![how to use chainsaw in doom how to use chainsaw in doom](https://coub-anubis-a.akamaized.net/coub_storage/coub/simple/cw_timeline_pic/c9d12024e5a/34f1ab5884215220397d8/1463148447_image.jpg)
You have to consider everything in relation to each other, not single out one ball and go "I can easily play catch with myself." Sure it's easy to toss one ball up and down, but throw two more into the mix and there's a real challenge. You have to think of it as such, keeping everything in the air at the same time. The chainsaw isn't interesting because you have to wait for it, it's interesting because it requires you to be aware of when your ammo is running low - what targets can be used to replenish it - and make sure you actually can do so and haven't used it at a bad time where it isn't as helpfu. Simultaneously, the game tries to discourage overreliance on particular strategies as a habit, requiring you to at least dabble with most of the game's systems which - if you do and develop a habit for them - creates an excellent flow to combat which is challenging and fun. Fail to develop good habits, and you will struggle through the later stages though it never gets too punishing in that sense. This encourages an "act now, think later" approach which fits the overall feel and nature of the game and promotes fast paced action through learned habits. There are tools to exploit, but you have to work them into your gameplay habit as thinking about it too much will get you killed. The game is ultimately about positioning, light resource management, and shooting all while under duress. It's a resource that requires you to position appropriately. always in the exact same way without any thought or strategy. if the fuel recharges automatically, and the enemies you use it on spawn endlessly, what exactly is there to manage? you just wait for the cooldown and use it again, and again, and again. What baffles me about all this is how players can call this mechanic "Ressource Management". My personal conclusion from this discussion with all you lovely people is that i simply dislike cooldown abilities. always in the exact same way without any thought or strategyĮdit. mechanically speaking there is no difference between using the chainsaw in doom eternal and "reloading" in call of duty. all you can do is periodically chainsaw a fodder-enemy every 30s throughout every single fight in the game. In doom eternal the chainsaw recharges automatically and you cannot use it on anything bigger than a (.edit) mancubus.
#How to use chainsaw in doom how to#
but as a concept, at least it tried to involve some decisionmaking on part of the player about how to use the fuels found within a level. im not saying that this mechanic was brilliant gamedesign in any way, and it all was abit pointless because ammo simply wasnt an issue in that game. you could use multiple fuels at once to get an easy kill on a difficult demon, or use a single fuel on some zombie/imp, which in turn resulted in more ammo gained per fuel-consumption. When it is picked up, it mentions the duration between the release dates of Doom II and Unreal Tournament.Doom 2016's chainsaw was a weapon that instakilled an enemy and refilled your ammo.