![]() But because it uses maps from the original games, maps that were balanced to pose a specific level of challenge with the assumption of a pistol start on Ultra Violence, the changes that Sgt made to the game mechanics break the difficulty of the game from both ends. But sometimes the player needs to reload while being overrun, and depending on your health, some enemy types can trigger execution animations that can't be dodged.īasically the game might be fine as it is, if it had its own custom level design and monster placement. The player can dispatch enemies much more easily because of headshot damage and random berserk powerup drops and sometimes the enemy can't even attack because they're reloading. It's been years since the last time I played, but basically everything including the player deals more damage more efficiently and the player as well as some enemies need to stop to reload. >what specifically is fucked up with the balance in brutal doom? ![]() I missed this question aimed at me in a previous zoomer doom thread
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