You kill an enemy in melee and they drop ammo. Bigger the enemy the more they drop. Have some classes benefit more than others do and / or let certain gun builds talent into something to increase the effect.
Boom I just solved the ammo spam problem, incentivized melee combat, and made ammo builds more fun and more viable to play. No need to credit me Fatshark.
nope, didnât like the arcadish rip-off of brutal doom they put into the new iterations and iâd by far would have preferred playing the game old school style with pickups.
visually I cleaned my ui to the most simplistic point, donât want a pinata spit yellow/green or whatever signal color is the rage right now.
besides, the flow of combat incentives melee anyways, no need for a further carrot on a stick.
people going ranged too often are most of the time the liability that makes mediocre engagements turn into worse ones (vulture-scum excluded at the time of writing )
These weapons would become absolute nuts with âunlimited ammoâ that you are proposing.
Like, Zealot could literally play Pyro from TF2 by holding down M1 and W and every non Crusher /Boss enemy will just quite literally melt.
the same way I keep my movie franchises meticulously clean as in âwhatâs canonâ and what never âexistedâ
doom the crap ages falls under the later category.
cheapish pseudo goth design with absolutely childish looking weapons, dafuq am I watching?
doomguy is spess muhrin when demons killed everyone on the moons of mars, period.
weapons 1-8, thereâs to kill, get killing marine.
whoever thought about monkey bar jumping and squash matches, repelling green balls to geekily telegraphing pseudo enemies, needs a lube free âvisitâ from a cyberdemon
doom 2016 was peak in many aspects eternal salvageable if you tolerated the jumping on bars,
crap ages looks like a failed fan project from a 14 year old that heard his dad was playing the âogâ and wanted to âcoolifyâ it.
didnât get the title on sale, wonât get it for 10 or even free. âNot-my-doomâ anymore.
speaking of which, soon as my bloodworks coming back up I got my laptop right here with voxel-doom and plenty wad-files.
Dunno, I played through the classic dooms and modern dooms (we donât talk about doom 3) and I think modern doom still feels like doom while being interestingly different enough that itâs not just trying to sell on nostalgia. Itâs a lot of fun to move around and murder things in and the way the player controls the game pace feels (mostly, thereâs a âknockbackâ mechanic that takes away your control and it sucks ass) really good. Didnât play Slop Ages but I heard that it essentially killed modern doomâs game identity. Doom â16 did start the boomer shooter renaissance, after all.
Regarding ammo drops in Darktide, thereâs more than enough ammo as is. What do you mean âmelee isnât incentivizedâ? Have you actually tried melee or are you just bad enough at it that you want to shoot everything and get mad when you inevitably run out of bullets?
OP not sure if you were around back in â24 but for the first half of the year Veteran shooty builds were the most obnoxious thing in the game. Every elite or specialist you kill grants you 1% ammo, on a game balanced around spamming said enemy types, for a class with the most powerful gun in the game. You could evaporate everything with the plasma gun and not have to pick up any ammo whatsoever. Aura got nerfed a while back to a far better level, and now weâve got hive gangers with basically the same thing again (except without the plasma). Ridiculous.
the speed is ok, the difference though being tied to map elements in eternal that feel forced, generic and have you jump around the few monkey bars they set you up with as playground equipment.
for some reason the level design of old feels much more organic and still the player was moving fast through the corridors as to make his speed the deciding factor.
new doom has this cut off, single boxes with height difference as pacemaker, old maps where one stringent flow from start to finish.
the new ones had me think of the maze in takeshis castle
one of those games you may not appreciate the first time its released (build a rig just for it back in 2004 with 2x 680 sli gpus) but the more it ages and you realize only slop following over the years, it looks superior in comparison.
almost like a gaming palimpsest (hah, me smart, learned new word in lovecraft audibook ) where the newer iterations donât improve their line but rather step back.
gameplay wise the slowest, but atmosphere was thick and it felt good at the time to be âhome againâ
I like the the new Doom games but there are things in them I really dislike (mainly the pseudo rpg upgrade system) I honestly think Boltgun does what the new Doom games does better.
Speaking practical effects (and Im going way of topic here but you canât stop the Full spectrum warrior from being autistic) the prequal to The Thing was meant to use practical effects but producers forced them to use cgi even though they had most of the practical effects ready to go and Iâm still angry about this!
weapons are meant to be balanced against the limit of ammo , if we make ammo infinite (and lets be honest its slipped a long ways already) your going to need to gut a lot of weapons
Doom Dark Ages. Whilst has higher system requirements, runs amazingly smooth frame pacing and looks great even during busy situations. It has setting to crank up game speed and itâs at Overwatch comic level.
ID Software have a great game engine. It shows in previous titles too.