RichardDS90 Posted February 6, 2016 If Doom monsters were to have secondary attacks, what do you think they would be? Feel free to include Realm667 monsters too. 0 Share this post Link to post
HavoX Posted February 6, 2016 I'd make the Pain Elemental bite the player at close range. rdwpa said:Baron of Hell "Very very nice": The baron dons an Elvis Presley suit and some rad sideburns and starts dancing. Music changes obv. Immediately kills the player. Even in God Mode? :P 0 Share this post Link to post
baja blast rd. Posted February 6, 2016 Pain Elemental "Slapfight": Rapidfire melee attack that does 1x8 damage. Cyberdemon "Kick": Spawns a soccerball and kicks it. It doesn't do any damage, but soccer commentators are spawned and shout "GOOOAAAAAAAAAAAAL" incessantly as a global sound, eventually prompting the player to willingly seek out a rocket and die. Baron of Hell "Very very nice": The baron dons an Elvis Presley suit and some rad sideburns and starts dancing. Music changes obv. Immediately kills the player. 0 Share this post Link to post
Technician Posted February 6, 2016 I'd like all the monsters to have a close range melee attack. It's feels odd that the pain elemental doesn't bite you or the cyberdemon chooses not to scratch you in favor blowing himself up. 0 Share this post Link to post
scifista42 Posted February 6, 2016 I'm absolutely fine with the fact that every monster has no more than one melee attack and no more than one ranged attack - but like others said, I agree that monsters with ranged attack who lack melee attack would benefit from getting the melee attack added. Either biting (Zombies), punching (Mancubus), stomping (Cyberdemon, Spider Mastermind), kicking (Arachnotron), or some close-range supernatural attack (Archvile, Pain Elemental). Also, when a monster's melee attack failed because the player had stepped back, but then he immediately stepped forward again so that the monster would try to melee him again, the monster should decide to attack him by its ranged attack this time instead. Not that bottlenecking as a gameplay tactic isn't fun, but it's stupid when it can be abused too much and too easily. 0 Share this post Link to post
Tolwyn Posted February 6, 2016 The Revenant should have two attacks. two rockets in a space of 250ms that DO NOT TRACK and a "brace and shoot" mode where the rocket tracks (as it is now). 0 Share this post Link to post
Jaxxoon R Posted February 6, 2016 Revenant should scream and then scream louder. 0 Share this post Link to post
Pencil of Doom Posted February 6, 2016 Revenant, goes berserk when it's health is 25% or lower, faster, fires rockets faster and always homing, also his punches would deal more dmg, making close-range combat even more dangerous. 0 Share this post Link to post
Azuruish Posted February 6, 2016 ^ oh nooo... no no no no... I don't want to see that when I'm dealing with 150 Revenants. 0 Share this post Link to post
RUSH Posted February 6, 2016 I always thought it would be cool to see the Pain Elemental have an attack outside of his usual Lost Soul spitting. Having him charge and then bite you would be awesome and prevent him from being totally useless up close. 0 Share this post Link to post
Chezza Posted February 6, 2016 I'm gonna go ahead and be that BD fanboy and say it includes some interesting secondary attacks to some monsters. The Cyberdemon Stomps you can close range The Mancubus shoots a flame thrower at close range I think the Spidermastermind has a cheap instant kill when walking on you Sadly I believe the Pain Elemental has nothing new going on, I agree it could use a bite 0 Share this post Link to post
HorrorMovieRei Posted February 7, 2016 It would be cool if Barons and Hellknights could charge and tackle you if they were close enough. That way they would be more than just a beefed up imp. 0 Share this post Link to post
YukiHerz Posted February 7, 2016 Zombiemen could smack you with their weapons. Demons could have a leap attack to catch players that just go backwards. Noble punching could leave you stunned, they have beefy arms. Pain Elementals could fist your face, they have arms for a reason. Cacodemons could do Lost Soul charge if they are too far. Cyberdemons need a melee. Revenant and Mastermind could have a close range damaging roar. Archvile could have a forwarding fire pillar attack. Mancubus could eat you, or just lunge at you with their fat. 0 Share this post Link to post
Varis Alpha Posted February 7, 2016 Technician said:I'd like all the monsters to have a close range melee attack. It's feels odd that the pain elemental doesn't bite you or the cyberdemon chooses not to scratch you in favor blowing himself up. DRLA rectifies that by giving the PE a nasty bite if you decide to "block" its spawn, and the Cyberdemon giving you a nasty stomp that can easily catch you off guard and gib you. 0 Share this post Link to post
Doom_Dude Posted February 7, 2016 I'd give the Vile the ability to teleport monsters that it resurrects to your location if it can see you. Have arachnotrons be able to put up deflective shields and your attacks destroy shields before doing health damage. Pain elementals do 'area of effect' damage when exploding and the floor where they died becomes coated in crap that is hurtful to walk on for a short period of time. Imps can throw a faster fireball after 4 or 5 normal balls. Cyberdemons can clench their arse cheeks causing a seismic tremor that damages anything in it's wake. Ok maybe not that. Cyberdemons can force choke you... no wait. Cyberdemons can throw out spider mines that stick to architecture or something. J.B.R said:Revenant, goes berserk when it's health is 25% or lower, faster, fires rockets faster and always homing, also his punches would deal more dmg, making close-range combat even more dangerous. and no pain chance at 25% or lower. 0 Share this post Link to post
VGA Posted February 7, 2016 I'd like to see Archvilles doing their hands in the air routine and the nearest body getting drag towards them and resurrected! Or maybe when they do it the nearest corpse explodes into gibs and a Lost Soul comes out of it. 0 Share this post Link to post
ABRACADABRA Posted February 7, 2016 scifista42 said:Also, when a monster's melee attack failed because the player had stepped back, but then he immediately stepped forward again so that the monster would try to melee him again, the monster should decide to attack him by its ranged attack this time instead. Not that bottlenecking as a gameplay tactic isn't fun, but it's stupid when it can be abused too much and too easily. afaik this is the case only with revenants, since every other monster decide to shoot or scratch by range and only in the last moment. So, if baron raises his arm to punch you and you stepped back he will throw a fireball at you 0 Share this post Link to post
yakfak Posted February 7, 2016 the Lost Soul should have a random chance to silently teleport into either the same sector or one adjacent to the one Doomguy's in, if there's room and at the maximum height possible. That'll teach you just to zip on by merely because I'm not worth a kill =P 0 Share this post Link to post
scifista42 Posted February 7, 2016 ABRACADABRA said:afaik this is the case only with revenants, Correct. I used generalization because I also meant to apply this principle to those purely hypothetical melee attacks added to Doom monsters who don't have them. 0 Share this post Link to post
Technician Posted February 7, 2016 VGA said:Or maybe when they do it the nearest corpse explodes into gibs and a Lost Soul comes out of it.Wasn't this his original function? 0 Share this post Link to post
Maes Posted February 9, 2016 Almost every monster should have a melee attack. E.g. Zombies biting or using the butt of their rifles/shotguns, Mancs clobbering with their arms, Arachnotrons and SMs kicking with their robotic legs, PE biting or punching up close, Cyberdemons stomping or clobbering with their RL etc. Those could have been part of the original game with relatively little extra effort. Now, adding third and fourth alternate attacks, e.g. giving Cyberdemons, Barons and HKs some sort of powerful backwards "mule kick", activated only in retaliation for being struck from behind would be interesting, but the work required is more like Brutal Doom material. 0 Share this post Link to post
RightField Posted February 9, 2016 The PE should spit out a Cyberdemon if you're getting too close. 0 Share this post Link to post
deadwolves Posted February 9, 2016 Agree of much of the above especially monsters like the cyberdemon and pain elemental should have close range attacks 0 Share this post Link to post
joe-ilya Posted February 9, 2016 Not really a secondary attack but, getting near the cyber, the spider and the arachnotron could automatically damage you each time they stomp without it being an attack but just the regular walk-standing stomping cycle most monsters have. 0 Share this post Link to post
Crunchynut44 Posted February 10, 2016 I think the Baron needs a slow attack in which he releases something like multiple homing fireballs or multiple regular fireballs. To make him more deadly as a sub-boss monster. 0 Share this post Link to post
ABRACADABRA Posted February 10, 2016 taking the fact, that PE was based on cacos it seems like his biting attack was removed on purpose 0 Share this post Link to post
scifista42 Posted February 10, 2016 ^ I wouldn't think of him as "based on cacos" in this regard. They invented a new behavior for him from scratch and apparently coded it from scratch as well. Pain Elemental's melee attack was probably not removed on purpose as much as it was never included at all because it didn't seem needed or because they forgot about it. 0 Share this post Link to post
Avoozl Posted February 10, 2016 Technician said:the cyberdemon chooses not to scratch you in favor blowing himself up.Well they fixed that in SNES Doom but meh. 0 Share this post Link to post
scifista42 Posted February 10, 2016 How did they "fix" that? If you mean something along the lines that in SNES Doom he still shoots you up close but the explosions don't deal any damage to him, that's how it always was since the original Doom 1. Or does he really not spawn a rocket and instead deal melee damage up close in SNES? 0 Share this post Link to post
Avoozl Posted February 10, 2016 I thought I remember reading somewhere that it had a melee damage dealing attack if you got close. 0 Share this post Link to post