Each of the guns so far has a purpose, but I feel some need tweaking. As it stands here's my feelings to them. Pistol Pro: Low ammo consumption, cheap to find and good for quick headshot kills. Con: low damage low magazine count and useless for anything other than headshots. Suggestion, Use at close range "only" and on smaller targets like zombies and imps. SMG (Direct upgrade to the pistol) Pro: High rate of fire, decent damage for pistol ammo usage, can dual wield for increased firepower, accurate at range. Good for headshots. Con: Hard to find, uses up lots of ammo, low damage to body and below, does not dismember Suggestion, Use at close to medium range and always aim for the head, use on small targets. MP40 (Secret weapon dropped by nazis) Pro: low and controllable automatic fire, good damage, good magazine size, ammo easy to find, good for headshots. Con: Can't obtain till very late in the game or never in some cases unless the wad allows nazis to spawn normally. Fast ammo consumption. Suggestion, Use at close to medium range for groups of small enemies much like the SMG. Pump Shotgun Pro: Ammo easy to find, great damage at close to medium long range (if aimed down sights), can kill multiple enemies with single shot, easy to get cruelty bonuses on most enemies. Con: Damage can be random at times, only 10 shells to work with before reloading which is a slow reload. Suggestion, this weapon will most likely become a work horse since it is a very versatile weapon. Super Shotgun Pro: Ammo easy to find, Very high burst damage, very high pellet output, can fire two shots in quick succession if needed, near instant kill to small and medium targets. Con: Only two shots before reloading, only good in very close range, not good for cruelty bonuses Suggestion, Use on clusters of small enemies or for medium targets like Cacodemons/Pain Elementals or wide targets like Mancubus to stun them while killing. Assault Shotgun Pro: Ammo easy to find, high damage per shot, 20 shotgun shells per magazine before reloading, great for cruelty bonuses. Con: Chews through shotgun shells like popcorn, slow reload, less damage per individual shot than Pump Shotgun Suggestion, Use it for killing large targets quickly or for clearing rooms, keep very close eye on magazine count (DONT GET CAUGHT RELOADING IT) use it wisely. Assault Rifle Pro: Ammo easy to find, medium damage, very accurate iron sighted, fairly accurate hip fired, will be a workhorse like shotgun, good mag count, can dual wield for close quarters, quick reload, good at all ranges, decent at dismembering. Con: Low mag count, good damage vs small/medium targets. Multiple mags needed to drop large targets like Barons of Hell/Hell Knights, Arachnotrons etc. Can get you killed if having to reload. Not good at getting actual cruelty bonuses. Suggestion, use against small to medium targets and aim down sights for long distance targets to snipe. LMG Pro: Ammo easy to find, good damage per shot, no reloading necessary, friendly on ammo consumption, can fire a grenade for quick splash damage sustained fire can and will save your life when the reloading of the Assault Rifle will get you killed or damaged Con: Grenade reload is slow, not very accurate at medium to long range, not good at cruelty bonuses, not as high damage per shot as Assault Rifle, Suggestion, Use to clear rooms of large groups and not worry about reloading, use the grenade to soften up large targets or clear clusters. Don't let the grenade reload until you are safe. Minigun Pro: Cruelty Cash Cow, Extremely high damage at close/medium range, extremely high rate of fire, does not reload Con: Goes through ammo supplies very fast, needs to be fired in bursts at longer ranges, Useless unless already spinning with secondary fire. Suggestion, use against pretty much anything you need it for, just keep in mind it's high ammo usage and try to use it sparingly unless you can afford to go crazy. MG42 Pro: Insane damage, very high rate of fire, effective in bursts of shots, doesn't share ammo with anything else Con: Only one ever spawns in the game, found late in the game, ammo can only be filled with backpacks, doesn't get cruelty bonuses Suggestion, use as a secondary Minigun if you dont mind not getting the Health Bonuses. Best used on bosses and large clusters of enemies. Try not to use on Revenants as they can still kill you after being cut in half. Grenade Launcher Pro: Hits very hard, shots bounce off walls and can kill around corners, reload is fairly fast per shot, grenade bouncing off targets can cause high damage before explosion. Con: Doesn't hit as hard as rocket launcher, bounces can be random at times, explosions can kill the user, not good in narrow or tight spaces, rockets hard to find. Suggestion, use against groups of enemies, large targets that can be hit around corners and for shots that the rocket launcher just can not hit yet the hand grenades can't quite reach Rocket Launcher Pro: Extremely high damage, large splash radius, semi auto rate of fire, 6 shots before reloading, great at killing pretty much anything it hits from small zombies to cyberdemons. Con: Ammo hard to find, splash damage can hurt and kill user, rockets have travel times and must be able to lead targets for distant enemies. Suggestion, avoid using on fast targets like Lost Souls, don't waste the rockets unless they're truly needed. Most times your hand grenades can do the job just fine. Save the rockets up for large targets and bosses. Plasma Rifle Pro: High Damage per shot, high magazine count, no recoil, can act like a shotgun, can dual wield for insane close damage and fire rate. Con: Ammo hard to find, shares ammo with BFG, easy to miss shots at long distances due to firing projectiles, Dual Wield consumes a lot of energy cells. Suggestion, use against strong targets and enemies you don't want arch viles to revive.
Railgun Pro: Extremely high damage per shot, penetrates through enemies for multikills, infinite damage range, can zoom in for long range kills Con: Shares ammo with plasma rifle and BFG, slow rate of fire, slow to reload, consumes 10 ammo per shot Suggestion, use against large and distant targets for quick kills, mind your ammo consumption BFG9000 Pro: Extremely high damage, extreme burst damage range, extreme direct hit damage. Con: Ammo hard to find, slow to charge up to fire, 40 ammo consumed per shot, shares energy with Plasma Rifle and Railgun Suggestion, do not squander this weapon. Use it for large groups or bosses. Make sure that when you kill multiple enemies that you can see each target personally. As long as you can see them they will die from the gun's impact BFG10k Pro: Extremely high damage, large splash radius, no reloading needed, high rate of fire, while splash like rocket launcher, impact is instant. Con: Splash can kill user, ammo hard to find, consumes energy quickly. Suggestion, use in cases where you need long range splash damage, use sparingly, use against large targets for quick kills. (DO NOT USE ON LOST SOULS) Mancubus Cannon Pro: Extremely high damage with flamethrower, can clear out rooms quickly, fireball has unlimited range Con: Fire can kill user, ammo hard to obtain, ammo consumed quickly, can not get cruelty bonuses, flaming enemies can kill user while running around. Suggestion, use against pretty much anything except lost souls, revenants and Mancubus. As Lost souls dont get damages, burnt mancubus cant be gibbed for ammo and the same goes for the Revenant. Revenant Missile Launcher Pro: High rate of fire, rockets lock on very sharply, can lock on while traveling to kill targets around corners, high damage, no reload needed. Con: Splash can hurt user, rockets hard to get, lock on can be wonky at times. Suggestion, use like you'd use a rocket launcher and for flying targets. Can lock on and stay locked on. Chainsaw Pro: Rip and tear! RIP AND TEAR!!! FIND SOME MEAT!!! Con: Meat hits back, no cruelty bonus Suggestion, use against single targets to conserve ammo as all targets can be killed by it and stay stunlocked. Use to remove weapons from revenants and mancubus Axe Pro: High damage, does not alert enemies Con: Needs to charge up to be useful, enemies need to be in melee range, hard to find. Suggestion: Use for stealth kills and for removing weapons from revenants and mancubus Fists Pro: Can give two middle fingers, does not alert enemies, very strong with berserk status. Con: Enemies punch back, middle fingers deal no damage, only useful with berserk or demon strength Suggestion, only use as a last resort or for stealth kills, unless you have berserk/demon strength. Then just go nuts. Kick Pro: Good for finishing off enemies for cruelty bonuses, can knock enemies back, stun Barons/Hellknights when kicked in testicles, great for getting some breathing room. Con: Lowers weapon to use, deals low damage, enemies hit back. Suggestion, best used in conjunction with shotgun or to gain some breathing space. Or to stun barons/hellknights if you need to get out of a corner.
I'd would like to hear your intake of Project brutality weapons and give it pro's and cons along with their alt features and gadgets as well. And maybe also some the enemies as well.
@@AlwaysEeepy There is a special medkit that will grant you brutal strength. Which then allows you to switch modes by pressing the reload button. Go for the *Rip n tear* mode.
The Unmaker does spawn naturally. Its just extremely rare. Upon an insanely rare occasion(like, 0.01% If I remember correctly), it replaces the BFG9000 when a BFG spawns in a level
I love the update, but I have a few contentions: 1) SMGs are really, really redundant. They are fun to use and handy for the extra ammo type, but they serve no niche of their own; they are essentially a set of weaker, lower-capacity, rarer to find and harder to supply second pair of assault rifles (though he said he would be increasing the max ammo pool in a future update). 2) Axe is under-powered. I guess it's supposed to be a screw-around weapon, but I wish it had the clout that the chainsaw and fists lack. The chainsaw can stunlock medium enemies, the fists can grab and execute for health bonuses and meatshields, and the Axe can... do nothing, really. Every kicking attack has more stun and knockdown potential than the Axe. 3) The Railgun feels inconsistent in how much damage it does, and gives almost no indication of hitting enemies that it doesn't outright obliterate. Cacaodemons can survive a shot easily, but Revenants crumble instantly. Aiming for the head seems to make no difference, and it's hard to tell if you are missing their hitboxes. Sometimes feels like a hole-punching beast, other times feels like a squirt gun. 4) BFG 10,000 is terrible. Massive wind-up time each time you fire it, eats up a ton of rare ammo for remarkably low damage and pitiful AoE, and heavy recoil make it weak, unwieldy, and wasteful.
I wanted to offer an opinion on how to improve the Axe. The quirk of the Axe would be that after charging a good swing, the chop would "hook" small enemies like imps and soldiers for a moment, stunning them, with a sprite of them with the Axe bury in their shoulder or in their head (it could have more than one sprite to add variety) Here the player could kick them and send them flying to explote in gibs against a wall or harm another enemy it finds in it's way. I say that would be a way to make it more interesting to use, maybe.
I notice that nobody mentioned the increase on the normal shotgun's ROF when aiming down sights, since it really does make normal shotgun best shotgun imo
I'll be honest, my brain registers the higher ROF when I aim down sights, but for some reason it just never occurred to me that it was actually firing faster. Really weird how you can know something's happening but not actually KNOW it's happening... or maybe I'm just cray. idk.
Not necesarly the best. But really good for some situations. Double barrel is great for big(er) monsters. Automatic, when you need sheer amount of dmg without reloading, not necesarly best dmg per shot. Pup action is great for shotguners, zombie marines and imps particulary. Aim down the sights and peek around the corner is great too. But all three shotguns are viable and usefull :)
They Should Put REY from Star Wars in here. But make it so that she's invincible until you shoot her 50 time with the most powerful gun.Also: - She can leap across the screen and do 50% damage. - She can throw BFG shot's BACK at you. - She can summon Cyber demons. - She uses Cyber demons as cover. - She starts with a Shields - She can Pick and use weapons. - She can use health items. - She can warp behind you. - When she kills you she says lines from Disney Star wars. - When you FINALLY kill her......She come's BACK and can kill you with one hit for 30 seconds. So, basically the worst thing you could put in doom.
Ok I’ll throw in my two cents. I like how the new ROF for the mini gun has been increased, as I viewed the weapon as being overpowered in previous versions. I could literally go through multiple levels only using the mini gun, as I had so much ammo for it, and it consumed ammo at a much lower rate. I really think that the ROF increase balances the weapon out. I also really like the new shotgun and super shotgun sprites, as the older sprites gave me visual aids. Although I like the v20 shotgun sound a bit more though. Hitlers Buzzsaw is also super fun to use as well. I also really like the new shotgun shell sprites, and I think that the ammo links that come out when you fire the LMG or mini gun is also a nice touch.
The primary fire in versions past was a lot more controllable. Alt-fire would pre-spin the barrels and allowed the maximum fire rate from the minigun. Good for when you have a baron baring down on you, but it would rattle the camera around and make it impossible to maintain a straight fire line. I always thought that was a bit backwards since you have to engage alt-fire to go hog wild with it.
One thing that I noticed is that the Axe gets a considerable power up when you use it with the berserk pack active. You can even kill Barons of Hell depending on the difficulty!
I love brutal doom v21 but the only thing that annoys me is the constant grunting when going down stairs and also the jumping plays the grunt twice. ive replaced the dsoof sounds with a silent one. the sound file is actually not in the doomguy sounds folder its inside the HD sound folder.
Imp's sprite when he is picked up is kind of lame. Also Mancubus arms off animation also doesn't fit kind of. A lot of unnecessary weapons( I know I can turn them off). The barrels are a running hazard now. Kind of got used to the plasma gun sprite from the last version(but I guess the new(orig) one is good too). Jumping pinkies look ridiculous and are annoying. Cacos might be faster too, but maybe that was unchanged from the last game. They keep making everything faster, they make the gun faster, then the enemies are too slow, they make the enemies fast, then they make the gun faster again. Fucks sakes, it doesn't need to be this fast. It already was brutal enough. A lot of unnecessary changes to gameplay. What I liked: pistol, the added small environmental things to make it more realistic(also good that it's an option), rifle is more fun to use(at the expense of the minigun being annoying to use), all the death animations look pretty good mostly.
Go check out live through doom, involves lots of keybinding, but everything has more impact, brutal doom gore effects, and hard hitting weapons. I prefer brutal doom, but this mod has more depth and the chunkier things can be disabled
I wish there was a realistic brutal doom, where attempting to punch a hell knight or a pinkie, would result in them tearing your arm off, or biting it off, because as a human you're not supposed to people to explode hell-spawned demons made of muscle, some of who were designed for melee combat, to death with your bare hands after punching / kicking them three times. Also the grab imp image looks comically bad but I guess people enjoy it?? :P
I'm not sure what to make of the machine gun. It seems like it should be more accurate at close range than it is. I like the new submachine gun but its appearance is so random that by the time I acquire one, I'm already well past the early stages full of weaker enemies where that kind of weapon comes in handy. It's a good dual-wield too, provided the game is kind enough to spawn two of them for you. Now that they have pistol zombies, perhaps this weapon will call for a variant on the Chaingunner zombie so we can get this weapon more reliably in playthroughs. I also wonder if the Revenant weapon would be better if it behaved more like the way the Revenant uses it: either fire four unguided rockets in a row or a single homing rocket with the alt-fire. I love that the BFG-9000 finally has its strength back.
That's what the SSG is meant for. The extreme spread on the SSG is misleading as it makes one think it makes for a good crowd control weapon. It is not. It's meant to be fired point-blank straight in a big monster's face.
1:03 was this actually a Doom-ALTTP-map with the Zelda dungeon-themed music?! Awesome ^^ Oh, and try again your gameplay an Death-Metal difficulty, good luck ;)
The assault shotgun takes ages to reload. And once the reload animation starts you must wait even if you'd switch weapons. I think the machinegun could use a counter to see when its loaded as hitting the fire button seems like the only way to reload it. As for the minigun spinup, I don't notice a fire rate difference anymore. Is it only to allow immediate fire for the cost of alerting enemies now? Personally I'd love it if full auto didn't shake the camera. We could witness it mowing demons without the screen being a shakey mess. Grenades seem to have gone under a slight damage nerf? Bigger enemies seem to need more to kill now. Rocket launcher is definitely more powerful. A baron in 3 rockets? Yes please. Since its a weapon you'd reserve for tough enemies each rockets feel more impactful now instead of having to spam them for ages. I don't use the nade launcher much. I'd use the alt fire to bounce it into mobs sometimes but the bounce mechanic is not as predictable as the grenade. The plasma seems to no longer damage us when at close range. Too bad I got used to keeping distance with it as I'm afraid I'll melt myself. The BFG is finally back in business! The Cyberdemon requires 2-3 shots and everything else follows suit. The previous version felt like a waste of time and energy cells, while the current one is like an ace in the hole against the biggest foes. I love it. Although I can't help but wonder if it could be given an alt-fire. As for the railgun, I feel it could use a slight damage buff. Way too often some of the medium sized enemies survived a direct hit with just a sliver of health.
i just wish they had done a better job with the sprites. the imp grab sprite looks like a cartoon. and the lost soul grab sprite is just the voodoo skull from blood with the eyes painted in MS Paint and some horns on it
Anyone else have a missing mugshot? I noclipped in M28 of Doom II becase that map is pure aids. Now I just don't have a mugshot in brutal doom for some reason. (I'm in GZDoom btw)
here is my massive shitpost on the weapons in BL21, overall i like them all i like the revenents new rocket launcher behavior, the old one i could never get it to either home in or fire at all, now it is a lot more reliable. the only question with it, is its rate of fire may be a little too fast - e.g. how come revenants never spam it like the player can? (maybe they need to regenerate missiles while we only get whats left in the tubes as we pick it up...) mancubus cannon still very nice to have. great for clearing lots of low hp enemies. i saw a youtube comment complain that the miniguns new ROF was too high; but i think the new ROF is perfect. it is a multibarrelled weapon after all, they are designed to have incredibly high ROF's. i never used the new belt fed machine gun w/ grenade, didn't really fill a purpose for me; when i needed a lot of damage quickly i used the chaingun; when i needed accuracy i used the rifle or shotgun; as for the grenade attachment i just used the regular grenades instead (bound to mouse4) assault shotty seems a bit weak; when i first found it i used it all the time, now i never use it and stick to the normal shotty. i can perhaps see why it is weak though; if it were stronger nobody would use any of the other shotguns. grenade launcher is cool, good for lobbing secondary fire through windows i would like a shotgun/rifle hybrid like the one in the Zdoom Community Map Project 2; primary fire fired accurate bullets (like vanilla zombiemen) doing twice chaingun damage, costing 2 bullets, at a slow fire rate - secondary fire fired a shotgun "slug" costing 1 shell and being perfectly accurate, but was bolt action (most players of that wad thought the weapon sucked, but i used it all the way through) i like the new pistol too, i always choose pistol start now. the only thing is the SMG seems very rare; how exactly do you find it? i have only found it once in many playthroughs. the railgun is also an awesome weapon, perfectly balanced imo; great coridoor clearer. plasmagun is fine too the unmaker/rapidfire BFG i haven't found yet; tbh a rapidfire bfg isn;t my thing, i'd just use the plasmagun.
I love the rate of fire for the minigun, quick and also it is a 3-round burst when you tap it using the full spin. It is my favorite weapon to use on small enemies for brutality bonuses. I agree with your take on the Machine gun. Also agree with your take on the shotguns because the auto/assault shotgun is a bit weaker than the regular. It was made to balance out every weapon so that no-one would stop using the other weapons. Your Shotgun/rifle hybrid rifle in ZDooM Community Map Project is a good reference that you made, in Project Brutality there is a way to use the regular shotgun for different ways of firing that separates it from the autoshotgun in PB. I also made a list of new weapons they should modify and add in PG but never released it to them. The SMG spawns on where Chainguns spawn, which would be a chance for a minigun, machinegun or SMG.
The SMG spawns from the Sergeant dudes. They are now equipped with either the shotty or the smg. (Personally experienced this from the Hell On Earth starter pack).
well my update to this post now, for B21 final is; Pistol class - never use the normal pistol but it's good it is there for completion. I like using the SMG a lot for clearing out mazes with low level enemies in (like what you'd use the single barrel shotgun for in Vanill Doom). It's too weak to use on strong enemies but great for zombies. I always give myself the new Revolver, I like using it with Rifle rounds. It is great for taking out sniping zombies that are on ledges for example. Very ammo efficient, but balanced out by the fact that its overall DPS is too low to take on tougher demons. Shotguns - My favourite now is the Single Shotgun, as when you aim down sights, you Slam Fire it meaning the ROF is increased a lot. Combined with the high damage, meaning I preferred using it over the assault shotgun. The assault shotgun is still good in emergencies such as going through a teleporter. The supershotgun is still great for close range kills. Overall the 3 shotguns are perfectly balanced now. Rifle class - It's too bad that in V21 the Chaingun is now nerfed. In the earlier versions it had a huge ROF like a chaingun should; balanced out by lower accuracy. This made it great for mowing down large groups or taking out a tough demon. Now, it has the same ROF as some real life rifles do, meaning I don't use it much anymore. A chaingun is supposed to have a huge ROF hence the 6 barrels. I find the machinegun far more versatile now; it has the same accuracy, similar DPS, it doesn't need to spool up and it has the additional grenade launcher. Overall the machine gun is now my favourite weapon in the game and it's one I keep out in most situations. The rifle is fine and doesn't need changing, but I don't use it much as there's usually a better weapon to use. Rocket class - Both the Grenade and Rocket launchers have their purpose, I mostly use the rocket launcher and save the Grenade Launcher for "trick shots". The weapons are fine and don't really need changing. Plasma class - again the weapons are fine, wouldn't change them. Didn't really use the new BFG though. Railgun is great for sniping and long coridoors. I have found though that I tend to use the "weaker" weapons so as not to waste valuable Cells, then I get annoyed when I find a group of Cell pickups when I'm at max ammo. But that is my silly way of playing, getting annoyed using rare ammo when "I could have coped with using shells just fine". - this is why the Railgun is great, as it takes up that powerful sniper niche that no other weapon has. Maybe they could find another niche where cells are useful? replace the plasmaguns useless secondary fire with a projected shield ? Other weapons - don't use melee weapons, never liked them much. The two Demon weapons are fine. I like that the Akimbo weapons need a special button press, as opposed to being cycled though normally, as I never liked using Akimbo weapons.
I have to agree with how you ranked every weapon in this video... Except for pistols and submachine gun. With pistols, i really dislike the fact you can't aim down sights with it (Like with tons of other weapons) and you get this weird melee attack with it, which never really worked for me. And the models when you dual wield them just feels... Out of touch. The submachine gun is perfect in my opinion, but it's flaw is shared with the pistols: They burn through ammo like Hell. If you actively use submachine gun or pistols, that 200 bullets will be gone in a minute or two. And you're back to using other weapons. I would rate pistols B+ and submachine guns A-. I just hope that Mark will up the ammo count for pistols and submachine guns to at least 150 without backpack and 300 with backpack. But for now, i guess i'll be playing BDV21 with Tomtefars Extension.
A naive question: how come brutal doom has not used higher resolution sprites so we can enjoy fatalities MK style? Is there a technical issue? BTW, awesome job.
The only technical thing about it is to re-size the resolution/sprite size, if you have enemies that have a higher resolution at the same size as a regular imp, then imp sprites would be smaller. That is if there isn't to customize the sprite sizes individually. Maybe there are sprites just up-scaled, if that's the case then it's not really technical, it just saves more time when the Rip And Tear animations have their original sprite resolution.
the only thing i want added to melee is golden boxing gloves and that you can throw a hook. if you could throw the hatchet for a one hit kill that would be cool then go and pick it up off the ground.
Not to mention it shouldn't even be called a rail gun and instead a coil gun or Gauss rifle because of the coil like stream of smoke or energy we see after being fired.
3:15 Brutal Doom in a nutshell
My pc can't handle this xDDDDDDDDDDD
BLOOD.
BLOOD.
BLOOD.
BLUUUUHHHHHDDDDDDD
Sure my galaxy Note 8 can handle this
@@ytissuchasnowflake2696 me too
My laptop is like: *LAG TIME*
All right, Doomguy for next Mortal Kombat or 5mash!
All you would see is a flash of green and then a red screen
I think he should be on Mortal Kombat 11.
Mortal Kombat to get blood
MK11 for brutal fatalities
9:37 My favorite part. :)
Message from Japanese Doom player.
Nuke
Each of the guns so far has a purpose, but I feel some need tweaking.
As it stands here's my feelings to them.
Pistol
Pro: Low ammo consumption, cheap to find and good for quick headshot kills.
Con: low damage low magazine count and useless for anything other than headshots.
Suggestion, Use at close range "only" and on smaller targets like zombies and imps.
SMG (Direct upgrade to the pistol)
Pro: High rate of fire, decent damage for pistol ammo usage, can dual wield for increased firepower, accurate at range. Good for headshots.
Con: Hard to find, uses up lots of ammo, low damage to body and below, does not dismember
Suggestion, Use at close to medium range and always aim for the head, use on small targets.
MP40 (Secret weapon dropped by nazis)
Pro: low and controllable automatic fire, good damage, good magazine size, ammo easy to find, good for headshots.
Con: Can't obtain till very late in the game or never in some cases unless the wad allows nazis to spawn normally. Fast ammo consumption.
Suggestion, Use at close to medium range for groups of small enemies much like the SMG.
Pump Shotgun
Pro: Ammo easy to find, great damage at close to medium long range (if aimed down sights), can kill multiple enemies with single shot, easy to get cruelty bonuses on most enemies.
Con: Damage can be random at times, only 10 shells to work with before reloading which is a slow reload.
Suggestion, this weapon will most likely become a work horse since it is a very versatile weapon.
Super Shotgun
Pro: Ammo easy to find, Very high burst damage, very high pellet output, can fire two shots in quick succession if needed, near instant kill to small and medium targets.
Con: Only two shots before reloading, only good in very close range, not good for cruelty bonuses
Suggestion, Use on clusters of small enemies or for medium targets like Cacodemons/Pain Elementals or wide targets like Mancubus to stun them while killing.
Assault Shotgun
Pro: Ammo easy to find, high damage per shot, 20 shotgun shells per magazine before reloading, great for cruelty bonuses.
Con: Chews through shotgun shells like popcorn, slow reload, less damage per individual shot than Pump Shotgun
Suggestion, Use it for killing large targets quickly or for clearing rooms, keep very close eye on magazine count (DONT GET CAUGHT RELOADING IT) use it wisely.
Assault Rifle
Pro: Ammo easy to find, medium damage, very accurate iron sighted, fairly accurate hip fired, will be a workhorse like shotgun, good mag count, can dual wield for close quarters, quick reload, good at all ranges, decent at dismembering.
Con: Low mag count, good damage vs small/medium targets. Multiple mags needed to drop large targets like Barons of Hell/Hell Knights, Arachnotrons etc. Can get you killed if having to reload. Not good at getting actual cruelty bonuses.
Suggestion, use against small to medium targets and aim down sights for long distance targets to snipe.
LMG
Pro: Ammo easy to find, good damage per shot, no reloading necessary, friendly on ammo consumption, can fire a grenade for quick splash damage sustained fire can and will save your life when the reloading of the Assault Rifle will get you killed or damaged
Con: Grenade reload is slow, not very accurate at medium to long range, not good at cruelty bonuses, not as high damage per shot as Assault Rifle,
Suggestion, Use to clear rooms of large groups and not worry about reloading, use the grenade to soften up large targets or clear clusters. Don't let the grenade reload until you are safe.
Minigun
Pro: Cruelty Cash Cow, Extremely high damage at close/medium range, extremely high rate of fire, does not reload
Con: Goes through ammo supplies very fast, needs to be fired in bursts at longer ranges, Useless unless already spinning with secondary fire.
Suggestion, use against pretty much anything you need it for, just keep in mind it's high ammo usage and try to use it sparingly unless you can afford to go crazy.
MG42
Pro: Insane damage, very high rate of fire, effective in bursts of shots, doesn't share ammo with anything else
Con: Only one ever spawns in the game, found late in the game, ammo can only be filled with backpacks, doesn't get cruelty bonuses
Suggestion, use as a secondary Minigun if you dont mind not getting the Health Bonuses. Best used on bosses and large clusters of enemies. Try not to use on Revenants as they can still kill you after being cut in half.
Grenade Launcher
Pro: Hits very hard, shots bounce off walls and can kill around corners, reload is fairly fast per shot, grenade bouncing off targets can cause high damage before explosion.
Con: Doesn't hit as hard as rocket launcher, bounces can be random at times, explosions can kill the user, not good in narrow or tight spaces, rockets hard to find.
Suggestion, use against groups of enemies, large targets that can be hit around corners and for shots that the rocket launcher just can not hit yet the hand grenades can't quite reach
Rocket Launcher
Pro: Extremely high damage, large splash radius, semi auto rate of fire, 6 shots before reloading, great at killing pretty much anything it hits from small zombies to cyberdemons.
Con: Ammo hard to find, splash damage can hurt and kill user, rockets have travel times and must be able to lead targets for distant enemies.
Suggestion, avoid using on fast targets like Lost Souls, don't waste the rockets unless they're truly needed. Most times your hand grenades can do the job just fine. Save the rockets up for large targets and bosses.
Plasma Rifle
Pro: High Damage per shot, high magazine count, no recoil, can act like a shotgun, can dual wield for insane close damage and fire rate.
Con: Ammo hard to find, shares ammo with BFG, easy to miss shots at long distances due to firing projectiles, Dual Wield consumes a lot of energy cells.
Suggestion, use against strong targets and enemies you don't want arch viles to revive.
Railgun
Pro: Extremely high damage per shot, penetrates through enemies for multikills, infinite damage range, can zoom in for long range kills
Con: Shares ammo with plasma rifle and BFG, slow rate of fire, slow to reload, consumes 10 ammo per shot
Suggestion, use against large and distant targets for quick kills, mind your ammo consumption
BFG9000
Pro: Extremely high damage, extreme burst damage range, extreme direct hit damage.
Con: Ammo hard to find, slow to charge up to fire, 40 ammo consumed per shot, shares energy with Plasma Rifle and Railgun
Suggestion, do not squander this weapon. Use it for large groups or bosses. Make sure that when you kill multiple enemies that you can see each target personally. As long as you can see them they will die from the gun's impact
BFG10k
Pro: Extremely high damage, large splash radius, no reloading needed, high rate of fire, while splash like rocket launcher, impact is instant.
Con: Splash can kill user, ammo hard to find, consumes energy quickly.
Suggestion, use in cases where you need long range splash damage, use sparingly, use against large targets for quick kills. (DO NOT USE ON LOST SOULS)
Mancubus Cannon
Pro: Extremely high damage with flamethrower, can clear out rooms quickly, fireball has unlimited range
Con: Fire can kill user, ammo hard to obtain, ammo consumed quickly, can not get cruelty bonuses, flaming enemies can kill user while running around.
Suggestion, use against pretty much anything except lost souls, revenants and Mancubus. As Lost souls dont get damages, burnt mancubus cant be gibbed for ammo and the same goes for the Revenant.
Revenant Missile Launcher
Pro: High rate of fire, rockets lock on very sharply, can lock on while traveling to kill targets around corners, high damage, no reload needed.
Con: Splash can hurt user, rockets hard to get, lock on can be wonky at times.
Suggestion, use like you'd use a rocket launcher and for flying targets. Can lock on and stay locked on.
Chainsaw
Pro: Rip and tear! RIP AND TEAR!!! FIND SOME MEAT!!!
Con: Meat hits back, no cruelty bonus
Suggestion, use against single targets to conserve ammo as all targets can be killed by it and stay stunlocked.
Use to remove weapons from revenants and mancubus
Axe
Pro: High damage, does not alert enemies
Con: Needs to charge up to be useful, enemies need to be in melee range, hard to find.
Suggestion: Use for stealth kills and for removing weapons from revenants and mancubus
Fists
Pro: Can give two middle fingers, does not alert enemies, very strong with berserk status.
Con: Enemies punch back, middle fingers deal no damage, only useful with berserk or demon strength
Suggestion, only use as a last resort or for stealth kills, unless you have berserk/demon strength. Then just go nuts.
Kick
Pro: Good for finishing off enemies for cruelty bonuses, can knock enemies back, stun Barons/Hellknights when kicked in testicles, great for getting some breathing room.
Con: Lowers weapon to use, deals low damage, enemies hit back.
Suggestion, best used in conjunction with shotgun or to gain some breathing space. Or to stun barons/hellknights if you need to get out of a corner.
Shut up
I'd would like to hear your intake of Project brutality weapons and give it pro's and cons along with their alt features and gadgets as well. And maybe also some the enemies as well.
For the love of God you should
stop sending long comments
@@mrun-identified8814 nobody is forcing you to read them -_-
You are WAY too obsessed with brutality bonuses
No such thing! ;)
No such....see above.
Is that really a problem though?
@@AlwaysEeepy There is a special medkit that will grant you brutal strength.
Which then allows you to switch modes by pressing the reload button.
Go for the *Rip n tear* mode.
He's a vampire.
4:55 "It is also a very rare weapon to obtain"
Too damn rare
i want my weapon nice and rare
I get one almost every playthrough... there is always at least one crazed scientist wielding one.
The Unmaker does spawn naturally. Its just extremely rare. Upon an insanely rare occasion(like, 0.01% If I remember correctly), it replaces the BFG9000 when a BFG spawns in a level
Health over a thousand? I'm impressed. Highest I've ever got it is 600. I salute you.
I love the update, but I have a few contentions:
1) SMGs are really, really redundant. They are fun to use and handy for the extra ammo type, but they serve no niche of their own; they are essentially a set of weaker, lower-capacity, rarer to find and harder to supply second pair of assault rifles (though he said he would be increasing the max ammo pool in a future update).
2) Axe is under-powered. I guess it's supposed to be a screw-around weapon, but I wish it had the clout that the chainsaw and fists lack. The chainsaw can stunlock medium enemies, the fists can grab and execute for health bonuses and meatshields, and the Axe can... do nothing, really. Every kicking attack has more stun and knockdown potential than the Axe.
3) The Railgun feels inconsistent in how much damage it does, and gives almost no indication of hitting enemies that it doesn't outright obliterate. Cacaodemons can survive a shot easily, but Revenants crumble instantly. Aiming for the head seems to make no difference, and it's hard to tell if you are missing their hitboxes. Sometimes feels like a hole-punching beast, other times feels like a squirt gun.
4) BFG 10,000 is terrible. Massive wind-up time each time you fire it, eats up a ton of rare ammo for remarkably low damage and pitiful AoE, and heavy recoil make it weak, unwieldy, and wasteful.
I wanted to offer an opinion on how to improve the Axe. The quirk of the Axe would be that after charging a good swing, the chop would "hook" small enemies like imps and soldiers for a moment, stunning them, with a sprite of them with the Axe bury in their shoulder or in their head (it could have more than one sprite to add variety) Here the player could kick them and send them flying to explote in gibs against a wall or harm another enemy it finds in it's way. I say that would be a way to make it more interesting to use, maybe.
My favorite gun is the normal shotgun. I think that shotgun have a beautiful design
My main regret is not making my minion's blood stick to boots - bloody footprints would have made a nice little aesthetic touch.
Brutal doom platinum fixes that
Great vid. I found this very informative and fun to watch. I really enjoyed the small attention to details you put into the weapon reviews.
Great video! I like it that you didn't give it vague reviews on it
One thing though... you missed the MP40 but that's alright
HKG MINECRAFT he used it on the cacodemons
I notice that nobody mentioned the increase on the normal shotgun's ROF when aiming down sights, since it really does make normal shotgun best shotgun imo
I'll be honest, my brain registers the higher ROF when I aim down sights, but for some reason it just never occurred to me that it was actually firing faster. Really weird how you can know something's happening but not actually KNOW it's happening... or maybe I'm just cray. idk.
Not necesarly the best. But really good for some situations. Double barrel is great for big(er) monsters. Automatic, when you need sheer amount of dmg without reloading, not necesarly best dmg per shot. Pup action is great for shotguners, zombie marines and imps particulary. Aim down the sights and peek around the corner is great too. But all three shotguns are viable and usefull :)
@@Setnja92
I always stick with the good ol' double barrel. It shreds through small groups of 5-20 enemies like they are nothing.
RIP AND TEAR
RIP AND TEAR YOUR GUTS
Darkstar Archangel thats was actually impressive
The super shotgun is still powerful. You can kill hell knights with one double-barrell headshot.
Same with the mini gun.
Just focus your fire on the head... most enemies will go down lickety split!
i love how they used the light world dungeon theme for the map where you where punching the pinky demons.
That's my map that I made based on the same dungeon.
@@DarkstarArchangel god damn, it's so good.
@@thehumanstunlock7588 If you want to play it you can find it in the description of my video of said dungeon.
@@DarkstarArchangel sweet, thanks for the heads up, i'll play it when i get my new PC.
2:43 i finished full doom campaign with brutal doom v21 and THAT THING happened +10 times
All you have to do is jump
They Should Put REY from Star Wars in here. But make it so that she's invincible until you shoot her 50 time with the most powerful gun.Also:
- She can leap across the screen and do 50% damage.
- She can throw BFG shot's BACK at you.
- She can summon Cyber demons.
- She uses Cyber demons as cover.
- She starts with a Shields
- She can Pick and use weapons.
- She can use health items.
- She can warp behind you.
- When she kills you she says lines from Disney Star wars.
- When you FINALLY kill her......She come's BACK and can kill you with one hit for 30 seconds.
So, basically the worst thing you could put in doom.
Plot twist: the doom slayer was the quiet kid
Ok I’ll throw in my two cents.
I like how the new ROF for the mini gun has been increased, as I viewed the weapon as being overpowered in previous versions. I could literally go through multiple levels only using the mini gun, as I had so much ammo for it, and it consumed ammo at a much lower rate. I really think that the ROF increase balances the weapon out. I also really like the new shotgun and super shotgun sprites, as the older sprites gave me visual aids. Although I like the v20 shotgun sound a bit more though. Hitlers Buzzsaw is also super fun to use as well. I also really like the new shotgun shell sprites, and I think that the ammo links that come out when you fire the LMG or mini gun is also a nice touch.
The primary fire in versions past was a lot more controllable. Alt-fire would pre-spin the barrels and allowed the maximum fire rate from the minigun. Good for when you have a baron baring down on you, but it would rattle the camera around and make it impossible to maintain a straight fire line. I always thought that was a bit backwards since you have to engage alt-fire to go hog wild with it.
I like the Hexen punch sounds... brings back so many memories.
I really like the pistols reloading animation
Also when aiming the shotgun pumps faster
One thing that I noticed is that the Axe gets a considerable power up when you use it with the berserk pack active. You can even kill Barons of Hell depending on the difficulty!
I love brutal doom v21 but the only thing that annoys me is the constant grunting when going down stairs and also the jumping plays the grunt twice. ive replaced the dsoof sounds with a silent one. the sound file is actually not in the doomguy sounds folder its inside the HD sound folder.
Pinky: *corned doomguy*
Doomguy: 3:16
What people think about brutal : 0:06
What actually brutal is : 3:15
got to love when one is able to stunlock enemies with certain weapons
3:16 lol video is completely red😆😂
Imagine this mod combined with the lost 3D mod Bethesda killed... there’d be an overload of awesome.
Double barrel gets B? No A+ for a regular shotgun? Oh come on man
16:25 I think getting health bonuses from the corpses was already a feature in vanilla doom.
No it's not go play some vanilla doom
I like the nodding you do, like "Oh look at the death I've caused. Very pleasant yes?"
This becomes more and more project brutality.
Imp's sprite when he is picked up is kind of lame. Also Mancubus arms off animation also doesn't fit kind of. A lot of unnecessary weapons( I know I can turn them off). The barrels are a running hazard now. Kind of got used to the plasma gun sprite from the last version(but I guess the new(orig) one is good too). Jumping pinkies look ridiculous and are annoying. Cacos might be faster too, but maybe that was unchanged from the last game. They keep making everything faster, they make the gun faster, then the enemies are too slow, they make the enemies fast, then they make the gun faster again. Fucks sakes, it doesn't need to be this fast. It already was brutal enough. A lot of unnecessary changes to gameplay. What I liked: pistol, the added small environmental things to make it more realistic(also good that it's an option), rifle is more fun to use(at the expense of the minigun being annoying to use), all the death animations look pretty good mostly.
I thought the imp grab was amazing in how silly it was. It was scary (kinda) and goofy at the same time
Go check out live through doom, involves lots of keybinding, but everything has more impact, brutal doom gore effects, and hard hitting weapons.
I prefer brutal doom, but this mod has more depth and the chunkier things can be disabled
1:11 that feeling that ur too brutal for doom(:
Just off this amazing review I have subscribed cause I love Doom and Brutal Doom But I love a good review even more
I wish there was a realistic brutal doom, where attempting to punch a hell knight or a pinkie, would result in them tearing your arm off, or biting it off, because as a human you're not supposed to people to explode hell-spawned demons made of muscle, some of who were designed for melee combat, to death with your bare hands after punching / kicking them three times. Also the grab imp image looks comically bad but I guess people enjoy it?? :P
This....is....beautiful... *Sheds tear*
I'm not sure what to make of the machine gun. It seems like it should be more accurate at close range than it is.
I like the new submachine gun but its appearance is so random that by the time I acquire one, I'm already well past the early stages full of weaker enemies where that kind of weapon comes in handy. It's a good dual-wield too, provided the game is kind enough to spawn two of them for you. Now that they have pistol zombies, perhaps this weapon will call for a variant on the Chaingunner zombie so we can get this weapon more reliably in playthroughs.
I also wonder if the Revenant weapon would be better if it behaved more like the way the Revenant uses it: either fire four unguided rockets in a row or a single homing rocket with the alt-fire.
I love that the BFG-9000 finally has its strength back.
super shotgun still good,it can 1-shot-kill hell knight,baron and arch-vile.if u aim to the head at point blank range.
That's what the SSG is meant for. The extreme spread on the SSG is misleading as it makes one think it makes for a good crowd control weapon. It is not. It's meant to be fired point-blank straight in a big monster's face.
I wish Serious Sam had a brutal mod
Half Life has a brutal mod if you are ok with it
Status:blood bath mod
Activate: 3:15
RYDER NIGAA
go in wearing green
get out soaking red
@@19̛́99̸-l5b Did you just say N word
This happen when doom guy notice the demon killed his bunny Daisy
Damn doom guy is a savage
You know DoomGuy has a pet rabbit?
LOL
You CAN'T nerf the Super Shotgun. Then it's only the Kaio Ken shotgun at that point
I'm not a fan of how the chainsaw pulls around the player, but zmove fixes it so the chainsaw is perfect imo
Clearly missed other stuff such as vehicles and mechs. Also the grabbing action only worked for me when I got the Berserker thing.
My god I love that minigun.
1:03 was this actually a Doom-ALTTP-map with the Zelda dungeon-themed music?! Awesome ^^
Oh, and try again your gameplay an Death-Metal difficulty, good luck ;)
2:08 that lost soul has the face of: “I’msofuckedimsofuckedimsofucked!!!!”
3:15 beautiful.....
The submachine gun from PB DOES use pistol ammo.
good video. does anyone know how to use the original weapons in brutal doom? thanks
12:59 plasma shotgun, remaind me plasma shotgun from hdoom
No one will believe i still fap and play it.
what about the coom pistol
When i gets stuck like that i roll left or right and it continues with animation
Girls During Period: 3:16
3:18
Roses are red
Demons are red
If your screen is not red
Your eye will red
The imp grab and throw graphic kind of looks like a voodoo doll lmao , should remake that one
I wonder what goes on in a demon's mind as it is about to get massacred by DooMguy.
"I'm getting paid. I'm getting paid."
"AAAAHHHHHHHHHHH"
results may vary
"shit"
Demons thoughts "I wonder how much I'll get laid,if I possess this mortal? Is he mortal?!?"
@@twowolveshighfiving yeah but i think that the demons are asexual, take a look at Pain Elemental for example.
15:20 you can headshot him, dealing x2 or x3 damage
I needed this stuff in Doom Eternal
No Cacodemons were unharmed in the making of this video...
2:34 that happend to me alot with glory kills and miniguners (and imp mosh pits)
You can also fix it by jumping
3:13 eeeeend I came.......
This Is Better Then Doom Eternal
Doomguy is literally as strong as Hell.
The assault shotgun takes ages to reload. And once the reload animation starts you must wait even if you'd switch weapons.
I think the machinegun could use a counter to see when its loaded as hitting the fire button seems like the only way to reload it.
As for the minigun spinup, I don't notice a fire rate difference anymore. Is it only to allow immediate fire for the cost of alerting enemies now? Personally I'd love it if full auto didn't shake the camera. We could witness it mowing demons without the screen being a shakey mess.
Grenades seem to have gone under a slight damage nerf? Bigger enemies seem to need more to kill now.
Rocket launcher is definitely more powerful. A baron in 3 rockets? Yes please. Since its a weapon you'd reserve for tough enemies each rockets feel more impactful now instead of having to spam them for ages.
I don't use the nade launcher much. I'd use the alt fire to bounce it into mobs sometimes but the bounce mechanic is not as predictable as the grenade.
The plasma seems to no longer damage us when at close range. Too bad I got used to keeping distance with it as I'm afraid I'll melt myself.
The BFG is finally back in business! The Cyberdemon requires 2-3 shots and everything else follows suit. The previous version felt like a waste of time and energy cells, while the current one is like an ace in the hole against the biggest foes. I love it.
Although I can't help but wonder if it could be given an alt-fire.
As for the railgun, I feel it could use a slight damage buff. Way too often some of the medium sized enemies survived a direct hit with just a sliver of health.
3:24 just a salty chainsaw LOL
1:37 Wow that was so nice!
1:00 - punch sound from Hexen II
The ballsack belt for pump action and balls got kicked animation for hell nights and barons are gone =(
I don't mind the Ballsack belt being gone.
However the 'Hell Knight ball kick' animation is not gone, I just test(icl)ed it.
i just wish they had done a better job with the sprites. the imp grab sprite looks like a cartoon. and the lost soul grab sprite is just the voodoo skull from blood with the eyes painted in MS Paint and some horns on it
This is freaking amazing mod, but Project Brutality is much better
Agreed
With all due respect, I personally believe brutal doom and it's expansion project brutality are both overrated. They are fun though.
Anyone else have a missing mugshot? I noclipped in M28 of Doom II becase that map is pure aids. Now I just don't have a mugshot in brutal doom for some reason. (I'm in GZDoom btw)
I love the bloody in this version
4:22 "A BFG? FUCK THAT! I HAVE A CHAINSAW!"
2:06 Oddball in halo be like
Why does the M249 have a grenade launcher?
here is my massive shitpost on the weapons in BL21, overall i like them all
i like the revenents new rocket launcher behavior, the old one i could never get it to either home in or fire at all, now it is a lot more reliable. the only question with it, is its rate of fire may be a little too fast - e.g. how come revenants never spam it like the player can? (maybe they need to regenerate missiles while we only get whats left in the tubes as we pick it up...)
mancubus cannon still very nice to have. great for clearing lots of low hp enemies.
i saw a youtube comment complain that the miniguns new ROF was too high; but i think the new ROF is perfect. it is a multibarrelled weapon after all, they are designed to have incredibly high ROF's.
i never used the new belt fed machine gun w/ grenade, didn't really fill a purpose for me; when i needed a lot of damage quickly i used the chaingun; when i needed accuracy i used the rifle or shotgun; as for the grenade attachment i just used the regular grenades instead (bound to mouse4)
assault shotty seems a bit weak; when i first found it i used it all the time, now i never use it and stick to the normal shotty. i can perhaps see why it is weak though; if it were stronger nobody would use any of the other shotguns.
grenade launcher is cool, good for lobbing secondary fire through windows
i would like a shotgun/rifle hybrid like the one in the Zdoom Community Map Project 2; primary fire fired accurate bullets (like vanilla zombiemen) doing twice chaingun damage, costing 2 bullets, at a slow fire rate - secondary fire fired a shotgun "slug" costing 1 shell and being perfectly accurate, but was bolt action (most players of that wad thought the weapon sucked, but i used it all the way through)
i like the new pistol too, i always choose pistol start now. the only thing is the SMG seems very rare; how exactly do you find it? i have only found it once in many playthroughs.
the railgun is also an awesome weapon, perfectly balanced imo; great coridoor clearer. plasmagun is fine too
the unmaker/rapidfire BFG i haven't found yet; tbh a rapidfire bfg isn;t my thing, i'd just use the plasmagun.
I love the rate of fire for the minigun, quick and also it is a 3-round burst when you tap it using the full spin. It is my favorite weapon to use on small enemies for brutality bonuses.
I agree with your take on the Machine gun. Also agree with your take on the shotguns because the auto/assault shotgun is a bit weaker than the regular. It was made to balance out every weapon so that no-one would stop using the other weapons.
Your Shotgun/rifle hybrid rifle in ZDooM Community Map Project is a good reference that you made, in Project Brutality there is a way to use the regular shotgun for different ways of firing that separates it from the autoshotgun in PB. I also made a list of new weapons they should modify and add in PG but never released it to them.
The SMG spawns on where Chainguns spawn, which would be a chance for a minigun, machinegun or SMG.
New weapon/mod list? *listening intensifies*
The SMG spawns from the Sergeant dudes. They are now equipped with either the shotty or the smg. (Personally experienced this from the Hell On Earth starter pack).
well my update to this post now, for B21 final is;
Pistol class - never use the normal pistol but it's good it is there for completion. I like using the SMG a lot for clearing out mazes with low level enemies in (like what you'd use the single barrel shotgun for in Vanill Doom). It's too weak to use on strong enemies but great for zombies. I always give myself the new Revolver, I like using it with Rifle rounds. It is great for taking out sniping zombies that are on ledges for example. Very ammo efficient, but balanced out by the fact that its overall DPS is too low to take on tougher demons.
Shotguns - My favourite now is the Single Shotgun, as when you aim down sights, you Slam Fire it meaning the ROF is increased a lot. Combined with the high damage, meaning I preferred using it over the assault shotgun. The assault shotgun is still good in emergencies such as going through a teleporter. The supershotgun is still great for close range kills. Overall the 3 shotguns are perfectly balanced now.
Rifle class - It's too bad that in V21 the Chaingun is now nerfed. In the earlier versions it had a huge ROF like a chaingun should; balanced out by lower accuracy. This made it great for mowing down large groups or taking out a tough demon. Now, it has the same ROF as some real life rifles do, meaning I don't use it much anymore. A chaingun is supposed to have a huge ROF hence the 6 barrels. I find the machinegun far more versatile now; it has the same accuracy, similar DPS, it doesn't need to spool up and it has the additional grenade launcher.
Overall the machine gun is now my favourite weapon in the game and it's one I keep out in most situations. The rifle is fine and doesn't need changing, but I don't use it much as there's usually a better weapon to use.
Rocket class - Both the Grenade and Rocket launchers have their purpose, I mostly use the rocket launcher and save the Grenade Launcher for "trick shots". The weapons are fine and don't really need changing.
Plasma class - again the weapons are fine, wouldn't change them. Didn't really use the new BFG though. Railgun is great for sniping and long coridoors. I have found though that I tend to use the "weaker" weapons so as not to waste valuable Cells, then I get annoyed when I find a group of Cell pickups when I'm at max ammo. But that is my silly way of playing, getting annoyed using rare ammo when "I could have coped with using shells just fine". - this is why the Railgun is great, as it takes up that powerful sniper niche that no other weapon has. Maybe they could find another niche where cells are useful? replace the plasmaguns useless secondary fire with a projected shield ?
Other weapons - don't use melee weapons, never liked them much. The two Demon weapons are fine. I like that the Akimbo weapons need a special button press, as opposed to being cycled though normally, as I never liked using Akimbo weapons.
I forgot there making a doom (1993) clone using the same engine nostalgia will hit us hard when that comes out I for got what its called
Великолепный мод!
I have to agree with how you ranked every weapon in this video... Except for pistols and submachine gun.
With pistols, i really dislike the fact you can't aim down sights with it (Like with tons of other weapons) and you get this weird melee attack with it, which never really worked for me. And the models when you dual wield them just feels... Out of touch.
The submachine gun is perfect in my opinion, but it's flaw is shared with the pistols: They burn through ammo like Hell. If you actively use submachine gun or pistols, that 200 bullets will be gone in a minute or two. And you're back to using other weapons.
I would rate pistols B+ and submachine guns A-. I just hope that Mark will up the ammo count for pistols and submachine guns to at least 150 without backpack and 300 with backpack. But for now, i guess i'll be playing BDV21 with Tomtefars Extension.
Great video!
Real minigun have 2000-6000 round per minute. This new brutal doom make our dream came true. SPRAY AND PRAY!!
A naive question: how come brutal doom has not used higher resolution sprites so we can enjoy fatalities MK style? Is there a technical issue? BTW, awesome job.
The only technical thing about it is to re-size the resolution/sprite size, if you have enemies that have a higher resolution at the same size as a regular imp, then imp sprites would be smaller. That is if there isn't to customize the sprite sizes individually.
Maybe there are sprites just up-scaled, if that's the case then it's not really technical, it just saves more time when the Rip And Tear animations have their original sprite resolution.
Can you make a tutorial how to install brutal doom 21v? I just newbie and im a need help.
I think you need to rank the weapons MGS5 style and go all the way upto S++
2:07 grab a skull and keep it lol
Assault shotgun is actually the aa12...and BLOOD EVERYWHERE
AssaultSMG gun shot noice is really…like i’m actually in the game and I enjoyed DOOM 2016 this is like that but pixelated
Man the lost souls look on its face
Can you make a new vid for Gold version ?
I love the necksnap already
I wonder if the Dragon Breath shotgun shell was from Brutal Doom or was it from the Starter Pack, I can't find the Dragon Breath anymore
@Hanferd
It's from Project Brutality.
ok
Leave the text on-screen for 120% longer.
the only thing i want added to melee is golden boxing gloves and that you can throw a hook.
if you could throw the hatchet for a one hit kill that would be cool then go and pick it up off the ground.
Pulling and uppercutting enemies is a feature that Russian Overkill has.
0:14 hnow does no one hear that?
Railgun have the same sound of shooting like Gauss Rifle in Cyrsis.
Not to mention it shouldn't even be called a rail gun and instead a coil gun or Gauss rifle because of the coil like stream of smoke or energy we see after being fired.
Just when I thought trailblazer was a better mod O_o