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User Info: Delta123456789

Delta123456789
3 months ago#11
limp-bizkit-89 posted...
infighting was a legit strategy in older DOOM
games. Why waste ammo when you can make them fight?

Because ammo is plentiful and blasting demons with it is fun?

The developers called design philosophy for DOOM 2016 and Eternal "push-forward combat", the idea that the player should constantly be moving from one target to the next and blasting constantly. That's why instead of recovering health by sitting behind cover until shields recharge you pulverise a demon in melee, or ignite/chainsaw enemies to regain armour/ammo. Just tricking two enemies into attacking each other and running away runs against that philosophy, and arguably would be out of character for the Doom Slayer seeing as he'd rather kill them both himself.

There are probably other practical reasons for it too. Barons of Hell would be a lot less threatening they kept getting distracted shooting imps that winged them instead of the famous enemy of demonkind, or if you saw them fruitlessly trying to blast a prowler or Pain Elemental that keep dodging their fireballs.
Not buying a single Activision Blizzard or Ubisoft game again until they've kicked out the abusers and execs who enabled them. No-one should suffer for my fun.
(edited 3 months ago)

User Info: limp-bizkit-89

limp-bizkit-89
3 months ago#12
Delta123456789 posted...
Because ammo is plentiful and blasting demons with it is fun?

The developers called design philosophy for DOOM 2016 and Eternal "push-forward combat", the idea that the player should constantly be moving from one target to the next and blasting constantly. That's why instead of recovering health by sitting behind cover until shields recharge you pulverise a demon in melee, or ignite/chainsaw enemies to regain armour/ammo. Just tricking two enemies into attacking each other and running away runs against that philosophy, and arguably would be out of character for the Doom Slayer seeing as he'd rather kill them both himself.

There are probably other practical reasons for it too. Barons of Hell would be a lot less threatening they kept getting distracted shooting imps that winged them instead of the famous enemy of demonkind, or if you saw them fruitlessly trying to blast a prowler or Pain Elemental that keep dodging their fireballs.

not everything a dev does must be unquestioned.

some of us liked infighting. We could make it so it is not that usual and very hard to pull off, but we’d still like the option.

imagine justifying capcom taking out heavy punches and kicks from street fighter because they had a “quick exchange fight philosophy” for street fighter 6.

as for barons, are they really threatening? They’re really cool and iconic, but they’re basically meat shields. I have more trouble with cyber mancubus

Keep Rollin Rollin Rollin (yeah!)

User Info: Robin_Mask

Robin_Mask
3 months ago#13
Delta123456789 posted...
Because ammo is plentiful and blasting demons with it is fun?

The developers called design philosophy for DOOM 2016 and Eternal "push-forward combat", the idea that the player should constantly be moving from one target to the next and blasting constantly. That's why instead of recovering health by sitting behind cover until shields recharge you pulverise a demon in melee, or ignite/chainsaw enemies to regain armour/ammo. Just tricking two enemies into attacking each other and running away runs against that philosophy, and arguably would be out of character for the Doom Slayer seeing as he'd rather kill them both himself.

There are probably other practical reasons for it too. Barons of Hell would be a lot less threatening they kept getting distracted shooting imps that winged them instead of the famous enemy of demonkind, or if you saw them fruitlessly trying to blast a prowler or Pain Elemental that keep dodging their fireballs.
Bruh, it's a strategy to utilize to get monster infighting. The jackass devs already have the bug of Marauder summoning the dog because ENEMIES HIT IT instead of the player being punished for their own mistake. What's so bad about infighting? Weaker enemies go down and the strong still chase you down after they finish the mooks.

They took time to start infighting, it's not like it just took one Imp fireball to piss off a Baron, you needed to be patient and get a few hits in. It's not like we overuse infighting either, sometimes conserving ammo, health, and have them infight in some levels is a great way to get through it. Seeing a Baron OHKO an Imp would be great to see too.

It's weird you mention being behind cover to recover health and shields when NONE of the Doom games have ever done that.
My YT: https://www.youtube.com/channel/UCC8OmMlZXYXJmAi_f1vvNPg
Top games this gen: Sekiro>RE2/RE3=DMCV>Witcher 3=RDR2=GOW=BB>Doom>T7>Nioh

User Info: majin nemesis

majin nemesis
4 weeks ago#14
limp-bizkit-89 posted...
infighting was a legit strategy in older DOOM
games. Why waste ammo when you can make them fight?
why stand around looking at them killing each other when you could do it yourself?

User Info: Robin_Mask

Robin_Mask
4 weeks ago#15
majin nemesis posted...
why stand around looking at them killing each other when you could do it yourself?
Seems you're really overlooking why enemies infighting in the classic games was used.
My YT: https://www.youtube.com/channel/UCC8OmMlZXYXJmAi_f1vvNPg
Top games this gen: Sekiro>RE2/RE3=DMCV>Witcher 3=RDR2=GOW=BB>Doom>T7>Nioh
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