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7/9/2025, 5:26:11 PM
>>11855636
>no episodes, so you never get a gear reset (which cheapens the thrill of finding items) and there's no tangible sense of progress that comes with chipping away at the game in little self-contained chapters with their own themes and story bits
Only real criticism that I have of the game as a whole.
>>there are new monsters, but half of them just aren't all that fun to fight
Bullshit, the new added monsters are phenomenal additions, filling previous gaps and adding new possibilities for encounter design, which are employed. New and old monsters compliment each other.
>and there are basically no bosses (since the "boss" monsters from D1 have just been relegated to fairly common enemies in D2)
I'd say that it's more they're used as minibosses, there are a total of 5 Spiderminds in Doom 2, and 5 Cyberdemons (4 if you exclude MAP32), so they're not exactly everywhere or very common, rather they're the rarest enemies in the game still.
If you're playing Multiplayer Co-Op, that increases to 12 Cybies and 6 Spideys, which still leaves them the rarest enemies by far, but they're at least used better than in the first game.
>aside from the final boss: a fucking wall
That one just kind of is what it is, it's a somewhat rushed compromise solution because they didn't have the time they wanted. It's not great, but at least it looks cool and it's SOMETHING different.
>the super shotgun ruins weapon balance
No it doesn't, people who say this are just bad at the game and afraid to use other weapons. The SSG is decidedly middle of the road, it has decent power and a high stun chance using more common ammo, but has very limited range and a modest attack speed. SSG exists because the new monsters raise the stakes, and it's helpful against Viles.
The Rocket Launcher alone shits all over it in terms of range and DPS, it's WAY faster and does splash damage, you can fire 100 Rockets in way shorter time than 100 Shells, and you get a MUCH larger potential damage output.
>no episodes, so you never get a gear reset (which cheapens the thrill of finding items) and there's no tangible sense of progress that comes with chipping away at the game in little self-contained chapters with their own themes and story bits
Only real criticism that I have of the game as a whole.
>>there are new monsters, but half of them just aren't all that fun to fight
Bullshit, the new added monsters are phenomenal additions, filling previous gaps and adding new possibilities for encounter design, which are employed. New and old monsters compliment each other.
>and there are basically no bosses (since the "boss" monsters from D1 have just been relegated to fairly common enemies in D2)
I'd say that it's more they're used as minibosses, there are a total of 5 Spiderminds in Doom 2, and 5 Cyberdemons (4 if you exclude MAP32), so they're not exactly everywhere or very common, rather they're the rarest enemies in the game still.
If you're playing Multiplayer Co-Op, that increases to 12 Cybies and 6 Spideys, which still leaves them the rarest enemies by far, but they're at least used better than in the first game.
>aside from the final boss: a fucking wall
That one just kind of is what it is, it's a somewhat rushed compromise solution because they didn't have the time they wanted. It's not great, but at least it looks cool and it's SOMETHING different.
>the super shotgun ruins weapon balance
No it doesn't, people who say this are just bad at the game and afraid to use other weapons. The SSG is decidedly middle of the road, it has decent power and a high stun chance using more common ammo, but has very limited range and a modest attack speed. SSG exists because the new monsters raise the stakes, and it's helpful against Viles.
The Rocket Launcher alone shits all over it in terms of range and DPS, it's WAY faster and does splash damage, you can fire 100 Rockets in way shorter time than 100 Shells, and you get a MUCH larger potential damage output.
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