Those Doom - Animal Crossing crossovers are getting better and better:
This runs just as well on Ultra Nightmare settings as it does on Ultra.
One thing though, if I get any sort of STEAM overlay pop up I lose about 30fps while its on screen.
The game really starts at the 3rd level and its fucking insanity all the time lol
I'm not sure if you're unclear about how they work or if you're questioning the way all of this was implemented...I like the game but I'm not sure about the relationship between finishers, chainsaw, health, fuel and ammo. Chainsaw seems way overused as ammo is scarce.
I just finished the third mission (I think? the cultist one). I'm playing on nightmare and it is indeed, sometimes. a nightmare...
I like it, but I think I prefer Doom 2016.
PLS STAHP!
I found a Half-Life reference:
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Man the bethesda.net crap is annoying, sometimes it takes like 10 seconds to connect... in a SP game...
Especially when the game loads in like 2 seconds on a ssd.![]()
unfortunately this one doesn't work![]()
boooo it did maybe patch changed it ?
yeah i'm not sure what +com_skipSignInManager 1 do, i thought it doesn't work because i already signed in before using it
the ammos are kind of scarce in this game, i'm not sure if i like that, because i'm basically playing it like a strategy game or something with all the management mid battle else i would waste all my ammosbut it's fun in its own way
Honestly ammo isn't that much of an issue, you're meant to swap your weapons a lot. chainsaw recharges by itself all the time, just dont use the primary fire of the basic shotgun and you're good. Actually there's a mastery giving back shells when you use full auto but yeah. Don't understimate the frag grenade too, that and blood punch combo'd are super effective and you save ammo in the process
I'm enjoying the game but it's one of the most exhausting games I've ever played. The combination of extremely long levels that are almost non stop fast paced action and an over abundance of mostly unnecessary progression systems and secondary objectives/challenges makes it so I can only do 1 level per sitting. I'm seriously drained at that point. It's like overloading your brain with junk information after you've processed 2 hours of lightspeed action.
I like the game alright, but there really is some poor & "development time challenged" choices going on.
The constant cutaways to doors opening or monsters appearing etc, taking you out of the action, is completely a 'we chose not to develop these areas such that they could open up while the player had control' decision. They COULD have designed them better, but this was the way they chose to launch the game earlier...
The combat really is a bit of a mess. The mechanics where you get more health upon finishing move when YOU are lower in health and the huge amount of damage enemies throw out (at least on UV) means the game is all about chaining from melee to melee finisher. Low ammo limits means you don't always have the ideal ammo for whatever enemy you're facing, diminishing some of the tactics. Then there's the fact that it really turns into a clusterfuck. Whereas the first game had no hitscan attacks (or if it was 'hitscan' the enemy had a big tell & delay before launching), the projectiles now come from all directions at faster speeds than ever, limiting the skill that can be employed to dodge.
So, the gameplay weighs heavier into luck and has a lot of mitigations to make the game playable at all. Which is a real shame compared to the actual tactical gameplay of many other FPS.
The levels are less refined too, I notice the bounding boxes for many areas are just OK, feeling sloppy and sometimes not great. Picking up items also feels kinda mushy. Play something like Ion Maiden or a classic FPS and you'll feel the difference right away.
The enemies are also more bullet spongey than before, again not making them feel fantastic to fight.
On the bright side it's still a pretty solid game with some genuine tactical gameplay.
all the progression systems are the same as doom 2016 just in different menus etc Derrick01
Weapon upgrade points from encounters during levels / broken in color sectors
Praetor tokens for armor perks.
Weapon mods from weapon drones in secrets etc
Runes, are from terminals this time.
Sentinel crystals replace Argent Energy for HP/Armor/Ammo upgrades.
There's nothing bullet spongey in the game outside of the Tyrant, people just don't know swap their weapons fast enough / use frags to melt heavies down
I see that a lot on twitch where players just shoot one rocket after the other and stuff takes forever, that's not how you're supposed to play Doom at all.
Ammo isn't an issue if you use your tools well, you just don't have it flowing yet
Oh the enemies are definitely bullet sponges on UV... When a mancubus takes two precision shots, then another 4-6+ super shotgun blasts at point blank range and a melee finisher?! That's a bullet sponge. The revenant is also in that zone, but probably takes 1 less hit...
Also, it's confusing to refer to this game as Doom, say DE or Doom Eternal or Doom E or something, because shooting it till it dies is how you're supposed to play Doom.
But it's extremely frustrating to always get the precision shots yet still have a bullet sponge enemy. Would have felt better if larger enemies took 1-2 hits before melee after pulling off the precision shots.
I just finished the game in Nightmare and nothing is bullet spongey at all outside of the Tyrant, sorry. You can utterly melt down packs of 4 - 5 heavies at once in one freeze. Frag / rocket / frag /crossbow / blood punch and you're good
Yeah what you just described - using 3 cooldown powers and 2 separate attacks - sounds like a bullet sponge to me. I mean it's more hits than the average enemy in Halo 3 took, and that game was heavily criticized for bullet sponge enemies.
Maybe if you're comparing it to a MMO mob, sure. But for FPS this isn't the norm.