40oz
diRTbAg
Posts: 6,108
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Post by 40oz on Mar 30, 2020 22:45:06 GMT -5
I have three that irk me whenever im watching a streamer dying a lot, getting frustrated and not doing this: 1. Unfortunately its a cruel fact of life that some hard maps are hard because they dont give you a lot of ammo. However if you do get all the weapons, the most useful thing you can do for yourself is to never fully expire any one your four ammo categories. Even if its to hang on to 4 more shells or 18 bullets. It will keep you from having to use precious plasma cells on zombiemen for bullets or have to waste rockets on single pinky demons. A proportional distribution of ammo involves switching weapons a lot. People who blast that plasma gun as soon as they get it drive me nuts. 2. Its (hopefully) well known that manuevering in a way to provoke monster infighting is a highly efficient way to conserve ammo, but theres a lesser practiced tactic that can be used to conserve health while fighting against monsters of the same species. Position yourself so that the monsters are lined up such as though you were trying to get them to infight. Even while they wont be damaging or attacking each other, using monsters as cover from other monsters will naturally give you fewer projectiles to have to dodge, and by extension give monsters fewer opportunities to hurt you. Also they stop blocking projectiles the instant their death animation starts, so if you got revenant missiles coming for you in the distance, you might want to hold your fire if that last SSG blast will kill that sight blocking cacodemon corpse before the missiles hit. 3. Putting boundaries on how far you move forward in a map, away from potential lines of sight, can prevent alarming too many deaf monsters at once. Fighting monsters in small increments at a time is way faster than loading a game over and over and playing faster to make up lost time. If the monsters are already alarmed, you can lure them to an inward corner or doorframe to take out a few at a time until theyre all dead. Be pragmatic, sometimes the ticket is in the grind.
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joe-ilya
Hey, Ron! Can we say 'fuck' in the game?
a simple word, a simple turd
Posts: 3,073
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Post by joe-ilya on Mar 31, 2020 3:38:10 GMT -5
Not using multiple saves when doing risky things.
I whince so hard when people save during a horrible situation and then get stuck in a limbo of repeated death.
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Post by DOEL on May 12, 2020 2:03:14 GMT -5
The BFG is most effective as a close range weapon, think SSG not rocket launcher
You can 2 shot a cyberdemon with a BFG
Tapping the chaingun gives 100% accuracy
You can dodge a mancubus' fireballs at near point-blank range by dodging left, right, left
Hug pain elementals to abort their skull children
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Post by optimus on May 12, 2020 11:01:24 GMT -5
3. Putting boundaries on how far you move forward in a map, away from potential lines of sight, can prevent alarming too many deaf monsters at once. Fighting monsters in small increments at a time is way faster than loading a game over and over and playing faster to make up lost time. If the monsters are already alarmed, you can lure them to an inward corner or doorframe to take out a few at a time until theyre all dead. Be pragmatic, sometimes the ticket is in the grind. That's how I've learned to play without thinking it's a tip just playstyle, looking carefully behind corners, approaching places with my back behind a wall so that nothing behind me can hit me, taking enemies from afar before proceeding. It sometimes makes me think my play style will make someone say "Hey,. that's not how you play Doom. It's supposed to be run and gun!". My main thing (someone else mentioned it) is tapping the fire button instead of holding it when with pistol or chaingun. You have 100% accuracy this way and can take enemies from afar easily (another element of the style of play I enjoy (although it took me years to learn this mechanic), would make people think "Why is he not rushing into the arena, that's not how Doom is supposed to be played"). I see even good players not doing this, holding fire on these weapons and having a lot of misses and taking more time with some enemies. Like for example, on E1M1 ultraviolence, I see people shooting those first shotgunners with holding the button. It's so much easier and fun and pinpoint when aiming carefully and do little interrupted taps. Other basic stuff? - When you have blue armor and goes under 100, keep it and don't immediately grab the green armor.
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Post by bigolbilly on May 12, 2020 11:53:54 GMT -5
Hoo boy, this is a good topic--not just to vent, but theoretically it's good to remember this when trying to target that audience (say, for balancing lower skill levels in a non-niche-oriented kind of wad).
1. Circle-strafing the cyb with the BFG or using rockets to kill the cyb/SMM when the player has plenty of cells. It's worth remembering that this is an entirely understandable approach for someone who doesn't know better--nothing in Doom conveys in any clear way how the BFG works or that boss monsters have splash damage immunity.
2. Not slowing down/checking the automap when "stuck." This one I'm slightly less forgiving of, although I think it's probably part and parcel of game streaming culture these days. Sometimes there are good reasons to make a bit of progression slightly cryptic (say you don't want a first-timer to have too easy a time escaping from a fight, but don't want to force it with a timed sector or high-HP blocking monster). But occasionally you'll get a streamer running around a relatively compact area just mashing the use key and yelling "UGHHH WHERE DO I GO?" when there's a switch they could very easily see if they would just.stop.running.at.top.speed.and.look.around. Related demerits for those who have a pathological aversion to using the automap.
3. Doing the same thing over and over again when there are obviously other options. Definitely saw this on DBP21:MAP01. You have no weapons to speak of, come to an ominous room with FOUR CAGED ANGRY ARCH-VILES, an ominous room that obviously has an alternate path into it from somewhere else you'll reach later, and a switch. THERE ARE ALSO OTHER PATHS YOU CAN EXPLORE. I'll even give you the first time you flip the switch out of curiosity and get blasted to death (sorry Ironmen). But when you come back to that room a dozen times and try to pistol four viles over and over again instead of trying literally anything else--well, I don't know what to say, man. [/rant]
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40oz
diRTbAg
Posts: 6,108
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Post by 40oz on May 12, 2020 13:20:24 GMT -5
3. Doing the same thing over and over again when there are obviously other options. Definitely saw this on DBP21:MAP01. You have no weapons to speak of, come to an ominous room with FOUR CAGED ANGRY ARCH-VILES, an ominous room that obviously has an alternate path into it from somewhere else you'll reach later, and a switch. THERE ARE ALSO OTHER PATHS YOU CAN EXPLORE. I'll even give you the first time you flip the switch out of curiosity and get blasted to death (sorry Ironmen). But when you come back to that room a dozen times and try to pistol four viles over and over again instead of trying literally anything else--well, I don't know what to say, man. [/rant] That's a really bizarre one. I might be jaded because I have a pretty good idea of how much damage my weapons do, but sometimes I see people try to engage in fights they DEFINITELY don't have the weapons and ammo for, then get upset that the mapper was being an asshole. Anyone in 2020 who thinks using the pistol to kill anything other than a shotgun guy, a chaingunner, some zombiemen, or at THE VERY MOST a couple of imps is intended gameplay really has to get with the program by now.
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Deleted
Deleted Member
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Post by Deleted on May 12, 2020 21:09:45 GMT -5
Other basic stuff? - When you have blue armor and goes under 100, keep it and don't immediately grab the green armor. Assuming you mean that the megaarmor's damage reduction stays below 100% I wouldn't call that basic, going off of the basis that I didn't know that myself until a year or two ago thanks to a Decino video. You'd probably have to be a Doom engine nerd to figure that out. I still pick up the green armor anyway if it's there because I can and because gaming kleptomania. I'm sure all of our grievances watching people play our maps badly would be solved by just making better maps <insert Xeep-Eep avatar here that should be a DoomerBoards emoticon>
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Post by optimus on May 13, 2020 7:10:55 GMT -5
Other basic stuff? - When you have blue armor and goes under 100, keep it and don't immediately grab the green armor. Assuming you mean that the megaarmor's damage reduction stays below 100% I wouldn't call that basic, going off of the basis that I didn't know that myself until a year or two ago thanks to a Decino video. You'd probably have to be a Doom engine nerd to figure that out. I still pick up the green armor anyway if it's there because I can and because gaming kleptomania. I'm sure all of our grievances watching people play our maps badly would be solved by just making better maps <insert Xeep-Eep avatar here that should be a DoomerBoards emoticon> Most of the stuff here are actually things some of us wouldn't know even after years playing Doom. I knew about the blue/green armor way before the tap fire button instead of holding with pistol/chaingun (this one came as a surprise to me actually).
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Deleted
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Post by Deleted on May 13, 2020 12:13:43 GMT -5
I just written a long reply that was wipen by boards service automatic security detection - no kidding. You will have to read it off pastebin - pastebin.com/j4ZGGepMAlso, it triggered anti-spam on there, too! Had to input some captcha to publish it. Ridicilous, isn't it?
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Post by Smite of Disrespect on May 19, 2020 9:55:10 GMT -5
Fighting monsters in small increments at a time is way faster than loading a game over and over >playing with saves
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