Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

GaussMaster987

Members
  • Content count

    44
  • Joined

  • Last visited

Everything posted by GaussMaster987

  1. GaussMaster987

    "Ultra-Violence is the real way to play Doom"

    For Classic Doom, I have to agree with this. Only UV and Nightmare have the maximum number of enemies. Classic Doom's HMP feels incomplete with the reduced number of enemies. Doom 2016's "double damage" UV doesn't bother me either, but the reduced value health and armor pickups are a dealbreaker for me.
  2. GaussMaster987

    Baron - How Many Precision Bolt Headshots To Kill?

    Thanks for pointing that out Viscra. We also need to know the crit multiplier, and if the crit multiplier is different between campaign and snapmap. According to the only source available on gun stats for campaign/arcade, the Precision Bolt inflicts 1200 base damage fully charged. Chubz, you can compare the snapmap body shot damage, to find the crit multiplier. On another note, I actually recently watched a multiplayer video (or maybe it was a snapmap video, idk), and I think, some shots, I saw the damage highlighted in yellow, and some shots the damage was highlighted in red. What does that mean?
  3. We know the Knight can be killed with a fully charged Precision Bolt headshot. But the Knight is still a "medium" enemy. The "heavy" enemies are the Mancubus, Baron, and Cyber Mancubus. I know that the Manubus needs two fully charged Precision Bolt critical hits, and the Cyber Mancubus can survive two consecutive fully charged Precision Bolt headshots, so I toss a Cluster Strike in between, to ensure I get that Volatile Discharge. But, the Baron, is difficult for me to land clear headshots, because I play with controller. So, can anyone confirm whether the Baron can be killed with two consecutive fully charged Precision Bolt headshots or not?
  4. GaussMaster987

    Rate My Playthrough?

    And finally, the entire playthrough is uploaded.
  5. GaussMaster987

    Rate My Playthrough?

    Tbh, I'm just trying to get some views, and some feedback. Aside from the l33t playthroughs like DraQu and that one guy who completed Ultra Nightmare with the Pistol, most playthroughs are pretty casual and half-assed, imo. I really would like to know how common my playstyle is, and get ideas for any other playstyles which I might like. Anyway, here is the first part of my playthrough. I will be uploading the rest of the missions eventually, and in the future, I will also record a Nightmare playthrough.
  6. GaussMaster987

    Rate My Playthrough?

    Missions 08-11 uploaded.
  7. GaussMaster987

    Favorite glory kills?

    That is awesome. I also saw a neck snapping one for the Soldier, but I could never do it myself.
  8. GaussMaster987

    What do you think of nightmare mode?

    Lol. In my recording, I forgot about him, and he followed me through the yellow door. So, I had to stun him, and make my way back out, so I would have enough space to dodge his attacks xD . A similar story with me, I was in Kadingir Sanctum, on Nightmare Mode working through the enemies in the Baron's arena, and I got to the part with the circle of Lost Souls. I almost shit myself when TWO of them charged me at once. I took a blind shot with the Shotgun grenade, and accidentally set off a chain reaction which killed the entire circle at once xD .
  9. GaussMaster987

    What do you think of nightmare mode?

    Had you at least gotten the secret rocket launcher, and the lock-on burst mod? Those might have made the Hell Knights easier. Ironically, the Imps are actually the bigger threat in the early levels of Nightmare mode. And, the lobbed fireball does 15 base damage, so on Nightmare, it is 45. The charged fireball does 25 base damage, so 75 on Nightmare. Another tip: If you ever replay the game, do NOT get the yellow keycard until after you destroy the first two gore nests (rear of starting area and below central area). Picking up the yellow card, unlocks all the Hell Knights in the central area. Iirc, there is one that jumps up from the railing before you enter the yellow door, the second one spawns on the bridge at the beginning of the central area after destroying the third gore nest, and has a chance to rush in when you approach the fourth gore nest, and the last one before the final battle, comes through the first yellow door, after destroying the final gore nest. Should be a useful tip, for anyone who prefers to scavenge for collectibles and secrets AFTER completing all the fights. Of course, this luxury is lost after Mission 04.
  10. GaussMaster987

    Rate My Playthrough?

    Uploaded Mission 07. Starting from this mission, I primarily use Shotgun and Gauss Cannon.
  11. GaussMaster987

    Preferred/most balanced difficulty setting.

    Personally, the permadeath does not scare me too much, but the lack of checkpoints is a dealbreaker for me, because I abuse specific checkpoints for rune and weapon mastery challenge farming.
  12. GaussMaster987

    What do you think of nightmare mode?

    You forgot to mention that Imps have fucking x-ray vision. I had two instances, one in Mission 04, where an Imp lobbed a fireball where I was standing, without having a line of sight on me, and the second at the end of Mission 08, where an Imp tried to lead me while I was on high ground, and again, had no line of sight on me. Also, if you watch closely on DraQu's UN speedrun, while he is scaling the tower, the asshole Imps he left alive are capable of nailing the player from literally any distance/elevation. That Imp did not nail him, but it was a close call.
  13. GaussMaster987

    Rate My Playthrough?

    Uploaded Mission 06. I used Rockets here as my heavy gun, mainly because this map is littered with them, and Ammo Boost is truly one of the best runes in the game. I had a couple of close calls in this mission, but, I manage to complete the final battle with no damage.
  14. GaussMaster987

    Rate My Playthrough?

    Ok, finally uploaded Mission 05. This is where I improve my aiming, and start piling on the Cluster Strikes.
  15. GaussMaster987

    Infighting... real deal or scripted?

    I'm starting to think there is a higher probability of unscripted infighting, on "I'm Too Young To Die".
  16. GaussMaster987

    Combat shotgun explosive shot = unbalanced?

    In my revised run on any difficulty, I use the Triple Shot exactly once: on the Spectre at the beginning of Necropolis, after stunning it. And the only reason I use it, is to prevent from killing the Unwilling, because I need to keep them alive to complete the barrel challenge.
  17. GaussMaster987

    Infighting... real deal or scripted?

    I would love to see the Glory Kill system get expanded, but what exactly would "chained glory kills" be?
  18. GaussMaster987

    Rate My Playthrough?

    Grenade with Equipment Power 2 Rune equipped. Increases damage and blast radius. I wish I knew the actual damage values, but I think it is strong enough to OHK Razers, who have the most HP among the low-tier demons.
  19. GaussMaster987

    Rate My Playthrough?

    Mission 04 is now up. And yeah, I really did not feel inspired to aim well, until I got the Cluster Strike. Also, my playstyle does not become whole until I start using Hologram with Equipment Power 2. And I mostly stop using Stun Bomb after Mission 04, and stop using it completely after I realize I can OHK the shield guys with a boosted grenade to the back.
  20. GaussMaster987

    Combat shotgun explosive shot = unbalanced?

    The Explosive Shot is fine as is, imo. At range, the shot needs to be arced, and aiming for a direct hit is recommended only on enemies which are not as evasive. Imps do not need to be clustered, but you can go for a Cluster Strike if they are charging up a fireball. The real mistake, was giving a triple shot burst to a gun that fires pellets in a widening cone. Charged Burst should be replaced with something I would call "Focused Stream". A tightened spread that can fire a single shot, but also multiple shots with automatic fire, higher fire rate, lower recoil, and an overheat mechanic. Replace Speedy Recovery with an upgrade that allows more shots before overheating and reduces overheat cooldown time. Replace Quick Load with Instant Load. And the Mastery should be something that increases damage for each time every pellet hits a single target, damage gets reset for an imperfect shot, and damage increase is capped at super shotgun pellet damage.
  21. GaussMaster987

    Rate My Playthrough?

    I am. I grew up on console games, so I could never pick up keyboard and mouse. I do become one with the Shotgun Grenade, once I get the Cluster Strike. However, due to my misguided upgrading choices, you won't see it until Mission 05.
  22. GaussMaster987

    Rate My Playthrough?

    Mission 03 is now up.
  23. GaussMaster987

    Preferred/most balanced difficulty setting.

    Never played on I'm Too Young To Die, played on Hurt Me Plenty first, to memorize the levels and secrets. Died a few times because I didn't know the optimal way to handle situations at the time. After I completed, I jumped straight into Nightmare, because I felt Ultra Violence was pointless. Nightmare was quite the humbling experience after HMP, and one of the most important lessons you have to take away from Nightmare, is that Imps are the biggest threat, since they are more likely to bumrush you, have some more HP, are the highest in numbers, and have the highest fire rate combined with sniper accuracy. To the guy who mentioned leading, every demon with a projectile attack tries to lead you, even the Spider Mastermind. Although Spider Mastermind I found easy even on Nightmare. I just used Precision Bolt and used the BFG when he electrified the floor.
  24. GaussMaster987

    Weapon Damage Values & Other Mechanics

    So apparently, this is the only source on the web which has these values. http://gameswiki.net/doom-all-weapons-details/ There is a second page, before anyone says that it is incomplete. Also, Shotgun and Super Shotgun values are for each pellet, except the Explosive shot of course. Not stated in there are the facts that the Shotgun has 10 pellets, and the Super Shotgun has 16 pellets. Unfortunately, there are still some questions which this article does not shed light on, so I will state some things I know, and ask about those which I do not. 1. None of the splash damage types can crit. This is best proven by sticking a Micro Missile on an Imp's head in a difficulty lower than Nightmare. Full power Shotgun blast is 260, which is more than enough to OHK an Imp. Micro Missile splash is enough to stagger an Imp at only 100 damage, so if the splash could crit, it would OHK an Imp, but it does not. 2. I do not know what is the crit damage multiplier. Do all guns have the same multiplier, or different ones? And how much does Skull Cracker increase the HAR's crit damage? A single Devastator headshot is enough to kill Imps and Soldiers and stagger a Razer, but two Devastator body shots to an Imp is only enough to stagger. Also, I know that the Explosive Shot's direct hit can crit, because it is possible to OHK a soldier with a non-clustered Explosive shot, if the direct hit is on its head. 3. Siege Mode's Outer Beam. Does it trigger for each enemy it passes through? If yes, then can two or three enemies who are close to each other, take 2-3x Outer Beam damage from a single shot? 4. Chaingun. Obviously, the turret mode is the superior mod, but is that value for each bullet, or does the turret multiply each bullet (maybe by 3) like the shotguns do? Honestly, I find it very hard to tell due to the fire rate of the turret. 5. Equipments with and without Equipment Power 2 Rune. Frag Grenade base damage and radius unknown. I know that the rune increases the damage and the radius, but do not know by how much. Hologram, do not know the duration, but do know that the unboosted Hologram can be "killed" quickly. With rune, duration is longer but I don't know by how much, Hologram seems to be immune to enemy damage, but can be "killed" with player damage. Finally, the boosted Hologram can keep certain enemies focused on it even if player shoots said enemies, and it can make Imps and Soldiers glitch and "blind" them resulting in them standing in one spot indefinitely until shot or killed. Enemies that always have a low chance of being fooled by the boosted Hologram include: Hell Knights and Pinkies, and Lost Souls will NEVER be fooled by a Hologram. Siphon Grenade seems to leech 20-21 health per charge, and with rune, it absorbs this amount for armor as well. 6. BFG. Obviously, a direct hit will insta-kill. But, the streams appear to be DPS(damage-per-second). If a tougher enemy like a Baron or Mancubus gets threaded at the end of the shot's path, and if said demon is not near the BFG's AOE, then there is a good chance said demons will survive. Would like to know what the BFG streams' DPS is. That's all I can think of.
  25. GaussMaster987

    Infighting... real deal or scripted?

    Lol, WOW, that is the worst case of infighting I have seen in the new game. I'm not surprised that it is in Lazarus Labs though. That map packs a whole bunch of demons into each tightly packed arena, so that players have plenty of opportunities to complete the "Thread The Needle" challenge. Even then, during my recorded playthrough, I only noticed a Mancubus finish off an Imp in the Helix Room battle.
×