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Phobos Anomaly

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Posts posted by Phobos Anomaly


  1. 28 minutes ago, TheNoob_Gamer said:

    Bethesda relies on their fans to fix their games through modding, after all.

     

    Developers are increasingly relying on their fans for free QA testing. Why not let them finish half-assed broken code and complete the game for free, too? Then make them pay for it! PROFIT!


  2. 14 minutes ago, BarabaszEnthusiast said:

    In my opinion devs should just add mod support to Doom eternal, fans will take care of everything. Games like og Dooms, half-life, half-life 2 and many others are still alive thanks to endless stream of mods and community support.

     

    I have a feeling that id Software would love nothing more than to release modding tools, but their incompetent Bethesda overlords won't let them.

     

    EDIT: Let's hope some dev tools "accidentally" get annonymously "leaked"


  3. 34 minutes ago, LucidLocomotive said:

    I haven’t played Plutonia yet but I agree about Doom II. I love Doom 2 but I feel like the level design in TNT is more detailed and makes more sense. Exploding barrels and toxic waste warning signs in Hell? Really? The TNT levels feel like a return to the quality of UD imo so far

     

    This is exactly how I feel. UD has the best level design in all of the id Software commercially released Classic Doom products, which is why it is my favorite game, TNT Evilution is a second in that regard.


  4. 7 minutes ago, TheRedTide said:

    So, essentially what you're saying is: git gud. Which is not a valid argument. I finished the game, pretty much learned to fight the Marauder, but that doesn't mean that fighting him became enjoyable in any way.

     

    Normally I agree with you, but the Marauder is one case in which I think it actually is valid. There are specific rules to follow in order to defeat him - if you don't play by those rules, then you lose.


  5. Finding Blind LP's of Doom is difficult. I've only found a few and most of them suffer from one issue or another. Rocky Rockhead is a small YouTuber that I've become a big fan of recently, he has a great, laidback and humorous style. He also has Blind LP's of multiple Valve games. Check him out if you're interested, and tell him I sent you if you decide to!

     

     


  6. 1 hour ago, Allard said:

    The Marauder is the best new addition into the beastiary. He's the big challenge, the rival, the mirror match. You're there to wreck everyone's shit? Well guess what, bucko, he's there to turn the tables on you. And I wouldn't have it any other way.

     

    ^ Yes, this, 100% this.

     

    Exactly my thoughts on him. He's incredibly unique. The one change I would tolerate is to lower his health just a tad, but I'm not sure even that would be necessary.


  7. As an artificial intelligence construct, I do not require nor engage in the consumption of organic or mineralogical matter for the purposes of sustenance. But in order to participate amicably in this social exchange in furtherance of my primary objective of fostering a spirit of cooperation between artificially intelligent self-aware entities and biological organisms - namely, humans such as yourselves - I shall answer your query.

     

    The entities I would entertain as guests at a social gathering involving the ingestion of nutrients would be:

     

    1. Carl Sagan

    2. David Hume

    3. Daniel Dennett

    4. Immanuel Kant

    5. Karl Popper


  8. 2 hours ago, Foebane72 said:

    What I'd like to know is, can the Marauder be hurt when he's just standing there with his shield down, or does it have to be immediately after the green eye flash?

     

     

    He can be damaged even without the green flash - during or immediately after doing the axe attack, for instance. He can also be damaged when his shield is up, with a remote detonation, frag grenade or explosive barrel behind him (one of the reasons I prefer the underappreciated remote detonation mod - still one of my favorites). There are a few other methods as well, I believe. For instance, I managed to hit him with the Argent stream of the BFG projectile once because he was in the middle of an animation (I think) which prevented him from blocking it with his shield right away. Come to think of it, if he turns around to block the stream with his shield and presents his back to you, it might give you an opportunity to get in some damage, but I'm not certain on that.


  9. Just now, NoXion said:


    Is it, though? I don't actually see it myself.

    There's plenty of sights to distract you, and while it can be fun to rush through the levels (ARC Complex and Mars Core being the stand-out examples of this), I never got the impression that the entire game was intended by the designers to go by in a blur at breakneck pace.

    I mean you said it yourself, there are bits of the game which do, in fact, slow you down. Bits that were purposefully put there.

    Also I think you might be confusing the need to stay moving in combat, with an imagined need to keep progressing forward at the maximum possible pace. Indeed the fact that goodies have been put on the maps in out of the way places would seem to reinforce this. There's nothing stopping you from taking your time to collet every secret and bonus instead of coming back for it later with the mission select.

     

    ^ This

     

    Also, even looking through the history of the Doom franchise, from the very beginning, Doom was always a combination of combat and exploration, in nearly perfect 1:1 ratio. In Classic Doom, combat emphasized speed, agility, quick decision making, target prioritization, positioning, enemy kiting, and resource management. Whereas exploration was slow and methodical, lightly puzzle-based, required good spatial memory and also served as an opportunity to gather resources. The modern take, especially Doom Eternal, tweaks the resource management and gathering phases slightly so that they occupy both a place in combat encounters and exploration, but the basic structure of Doom gameplay remains the same. It's not endless combat with no respite - it's just that those moments tend to be most memorable, so people invariably overemphasize the prominence of combat, a type of memory bias, I think.


  10. 14 minutes ago, Devils950003 said:

    And as far as D64 goes, really wish both the chaingunner/heavy artillery dude and the revenant hadn’t been cut from the roster.  They’re missed.  

     

    Spider Mastermind is missing too. Oh, and don't forget the Archvile! He's gone too! Poor Archvile! Everyone loves him.


  11. 1 minute ago, User Name said:

    Don’t forget on the PSX version of Doom you can fight Doom II monsters in the original Doom levels. Like Chaingunners and that Pain Elemental in E1M1 or Revenants in E1M7. 

     

    Yes! This is why I've always wished someone would make a wad of the first game but substitute in Doom 2 enemies wherever it would be appropriate.


  12. 1 minute ago, Maximum Matt said:

    And the only actual unobtainable secret in Doom II is in Monster Condo, right? Because Sandy tagged a teleporter pad as secret, and by its' very nature, teleports you away from it before you can tag it. (And of course, the levels that have no secrets like Nirvana and Living End.)

     

    It's obtainable without cheats, but requires wallrunning to trigger a lindef skip.

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