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Post Posted: 19 May 2016, 00:01
Post Posted: 19 May 2016, 00:45
Post Posted: 19 May 2016, 02:18
Post Posted: 19 May 2016, 02:54
Mister_Prophet wrote:EDIT: One gripe, if I have one. The hardest difficulties are locked
Post Posted: 19 May 2016, 03:11
Semfry wrote:Mister_Prophet wrote:EDIT: One gripe, if I have one. The hardest difficulties are locked You can choose them from the start, the red just makes it look like they're locked.
Post Posted: 19 May 2016, 03:14
Post Posted: 20 May 2016, 01:35
Post Posted: 20 May 2016, 05:16
Post Posted: 20 May 2016, 09:47
Post Posted: 20 May 2016, 13:34
UBerserker wrote:Architecture doesn't need to detailed, it just needs to be right.
Post Posted: 20 May 2016, 13:50
diamond wrote:Kudos for mentioning Hard Reset
Post Posted: 20 May 2016, 18:17
Post Posted: 21 May 2016, 00:55
Mister_Prophet wrote:You're right MMAN about the upgrade system being the awkward stand out thing. It's there for no other reason than to compete with what's current. What's funny to me is that alternate firing modes are finally in Doom, which is something that was sorely needed in Doom 3 and was one thing they didn't take from other shooters of the time.
Mister_Prophet wrote:The melee attacks are quick, but consistently important in every shootout I've been in just because of the health drops. I've compared it to the Rally system in Bloodborne, where you're emboldened to be more aggressive.
Post Posted: 21 May 2016, 05:46
Semfry wrote:The issues kick in with some of the combos later, like mixing the rune that gives infinite ammo under certain (not very difficult) conditions with stuff like the siege-mode chaingun, which results in something so strong it bypasses a lot of the intended design and lets you just stick to a small area mowing everything down, and I ended up intentionally not using it.
Post Posted: 21 May 2016, 13:39
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