And with you restacking armour and health - your bloodpunch will be back hella fast. Things like cyber mancubus - like mentioned in the other thread - are easily taken down with a frag grenade + bloodpunch + ssg shot. Caco's can be easily eliminated with either well timed sticky bombs, arbalest shots with good movement, or even a single well-placed destroyer blade. Ballista+ Precision bolt + Lock-on rockets is an easy way to get rid of the elementals (With chaingun with shield being a good backup to protect you from the threats around you). As well as a little bit of memorization for things like UltraNightmare.Īir units - like pain elementals and cacos, are heavy pressure units in higher numbers. It does require you to know how to prioritize certain enemies and how to optimize your movement and damage. These just feel like an afterthought that wasn't really considered at all. Really frustrating too, means they're just completely un-fun unlike the rest of the game which seems extremely well polished and thought-through. Kinda disappointed that Master Levels don't test skill, but rather patience. Is this just a "Spam BFB" section, with no thought of actually completing it legitimately? Are mecha-mancubi doing over 100DPS with their acid floor part of the game design or is this just a bug I've encountered? Are the flyers supposed to have larger hitboxes than most enemies to intentionally body-block you extremely often, or is this just another bug? These design decisions don't really seem to fit the vibe that doom had previously of an "Extremely polished, well balanced game that offers challenge to those who want it", just feels like cheese city with a whole bunch of hard enemies thrown at you so you use a BFB with no thought involved. Doesn't give a checkpoint after an extremely hard combat section, so I have to play two hard combat sections back-to-back in an extremely cramped space.
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