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Everything posted by LittleBurger
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That seems about right then, even if it still seems wonky in a way to me. Feels like it needs some balance between the two. Though I guess it does sort of flow well with combat. The ammo from normal kills seems to happen less than the health, though it gives about as much (as the health drop in a way) when compared to the amount gotten from glory kills or the chainsaw. I probably won't, I'm going through the game on uv and may try nightmare after that (but the increase in difficulty being caused mainly by damage done to the player is a turn off for me). Does the difficulty increase enemy hp as well or only damage (and aggressiveness as well when comparing the enemies on uv to how they acted on hmp during the sp stream)?
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That could work, heck could even have it so bigger chunks of gibbed enemies count as things that could stay. Though do blood splatters disappear? I haven't really tried to see if blood splotches go away over time.
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I tried pressing use on some of the buttons a couple of times.
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I didn't watch the vid at 1080, but there was some slight notice on it being more blurry and the like on the console versions.
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Difficulty wise I think they could have tweaked it more (the enemies do a large amount of damage on UV and I assume much, much more on Nightmare), they should have made it more of increased enemy count or stronger enemy types showing up earlier or more often (along with increased aggressiveness).
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Sort of expected that to happen, what with how you can play multiplayer on them. Though sort of weird there isn't an option that can get toggled when you are playing more sp style snapmap maps.
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Makes me wonder why they tried to go the cheapy looking wall objects route then.
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Also I noticed you can get health from normal kills (or at least it seems to happen now and then, but I am not sure if it needs them to die by an explosive barrel or what). Is usually just one small drop though and is sort of paltry compared to the amount given through glory kills. I sort of think they should add an alternate version of each difficulty mode, with it keeping the damage the same on all of them, lowering the amount of pinata drops given (normal, chainsaw, and glory kills), but having the aggressiveness of enemies and maybe amount of enemies increase for each higher difficulty.
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I see that as something they can at least improve upon look wise over time (though if any expansion to the game is added with secrets like them, then hopefully they wouldn't have the same issues the current ones do). I'd probably like to see some hitscan variants for possessed humans to make up for their lacking mobility.
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For me DNF felt bad more due to trying to do to much, and not really due to sticking to some older mechanics (which is more of a game that doesn't change correctly can be a bad/greatly disappointing game). Though I guess the shoehorning in of two specific modern mechanics didn't really help. Skill wise though, having a handful of hitscan enemies did add more to mix it up. They really should have some hitscan variants that have a chance of showing up for the possessed humans what with how incredibly non mobile they are (and some crimson head like one for the regular zombies).
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I think it should be able to summon mostly anything that the classic arch-vile would have been able to revive (that way it sort of gives similar functionality to the classic one).
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Their open beta and post launch content article talks about features/functionality being one of the possible things for the updates (and having the ability to allow the use of holding more than one weapon at a time seems like something that would fit into that category).
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The best for me would be an expansion (with either mostly the same or more amount of content of the base sp) that would be a reboot of doom 2, along with adding various other features as well (coop, handful or more of other toggleable/slider options, etc).
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I wonder if it is something they will think about adding as an option during one of their free updates for SnapMap.
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Sounds similar to an issue I had with morrowimd, except with that one it didn't save any settings on quit. I thing I fixed it by turning off steam overlay or something for it.
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How is the HUD? It's a Nightmare: A Visual Rant
LittleBurger replied to Csonicgo's topic in Doom 2016
Ditto, though I generally like having a smaller hud. Wouldn't hurt for more forms of options to be added. -
Maybe pacman in some form (if that is possible).
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Eliminate all doubts my friends, because this game is fucking awesome
LittleBurger replied to hardcore_gamer's topic in Doom 2016
One does not simply review Doom 4. Also what was the little 3 asterisk next to the 9? -
I assumed they were when they brought up CoD when referencing the Doom sp (which based on the various streams that have popped up about the game, it doesn't really seem like it seems similar at all to CoD. Someone who has played it already could likely give a better idea about it though). I wonder if its from some leftover hate from the CoD infinite trailer that shows that CoD may be taking a more SciFi route (for that specific CoD game at least).
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Don't forget about the option for the interactable objects, will be one of the many options I think many may turn off when they play the game (whether they are going to play it when it is released Friday or early).
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Hmm, wonder if there is a command you can run at start to toggle that off.
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Like the clingiest of fans. Maybe the demons just want our autograph.
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Well based on the pic, the horse is already past dead and into the sleeping draugr stage of sorts.
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I sort of would rather have an expansion (if they make a Doom 2 reboot as a new game it would have to be far enough into the future to where the free updates to snapmap actually matter in the long run (and not just get discarded and reworked into some other variation of it for a new game)).
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Sort of hope some degree of that can be moved over to sp then (though likely not to that large of an extent if they are to finely merged with it). Does the audio seem any better when not heard from a someones stream?