Yeah after reading a few posts around about the Marauder I was kind of dreading him turning up but then when it did happen I didn't see the problem at all, he's a wimp.
I do think the change of pace in needing to wait for the right moment to stagger him is a bit out of line with the rest of the gameplay, but it's not that hard and does help mix things up
The only problem I had was in one particular area, there's this long ass corridor one of them appears in and something kept messing up his programming, like I'd be the right distance away but he'd go from shotgun to long range attack, it was weird.
Fade wrote:The only problem I had was in one particular area, there's this long ass corridor one of them appears in and something kept messing up his programming, like I'd be the right distance away but he'd go from shotgun to long range attack, it was weird.
Only happened that one time though
The first time I encountered a maruader, he clipped through the ceiling and killed himself.
Haha, that little chainsaw flick must have messed him up.
So I just finished this, really loved the last boss. I died SO many times throughout the game (played on hard) but loved every second of it. The sense of mastery you get when you beat a difficult encounter and everything just flows together is amazing.
Enjoyed the last couple of bosses. Game didn’t need to be as long as it was and definitely got a bit weary of it. Pretty enjoyable shooter all in all but I definitely prefer the simplicity of the original. I think.
Final boss kept kicking my arse so went with the Sentinel armour. Will go back and mop up the stuff I missed but strawberry float playing on a harder difficulty
Will be weird going back to Doom 2016 without the flame thrower and SSG hook mechanics especially.