrafing Barry is extremely primitive and you're upset because you keep posting clips that prove me 100% correct lmao.
Everything about Eternal's gameplay loop is primitive, but it does a great job of distracting you from that fact with all its flashy lights and shallow mechanics it pretends are deep. I am not that other poster, I will not deny Serious Sam and other games are fairly simple. But Eternal is not a very big step up in complexity. It's not interesting, it's not complex, it's repeating the exact same motions in the exact same way for every single enemy type and arena, and those motions are 50% strafing with a few bells and whistles tagged on and 50% quickswap combos. It just isn't that deep.
>Ignore tiny zombies and shoot the nearest big guy is as "deep" as the prioritising goes. That is fricking nothing.
Cacos will rush you down
Carcasses will put up annoying shields
Those poison prowler things will need dealing with
There's plenty of target prioritising in DE.
>Weaknesses, you mean "point and click on the weak spot"? Again, that's nothing. It's boring and repetitive.
It's far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat.
>And any semblance of resource management is torn down by the infinite automatically recharging chainsaw that ensures you will always be able to gain back every bit of your lost ammo at a moment's notice
Well, yeah. There's a low max ammo count because you have to top up your ammo. It's just another aspect you have to be aware of in a fight which again, is far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat.
>All superfluous. Dashing and air dashing are the same and are just faster strafing. Monkey bars and bounce pads just keep you in the air longer so you can keep strafing.
However, all of these are far more interesting than the *reads notes* oh, there is nothing interesting in Backstrafing Barry's combat.
>Glory kills are not a method of traversal.
lol, using glory kills for iframes and movement absolutely is a mechanic in eternal. Thanks for confirming you haven't played the game.
>Everything about Eternal's gameplay loop is primitive
And yet here you are. Unable to list a single game with more depth.
Nobody's going to take your point seriously when you act like such an obnoxious little homosexual about it.
Not an argument and you're upset I dismantled your argument and I accept your concession fpslet.
>using glory kills for iframes and movement absolutely is a mechanic in eternal.
Is this a good thing?
Yeah, because it adds another layer of depth to the game and something to abuse which feels rewarding when executed right.
>you don't get it dude, it's super deep and adds depth to this super deep game
Probably not all that deep if you're having to TELL people it is, and your argument is just "it simply is deep"
>and your argument is just "it simply is deep"
No, my argument is
>because it adds another layer of depth to the game and something to abuse which feels rewarding when executed right.
To which you don't have any retort.
>There is no punishment for running out of ammo.
shitter speek
in UNM/MLs it can and will frick you up if you run out of lock on rockets and let an archvile TP away, or you run out of SSG ammo but chain hook to a target thinking you had a shot loaded
shitters shouldn't speak about issues that concern non shitters, honestly. if you play on the shitter difficulties you are playing a fundementally different game where it doesn't matter what you do, honestly, you can conquer the game by holding W+M1+glory killing when somethings flashing
>in UNM/MLs it can and will frick you up if you run out of lock on rockets and let an archvile TP away, or you run out of SSG ammo but chain hook to a target thinking you had a shot loaded
What difference does UNM make in these scenarios? Isn't it just as hard as NM but punishing IF you die?
there is a huge difference in the caliber of player between someone who clears nm and unm, you have to approach combat very differently when you work with the assumption that you can die in less than a second if you mess up, you have to be aware of everything that can go wrong and frick you up while a regular nm player doesn't. running out of ammo at a crucial moment absolutely can get you killed that's the point.
what kills an experienced player is most often the swiss cheese model, when you literally had to have everything go wrong including not having ammo loaded for your gun you thought you had, it makes you miss a beat and you get hit when you were low HP. let's assume you had the slowdown rune so at least you live but now you need to do a harder part you were saving the rune for without the security of having it. granted, a good player doesn't need the rune to begin with but there's again a difference between a player that scrapes by an UNM run and some speedrun autismo
Not really. There's a dozen different things that can bail you out from making bad decisions. Like maybe you had a blood punch and you just panicked and used it. It wasn't some predetermined plan. This game rewards you just doing anything. ie button mashing.
>00:03 takes damage running in a line
>runs into a bomber instead of backstrafing away
LOL
Holy shit doom eternal got an upgrade
Serious Sam is seriously shit. Trial and error garbage.
>gets blown up at 00:12 backstrafing
>stop moving in a movement shooter and you get fricked
This is true in every single doom game including eternal you fricking mong. The fact it requires you to nonstop press the dash button to an invisible rhythm to go quick enough does not make it any more deep fundamentally.
eternalgays live up to their name all they want is cod jump packs and bing bing wahoo effects every second
You still haven’t explained how are you going to circle strafe against hitscanners either
Except for you know all those fights where the doors are closed behind you. Or when the enemies spawn around you. Or when the arachnids are on the walls.
which are all still solved by backstrafing and shooting into packs of enemies
It's a first person shooter not a puzzle brawler
Yeah, an extremely primitive one.
>you don't shoot stuff in first person in Doom Eternal
NEW BOOMBOOM COPE JUST DROP
You can’t strafe against arachnids. They’re chaingunners on steroids. Remember the Dunes courtyard? The one with laser gun?
NTA, I agree with your points but the levels drag on for far too long, even up to an hour long in the later half of the game. Fights start to become a chore.
>good encounter
literally just spawn you in a giant open level with bots running at you is not good encounter design. doom eternal's wave based combat is so fricking genius. it lets the designers regulate the supposed intensity of the battle and it works perfectly, combined with the dynamic music. once you play the game many times over and over you can kinda start to see the wave composition and triggers for next wave in your head and it can be janky if you're missing a random arachnotron hiding somewhere but its otherwise perfect. i really got sekiro vibes from playing the harder MLs sometimes when the ante just keeps upping and upping, and you end up in a point where the screen is full of shit flying at you while you're doing max dps weapon switching using every ability efficiently and the music blasts, no other fps experience can even manage to activate that "im playing at the edge of my ability but feeling powerful and cool" as well as doom eternal. it is literally the best gameplay fantasy ever realized in a singleplayer FPS. very similar vibe as playing sekiro and finally gitting gud to play double hardmode.
>a giant open level with bots running at you is not good encounter design
Yes it is. They can come at from different angles and it gives you good visibility off all the enemies.
Sam literally had wave based arena combat two decades before DE.
stick to WASD point-n-click adventure games and leave the nuFPS to us gamers, gramps
But I genuinely love Doom Eternal and Sam games. SS4 would be easily my GOTY of 2020 if not for DE.
>nuFPS
Where you escape into invincibility animations multiple times every minute, yeah that's nuFPS I think.
>the entire game is solved with mouse1 and the ASD keys.
NTA but what's wrong with that? You can squeeze a lot of milage out of timing and maneuverability with competent enemies and levels.
>point-n-click strafeslop
damn.. this is what made boomers shit and piss their pants?
>boomers think this is the peak of FPS
LOL!
>id's identity crisis game
bait?
>big guns against big targets
>automatic against horde up close
>sniper rifles for far targets
Sounds more tactical than Doom Eternal, what it lacks is decent melee options, so you have incentive to get close.
you can knife the skelly horses for insta kills and the little midget green dudes with one eye so you don't have to waste time and ammo on them
Sam 4 is one of the greatest FPS of all time.
don't know about genre but it definitely evolved the series. I have no reason to replay 2016 when eternal exists.
Fps games have for a long time been the lowest genre of gaming. It was a genre where you could get away with just spamming one move and still win. Eternal changed all that. Now weapons have actual synergy and even utility beyond just doing damage. This has been the case in various action genres for decades, but it wasn't until Eternal that fps games could finally catch up.
Eternal is all about spam. Maybe if there were was a stamina bar for the glory kill you would consider when to use it. Maybe if your grenades didn't recharge you wouldn't throw them out willy nilly.
>"b-but i dont want those things...
then dont fricking tell me Eternal is strategic or not spam. Cant you people just admit you like mindless high octacne action. Just say it. JUST FRICKING SAY IT. Stop trying to tell me this is chess.
It is like chess, though. Every enemy was intricately designed to be like a piece on a chess board.
?si=nhcpH3eMZfhF-ccf
oh my god frick off not an argument
>waaa waa not an argument even tho the dev said so, waa waa,only me is right, me, me, MEEEE!!!! waa waa
Glory kills and grenades are not things that you spam in Eternal.
Why the frick not. Tell me. Fricking tell me.
The games so easy you don’t have to,
>glory kills
Because they can get you killed if you do them at the wrong time. Because you have to actually be close to an enemy to do them which means that you'd have to give up your position against certain enemies that stay at range. This is obviously bad to do.
>grenades
Grenades have a very high potential value but relatively high cd. Exactly the sort of weapon that you do not spam. In fact, because of the timer it isn't even possible to spam them as far as I'm concerned.
There is no "position" in this game. What the frick does that mean. You can spam grenades precisely because they're on a timer. And it refills faster the more you use them. And there's zero downsides to whiffing a grenade. Like who cares. They aren't even a resource.
>There is no "position" in this game. What the frick does that mean.
I meant the position of the player character. The player character and the enemies occupy different positions in space.
And none of it means anything. This is literally bing bing speak.
What do you mean? It affects many things like glory kills, which enemy you can shoot, which enemy can shoot you, your available movement options, your available resources in form of pick-ups etc.
kills
>Because they can get you killed if you do them at the wrong time.
This only tripped me up a few times in Doom 4. In Eternal, it's literally never a bad idea to GK or chainsaw and those are often life jackets you can abuse on the infinitely respawning fodder enemies.
I died a few times because I rushed in the crowd to GK like an idiot, but once you’re doing it you’re fine.
It's way worse of an idea to glory kill willy nilly than it is to just kill something if you're playing on anything above normal
Why? That's exactly what I did. Played on Ultra Violence.
It’s a fine idea, just use CG shield if your target is surrounded by enemies.
t. competed the game on UNM
>an idea to glory kill willy nilly than it is to just kill something
Worked for Nightmare. Those animations are easy breathing room if you're overwhelmed or need some i-frames. It never happened in Eternal where I thought
>no, maybe I shouldn't GK/chainsaw that one
It was the opposite. I didn't care about using anything other than SSG, so I'd stop what I was doing to chainsaw some infinite fodder to continue using the SSG to melt anything other than a boss.
Why shouldn't anyone do that? The chainsaw refills on its own every like 20 seconds or so.
Ultrakill literally has no ammo or resources at all and it gets its dick sucked constantly on Ganker. Actually I think doot would be improved if it had infinite ammo, you already chainsaw enemies for ammo anyway so why not just cut out the middleman and only use cooldowns? Then it would be pure chess.
>Another Doom Eternal hate thread
Sigh…
?si=66SrbVhgGK80Urz1
it's kino, it's like FPS boomer shootering mixed with chess
HERE'S THE FUN ZONE. It's all here. It's always been fricking here the whole time. Eternal fanboys I swear to god. Tell what the frick eternal is doing to get me in duh fun zone? I dont fricking see it.
>posting a clip from a shitty expansion pack
lol, lmao even. None of your shitty shitscan garbage will ever top eternal.
>dude just DO things,ANYTHINGS, and be distracted by flashing lights and pretty graphics
That's not substance or deep gameplay. It's not.
Post a CLIP from Quake 2 that is as mechanically complex as webm. You can't/
You're never thinking 5 seconds ahead in this game. Everything is NOW NOW NOW
I accept your concession.
It's nothing but bing bing wahoooing. Just say thats why you like it. That's all you have to do. Why are you ashamed?
Jesus Christ that is zoomercore to the max.
This is a webm of me calmly clearing 2 enemies in a spot that can no longer threaten me, and it still manages to be 5x as mechanically diverse and engaging than literally anything nu-doom offers
no skill involved,just admit that you have slow reflex to play doom eternal grandpa lmao
oh my god these graphics are so fricking baad
>dude he pressed left mouse button between mouse wheel scrolls and mindlessly dashing forward and backward
Truly the peak of FPS design.
and don't forget the glory kills dude, it's super le epic
This gif is just fricking quickswap combos and mindless lock-on/grenade spam. And this shit is how you deal with EVERY large demon in the game. Please, tell me how this shit is strategic or deep.
Nah you don't get it.
Pressing the S key ever in Serious Sam = bad.
Mindlessly dashing in any direction just to avoid the projectiles you can't see or hear audio cues for over the fricking soundtrack but just assume they're there = evolution of the FPS.
the sound design in nuDOOM is so good amirite guys, I LOVE BASED CHAD MOSSHOLDER!!!
>Please, tell me how this shit is strategic or deep.
you unironically wouldn't get it
Looks like zoomercore
my fun zone is flying around with the meathook and dropping air strikes on enemies, refilling my entire health bar with a well placed ice grenade+flame belch+blood punch and making it look cool.
nooooo it's invalid because other games in the genre also did it stop having fun
Because if you don't treat it as some big genre-shifting release then you're forced to look at it as just-an-alright FPS more interested in looking cool than being fun with constant locked-in takedown animations, and no real level design or combat pacing, that just happens to have THE name brand.
You have to like it because it's Doom Eternal, even though a lot of the criticisms leveled at 40k Boltgun or Shadow Warrior 3 also apply to Eternal because that's where they got their formula from, but they don't have the luxury of being the sacred cow Doom.
Shit I'll fricking say it even if it's sacrilegious; for all its issues, Shadow Warrior 3 has better combat than Doom Eternal without bruteforcing artificial combat versatility since ammo is way more plentiful and you don't need to constantly stop what you're doing to resupply since enemies just constantly drop shit anyway while still being able to incorporate melee combat in a meaningful way that doesn't break flow. Hell it's more satisfying to do its version of glory kills since you get a temporary powerful weapon made out of the enemy.
>no real level design or combat pacing
Yeah the levels are just empty space and the combat is just every fight occurring at the same time.
Not replying to all that but boltgun is boring as frick. Never ever put that game in the same sentence as ludo eternal again. In fact the only game that can even COMPETE is ULTRAKILL if you have adhd
Wow look at me! I'm in the fun zone uhhh! I'm switching weapons, prioritizing threats, and making fast decisions. Wow! All these things Eternal invented 20 years after Serious Sam. Amazing.
this looks like putrid trash
Then just fricking tell me you like Eternal cause of duh graphics. Just say it. Just say it you zoomer.
>boomers when the framerate hits 36 fps, there's more than 1 mob on screen, and you have more than 1 movement ability
You greentext like a homosexual
don't waste the ink if that's all you have, gramps
>Grandpa
My fricking god, you speak like a fricking redditor
https://www.doomworld.com/
https://quakeone.com/forum
feel free to return from whence you came
Idk bro looks pretty slow to me. Is this what boomers call high octane, action packed gameplay? Ooof; big yikes my guy.
>this shit game invented the fun zone 20 years ago, so your game is shit okay????? STOP HAVOING FUUUHN
Okay. Then play it and find out
I like how whenever Doom Eternal comes up, barely anyone wants to talk about the story.
I think it speaks volume how fricking moronic it was.
Doomguy was cooler when he was just a guy in Doom, and not a superhero, who the game bent over backwards to tell you how cool he was all the time and that he was a champion in some big interdimensional war instead of "oh shit demons on Mars here's your pistol bro"
Imagine if Nintendo took all the memes about Mario being some hyperpowerful entity that can travel faster than light backwards by moonwalking on slopes, vibrate through walls, and kill the sun? And then that made it into the Mario movie.
Nobody wants to talk about it because it's embarrassing when most shooters of its type focus on being unpretentious and gameplay-focused.
The Doom Slayer can never be a normal guy after he's killed hell more than 3 times. It's passed the point of him being a regular marine.
>he's killed hell more than 3 times
What do you mean by killed hell? He's killing demons, hell is just a place they come from.
I love doomguy's characterization in 2016- he's like a janitor. He's been here, seen this shit before, give him his guns and let him work. He's like Ash Williams, maybe he was n anxious survivor at first but it's impossible for this bullshit to phase him anymore.
He's mostly the same in Eternal, it's just that the shit surrounding him got dumber.
Only thing I mildly disliked about it where the slower sections where you have to collect some thingamajig to power up/open yet another environmental thingamajig
I guess it's more original and believable than having randomly coloured keycards blocking access to entire sections of levels, but I really just wanna shoot things
I appreciate how in most Eternal custscenes he's either
>looking around instead of paying attention to whichever moron's turn it is to preach philosophy
>punching things to make them work
He still really doesn't care
It's a genuine embarrassment and no amount of >caring about story in Doom coping resolves the fact that nu-id clearly thinks that all this gnostic capeshit funko pop Fortress of Doom (TM) stuff unironically cool.
Story in Doom was ideal when it all came down to
>uh, the demons killed his pet bunny I guess idk
Doomguy was always a lame loser.
>Cuck Suck’em gayever
It did not. ULTRAKILL did thoughever
>comboing the shots and projectiles of different guns and arms
>actually non-shit bosses (a first in the genre)
non-shit bosses (a first in the genre)
This homie has never played turok lmao
show me turok's best boss then
I played doom 2016 for the first time recently
Pretty decent game overall but the only thing i really disliked was these fricking secrets.
Theres just so many of them and they are mostly such unsubstantial garbage.
Trying to get them all just completely destroys the pace and makes me spend half the time either looking at the map or walking my way up to some unlock for the extras ill never look at, an og doom map ill never touch within 2016, or a shitty boring minigame. The levels had a cool aesthetic but they decided to make most of these secrets be that instead of anything or value. The argent cells are good but thats about it
I had so much more fun when i started ignoring 90% of these
How are the secrets in eternal compared to 2016?
Bless you for keeping discussion of such a great game alive by making daily bait threads with the same posters and arguments repeated for years.
Thank you for your service. Merry Christmas
>Bloodgays will unironically tell you this shitscan corner peaking trash is better than Eternal
>Brining up Blood out of nowhere
Case in point. Classic Doom and Build design is outdated. Thank god we have actual intricate combat systems that require more than 1 brain cell to think and adapt to combat situations. Like look at this shit and imagine telling a veteran that THIS is the peak of FPS combat. Quake 2 gays are pathetic.
>Case in point
What fricking point? You're bringing up old shooters that how nothing to do with Doom, then dick ride Doom Eternal like it's the greatest fricking thing ever.
Why are you this determined to compare every single old school shooter to Doom Eternal? Why?
Because all old school shooters are irrelevant by comparison. They do not need to be played or acknowledged if better alternatives exist.
Find me an old FPS with complex enemy variety, intricate resource management, advanced AI, weak points and flexible combat arenas.
>Find me a game that's exactly like Doom Eternal
That's what you sensually told me. And even if I did find a old shooter like Doom Eternal, you'll still shit on it because you disingenuous homosexual looking for (you)'s.
Blood is also complete fricking style over substance garbage, typical desperate e-cred seeking purist loser irrelevant trash that feels like a chore to play after the first episode.
>I wanna know how this game "evolved" the genre.
it made single player campaigns in an FPS mean something.
spazzing out simulator
Non sequitur. Try posting actual footage that reflects the gameplay instead of a meme trying desperately to make the game look bad.
>whiffs melee at the end because Eternal's fun zone is just pressing buttons
That looks so stupid
A games “fun” zone should feel and look good while simultaneously being the most optimal way to play. Maxing damage in eternal means flipping spastically between 14 weapons, a process that does insane damage but looks and plays like shit.
The best DPS weapon in DE is Lock On Burst.
Take a look at nearly any new singleplayer FPS game coming out and you will feel its influence.
The weakpoint system incentivizing certain weapons in certain situations that reward the player with interesting benefits (you can stun the enemy and focus fire them, you can leave them injured and weak and focus on others).
A cooldown based resource management which drives the player to stay in combat instead of having to go on scavenger hunts for items.
Advanced AI whose behavior ranged from taking flanking paths to the behind or side of the player (whiplashes), to intentionally running around to be on the screen for the player to shoot (imps).
Enemies given unique weaknesses or strengths to certain weapons in order to incentivize more weapon swapping and on the fly decision making. This is kept in check by a tight ammo supply which not only also provides a similar incentive, but means you can give the player a high damage deal with any enemy type gun (EG lock on rockets) with the ammo being the limiting factor.
Eternal truly peaked the genre, and nothing can really touch it besides maybe Ultrakill which has its own issues and upgrades in comparison.
https://arch.b4k.co/v/search/filename/%20WIP%20fps%20tier%20list.jpg/
>55 results
There is at least one other person who posts my list with the same filename. They don't engage with the people who reply and just use it as a (you) farm though.
Thought I was in for bait but seeing desync up there... my man. Truly underrated
it’s dogshit
>The weakpoint system incentivizing certain weapons in certain situations that reward the player with interesting benefits
Ok so when a Kleer in Serious Sam is weak to a double barreled shotgun and can be killed in one shot how does that not equally incentivize using specific weapons in certain situations? Or like 98% of shooters ever made that aren't Call of Duty do this?
>A cooldown based resource management which drives the player to stay in combat instead of having to go on scavenger hunts for items.
If the game is so obsessed about me staying in combat like i'm add starved why is 35% of it platforming? Why are there dozens of distractions and collectibles to waste my fricking time if I just wanna be in combat all the time? Should we not have deaths in shooters either? I mean it takes me out of the combat for 10 whole seconds "we cant have the zoomers checking their phone..." that's why Eternal stockpiles you with 30+ extra lives by the end of the game.
>Advanced AI whose behavior ranged from taking flanking paths to the behind or side of the player (whiplashes), to intentionally running around to be on the screen for the player to shoot
It's all gibberish. Who cares you get "flanked" i've gut muh meathook wahoooo!
>Enemies given unique weaknesses or strengths to certain weapons in order to incentivize more weapon swapping and on the fly decision making.
WOw! Like every game ever made. Read the first point. When a biomech in Serious Sam goes down with one rocket I think it's a good time to switch to it from my double barreled shotgun. "IT BROKE NEW GROUND!"
>tight ammo supply
LOL. cotton candy infinite ammo is the opposite of "tight".
>Ok so when a Kleer in Serious Sam is weak to a double barreled shotgun and can be killed in one shot how does that not equally incentivize using specific weapons in certain situations?
Unironically the typical swap speed in Serious Sam kills this. The double shotgun takes so long to reload and time spent swapping and letting the kleer get into range and firing and swapping back to something better at a distance is time where you could have just blasted it with a rocket or a tommy gun. I kind of wish serious sam had a bit more of that mix and match gameplay going on cause it sounds fun to me
>ie you don't actually wanna have to think 5 seconds ahead or consider what you're doing
Everything is "now now now" EXPLOSIONS! MEaTTHOOK! WAHOOOO! You're just some junkie. The reason you might actually consider switching to the shotgun is because the rocket launcher has limited enough ammo you might be better off using it against stronger enemies. Something you dont even have to think about in zoom eternal. And because the splash damage is severe that you'll hurt yourself firing it pointblank. Again something you dont have to consider in Doom. But somehow it's the one that's this tactical combat puzzle of chess pieces? lol, lmao even.
I mean you act on the NOW NOW NOW in serious sam because the game is about controlling a horde of enemies and letting kleer get behind you by taking too long to kill one just to conserve ammo is losing control. Ammo is rarely a huge concern once you hit the midgame.
DE asks for foresight on a smaller timeframe. If this wasn't the case people wouldn't constantly b***h about running out of ammo because you can avoid that by considering your ammo usage and not over-using one weapon or reloading at times where it's smart.
>I kind of wish serious sam had a bit more of that mix and match gameplay going on cause it sounds fun to me
What the frick does that even mean? That's exactly what it fricking does. If you just used the tommy gun all the time on everything you'd run out of it every fight. You wouldn't have the dps to keep from getting swarmed by bulls, and a dozen other enemies you have to juggle weapon strengths and weakness for or else you will die. At every moment there's a best weapon to use. You didn't play it on anything higher than normal.
I mean when you're in the middle of a big fricking fight it's often not desirable to swap weapons if you can avoid it because you want to be outputting as much damage as possible as quickly as possible to prevent the wave from running you down. Switching weapons is considerable downtime, especially in the case of something like a shotgun where you have to swap right after using it because it's useless after your one shot.
I enjoyed the dual wielding shit in Siberian Mayhem conceptually because it gave you a bit more leeway to keep firing while also juggling weapons, but even there when the REALLY big waves happen your best option is "pull out your best power weapon and hold shoot"
It's like you have to be good and not bing bing wahooo your way through it. Wow. Nope! Scratch that immma FLAME BELCH AND THEN THORW GRENADES AND THEN ANOTHER AND MEATHOOOK AND quICK SCOPE ...AND THINGS just throw darts at a wall and pick THING to do next
Hey man darts is a fun game
I like Serious Sam, and many games before Eternal have weapons more effective vs certain enemies, for all the "simon says" complaints about Eternal, if you see multiple enemies in a tight group in any game then a rocket launcher is basically the single best option every time. Its the degree to which Eternal does it, most weapons in SS kill kleers, in fact every single one will, in fact I would go as far as to say the shotgun is terrible at killing klears due to the amount of which that spawn usually which the shotgun absolutely cannot keep up with. Not to mention needing to aim that shot perfectly in close range and if you miss once then you will easily be overwhelmed by kleers in close range.
>35% platforming
Its not that much, not even close to. The platforming sections are to give you a moment of respite from the hectic carnage it asks of the player, just like how a softer section in a metal song can help strengthen the louder sections. Serious Sam has a ton of time just spent walking around, either exploring or just flat out walking to the next area. Character action games have similar moments of respite, where you are given platforming sections or exploration sections - because the games are otherwise very intense for the player.
>all gibberish
Its not, you just have no argument. The enemies in Eternal and 2016 have the most advanced AI I've seen in FPS games, far above things like Fear or Halo. They aren't meant to coordinate, but actually predict where the player will path, and either look to flank, cut off, or actually move themselves on screen for you to shoot at. You can go watch the GDC talks and things like webm relate if you are still seething.
>Cotton candy infinite ammo
Then why do so many people complain about the ammo limits in Eternal? The answer is self evident, ammo is tight in Eternal, especially for the heavy hitters (SSG, Rockets, Ballista).
Forgot webm.
Who cares doesn't fricking matter. This is all inconsequential in a game with bada bing wahooo gameplay. But that's what the zoomers like so...
>who cares about good ai? i want the enemies to come in a straight line to kill them all with one shot dodd,that is so muich better ahahaahahahah
>waaaaaa? i have to change weapons? in a fps game? frick this shit game dood, much better to have 10000 bullets in the most broken weapon in the game like doom 2016 did with the super shotgun ahahahaha,now that is good game design bro
reality
see
>no argument
as expected
>hard reset that high
Based and zesty
No one knows that Hard Reset had cooldown based weapon swaps before nudoom. Flying hog created a great system and then dumped it the next game they made, shame they didn't realize its potential. Just like Desync the game was killed by casuals crying about it being too hard.
>pic
bait
>Reddit tryhard infograph
>Not the Ganker approved boomshoom graph of shit you should play or get on a steam sale
Go back.
>Ganker approved
>list of babby games ripping off others more popular titles
>half are EA scam
lol.
lmao.
Fitting for Ganker.
Ion Fury is the only game there worth playing.
>*BING*
>*BING*
>*WAHOO!*
what's the matter, don't you guys want goyslop?
>27 posters
check again smart guy
>OMG people habving a conversation instead of shitflinging? whaaaaaaaaaa!!!!! save nme Black person man aaaaaa
The big thing I think Ultrakill and Doom Eternal achieve is making you take risks, which is something the FPS genre has always struggled with a little.
In a lot of games the philosophy is that if you do something risky, it'll reward you suitably. In shooters, this is a mixed bag. You're often rewarded for taking minimal risks and putting yourself in danger as little as possible either because you're so fragile that a small peek can mean death or because you need to conserve health between medkits.
Those two games heavily encourage you, through multiple ways, to get closer to enemies and put your ass on the line while rewarding you immensely if you do. It keeps things thrilling. Doom Eternal isn't perfect about this because it has a metric ton of get out of jail free cards, but I still find it pretty exciting to play.
All Eternal fanboys have to do is concede they enjoy shallow bing bing game. No one will argue with them. It's okay. The game is flashy and easy. Everyone likes mcdonalds every now and then too, but they have to pretend the game is dorsia.
I like it for it's gameplay, but there's a lot of problems Doom Eternal fanboys never bring up.
Most of the levels are a straight forward paths that have battle arenas sprinkled around that don't reward exploration.
It's bosses are kind of forgettable or worst, shit.
The story is the dumbest fricking shit that ruins the point of what Doomguy was originally suppose to be.
The Ancient Gods part 2 was a completely rushed to meet up with it's deadline.
For all this talk about how revolutionary it is, there's are some major problems with this game that keep it from being the masterpiece they like to prompt it up as.
>Most of the levels are a straight forward paths
This is a good thing, no one wants shitty corn mazes, they want to play a video game.
>bosses
Serviceable, actually rather good for FPS standards.
>story
Go back to /vn/, no real gamer cares.
>Ancient Gods 2
Its DLC, which was still fun and far beyond anything offered in other FPS games, just not to the exact same perfection of the base game and TAG1.
>serviceable bosses
its still mostly bland garbage
the only game that gets fps bosses right is ultrashit, theyre some of the best in action games in general. The only boss that stands out as boring and bad to me is leviathan
>theyre some of the best in action games in general.
Nah, v2 is the only good one really because like Vergil, Jeanne, and Doppelganger its like a fight vs yourself. Eternal would have been godlike if they had put in a true rival fight. Flesh Prison is a fun fight too I guess in UK, but stuff like Minos and Sisyphus were total dogshit, literally just soulsgay "I-frame the attack" spam: the boss. Actually its worse because those bosses literally just teleport on top of you for their attack, vs souls where at least you can use spacing sometimes.
Eternal's just not really built for a duel boss. Ultrakill had a ton of defensive tools baked in from the start, Doom Eternal has almost none. Just dash without i-frames.
Dash is enough and I think the rest would be done by a solid vertical arena design with a million meathook points to fly around with. Another defensive option would be cool though, something like the Titanfall energy shield the titans use to catch bullets would be fun as hell.
also Ultrakill only has the dash for defensive options, the rest is just movement or punching stuff to heal. Really its basically worse since Eternal technically has the turret shield too.
Ultrakill has a dash with invincibility frames, extremely fast physics-based movement where you can go from still to flying on a dime, slide, and parry. There's way more potential responses to enemy attacks where in nudoom it's more about overwhelming with sheer offense. You don't consciously dodge attacks in eternal as much as you do stagger enemies and prevent them from attacking.
The fast movement is the same in both games in regards to enemies, learn all your movement in Eternal and almost nothing can really hit you. Ultrakill does have a parry, but as I said Eternal has a shield, honestly both are basically the same in that killing things quickly and moving fast is your primary defense.
you can dodge their attacks with slides and jumps and stomps very easily, they reward good movement far more than any other fps boss
for the record i do think iframes are gay. And this applies doubly, if not triply to V2. Sisyphus still wrecks your shit if you cant evade other than iframes, but v2's attacks are enough spaced out for you to avoid everything by pressing dash whenever he does anything. V2, pinos and sisy prime would unironically remain good fights even if you entirely removed iframes from the dash, one would just have to adjust the melee parries
Stomp jump slide dash parry, the result is the same, your press [x thing] as a reaction to the boss teleporting on top of you with a forced attack. Its just boring to fight against, its like Seziro and souls games, and if I wanted to play souls I would just go play souls. V2 is far more interesting because he doesn't just teleport on top of you and force you to play simon says, and you need to learn proper movement to get to him in order to heal if you want to.
MinosP and Sissyphus are overglorfied rhythm games and the gameplay is rotten because of it.
The only thing ill agree with you is that sisyphus' teleports are lazy and moronic, because the dev couldnt give him actually good movement. Minos on the other hand is fine, his only actually random teleport is his overhead and its never out of your sight. Every other attack is actual movement or something that actually makes perfect sense (ex him stomping you at high speed, the zooming kick) which dont feel like lazy teleports
For both bosses, you have a huge variety of options against these attacks, depending on context some of them may be disabled while others become preferable (you cant dash jump midair to move out quickly, but you can stomp to move quickly), it works perfectly great
dumbing it down to " press button to evade attack " is moronic and would apply to literally any game where attacks actually threaten you.
you can only see the primes as a shallow rhythm game if youre already overlooking several existing options, theres hardly a moment where youre only forced to do one thing, and even against sisyphus, with great movement some of the attacks will be already evaded before they even come out
But ultimately both of our desires for future bosses are the same. I hope hackita can actually come up with something new for p-3 instead of yet another teleporting melee brawler, and in general the game really could use another ranged duel like V2
>would apply to literally any game where attacks actually threaten you.
Completely wrong, positioning actually matters in most games to a much higher degree than vs Minos or Sissyphus. Take the best boss fights in vidya like Jeanne, she can whiff all the time, 99% of enemies in games can whiff if they aren't in the correct position and what attacks they use or are effect change depending on position, why? Well because their devs didn't just slap on teleport to their attacks and call it a day. Minos and Sissyphus are a prime example of bad boss design that is heralded because the average person that plays video games thinks green/red light reaction tests are peak fun. Which for them, maybe this is true, I also don't understand how people enjoy huffing paint, drinking Listerine, or watching marvel movies - however personally I want something more than that.
pinos and sisyphus whiff quite often against me
your point is also stupid because sisy having actual movement instead of teleports with the aim to achieve the exact same goal would be way better
of course you prefer a boss like jeanne that feels like shes barely aiming at you half the time, doesnt use her moves in a remotely oppressive manner and will constantly use moves in moments where it does nothing but expose her to free hits
maybe you just suck at handling actually oppressive fights methinks
>devolves into "heh you just can't handle it kid"
What a boring response I expect of Ganker. Why not just skip the chase and play this https://faculty.washington.edu/chudler/java/redgreen.html so it can feel extra oppressive for you. There is more to great video games than difficulty, otherwise you are free to play battle toads, Blood on Extra Crispy, or Ghosts and Goblins all you like. Afterwards you can gloat about beating them only to realize pvp players will still call you a casual.
>conveniently ignores every other point made to b***h about muh youre bad
concession accepted
More than 50% of your post was about what I responded to, if it wasn't important than why did you devote so much of your post to that point? Or are you admitting you wrote a bunch of emotional nonsense after you realized you couldn't think of anything else?
your posts have been entirely reduced to whining about being called bad or " muh theres more fun than difficulty "
engaging enemies that make you actually have to pay attention and dodge are fun, bosses like jeanne that are actively killing themselves wih 1/2 their moves are boring
There is nothing engaging about green light red light reaction tests as I already stated. Maybe for yourself that is the peak of gameplay; but I stated, I also don't understand people who frick their cousins, engage in gang warfare, or pay triple digits to learn a non stem degree.
>see red light
>can evade with red, yellow, red, blue, orange and iridescent
sounds good to me
>can evade with red, yellow, red, blue, orange and iridescent
Correct, as I stated here
the result is all the same, you press [x thing] to react to the red light. I've had this exact conversation with Sekiro players time and time again. These fights are just souls gameplay, except even worse because as stated before, at least souls still has real spacing vs fighting literal teleporting bosses that force you to [press x].
name 10 games
What? 10 games of what exactly?
point made. You don't play/enjoy games
wow you got him anon good one
confession denied
>This is a good thing, no one wants shitty corn mazes, they want to play a video game.
No it isn't. The levels feel shallow and lack depth.
>Serviceable, actually rather good for FPS standards
Lol
Lmao
>Go back to /vn/, no real gamer cares.
Black person are you serious
>Its DLC, which was still fun and far beyond anything offered in other FPS games, just not to the exact same perfection of the base game and TAG1.
Just because it's DLC dosen't excuse how fricking bad it is compared to the base game
>No it isn't.
It is, almost all character action games are build like Eternal is to manage the pace of the game.
>lol
FPS games are notorious for having the worst bosses in any genre, Eternal's are actually very good for the genre standard and serviceable outside of it.
>Black person
Sir, this is a video game board, maybe try
or >>>Ganker instead.
>Just because it's DLC dosen't excuse how fricking bad it is compared to the base game
It does, because the base game and TAG1 still exist in their perfected glory for you to play at any time. And TAG2 is still a better game than almost any other FPS.
It's an evolution in the sense that it undid the slow, military-setting, ADS, health generation, jelly screen, multiplayer-focused drivel the FPS genre devolved into for an entire decade thanks to genuinely horrible franchises like Call of Duty, Battlefield or Halo.
>almost 4 years old
>still provokes daily meltdowns among the third world zoomers of Ganker because this board unironically "predicted" it would flop and it didn't
And lets not even pretend you gays care about gameplay, this place unironically likes Metal Gear and Persona which aren't even games.
see you tomorrow, sis
Yes, I'll be here to poke fun at the mentally ill untermensch.
cope
arrest
It was 50/50 before release. I remember making memes about it, and being pretty optimistic.
>boomers when confronted with mechanics beyond point-n-click strafeslop
there’s nothing mechanically innovative or interesting about eternal
yet still enough to filter geriatrics
ok so this is one of the many innovative features ok now i see
>beyond point-n-click strafeslop
>when all of Eternal's gameplay is pointing and clicking on big targets with the designated big damage guns while strafing (but in mid-air with double jumping)
>boomers when they discovered that they could rebind jump key to scroll wheel in 1996 to spam bhopslop
So is this what you're doing for Christmas, bro? Bragging about how great Doom Eternal is to people you don't know instead of spending time with your family?
Wtf is wrong with you?
>he spends his Christmas seething about Eternal instead of spending time with his family or even posting about vidya he likes
>He's acting like he's better
Lmao
You mean what you were just doing?
same goes for you
just like what you were doing with your projection fricking moron, lmao fricking loser
>Constantly bragging about a video game on Christmas
>Get's called out for wasting his Christmas on here
>"n-n-n-n-n-n-n-n-no you're the real loser"
Lmao
keep projecting fricking moron,your family hates you because you are a nobody that leeches off of them
>P-p-p-p-p-p-p-p-p-projection
Bro all you do is project. You project so much we can stream an entire movie in this thread.
Lmao, how many times have you posted this projection image homosexual?
lmao as many times as you have seen it and still couldn't come up with a coherent response but seethe
reminder that he's still here reading every post on Christmas. thanks for the tears, Santa
By again reminding people that holding down the trigger and mowing everything down with a pulse is FUN.
>Hey we can actually market fun
Unironically the most ground breaking game this decade, simply by changing that perception higher up.
Is this that bunny from the one article that loves his giant wife?
It just ripped off Serious Sam, let's be honest. Literally just SS with a decent budget.
Painkiller you mean.
it's shadow warrior
the best thing about 2016 and Eternal is the tech stack and all the crazy shit idtech does under the hood to get the game to run buttery smooth on everything from top-end PCs all the way down to the steam deck
I don't really care about the gameplay. Music in 2016 was nice though.
It's so dense. It's so action packed. All the flashy lights and pretty colors are distracting me from the shallow mindless gameplay. But that's not important because you FEEL like the doom slayer whoahh rip n tear guts GUTS
is this the "pretend brutal doom isn't fun and its influence on doom is undeserved" thread
Doom Eternal is the quickest turnaround I have ever seen on people thinking mechanical visibility is bad purely because it comes in the form of enemies glowing a color to show their current state
Ok so in Halo when you shoot an Elite and its shields light up or a player is flickering because they have no shields and you know they're weak that's not mechanical visibility? Did literally anyone ever complain about that? Eternal invented mechanical visibility and it makes the chuds maaad? Is that it? Is that what you're saying?
Settle the frick down mate, I get that you're in this thread to suck as much wiener as humanly possible and be the dumbest and most obnoxious bastard you can be on Christmas day, but nobody is talking about chuds and nobody is talking about fricking Halo which is also a significantly slower game than Eternal and is able to get away with more subtle tells
No, everyone just hates zoom eternal and you cant see why.
i have to share this board with people that think "zoom eternal" is cutting comedy
it’s not comedy
I never commented saw this topic before since i only recently played the zoomdooms but i do often dislike 2016's and DE's visual kinda bad
mechanical visibility and aesthetic quality are both highly connected but still separate things, being clear and informative doesnt mean it has to look silly and dumb.
the glowy ammo and enemies glowing does indeed look pretty moronic
>silly and dumb
>pretty moronic
Do bright colors make you break out in a rash or something?
see here we go..this is what they do. You all see this right?
No, really, do you have an aversion to bright colors? Doom Eternal's color palette is saturated enough that they're not out of place while still being highly visible. "IT LOOKS GAAAAY" is a piss poor fricking reason.
Shillmanlives has the answer for you.
he never clarified what the game actually did to evolve in the genre
>boomers when they see colors in a video game
Do you think the weird teenagers that try to have 24/7 ME OLD YOU YOUNG shitpost wars on Ganker will ever grow out of it?
Reminder these people are spending their Christmas doing this.
play Trepang2, now
>posts cinematic screen shake homosexualry
buy an ad
this game was hot garbage,no wonder no one talks about it
the demo level was so promising, how did they frick up every other level so badly?
>main inspiration was FEAR
I wonder why it flopped. Truth is FEAR is overrated garbage that was never good.
Nobody is buying your unreal engine generic asset maps with spawn closet enemies homosexual, design unique combat encounters or frick off moron
Doom Eternal is good but not that good. Other than the tight arena encounters and great OST it lacks substance. It's like a 9/10 but not a GOTY tier or anything groundbreaking. It's not the full package like Halo 3 and ULTRAKILL has more to offer as far as gameplay goes. Honestly, I enjoy encounters in something like Armored Core 6 more than DE. I prefer depth coming from spacing, timing and using the environment. I beat DE on Nightmare and while very difficult there was nothing to it other than madly running in circles and quickly swapping weapons. You don't get to do creative stuff like flying a vehicle into enemies or sticking a grenade to a grunt and him running into Elites for example.
>the full package like halo 3
Doom Eternal tricked stupid people into thinking it has well designed combat
ID software tricked boomers into playing point-n-click with edgy demons of hell
>Zoomer are this fricking bad at classic Doom
Lmao, so wonder you hate older fps game so much. You just get fricking filtered.
It's not my fault classic doom doesn't encourage aggression and rewards cowardly gameplay. Try getting away with that in Eternal..
omg try playing a way that isn’t the way the game forces you to play hahah what a great defense
>strafeslop
this is what boomers want nuDoom to be? strafe until its your turn to shoot, Turn Based Shooter? kek
I'd be embarrassed to post gameplay set below UV. Of the first level no less. Of a game with 30 years worth of content.
Serious Sam good
Quake good
Blood good
Doom good
Doom (2016) good
Doom Eternal bad
>easy good
>challenging bad
with greentext you can just say whatever you want
great for the brainless
greentext is more than enough effort for a binary minded fatmerican. Voting for the blue ties or red ties next year?
ok so by acting smug and talking down you will make doom eternal be a fun and good game
we are not here to convince a contrarian homosexual that a game universally beloved is actually fun, these threads are an event to laugh at the rare morons who think it's not
>Doom Eternal trannies would rather spend their Christmas seething about boomer shooters then spend time with their family
Worth ten dollars if I have it on Series X?
Why would you buy the Switch version if you already have it on Xbox?
this isn't the game I would be ok with playing at 30fps
It's current and popular, therefore it evolved the genre. Like Breath of the Wild and The Last of Us 2.
it evolved shooters like dmc 3 evolved action games
And how did dmc 3 evolve action games? Action games are a dead genre. How the frick is Doom like dmc3?
>like dmc 3 evolved action games
I mean, instant weapon switching I guess, but that's probably down to a technical limitation on DMC1's end.
I love Doom Eternal and I don't want anyone here talking shit about this game or else...
nuDoom fans are having too much fun... i must.. tell them... on Christmas..
Where's the next damn DOOM or Quake game? They're taking their sweet time
Doom Year Zero got leaked a couple of months ago along with Bethesda's legal documents, but there's literal to no information on it.
I'd love for ID to make horror a prevalent theme in doom again and try to improve on all of Doom 3's faults, but it's very unlikely.
It taught us how much of Ganker is nothing but pussy little b***hes who can't put their money where their mouths are. All of Ganker's incessant whining about casuals is completely invalidated by how filtered Ganker is by this game.
>extra lives
You can beat NM with 1 gun and abusing cooldowns.
The Marauder is the only good enemy type.
The game still isn't Doom.
>NM
>he thinks he's not the casual mentioned in the post he replied to
>80% of Doom Eternal is casualslop
Yeah I agree. Too many of its fans bring up CoD and Halo as references to prop it up.
>casualslop still filters geriatric boomers with more than 1 movement button, more than 1 mob on screen, more than 35 fps
damn, that's crazy
>1 movement button, more than 1 mob on screen, more than 35 fps
Have you tried actually playing classic FPS?
for instance, metadoom is epic
no you don't you shit posting homosexual.
>someone played the game in a boring way, that I don't need to play it to know what I'm talking about
Okay, what stops someone from doing the same with Eternal and abusing the game's infinite fodder enemies for ammo and health?
>ammo and health
damn the goalposts be everywhere
show us the gif so we can laugh at you
>damn the goalposts be everywhere
Stop talking like a Black person. It's Christmas. Additionally, what are you talking about? That's how the game works on every difficulty. Every arena has infinitely respawning chainsawbait, essentially infinite health, armor, and ammo as long as you can get it.
surely with infinite health and armor you wouldn't even die in Ultra nightmare. Post your youtube bruh, or is it just all talk?
I don't play meme difficulties even in games I love. No Nightmare in classic Doom or Hell and Hell in DMC. I'm just gonna play spme new games a sensible difficulty instead.
Even if I did, you'd just ridicule me or whoever did for wasting their time to essentially seethe on an anonymous forum, while you'd never do such a thing yourself like playing Plutonia or one of the more popular wads like Alien Vendetta on UV. Instead it's always going to be bait posting.
My statement on Eternal's fodder enemies isn't bait or even an uncharitable interpretation. That's just how that game works.
>bruh
Are you actually a Black person?
>getting this hard owned by a Black person he typed an essay to cope about journalist mode
stick to easy game, gramps. DE is not for you
>5 sentences is an essay
Are all of you Black folk?
>nothing but Black person wiener in his mind
maybe if you spent more time playing games instead of thinking about Black person wieners, you'd improve at them. jk
>mutt's law
If you want to man, but I don't agree with it.
UNM is not a meme difficulty. I’m a geriatric boomer with 400ms reaction time and I completed DE and DLCs on UNM.
and old Doom is so easy you don't even need health/armor. Move the goalposts back to
>1 movement button, more than 1 mob on screen, more than 35 fps
dumb homosexual
>>1 movement button, more than 1 mob on screen, more than 35 fps
That doesn't describe Doom though.
>That doesn't describe Doom though
>infinite health, armor, and ammo
>UHM ACKYUALLY THIS APPLIES TO DE
lets see the mathematical proof, homosexual
There's a set amount of pickups in a level. They don't respawn. There's like 3 enemy types of the Doom II roster that drop ammo and that's just bullets and shells. If the designer of a classic Doom map wants to limit the player's resources, they can just not put as much in the level.
If they wanted to do that in DE, they'd have to remove all the fodder enemies, who can be chainsawed for near 100% ammo refill, and the chainsaw takes much less time to recharge than most players could need, and those fodder respawn infinitely in every arena until all the actual enemies are killed. The game just isn't going to give you the room to have a nice day and I become almost totally unconcerned with resources.
>someone played the game in a boring way
>ignores the multiple gifs of the GAME spawning mobs 1by1
KEK
Some of that's Serious Sam and I don't care about that game one way or the other. I was more referring to that guy seemingly deliberately avoiding dynamite in Blood and the one playing Doom E1M1 on some low difficulty.
It's basically zoomers first fps which is why it's so praised on Ganker
it single handedly ruined other FPS for me
>fly around with infinite mobility while lazily shooting range targets from safety spamming switch weapon button like you're playing starcraft
Truly the peak of the genre.
>good player makes game look easy
woah
>>good player makes game look easy
Unironically sign of a good game
why do they fire one bullet, change gun, fire one bullet, change gun?
Enemy staggers are timed to allow for weapon switching but not the same weapon's standard rate of fire. If you were to ask someone like me, it just serves the interest of maxing out DPS with extra steps that looks and feels very tryhard.
It wouldn't surprise me if there was overlap between Eternal and higher stress simulators.
singleplayer FPS will always be easy and simple
FPS only truly shines in competitive multiplayer
You have to do a QTE for ammo. That's pretty much it and why people are actually so upset with it.
>chainsaw
>QTE
>yet another boomer mistakes glory kill for chainsaw
if you're so bad at the game that you need the constant QTE health pickup, just admit it dog
>meanwhile in non shitterland
>zoomers invented quake
Is this supposed to deflect from the bing bing wahoo comments somehow?
stick to mario 64 lil bro
Why does this game cause so much asshurt? There are many discussions where I'm showcased how terrible the majority of Ganker is when it comes to games and that coincides with their opinion of games. This game's discussion on this board is a prime example.
its a game with a very organic skill progression, if you can't reach the level required to play at a specific skill level the game just boilds down to
+ spending 10 min doing a single jumping puzzle
it's if fromsoft made a FPS, you must understand how hard people seethed about sekiro to really understand the amount of shitters on this website
it’s ugly and not fun to play which is a let down for people who played quake and doom
There's a lot of criticisms I've heard for this game, but ugly is something that makes no sense to me. I can understand people having an issue with the clashing colorful nature of certain weapons and environmental lighting choices, but the game looks good and it's reasonably held up by stylistic high detail texturing and designs. The "angel" area with the 2nd to last boss of the main game reminds me a lot of the gilded void designs in Warframe and it definitely stands on it's own.
Why are Eternalgays so obnoxious. I don't see these kind of superlative claims from other fanbases like Blood vs Serious Sam or whatever.
Everyone is more chill in discussion than Eternalgays.
slinging shit
>people start slinging shit back
>>Why are Eternalgays so obnoxious.
greentexting brown person
I don't see fans of any other FPS just claim their favorite game is not only the best but constantly talk shit about any other to prop it up. A Doom/Duke/Blood/ROTT thread can actually exist without a whole segment of FRICK CoD, FRICK HALO for instance.
I've never known Eternal to exist without this kind of social comparison insecurity to the FPS genre as a whole. Even Doom 4gays weren't like this.
Never seen a Quake fan, I see?
>I don't see fans of any other FPS just claim their favorite game is not only the best but constantly talk shit about any other to prop it up
FPS players do this all the time.
You're a contrarian mongoloid who should be ignored kys
The enemy AI, the momentum based gameplay (regaining resources through attacking), and almost required use of quickswitch weapon combos.
Even with the bright pink bing bing wahoo weak point system in DLC 2, I still think it has moved the genre forward.
the dynamic score
Doom Eternal fans are like the DMC5 fans who can't get over the fact that they love a bad videogame
What exactly is bad about dmc5?
oh no now you've done it...
here they come...
>nothing happens
because now instead of just shooting guys every kill is a mini qte where you press the melee button and you get a little cutscene every few seconds
I just want to say that serious sam is fricking kusoge and I have no idea how it kept getting made
Should’ve ended after Second Encounter. The games were never good to begin with but they definitively started to stagnate and get worse once the series had an identity crisis.
I just want a new Quake game but without the Reddit tier storyline and QTE's every 2 seconds.
Vomit inducing game, literally garbage
I wish I'd played sumthing epic like Metadoom instead
so you're trying too hard, shill,get a life.
>SS
>avoid enemies bu running around
>DE
>avoid enemies by jumping around
Okay?
They had the good idea with 2016 honestly
they went overboard with the whole rip and tear meme
2016 was a 7/10 at best, mainly because the environments and locales were inexcusably dull.
I could not play more than 4 hours of Doom Eternal, it's simply too fricking uncomfortable
in DOOM 2016 I could comfortably kill entire waves of enemies with a single weapon, and a backup alternative while maintaining engaging gameplay
but frick that on Eternal I guess, you have to play using every single meme weapon like a spastic tard
Okay then you can just play on easy which would be completely fine. I don't think it's too much to ask of harder difficulties to make you have to engage with your whole arsenal.
I can't even play 2016 anymore. I need to run it in offline mode, otherwise I get "loading title storage" or something and it sits on that screen forever.