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Everything posted by idbeholdME
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If Doom 2 happened in real life, would we win?
idbeholdME replied to neubejiita's topic in Doom General
Invasion started by the Spider Mastermind at the end of Doom 1. You kill it only to realize the invasion is already in progress, which leads into Doom 2. -
It's the complete quiteness of Schabbs's zombies that is the most terryfing. The blue guys are pushovers, the zombies have incredibly fast attacks, no alert sound and move surprisingly fast. Depends on the distance, as Wolf takes distance into account for damage calculation. Point blank - yeah, 2 shots can easily kill.
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Heavy Weapon Dude and Arachnotron. High rate of fire enemies, with the potential to painlock all but the hardiest targets. I also like Cacodemons in open spaces. The Caco usually gets launched backwards, meaning he auto-dodges all the projectiles, but is still hitting the enemy. Can make a sizable dent even in a Cyberdemon's HP pool and the Cyber is distracted for a long time.
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Is there a lack of complex combatants in doom's bestiary?
idbeholdME replied to St. Mildly Annoyed's topic in Doom General
Sounds like giving the player permanent Partial Invisibility could be the solution to all your problems :P -
Is there a lack of complex combatants in doom's bestiary?
idbeholdME replied to St. Mildly Annoyed's topic in Doom General
-fast somewhat improves the situation. It can make any monster threatening when it relentlessly attacks you as long as they have line of sight, but especially the faster projectiles do wonders in denying the player space. Even when circle strafing, you have to move much faster to avoid them and hitscanners become the king of area denial. Or you just pay the HP/armor tax. And you don't want to see what happens if you let a -fast Lost Soul get behind you in a hectic fight :P -
Who win in fight? Frank Horrigan or Doom 1/2 Cyberdemon?
idbeholdME replied to Grungo's topic in Doom General
Frank has 70% Damage Reduction against most damage types, along with a 20 Damage Threshold. As for the rocket launcher, you forgot splash damage. Doom Rocket Launcher does 20-160 in increments of 20, +128 splash damage on direct hit and Frank is not immune to splash damage. If we treat the direct rocket hit and splash damage as 2 instances of damage, Frank would take greatly reduced damage. DT gets counted first, then DR. So: (108*0.3) + ((0 to 140) *0.3) = 32.4 + 0 to 42 in increments of 6. So a damage per rocket would be anywhere between 32.4 + (0 to 7 * 6). So a maximum of 74.4. Meaning 31 rockets maximum with min damage rolls and 14 rockets minimum with max damage rolls. We can average that to 53.4 damage per rocket, so 19 rockets for Frank to die. If we treat direct rocket hit + splash as a single damage instance, things get even worse for Frank as DT only gets deducted once. Frank on the other hand also has a 10% chance to crit, which can result in x1.5 to x3 normal damage. But the chance is too low to make up the difference. Even if trying to account for the rate of fire, Cyberdemon fires a salvo of 3 rockets, and Frank has 20 Action Points with a shot costing him 5. Even if he fired 4 shots for every 3 Cyberdemon rockets, it's still a clear win for the Cyberdemon, simply due to the massive HP advantage. Cyberdemon would win even with just the splash damage, if every single direct rocket hit rolled minimum (20) damage and got completely negated. Splash being a static 128 is simply too much for Frank to sustain. He would have to get INSANELY lucky with the 10% crit chance and roll x3 damage many times in a row (astronomically low odds). -
Why is the DOOM space marine outfit green??
idbeholdME replied to vanilla_d00m's topic in Doom General
Now that the warmup question has been answered, time for the real hitter: Why is Megaarmor blue? Without the answer, the internal consistency of the entire Doom-verse is at stake! -
Is it just me who dislikes Spectres?
idbeholdME replied to Critter with Rabies's topic in Doom General
Go to display options - software renderer - set "Scale fuzz effect" to off. Now you have a more stealthy fuzz effect than ever. Here is a comparison: -
Why is the DOOM space marine outfit green??
idbeholdME replied to vanilla_d00m's topic in Doom General
Green is the army color, so probably to make it easily recognizable one is a member of the armed forces. -
Start with reducing your load count. Spam saves all you want, losing progress always sucks, but start by learning to "play till I die". Only then load a save and try again. Even if you lose 300% armor/health in a fight, save to a different slot and keep going. Making 50 saves a minute doesn't matter if you manage to not obsessively load them all the time. Next step would be to start avoiding saves mid-fights. Try to beat them as a complete scenario, not every shot, enemy kill etc. The game is much more fun when you actually have to manage and utilize the resources on a map. Once you manage those 2 things, you're all set.
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Is it just me who dislikes Spectres?
idbeholdME replied to Critter with Rabies's topic in Doom General
Might have been the intended purpose, but it's not even that in practice. It's a monster that is actually beneficial to the player, as they protect you from projectiles from actually dangerous enemies and you can deal with any number of them by backing into a corner, pulling out a chainsaw, putting a weight on the fire button and taking a nap. With fast however, if you want to use that strategy, it's going to cost you Cells, as Plasma is the only thing with enough rate of fire to reliably painlock fast pinkies. -
Is it just me who dislikes Spectres?
idbeholdME replied to Critter with Rabies's topic in Doom General
Onr of the best monsters with fast monsters on. In dark areas, sound becomes extremely important. Without fast monsters however, they are entirely pointless, same as regular Demons. The invisibility effect is also next level for its time. Not just simple translucency which is usually just visible anyway, but an effect nearly invisible in the dark and useless in the light. Whoever is responsible for the fuzz effect is a genius. Best Spectre use I've ever seen was in 1Monster WAD, map 15. -
The first hub having the segment with the most obscure progression doesn't help things and is why I think many dislike the game. Once you get past it though, there shouldn't really be more navigational issues. 4 weapons is however quite low. 3 classes though, but a different class doesn't really warrant another playthrough right after the first. After Heretic, it can come off slightly disappointing but still, a game I enjoy.
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- Win 10 - i5-13600K - RTX 4080 - 32GB DDR5-6400, - 27 inch, 1440p, 240 Hz display - 1TB HDD, 500GB SSD, 1TB SSD, 2TB SSD. - SteelSeries mechanical keyboard with Cherry MX Black switches. Specifically got this for Doom to avoid hitting input limits on shitty regular keyboards (a frequent problem when playing keyboard only). Also been very helpful for occasional splitscreen gaming in other games.
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UV -fast would be a natural progression. Careful though, because once you get used to that, normal speed will seem like slow motion. I can't really enjoy the game without -fast anymore. Another tip would be to practice tough scenarios. Don't bother with saveless, single segment or whatever. You are not getting any better by constantly replaying the easy parts. It is the fights where you regularly die and figuring out how to beat them that helps the most.
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What small tweaks to Doom's gameplay would you have suggested to id?
idbeholdME replied to janiform's topic in Doom General
A difficulty between UV and NM, which would be just UV with monster speeds from NM. UV+ if you will. Squeeze the RNG spread. Don't remove it, but make it less spiky. 100-800 or 20-160 is simply nuts. Make SSG fire 14-15 pellets so it makes sense. Or they should have made the SSG triple barreled and eat 3 shells per shot. Reduce Box of Shotgun Shells from 20 to 15, Cell Pack from 100 to 80 and increase Box of Bullets from 50 to 60. Also increase bullet capacity from 200 base to 300. Unlimited Lost Souls. Clean up the collision and hit detection code. So no blockmap bug and make everything respect its height. No Demons biting you when you are 3 km above them. -
What are some sourceport features you can't live without?
idbeholdME replied to Logamuffin's topic in Doom General
Unlimited Lost Souls Fixed blockmap bug Option to remove infinite height Unlimited FPS Unlimited saves with detailed save game info -
What Is The Best Weapon In Doom In Your Opinion?
idbeholdME replied to LoserXylophone's topic in Doom General
I feel the safest all around with Plasma. Very good DPS, perfectly accurate (although with travel time) and the rate of fire allows painlocking all but the hardiest enemies. The only major drawback is the projectile size, which can make shooting around corners finnicky. So to get the most out of it, you actually have to expose yourself to the enemies. No corner peeking/camping like with the SSG is pretty much the only drawback. But for big crowds/hordes, BFG of course. Nothing comes even close in that scenario, but it just wastes ammo in most normal situations otherwise. -
Where is the limit between full keyboard and keyboard-mouse ?
idbeholdME replied to apichatpong's topic in Doom General
A fellow keyboard only player here. Played a ton of WADs, and still have yet to find one I couldn't beat on UV -fast on a keyboard. Mind you, I only play regular stuff, no gimmicky movement platforming maps and whatnot. The most important thing I can recommend is getting a mechanical keyboard to avoid hitting the input limit. Someone said keyboard only feels like controlling a car, I'd argue the opposite. I really dislike how the game feels and plays when you can turn by mouse flicking without restrictions, doing 180s in 0.1 seconds and the like. The turning speed on keyboard only is the perfect fit for Doom gameplay IMO. -
What is the WAD that made you get better significantly?
idbeholdME replied to Chernobog The Exalted's topic in Doom General
-fast Not a specific WAD. Now, I can't really go back to normal speed as the game just feels slow. Especially the snail speed enemy projectiles. -
I think it's also about the gameplay a lot. In the originals, you don't really do anything that would make you go "that's impossible". If you of course ignore things like that you are moving around at the relative speed of a car or that there is no fall damage. But all can be pretty easily whisked away by suspension of disbelief. You unload powerful weapons into beings from Hell and they die, simple enough. Meanwhile in nu-Dooms, you are Mario jumping from enemy to enemy, ripping them to shreds as a rainbow colored piňata sprays out of their neck where the head you ripped off with your bare hands a second ago used to be, which restores your health, ammo and armor. The entire world revolves around you as the ultimate power fantasy. UAC has been transformed into comic book level villain because reasons... And much more. I really disliked pretty much everything regarding lore and setting in Doom 2016. As for the gameplay, it just felt too prescriptive and restrictive. At some point, it just became going through the motions. Enter arena, Mario around until everybody is dead, half of the time locked in finishing animations while being invulnerable - repeat ad infiinitum. I played through the game twice and really had to force myself to finish the 2nd time. No interest in Eternal TBH. Something as simple as the Cyberdemon alert sound in the originals never fails to put me on edge. Meanwhile, I'm cringing in Doom 2016, listening to yet another log about UAC welcoming their new demon overlords.
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What is Strife's equivalent to "Hurt Me Plenty" difficulty?
idbeholdME replied to Dweller Dark's topic in Doom General
There is a workaround, where you can freeze the damage scaling value through DosBox memory editing, using DosShark: https://www.gog.com/forum/blood_series/glitch_damage_scaling_changes_when_loading_fix_inside Played through the game like that several times. Works perfectly, although it wrecks demos of course. -
The skies, hell and outdoor areas of Classic Doom
idbeholdME replied to Chernobog The Exalted's topic in Doom General
Doom demons might as well be considered aliens - beings from another dimension that happens to be Hell. -
Your favorite first level from the first four games?
idbeholdME replied to _memyself's topic in Doom General
I'm gonna say Congo, because it has the most staying power. Other levels are good too, but you're done with them in a minute or two. E4M1 is a close second for being one of the rare few levels, where ammo and landing your shots actually matters (if you want to also kill the NIN Barons.