• Doom's multiplayer to get some TLC from id
    16 replies, posted
[url]http://www.pcgamer.com/dooms-multiplayer-to-get-some-tlc-from-id[/url]
fucking great, the multiplayer definitely needs it
They really want it to be the perfect game.
[QUOTE=Rocâ„¢;50484056]They really want it to be the perfect game.[/QUOTE] a lot better than it never being touched again, which i'm assuming is what some were worried about (i know i was)
I find it funny how both of these things were present in the beta (Just not used) and they both worked fine. Excuses :v:
[QUOTE=Rocâ„¢;50484056]They really want it to be the perfect game.[/QUOTE] Then they need to bring back mods. After a while it gets boring to play facility levels with the awful limits of Snapmap.
[QUOTE=portalcrazy;50484065]a lot better than it never being touched again, which i'm assuming is what some were worried about (i know i was)[/QUOTE] I haven't touched it since I beat singleplayer. Hopefully whatever they do changes that but what they need is more than the same 3 maps over and over
Hopefully they'll do something about the fucking chaingun.
So much potential left in the New DOOM series, Now if only there was modding tools
i understand the loadout stuff because there's no fucking way you're going to switch between several different weapons on a console but i really wish they'd add a classic mode on PC where you can do that (+ weapon pickups)
[QUOTE=Octopod;50490111]i understand the loadout stuff because there's no fucking way you're going to switch between several different weapons on a console but i really wish they'd add a classic mode on PC where you can do that (+ weapon pickups)[/QUOTE] Except the weapon wheel in Doom works for consoles and even encourages quick tapping it by holding the direction and pressing the weapon swap button to quickly switch. I still wouldn't want to play this game on a controller, but it's really obvious the multiplayer has loadouts because of Certain Affinity's habit for Halo and Call of Duty game design.
[QUOTE=RikohZX;50490221]Except the weapon wheel in Doom works for consoles and even encourages quick tapping it by holding the direction and pressing the weapon swap button to quickly switch. I still wouldn't want to play this game on a controller, but it's really obvious the multiplayer has loadouts because of Certain Affinity's habit for Halo and Call of Duty game design.[/QUOTE] oh, is that so? i thought the weapon wheel slows the game down so you have time to choose it
-snip wrong tread-
[QUOTE=Rocâ„¢;50484056]They really want it to be the perfect game.[/QUOTE] What they need to do is remove the 2-weapon limit from co-op so I can recreate Doom 1. [editline]10th June 2016[/editline] [QUOTE=Octopod;50490382]oh, is that so? i thought the weapon wheel slows the game down so you have time to choose it[/QUOTE] It does in SP.
I think another reason why loadouts exist is because... who here [i]actually[/i] likes the Q3A Machinegun? I think a better compromise would be to have weapon pickups appear in the game, except your starting weapon would be more or less comparable to Project Brutality's DMR.
[QUOTE=RikohZX;50490221]Except the weapon wheel in Doom works for consoles and even encourages quick tapping it by holding the direction and pressing the weapon swap button to quickly switch. I still wouldn't want to play this game on a controller, but it's really obvious the multiplayer has loadouts because of Certain Affinity's habit for Halo and Call of Duty game design.[/QUOTE] The controller works. But thats about it. The difference between controller and kb/m is the same as a 90 year old vs a 19 year old, on ecstasy, while on fire, listening to Sandstorm.
[QUOTE=flashn00b;50495122]I think another reason why loadouts exist is because... who here [i]actually[/i] likes the Q3A Machinegun? I think a better compromise would be to have weapon pickups appear in the game, except your starting weapon would be more or less comparable to Project Brutality's DMR.[/QUOTE] you might be missing the point there because the Q3A machinegun is a starter weapon that's weak on purpose since what you're really trying to do is find better weapons around the map. think of it like this: if the machinegun was as good as any other weapon, why bother looking for them? QL added the heavy machinegun which is basically a rebalanced machinegun that makes it equally useful as any other weapon. ironically enough it was for the loadout gamemode they introduced to quake live
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