SkylineRKR
Member
Eternal is brighter/more colourful because it's going for a more retro arcade style vibe that is in the spirit of the first few games. I can see where you're coming from though.
>In terms of the gameplay, Eternal felt like id watched a lot of those super sweaty 'pro' videos of Doom 2016 on Youtube, and thought that the key to interesting gameplay was having the player constantly be switching up their weapon and using every single one of their abilities.
And they were right to do so. The combat feels more dynamic as a result.
>Basically, if you want to play the game in the way you want for more than 2 seconds, id steps in and says "that's not interesting enough", and then makes the ammo run out.
You chainsaw for more ammo or you switch weapons. That's exactly how it worked in 2016. I don't see the problem.
Yes but I think a higher ammo cap wouldn't deter much from this. Its still more effective to lob an explosive into the mouth of a Cacodemon, and shoot the turret off a spider bot with the scoped machinegun, use plasma on shields, shotgun on pinky back etc. I would also change if I had more spare ammo.
Chainsaw was sort of a win button in Doom 2016. You would be best off to save it for a baron or something, it would delete any non-boss enemy IIRC. They nerfed the chainsaw in Eternal, but gave it a recharge so you can always use it. And you have to, since its your main ammo income here. This means Chainsaw is mostly used on fodder enemies and this part is kind of lame imo. Those enemies make the fights more cluttered than they are, they are walking ammo packs but harmless otherwise. It feels artificial to constantly have to rush to a group of infinitely respawning harmless fodder enemies just to chainsaw them for some ammo.