Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!

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Jenuall
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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Jenuall » Sun Nov 01, 2020 6:57 pm

There's a few optional Marauders but he's really not that hard when you suss him out

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Robbo-92 » Sun Nov 01, 2020 7:08 pm

Still patiently waiting on the Switch version of this and subsequently waiting for news of that to play Doom 2016 again, not heard anything about it in a while now and not seen anything of it on Switch.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Squinty » Sun Nov 01, 2020 9:32 pm

This Khan Makyr boss :fp:

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Lagamorph » Sun Nov 01, 2020 9:51 pm

Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Dangerblade » Sun Nov 01, 2020 9:58 pm

Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Squinty » Sun Nov 01, 2020 10:23 pm

I beat the boss, but it was an absolutely infuriating experience. The blood punch randomly missing. The red gooseberry fool everywhere. That is one boss I never want to fight again.

Edit - And done. That last boss was a complete clusterfuck.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Corazon de Leon » Mon Nov 02, 2020 7:57 am

absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Squinty » Tue Nov 03, 2020 8:54 am

Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Jenuall » Tue Nov 03, 2020 9:01 am

Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.

With the risk of coming across as a dick, it sounds like you're just playing it wrong. Ammo management shouldn't be some additional thing you do between dealing with enemies - it's a core part of the offensive loop of the game and should slip straight into your play in the same way that for example the glory punch does.

Last edited by Jenuall on Tue Nov 03, 2020 9:02 am, edited 1 time in total.
Corazon de Leon

PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Corazon de Leon » Tue Nov 03, 2020 9:01 am

Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.


I don't think I picked up crucible ammo once, I just stayed at the back and chainsawed whenever a zombie made it close to me. :lol:

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Tafdolphin » Tue Nov 03, 2020 9:11 am

Corazon de Leon wrote:
Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.


I don't think I picked up crucible ammo once, I just stayed at the back and chainsawed whenever a zombie made it close to me. :lol:


Icon of Sin took me strawberry floating ages until I realised all the Blood Punch/Crucible ammo regenerates. Not once does it tell you this.

Having just finished it on Ultra-Nightmare again, I managed to do every boss save the Icon of Sin first time, and the Marauders were a cinch. The game definitely falls down when it tries to introduce new mechanics though, something the previous game excelled in. This is best illustrated with the damn thing ruining every new enemy reveal with a strawberry floating pop-up before they even appear!

It is a very messy game, but I think its gunplay far exceeds 2016's.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Squinty » Tue Nov 03, 2020 9:22 am

Jenuall wrote:
Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.

With the risk of coming across as a dick, it sounds like you're just playing it wrong. Ammo management shouldn't be some additional thing you do between dealing with enemies - it's a core part of the offensive loop of the game and should slip straight into your play in the same way that for example the glory punch does.


It's really funny, because any criticism of the changes this game makes nearly always comes down to some kind of criticism of personal player skill in response. I made it through the game okay.

What I mean to say is, the ammo management in this artificially prolongs fights. You sometimes get forced into seeking out fodder to chainsaw because of where they spawn. They don't tend to keep up with the pack of monsters that are attacking you as they move much slower. Not to mention a frequent chainsaw animation that is entirely too long for its own good.

I could go into how I feel about being forced to play the game in a certain way, but that is broadening the subject quite a bit. I really don't get what people see in this game, many of the changes result in a worse experience.

Corazon de Leon

PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Corazon de Leon » Tue Nov 03, 2020 9:25 am

Tafdolphin wrote:
Corazon de Leon wrote:
Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.


I don't think I picked up crucible ammo once, I just stayed at the back and chainsawed whenever a zombie made it close to me. :lol:


Icon of Sin took me strawberry floating ages until I realised all the Blood Punch/Crucible ammo regenerates. Not once does it tell you this.

Having just finished it on Ultra-Nightmare again, I managed to do every boss save the Icon of Sin first time, and the Marauders were a cinch. The game definitely falls down when it tries to introduce new mechanics though, something the previous game excelled in. This is best illustrated with the damn thing ruining every new enemy reveal with a strawberry floating pop-up before they even appear!

It is a very messy game, but I think its gunplay far exceeds 2016's.


You know you can turn that off, right?

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Tafdolphin » Tue Nov 03, 2020 9:28 am

Yeah, but it's on by default and during a first runthrough those pop-ups have genuinely important info (like the fact that the chainsaw auto-refills) so you deffo want them on.

Unless you mean you can specifically turn off the enemy ones in which case...well, they're still on by default but I definitely did not know that.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Jenuall » Tue Nov 03, 2020 9:41 am

Squinty wrote:
Jenuall wrote:
Squinty wrote:
Corazon de Leon wrote:
absolutely not, stop asking this wrote:
Lagamorph wrote:
Squinty wrote:This Khan Makyr boss :fp:

Yeah it absolutely takes the piss really.

First you have to get down its shields, but the enemies for replenishing your ammo require 3 chainsaw fuel whilst the chainsaw only regens to 1 since the only spawns are endgame enemies rather than the usual fodder enemies in every other boss fight, then when you take a break to do that or recharge your health from the enemies the boss shield regenerates rapidly, then when you do take the shield down and use the Meathook to get up to it the punch doesn't target right half the time so you end up missing and sometimes you can't meathook again before the shield comes back, then once you do a certain amount of damage massive parts of the stage become constantly damaging and those parts move around frequently.

Headshot the fodder enemies for ammo.


The assault rifle’s bolt action upgrade makes this bit easy. The angels you shoot pop out loads of stuff whenever you kill them. The Khan Maykr herself wasn’t a pain in the strawberry floating arse.

Last boss was fine, my only problem was shooting his torso as it broke my strategy of hiding at the back or in the middle of the building and shooting the hell out of it from there.


I think my issue with the last boss is constantly having to do circuits of the arena to pick up Crucible ammo, to deal with the enemies it spawns in. It made the fight ridiculously longer than it should have been.

I could probably level that complaint at pretty much any encounter in the game due to the new ammo management element in this.

With the risk of coming across as a dick, it sounds like you're just playing it wrong. Ammo management shouldn't be some additional thing you do between dealing with enemies - it's a core part of the offensive loop of the game and should slip straight into your play in the same way that for example the glory punch does.


It's really funny, because any criticism of the changes this game makes nearly always comes down to some kind of criticism of personal player skill in response. I made it through the game okay.

What I mean to say is, the ammo management in this artificially prolongs fights. You sometimes get forced into seeking out fodder to chainsaw because of where they spawn. They don't tend to keep up with the pack of monsters that are attacking you as they move much slower. Not to mention a frequent chainsaw animation that is entirely too long for its own good.

I could go into how I feel about being forced to play the game in a certain way, but that is broadening the subject quite a bit. I really don't get what people see in this game, many of the changes result in a worse experience.

Note that I didn't criticise your skill in any way. I don't think the debate is around skill but I do think there is a legitimate discussion to be had in terms of people's playing style not favouring the way this newer game expects you to play to get the best out of it.

Most of the fights in this game happen in contained arenas - you should be looping back around on yourself frequently so I don't really agree with the idea that ammo fodder enemies are always far away, particularly as the movement options in this allow for very fast traversal of any space if you do find yourself in such a situation.

It's a shame you didn't get on with it, but for me the changes in this make it a far more intense and enjoyable experience than 2016 ever was.

Corazon de Leon

PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Corazon de Leon » Tue Nov 03, 2020 9:49 am

I fall down on Jenuall’s side here. It took me a few levels to get the hang of it and it is one of the game’s limitations that it expects you to play in a certain way, but the core combat loop was immensely satisfying and kept my interest up enough to immediately buy and go through the DLC.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Tafdolphin » Tue Nov 03, 2020 9:54 am

Corazon de Leon wrote:I fall down on Jenuall’s side here. It took me a few levels to get the hang of it and it is one of the game’s limitations that it expects you to play in a certain way, but the core combat loop was immensely satisfying and kept my interest up enough to immediately buy and go through the DLC.


Yup.

It's a hugely divisive game apparently, but once you get the rhythm down there's no other game quite like it. My only real criticisms are the aforementioned messiness around introducting all the new mechanics and the bullshit lore in place of the "strawberry float lore" attitude of 2016.

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Corazon de Leon » Tue Nov 03, 2020 10:19 am

Tafdolphin wrote:
Corazon de Leon wrote:I fall down on Jenuall’s side here. It took me a few levels to get the hang of it and it is one of the game’s limitations that it expects you to play in a certain way, but the core combat loop was immensely satisfying and kept my interest up enough to immediately buy and go through the DLC.


Yup.

It's a hugely divisive game apparently, but once you get the rhythm down there's no other game quite like it. My only real criticisms are the aforementioned messiness around introducting all the new mechanics and the bullshit lore in place of the "strawberry float lore" attitude of 2016.


I loved all the lore stuff, it was completely unobtrusive and suitably OTT for a game like Doom. :lol:

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Tafdolphin » Tue Nov 03, 2020 10:28 am

I didn't overtly dislike it (the confirmation that the DOOM Slayer is the same Doom Marine from the original games was excellently done!), I just wish it'd been treated with the same irreverence as it was in 2016 (which actually had a while bunch of lore, it was just backgrounded)

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PostRe: Doom Eternal | PS4, XBO, PC, Switch | Rip and tear!
by Lagamorph » Tue Nov 03, 2020 10:28 am

My main issue with the Icon of Sin boss was having to do the exact same fight twice in a row.

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