MrDeAD1313 Posted August 13, 2016 I often forget about the mods since my first playthrough. And I literally threw my first grenade today in sp 0 Quote Share this post Link to post
Varis Alpha Posted August 14, 2016 shotfan said:You must be the first person I met that prefers Rotator over Turret. How much damage should the latter inflict in your opinion? I am genuinely curious. i dunno, i haven't gotten around to use the chaingun that much in my current playthrough yet. Mobile Turret is definitely better in terms of damage output, but i just felt it was a little wimpy compared to the SSG and Siege Mode. i do like Mobile Turret more than the Rotator, but it seems to have a better tactical advantage now that i think of it. MrDeAD1313 said:I often forget about the mods since my first playthrough. And I literally threw my first grenade today in sp i wonder how you can "forget" about the mods, given that they are what makes the game as fun and playable as it is. without mods, your attack power is drastically decreased and the game becomes infinitely more tedious to play. the equipment charges are also useful since they are in fact infinite as they recharge, so not using them at all is denying some combat effectiveness. especially with the equipment rune. 0 Quote Share this post Link to post
NodEliteX5 Posted August 14, 2016 Viscra Maelstrom said:i dunno, i haven't gotten around to use the chaingun that much in my current playthrough yet. Mobile Turret is definitely better in terms of damage output, but i just felt it was a little wimpy compared to the SSG and Siege Mode. i do like Mobile Turret more than the Rotator, but it seems to have a better tactical advantage now that i think of it. Not if you have the rich get richer rune equipped. 0 Quote Share this post Link to post
Almonds Posted August 14, 2016 doesn't the mastery for the rotator increase its damage output? that's gotta be THE ultimate baron destroyer coupled with a quad damage. that alongside the non-restricted movement, well, I can kinda see why some people would easily give up on the turret in its favor. on the other hand the turret hands off enemies to their stunlock states quicker and it's gotta be a utter beast with a quad damage as well, so. EDIT: as a matter of fact... :3 0 Quote Share this post Link to post
Flesh420 Posted August 14, 2016 Viscra Maelstrom said:i dunno, i haven't gotten around to use the chaingun that much in my current playthrough yet. Mobile Turret is definitely better in terms of damage output, but i just felt it was a little wimpy compared to the SSG and Siege Mode. i do like Mobile Turret more than the Rotator, but it seems to have a better tactical advantage now that i think of it. i wonder how you can "forget" about the mods, given that they are what makes the game as fun and playable as it is. without mods, your attack power is drastically decreased and the game becomes infinitely more tedious to play. the equipment charges are also useful since they are in fact infinite as they recharge, so not using them at all is denying some combat effectiveness. especially with the equipment rune. I forget about them frequently. Generally I load a level specifically for combat and forget about the fluff altogether. I also rarely use powerups and brute force arenas. 0 Quote Share this post Link to post
MrDeAD1313 Posted August 14, 2016 Viscra Maelstrom said:i wonder how you can "forget" about the mods, given that they are what makes the game as fun and playable as it is. without mods, your attack power is drastically decreased and the game becomes infinitely more tedious to play. the equipment charges are also useful since they are in fact infinite as they recharge, so not using them at all is denying some combat effectiveness. especially with the equipment rune. I get your point, but maybe I "forget" because this isn't a common feature in fps games and therefore I'm not used to using them I guess. At least in the ones I play anyway. I use the ones I have already set, but I rarely ever think to swap them and forget the other mod for the weapon exists. As for the equipment charges, I just don't use them. Those I also "forget" about as well, probably due to the fact that this is a Doom game and grenades and holograms aren't the first or second tactic that comes to me in the arenas. Though I'm sure if I'd remember to use them, nightmare mode would go a bit smoother. 0 Quote Share this post Link to post
shotfan Posted August 14, 2016 Actually, I thought that mods and other customizable "tacticool" s*** were common these days in COD, Battlefield and the like. As if outfitting a reflex sight or something makes your gun SUPER EFFECTIVE and totally fresh. It made sense for example in S.T.A.L.K.E.R., which has surprisingly realistic ballistic mechanics, so even a simple optical scope makes a big difference. But not in COD with its godawful simulation of weapon performance. So I was skeptical about weapon mods/upgrades in Doom, thinking they are unnecessary. But I convinced myself to them (in D4D) and I find them improving gameplay variety considerably. Still though, id could think more about them, since as is demonstraed in this very thread, most of mod pairs are not balanced at all. This applies most to Tactical Scope and Precision Shot - slapping a zoom function to the weapon is not very imaginative, and no wonder they are made pretty much obsolete by their counterparts. I think that TS should be replaced with autonomous fire mode (like Smartgun from Aliens - it will fire only with trigger depressed and something in the crosshair, with autoaim mastery), and PS for a wide shot capability (and make Siege Mode single-target only). 0 Quote Share this post Link to post
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