i cant tell if im playing it wrong but here is how i play it >only use shotgun >get up close to enemies and blast
i dont use any other weapons. i just use the shotgun. am i doing it wrong?
yeah you pretty much nailed it down. Eternal adds a lot of unnecessary platforming and just walking sections to the game that make it tedious. Not only that but it has terrible art design. 2016 arguably had better design and gameplay. Level design was ok on eternal but 2016 had better design.
>going from Nekroval ->Urdak -> Final Sin
Most satisfying final act of any action game. One of the few games that saved the best shit for last.
2 weeks ago
Anonymous
When I got to Urdak I spend some time just gawking at stuff and enjoying weird-ass Mongolian ambiance. They really wanted to make the place look both calm and unnerving.
2 weeks ago
Anonymous
The ambiance in Eternal does not get enough credit. I really think its Mick's best and most varied OST, shame he was treated so poorly but goddamn you can tell he was going all out on every track. The track when you enter the Citadel in the first level is so fucking cool. Cultist Base and Doom Hunter had fantastic ambience too. Wish they could have found a way to incorporate the metal choir shit more.
2016 hell was better in every way and so was enemy design. Enemies look like they got shit out of a 90's comic and don't have a cool look. say what you will about 2016 design, but at least it doesn't look as bad
>unnecessary platforming
Exultia is a tutorial on movement and it was necessary because Id Software was right assuming COD ruined an entire generation of men.
The core issue with Eternal is that half the game is a tutorial on how to play the game and people still sucked at it and played it all DSP like. Just embarrasing.
And then, when we got to the good stuff, there were an overwhelming amount of requests to make the game easier. TAG 1 was a giant filter and Id Software could not just respond Git Gud, they rather toned the game down and then released Master Levels with the disclaimer that they would kick your ass.
Eternal is essentially why AAA devs cannot make hard or challenging games anymore, modern audiences prefer games where reflexes and situational awareness are not necessary.
>Exultia is a tutorial on movement
yeah this poster gets it >the game is too hard
No it isn't, you can move from one end of an arena to another in a matter of seconds. If you're pressured, reposition. If you see an opportunity for slaughter, move there.
No, I am saying other people found it too hard and it is the hardest game Id made themselves. The game received plenty of nerfs because of the feedback the development team received. I thought the number of tutorials was excessive, but you watch other people get lost on Hell on Earth or get stuck on the end of the Ark...yeah.
The worst I have seen was this guy with a microphone spamming the Heavy Canon on Battlemode thinking it would be like Call of Duty, I did not even bother to shoot him back, I just stared at him with the Pain Elemental hoping he would run out of ammo and use something else but he did not and instead went to chainsaw a demon and that was the voice of a 30 year old man with his GF talking in the background mind you.
Call of Duty did turn the mind of a lot of players into a mush and I am pretty sure you still switch weapons on COD.
Eternal was really getting to something really special when TAG and the second wave of Master Levels hit but then it stopped when Id was forced to move to their next project but there is plenty of community content so you can knock yourself out.
Someone please explain the hate for 1st person platforming to me. Not just for Doom Eternal but other games (Titanfall 2 singleplayer, Mirror's Edge, etc.).
>can easily go from enemy to enemy mashing the glory kill button.
I have issues not instantly killing fodder when I intent to use them for recovery.
Pre-Tag2 you could use the shield bash to give yourself a Soul Sphere by just running over a crowd of fodder enemies which is easier, much more efficient and right down broken than ever using glory kills.
Glory Kills are also more palatable when you disable the indicator and have to watch for it with your eyes and enemies have several states like stun, stutter and glory kill, have fun finding out which is which without the glowing indicator, they also look much better without the glowing silhouette, you have no idea.
the only thing you cannot edit in settings it is the glowing puke of rainbow-colored ammo drops from chainsaw kills. I literally have no idea why that is there, as in, I do not understand why every ammo piece had to be color coded when it fills up everything equal, maybe there was a lot more planned, like how we have a button to change grenades when there are only two options compared to D16.
>I literally have no idea why that is there, as in, I do not understand why every ammo piece had to be color coded when it fills up everything equal
Yeah I've thought about that too. Literally all there needed to be was an ammo box for multi-ammo drops. Would have looked fine and separated it from ammo you find in the environment. The art direction for the game is generally really strong but the emphasis on multi-colored shit really takes away from that which is a shame. Hate the way the UI ended up looking too.
Also semi-random tangent I love Eternal but I'll admit the ammo management is easily its weakest aspect. Its like they wanted low ammo to encourage people to swap weapons but they didn't want to go the whole way of having you actually be able to run out of ammo like you could in og doom. So instead of management its more like ammo upkeep which is exacerbated by the inclusion of cooldown abilities. Also because they never want you to actually be able to run out of ammo every every encounter has infinitely spawning fodder which I just think is a weak solution. Makes bosses feel like less bosses when its not a true 1v1 and conceptually I just think its fucking stupid having a bunch of zombies that exist purely to be an ammo piñata for the player. I get why people complain about low ammo but I think people dislike for reasons they don't realize. Its not the low ammo count thats bad, its that ammo management in Eternal is just a trivial exercise that essentially just requires you to wait for a chainsaw cooldown.
I think respawning fodder is a great solution, it means you can't easily kill fodder like in every other game and just focus on kiting big guys forever around some pillar or something. You can't just sit in a corner charging your Destroyer Blade and wait for the baron to find you.
I'm playing Call of the Machine for Quake 2 right now and they do something similar with their bosses. The bosses are mostly just Q2 bosses, so pretty slow and easy to manage, but they open monster closets with waves of fodder as you deplete the boss health bar, really forcing you to move.
You kind of need to learn how to put enemies in GK state. For fodder I use heavy rifle but some people prefer plasma, either way one bullet too many and no GK for you. I like mecha-zombies because one precision bolt instantly turns one into a medkit. For bigger dudes, one ballista shot on a prowler or one ballista HEADshot on a carcass. 2/3 charged Destroyer Blade for snakes and revenants. Fully charged for Hell Knights. One Lock-On Burst for Dread Knights. It just werks.
>unlimited ammo because of respawning enemies and regenerating ammo >final boss literally sits still and is less dynamic than the first boss in 2016
yeah sure. it's totally harder
The game is boring, derivative, and super cringe. Maybe if I grew up in the 90s and played boomer shooters I would like it, but whatever. I definitely wouldn't trade places with you people.
you're also retarded because playing the original Doom isn't going to make you understand or like the gay new ones anymore (Eternal is particularly rancid.)
Sam is such cursed series sometimes. They nailed THE FUCK out of gunfeel and enemy variety in SS4, but the optimization sucks absolute ass. That pop-in, lmao.
I played it just recently and it chugs on my admittedly garbage PC while other, better looking games run fine. And if you lower graphics it looks worse than SS3.
SibMayhem for some reason doesn't have this problem.
the health siphon grenade was kino, they need to add it to eternal and future titles.
Siphon grenade is garbage. >throw it at enemy >now have to run away if you want it to work
Ice bomb/Flame belch are much better. >throw them at enemy >now you need to damage/kill it to get the full effect
The latter encourages following the move with close-aggression. The former encourages running away.
2 weeks ago
Anonymous
>you have to run away
what do you mean?? you can just fight on top of it, and it promotes you grouping enemies to use it
2 weeks ago
Anonymous
>you can just fight on top of it
If you throw it at an enemy and then immediately kill it before it expires you won't get full effect. So the solution is to NOT shoot at the enemy you are siphoning until the grenade is over.
2 weeks ago
Anonymous
>throw it on a bunch of weak enemies >get MAD HEALTH while concurrently fighting a big enemy, ignoring the small ones.
2 weeks ago
Anonymous
This will only work on conveniently placed zombies, which are slow and usually clumped together. Most D2016 battles don't have those and small enemies don't respawn.
I usually used siphon by leaving a big enemy alive (like a manc) to fully stack up after a fight. I much prefer the way Flame Belch or (upgraded) Ice Bomb work, you drop them on a group of enemies and then you're encouraged to delete them for a big HP/AP boost and some Blood Punches, it's so satisfying.
2 weeks ago
Anonymous
i like them both! i get it would be op but I would totally play with both in one kit
I played through this game not too long ago for the first time myself, and I do have to say that it was actually a really fun and enjoyable FPS game. I might have to do another playthrough again some day. I would've bought the sequel if it didn't require a launcher.
Level?
Cultists Base is pretty cool and it is just there to connect pieces. It is shit on Doom Hunter Base at the expense of a cool boss fight.
You do not see a lot more of it until Nekravol just for a bit and then Urdak when it is shit again at the start and then the game is essentially one gauntlet after the next.
The map design of Eternal is too linear, and Id needs to balance Doom 2016 map design with that of Eternal and for the love of God make the maps shorter, World Spear really just goes on. I like Eternal but sometimes I want to play some Doom and not 2 hours of it. This is why Doom II will never be outdone, it is also what games like Prodeus get wrong, we need maps that are short and challenging not get lost for 40 minutes finding poorly marked secrets and what-not. The reason why Plutonia is so good it is because it is a cavalcade of trolling that goes on for like 15 to 20 minutes, Master Levels are all like Go 2 It.
I am also disappointed that Classic Mode is in Eternal but it is like an afterthought, it had plenty of potential, but the Enemy layout was not customized to support it. Enjoy fighting a Tyrant with the normal shotgun with no modifications.
Eternal is my favorite one to replay even though I hate replaying the actual game. Love the dlc so much, no progression needed, just a few hours of pure fast gameplay with everything already unlocked
>any of the zoom eternal games on higher difficulties >accidentaly do too much damage and kill a fodder gay when I need HP or something >die because no ammo
i cant tell if im playing it wrong but here is how i play it
>only use shotgun
>get up close to enemies and blast
i dont use any other weapons. i just use the shotgun. am i doing it wrong?
im doing this alot instinctively and I dont know why.
just the shotty and the noob tube
yeah you pretty much nailed it down. Eternal adds a lot of unnecessary platforming and just walking sections to the game that make it tedious. Not only that but it has terrible art design. 2016 arguably had better design and gameplay. Level design was ok on eternal but 2016 had better design.
>it has terrible art design
It's leaps and bounds above 2016.
>hmmm lets take the red hell and turn it into grey and brown
It's greenish tho, also none of the D2016 maps have elaborate architecture, it's just ruins and caves.
Nekravol 1 and 2 (along with the Halo themwere peak Eternal. That final arena is seared into my brain.
*Halo themed level right after, Urdak
>going from Nekroval ->Urdak -> Final Sin
Most satisfying final act of any action game. One of the few games that saved the best shit for last.
When I got to Urdak I spend some time just gawking at stuff and enjoying weird-ass Mongolian ambiance. They really wanted to make the place look both calm and unnerving.
The ambiance in Eternal does not get enough credit. I really think its Mick's best and most varied OST, shame he was treated so poorly but goddamn you can tell he was going all out on every track. The track when you enter the Citadel in the first level is so fucking cool. Cultist Base and Doom Hunter had fantastic ambience too. Wish they could have found a way to incorporate the metal choir shit more.
Nekravol shits effortlessly over any D2016 Hell level.
>DUDE WHAT IF WE MADE ARENAS BULLSHIT HARD FOR NO REASON?
le skill issue face
Why when I was playing it it didn't looked like this? It was maxxed out and shit
All the time I was playing it, D2016 felt better looking
DUDE WHAT IF YOU COULDNT SEE MORE THAN TWO FEET IN FRONT OF YOU FROM ALL DIRECTIONS LMAO?
DUDE WHAT IF WE MADE ARENAS BULLSHIT HARD FOR NO REASON? LMAO
DUDE WHAT IF LE BOSS IS LE GIANT BOX WITH EYES? LMAO
There's never been a more overrated Eternal level than Reddit Swamps
2016 hell was better in every way and so was enemy design. Enemies look like they got shit out of a 90's comic and don't have a cool look. say what you will about 2016 design, but at least it doesn't look as bad
>enemy design
Look at this garbage, looks like a generic mutant from 7th gen console shooter.
>unnecessary platforming
Exultia is a tutorial on movement and it was necessary because Id Software was right assuming COD ruined an entire generation of men.
The core issue with Eternal is that half the game is a tutorial on how to play the game and people still sucked at it and played it all DSP like. Just embarrasing.
And then, when we got to the good stuff, there were an overwhelming amount of requests to make the game easier. TAG 1 was a giant filter and Id Software could not just respond Git Gud, they rather toned the game down and then released Master Levels with the disclaimer that they would kick your ass.
Eternal is essentially why AAA devs cannot make hard or challenging games anymore, modern audiences prefer games where reflexes and situational awareness are not necessary.
>Exultia is a tutorial on movement
yeah this poster gets it
>the game is too hard
No it isn't, you can move from one end of an arena to another in a matter of seconds. If you're pressured, reposition. If you see an opportunity for slaughter, move there.
No, I am saying other people found it too hard and it is the hardest game Id made themselves. The game received plenty of nerfs because of the feedback the development team received. I thought the number of tutorials was excessive, but you watch other people get lost on Hell on Earth or get stuck on the end of the Ark...yeah.
The worst I have seen was this guy with a microphone spamming the Heavy Canon on Battlemode thinking it would be like Call of Duty, I did not even bother to shoot him back, I just stared at him with the Pain Elemental hoping he would run out of ammo and use something else but he did not and instead went to chainsaw a demon and that was the voice of a 30 year old man with his GF talking in the background mind you.
Call of Duty did turn the mind of a lot of players into a mush and I am pretty sure you still switch weapons on COD.
Eternal was really getting to something really special when TAG and the second wave of Master Levels hit but then it stopped when Id was forced to move to their next project but there is plenty of community content so you can knock yourself out.
I hope they don't compromise their vision on their next project, which is likely Quake V.
>no flaming meat hook and flame belch to save your ass
dont need it
Platforming would've been fun had it worked. Could've designed maps around it but they done goofed.
Someone please explain the hate for 1st person platforming to me. Not just for Doom Eternal but other games (Titanfall 2 singleplayer, Mirror's Edge, etc.).
its fucking gay going from shooting demons to like an annoying amount of time not shooting demons.
bing bing wahooo flaming whip things have no place in a FPS game
the usual Ganker getting filtered. Doom Eternal Platforming is ez as someone that has played a lot of Nintendo platformers in the past
You can't see your feat.
That said, I still like having it if it's easy (like in Half Life)
Eternal is more fun and requires more skill.
Seethe.
>easier to stun enemies because ammo is artificially limited
>can easily go from enemy to enemy mashing the glory kill button.
>can easily go from enemy to enemy mashing the glory kill button.
I have issues not instantly killing fodder when I intent to use them for recovery.
Pre-Tag2 you could use the shield bash to give yourself a Soul Sphere by just running over a crowd of fodder enemies which is easier, much more efficient and right down broken than ever using glory kills.
Glory Kills are also more palatable when you disable the indicator and have to watch for it with your eyes and enemies have several states like stun, stutter and glory kill, have fun finding out which is which without the glowing indicator, they also look much better without the glowing silhouette, you have no idea.
the only thing you cannot edit in settings it is the glowing puke of rainbow-colored ammo drops from chainsaw kills. I literally have no idea why that is there, as in, I do not understand why every ammo piece had to be color coded when it fills up everything equal, maybe there was a lot more planned, like how we have a button to change grenades when there are only two options compared to D16.
>I literally have no idea why that is there, as in, I do not understand why every ammo piece had to be color coded when it fills up everything equal
Yeah I've thought about that too. Literally all there needed to be was an ammo box for multi-ammo drops. Would have looked fine and separated it from ammo you find in the environment. The art direction for the game is generally really strong but the emphasis on multi-colored shit really takes away from that which is a shame. Hate the way the UI ended up looking too.
Also semi-random tangent I love Eternal but I'll admit the ammo management is easily its weakest aspect. Its like they wanted low ammo to encourage people to swap weapons but they didn't want to go the whole way of having you actually be able to run out of ammo like you could in og doom. So instead of management its more like ammo upkeep which is exacerbated by the inclusion of cooldown abilities. Also because they never want you to actually be able to run out of ammo every every encounter has infinitely spawning fodder which I just think is a weak solution. Makes bosses feel like less bosses when its not a true 1v1 and conceptually I just think its fucking stupid having a bunch of zombies that exist purely to be an ammo piñata for the player. I get why people complain about low ammo but I think people dislike for reasons they don't realize. Its not the low ammo count thats bad, its that ammo management in Eternal is just a trivial exercise that essentially just requires you to wait for a chainsaw cooldown.
I think respawning fodder is a great solution, it means you can't easily kill fodder like in every other game and just focus on kiting big guys forever around some pillar or something. You can't just sit in a corner charging your Destroyer Blade and wait for the baron to find you.
I'm playing Call of the Machine for Quake 2 right now and they do something similar with their bosses. The bosses are mostly just Q2 bosses, so pretty slow and easy to manage, but they open monster closets with waves of fodder as you deplete the boss health bar, really forcing you to move.
You kind of need to learn how to put enemies in GK state. For fodder I use heavy rifle but some people prefer plasma, either way one bullet too many and no GK for you. I like mecha-zombies because one precision bolt instantly turns one into a medkit. For bigger dudes, one ballista shot on a prowler or one ballista HEADshot on a carcass. 2/3 charged Destroyer Blade for snakes and revenants. Fully charged for Hell Knights. One Lock-On Burst for Dread Knights. It just werks.
>unlimited ammo because of respawning enemies and regenerating ammo
>final boss literally sits still and is less dynamic than the first boss in 2016
yeah sure. it's totally harder
The game is boring, derivative, and super cringe. Maybe if I grew up in the 90s and played boomer shooters I would like it, but whatever. I definitely wouldn't trade places with you people.
you're also retarded because playing the original Doom isn't going to make you understand or like the gay new ones anymore (Eternal is particularly rancid.)
Everything between Doom and Doom 64 might as well be another IP. Doom 2016 and beyond is completely different.
it's literally the exact same zoomer-console shit as Fecesnal, and ruined DOOM for all eternity.
>no ice grenades to literally stall enemies for you
>no free armor
>basic imps can take 1/2 HP off
>>no ice grenades to literally stall enemies for you
Stun Bomb says hi.
>eternal
>THE FUCKING GAME LITERALLY TELLS YOU EXACTLY THE BEST WAY TO KILL A DEMON
the fuck were they thinking hand holding like this?
it's the same game where you're just not skilled enough and that's why you hate it bro.
Play Serious Sam next
I make anime art and I love doom uwu
I replay SS TFE and TSE every year and like it jsut as much every time.
no fucking around with some retarded story just run the game and get serious
Play Siberian Mayhem
And 4 is not that bad
SibMayhem is good as well!
Sam is such cursed series sometimes. They nailed THE FUCK out of gunfeel and enemy variety in SS4, but the optimization sucks absolute ass. That pop-in, lmao.
>optimization sucks absolute ass.
this is outdated. it runs heaps better than a lot of things released in the last 3 years.
I played it just recently and it chugs on my admittedly garbage PC while other, better looking games run fine. And if you lower graphics it looks worse than SS3.
SibMayhem for some reason doesn't have this problem.
Siphon grenade is garbage.
>throw it at enemy
>now have to run away if you want it to work
Ice bomb/Flame belch are much better.
>throw them at enemy
>now you need to damage/kill it to get the full effect
The latter encourages following the move with close-aggression. The former encourages running away.
>you have to run away
what do you mean?? you can just fight on top of it, and it promotes you grouping enemies to use it
>you can just fight on top of it
If you throw it at an enemy and then immediately kill it before it expires you won't get full effect. So the solution is to NOT shoot at the enemy you are siphoning until the grenade is over.
>throw it on a bunch of weak enemies
>get MAD HEALTH while concurrently fighting a big enemy, ignoring the small ones.
This will only work on conveniently placed zombies, which are slow and usually clumped together. Most D2016 battles don't have those and small enemies don't respawn.
I usually used siphon by leaving a big enemy alive (like a manc) to fully stack up after a fight. I much prefer the way Flame Belch or (upgraded) Ice Bomb work, you drop them on a group of enemies and then you're encouraged to delete them for a big HP/AP boost and some Blood Punches, it's so satisfying.
i like them both! i get it would be op but I would totally play with both in one kit
I played 4 when it was released and was barely able to finish it because of how bored I got.
think its worth going back and doing again?
DE >= SS4 >>> D2016
i love serious sam 4. of course it has a 5/10 IGN rating.
>2016
>pick up a gun
>go
>eternal
>pick up gun
>have to do some tutorial
the health siphon grenade was kino, they need to add it to eternal and future titles.
ah yes doom 2016
the game where the chainsaw is actually a weapon and not something you just use to replenish your health and ammo
I played through this game not too long ago for the first time myself, and I do have to say that it was actually a really fun and enjoyable FPS game. I might have to do another playthrough again some day. I would've bought the sequel if it didn't require a launcher.
>no excessive platforming gayry
I'm currently playing Eternal for the first time and the platforming is awful.
Level?
Cultists Base is pretty cool and it is just there to connect pieces. It is shit on Doom Hunter Base at the expense of a cool boss fight.
You do not see a lot more of it until Nekravol just for a bit and then Urdak when it is shit again at the start and then the game is essentially one gauntlet after the next.
The map design of Eternal is too linear, and Id needs to balance Doom 2016 map design with that of Eternal and for the love of God make the maps shorter, World Spear really just goes on. I like Eternal but sometimes I want to play some Doom and not 2 hours of it. This is why Doom II will never be outdone, it is also what games like Prodeus get wrong, we need maps that are short and challenging not get lost for 40 minutes finding poorly marked secrets and what-not. The reason why Plutonia is so good it is because it is a cavalcade of trolling that goes on for like 15 to 20 minutes, Master Levels are all like Go 2 It.
I am also disappointed that Classic Mode is in Eternal but it is like an afterthought, it had plenty of potential, but the Enemy layout was not customized to support it. Enjoy fighting a Tyrant with the normal shotgun with no modifications.
>level?
I'm almost done with it, I'm aligning the Celestial Rings, I guess I'll fight the Icon of Sin in a couple of minutes.
Eternal is my favorite one to replay even though I hate replaying the actual game. Love the dlc so much, no progression needed, just a few hours of pure fast gameplay with everything already unlocked
>any of the zoom eternal games on higher difficulties
>accidentaly do too much damage and kill a fodder gay when I need HP or something
>die because no ammo
skill issue
zoomers love farming and counting bullets for some reason
I don't get it, they probably get a dopamine rush from picking up ammo
its the flashing RBG.
its similar to loot boxes or something idk