[Doom Eternal] Bad Weapon Academy: Unmakyr
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- Опубликовано: 20 дек 2024
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War Thunder is a highly detailed vehicle combat game containing over 2,500 playable tanks, aircraft, and ships spanning over 100 years of development. Immerse yourself completely in dynamic battles with an unparalleled combination of realism and approachability.
Have you ever looked at a weapon in a game and thought, "How am I even supposed to use this piece of shit?" Don't worry, I'm here now.
Unmakyr? I hardly know her!
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Music used:
Doom Eternal OST: The Only Thing They Fear Is You
Deus Ex OST
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War Thunder is a highly detailed vehicle combat game containing over 2,500 playable tanks, aircraft, and ships spanning over 100 years of development. Immerse yourself completely in dynamic battles with an unparalleled combination of realism and approachability.
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"You want this tank? well you can get in in war thunder!!!!!*"
*For 19.99$ and 2763 hours of grinding.
@@Polaris5664 luckly the doomguy doesn't have a social life and is already insane
Promotion Skip Button: 2:51
snail company bad
Basically, the Unmakyr is like saying "I have the world's most powerful LMG" when you opponent has a nuke. Yeah you have something good but like... The other is pretty obviously better
Unmakyr is good for getting rid of super heavies but thats it
@@bigimp3018 Even then the Tyrant is pretty easy to kill if you're even somewhat skilled at the game (which you should be by the point in the game where you meet them), it's still pretty mid against the Doom Hunter thanks to it's dual stage attack method and the sheer ammo consumption of the Unmakyr, and it just straight up is super finicky when used against Marauders.
It's pretty much an exclusively anti-Baron and Archvile weapon, which, while a nice tool to have, is still pretty mid when you consider the BFG can stun both while you go in for major damage combos; that and you should be hard focusing those demons anyways, while peeling off occasionally to chainsaw or knock out weak points on other heavy demons
I hate using the BFG because it clears out to many enemies and trivializes the puzzles of figuring out where to lure monsters in good patterns.
Killing the demons is the fun part. I don't enjoy just deleting them with 1 button.
It's like the people in Eden ring only using L2 to beat bosses.
Unmaykr is my choice and then only for archvilles after a freeze bomb.
More Dakka is better than 1 single powerful daka.
@@spandanganguli6903 not in this case
that math part is like using the wrong formula but getting the correct answer
i had this same thought as well
Hey that's how i got through school though
It’s not LIKE that it IS that
a teacher's nightmare
Because it is-
"The Unmaykr is really underrated, it's good at killing priority targets!"
You know what is better than killing single targets? Killing everything in the entire room in one shot lol.
Killing Super Heavy’s is more valuable to me at least than taking out everything heavies and under
the bfg wont do that is the thing. even frozen and a direct hit, a bfg will not kill super heavies at the same ammo cost as the unmakyr would.
The ancient gods specifically designs rooms to make that impossible as well as staggering out waves of difficult enemies, the unmaykr ends up performing better in the DLC levels specifically due to difficulty
Not to mention that anything UNDER a super heavy never warranted a BFG shot in the first place so the unmakyr ends up getting used more anyway as long as you are good at the game
@@BigHailFan But a BFG shot across the arena will still do a bunch of damage and stun Super-Heavies, so finishing them off with regular weapons is a lot easier for you to do
@LostTemplars NTM in the late game, super Heavies get sent out in multiple waves, meaning the BFG is a brief reprieve.
When you accidentally fire unmaykr and now your BFG is grunting at you with angry 59 ammo noise
"Unf!"
Does it wail at you with 29 ammo noises?
Same energy as firing the plasma gun by accident in classic Doom. The BFG grunts at you with angry 39 cells noise.
In eternal it only needs one ammo to shoot so for maximum value shoot the unmakyr 29 times
Ah but at least Doom is the one game where "Sunk Cost Fallacy" STILL kills everything in sight. But yeah I've been there. Took me weeks to train out Mouse Scrolling to change weapons. It's numbers or Q wheel only 😂
8:52 when the 2 int character rolls a nat 20 on an intelligence check
Yeah. Accurate.
arent 2 int characters unable to speak?
@@FerinitheBloodHusky hImpalsj?
@@FerinitheBloodHuskyWell 3 Int is the threshold at which Awaken fails in dnd, so a 2 int character probably isn’t sentient
The main difference for me is, with the Unmakyr you have to worry about actually hitting your targets with the pellet spread. The BFG is more of a "I didn't ask how big the room is, I said I cast Fireball" type deal unless you shoot it right into a wall or something.
The BFG is more of a "to whom it may concern" weapon.
@@Bonga000 The "whom" in this instance are the mortally challenged.
God I- was so disappointed when I got the Unmakyr for the first time. I was enjoying the process of actually getting it and blasting through Eternal. Then the weapon turns out to be, completely obsolete next to literally every weapon I have.
IKR
What i expected: gun of ultra death
What i got: chaingun that uses abhorrently valuable ammo
For me the BFG is the useless one since I want to challenge myself to remember or make my own combos.
Just because you decided you had a vendetta against the BFG does not mean you aren't using the objectively worse option due to personally set up limitations.@@tvdvd8661
Okay, it's useless to you, but you say that's only because you choose not to use it. Your comment was beyond pointless and I could not care less.
Honestly the entire problem with the Unmakyr could have been solved if they'd just made it share an ammo pool with literally any other gun. Honestly, a better and more balanced choice would've been to make it share ammo with the Plasma gun and Ballista. I mean sure, it might make the Unmakyr insanely powerful and overpowered by that point, but that could be solved by making it's ammo usage far higher. After all, people are still gonna be using the Plasma gun and Ballista, but if you make the Unmakyr consume tons of plasma ammo, you're basically telling the player that they can either play it tactically, or risk it and chew through all of their ammo.
You can also remember that the player has to find and complete every slayer gate, so giving them something that borders on overpowered is ok.
Fairly certain it used plasma rounds in 64
or make it consume both bfg and plasma ammo, but the bfg ammo is getting drained much slower, like maybe one point per second.
@@jmurray1110it's the bfg of 64 and the bfg always used cells back then so it definitely did lol
@@dooplon5083 Without demon keys, it's a slight upgrade to the plasma rifle. Half the rate of fire, twice the damage per shot, but it's a hitscan weapon. If you start finding demon keys, though...1 key makes it a major upgrade to the plasma rifle. 2 keys gives it the plasma rifle's rof, with the unmaker's damage and two hitscans per shot. All 3 keys makes it like the love child of the BFG and chaingun by giving it a 3rd hitscan. It can drop a cyberdemon in about 4 seconds and keep it stunlocked the whole time.
It's basically a trophy that shows off that you completed the challenges.
_more about the journey to getting the weapon, not the destination type shit_
I'll be honest, it should just break Marauder Shields as a bonus. Like you trade in the Power of the BFG for basically something top punish the most annoying enemy in the game
unironically its really funny to me that the weapon points you get for doing the slayer gates are more rewarding and impactful to a playthrough than the empyrean keys you recieve at the end.
I cannot believe i'm saying this, but the unmakyr might be better with a reload mechanic.
If it just paused for a like half second to "recharge" after 30 shots itd be enough to stop the accidental "whoops that was 31, i get to eat shit" problem
The eternal unmakyr is a sad shadow of the sheer power of the doom 64 unmaker
For real
This is the real travesty of the Unmakyr. It had a legacy of being incredible. They should have had it work like in did in Doom 64, where you unlock a weaker version of it earlier, but it gets stronger as you do more of the challenges for it, until it's ridiculous, and actually comparable to BFG.
Fairly certain the un-upgraded Unmaker was more powerful than this
64’s bfg was also probably the weakest version in any doom game as well
@@corvax8644 it was literally the same as it was in the original. It's just that enemies in 64 have different health numbers. It's only bad by comparison
This video's math is one of the most "I don't know how, but you used the wrong formula and got the correct answer" things I've ever seen.
15:30 you dealt forty thousand points of damage... in twelve seconds
But how much money does it cost?
@@fractalisomega9517 some people... they think they can outsmart me... maybe... maybe....
I have yet to meet one that can outsmart BULLET
21:24
That Point-Blank BFG shot reeks of Malicious Intent, i love it lol
those archviles can go sodomize themselves with a rusty pike, i approve wholeheartedly
Fuck the archvile
Fuck ALL of your atoms
I've had to do that particular slayer gate so many times... it was more than warranted.
@@Chom-Chom I just Ragequit my 2nd Playthrough of TAG 1 because of (I think) that Gate. Possessed Maurader.
How to use the Unmakyr
1: Beat the Slayer gates to unlock the Unmakyr
2: Test the ammo and dps against Superheavies vs the BFG.
3: Test the ammo and dps against bosses.
4: Test the infinite ammo cheat on the Icon of Sin.
5: Go back to quick swapping.
@@firehedgehog1446 i mean they didnt patch it so
@@firehedgehog1446UltraKill taught me that unintended mechanics is the best way to play games. Thinking outside the box is always better than blindly following the games guide
I was kinda retarded and tried to kill icon of sin with it... luckily, not THAT retarded so I realized how much it sucks.
@@firehedgehog1446My brother in Christ, the dlc added a tip screen that tells you to Quick Swap.
When the game itself is telling you to do it despite it originally being unintended, I think it is far past still being called unintended.
@@Supreme-Being-8 How dare you interrupt him sucking himself off. He worked really hard to do the thing that literally everyone else who plays the game does.
The unmakyr's problem is that the lightsaber exists to insta delete superheavies that you would otherwise whip out the unmakyr to delete since its higher damage is more for combo play rather than the BFG 9000's superb crowd control
That is true which is why it shines in the DLC. Since said "lightsaber" aka the Crucible is no longer available.
The hammer is way more fun then the crucible.
This is exactly why the Unmaykr feels underpowered: The Crucible already fills the same niche, and does it arguably much better without sacrificing your usage of the BFG. It also could've complimented the Sentinel Hammer well in the DLC, but then they made the hammer's ammo replenishable (while still being quite broken), so once again its worth is put aside.
I like the way Ultrakill handles its super weapon, the railcannon. It has three variants on a universal cooldown that forces the player to choose between either incredible single target damage, a massive burst of crowd control, or a reliable stream of gradual damage and healing.
I think something thats also really nice is that you can carry all three at the same time
Also, one thing the railcannons do better than the BFG/Unmakyr is that all variants need a similar amount of player skill/input to use, especially to full effect, instead of having one option require actual aim with a spreading projectile weapon against moving enemies and the other option being fine with just popping off a round in the general direction of an open area.
Personally, I think the Unmaykr should have had similar auto-aim to the BFG's tracers. No shot goes wasted - as long as at least one enemy is in your sight, you're guaranteed to hit them with at least one ray, targeting up to three enemies at a time. That'd also set it up to be closer to the Doom 64 laser weapon called the "Unmaker", which fired cells as lasers in a similar triple-shot pattern.
I’d give the unmayker its own ammo pool with rare ammo drops from fallen enemies. Basically once you’ve fired your two BFG shots and if you want to conserve crucible kills you can go on an unmayker rampage, drain it dry and then slowly build the ammo back up through the level for another rampage.
2:50 video start
Thanks
you're fun at parties
@@TehWildcardBeatsYou're the only one complaining, id definitely prefer op comes than you 🎉🎉🎉
@@TehWildcardBeatsyou cant spell and your pfp looks stupid
I HATE RUclips VIDEOS THAT CAN'T JUST FUCKING START!!! DON'T WASTE MY TIME!!! RAHHHHH!!!
They should have made the Unmakyr much more focused on being good at one thing. As it is they wanted a high dps weapon that excels at single targets in close quarters. So go all in at that, make it an auto-plasma-shotgun with massive per pellet damage and absolutely awful spread. And I mean to the point where if you can count the rods and cones in the enemy's cornea, it has enough damage to oneshot anything below superheavy and twoshot them in a half second. But if you're out of kissing range you'll probably miss a few pellets and as such need to shoot more, to further incentivize smelling the demons before shooting them each shot costs three bfg ammo, so you only have twenty, which is all of ten seconds of continuous fire. This makes it a high risk high reward gun, much like the bfg which has extreme burst damage at the cost of only having two chances before you're empty.
Those who place six keys to unlock the unmaykr now needs to take those 6 keys back and lock it forever and use the bfg 9000 instead
I mean, those slayer gates were fun, I once killed a fucking marauder by BFGing him into the face so that's some memories.
At least you don't have to go through a secret item hunt you have 0 clue about to upgrade it like in Doom 64.
Right? RIGHT!?
And it doesn't reset on death
@@vyor8837it DID?!
I played with save states. Oh god, of course it did. Why?
@@chrisvisser-fee2631 Yup, classic Doom reverts you back to pistol on death. The unmaker, despite the lengthy process of getting the demon keys, is not exempt from this.
@@RanmyakuIchifrom the little bit of doom 1 I have played, it's sorta weird how bad the marine is at keeping his weapons, I guess it's just the mechanic.
@goldenrain4402 More of "Which was the style at the time".
All they really had to do was make it like its original counterpart from DOOM 64, being a hitscan weapon with tracers (which seems to be what they’re doing for the new Skullcrusher weapon in The Dark Ages)
My Unmakyr balance solution would be to give it a "reload" at the end of its 30 shots that shoots off a laser blast.
It'd solve the accidental excess ammo consumption issue and give it the source of burst damage desperately needed to survive in Eternal's combat, plus further specialise it as the single target alternative to the BFG.
The easiest way to make the Unmaker stronger would be to double the ammo count for these two weapons while also doubling the BFGs consumption. That way the bfg is not buffed but the Unmaker is
My thoughts exactly!
Relative to its monsters, the original Unmaker was both stronger and more ammo efficient. In DOOM 64, the Unmaker, Plasma Rifle, and BFG all pull from the same ammo pool of Cells, of which you can carry up to 300, 600 with the Backpack power-up. One full salvo of Cells with the Unmaker deals 13,500 damage in a game where the strongest monster only has 5000 health. Meanwhile, one full salvo of Unmakyr ammo deals 36000 damage in a game where monsters with HP pools in the thousands are a common feature.
Ye, the Unmaker was the GOAT for small and middle weight demons in 64, and handily supplanted the (nerfed) plasma gun. Still nowhere near the BFG, but it gave you something for smaller encounters if your chaingun and rocket launcher were on the down low.
@@DinnerForkTongueThe BFG's slow rate of fire can also be an issue in older Doom games, particularly in cramped rooms with large groups of enemies who don't die in one shot. Stunlocking can become the difference between life or death, which the Unmaker would be your best friend for.
@@Duothimir What groups of enemies? The only things in D64 that don't die in one good BFG shot are the Cyberdemon and the Mother Demon. If you know how to use it, it melts through even large groups of 1000HP Barons, which D64 doesn't throw at you anyway.
Only one monster would possibly warrant the Unmaker's stunlocking, and that is the Spider Mastermind if she was fought in an open arena with no cover or no way to approach. And as the Spiderdemon doesn't even appear in D64, that point is moot.
I've played hundreds of hours' worth of fanmade mapsets and campaigns much, MUCH harder than anything commercial Doom has ever seen, and as far as the fandom's skill level goes I don't even scrape average. Trust me, the BFG is the supreme king.
@@Duothimir Well, the issue there is more that the Unmaykr is in Doom 64, where the BFG was... very noticeably and obviously nerfed and isn't nearly as effective as it is in Doom/II. So yeah, in that, the fully upgraded Unmaykr is better, but it's also not as much of a comparison.
@@TheShinyFeraligatr Even so, the BFG's slow rate of fire has gotten me killed a few times even in Doom 2 WADs. Having a rapid fire option better than the chaingun or god forbid the fucking chainsaw would be a blessing.
also one that doesn't destroy my ears looking at you plasma gun
You can tell this was just lifted out of classic doom, which in there it works way better since demons don't move as fast as they do in doom eternal. Plus it using BFG ammo instead of Plasma is what kills this things usability, despite it being I'll-designed for new doom.
One way to make it better is to share an ammo pool with the plasma gun instead of the BFG, just like in DOOM 64
For me, a simple fix that would increase value and reward commitment to focusing single targets would be a damage stack effect.
For each hit on the same target, damage taken by that target is increasd by x%. It would make it more valuable against bosses, but you would be trading the ability to clear the arena of adds for focused fire.
8:37 that is VIOLENT air conditioning
Cool For The Information.
Apparently in the 90s era doom games, this thing either used plasma rufle ammo or literally drew its energy from demons to have effectively unlimited ammo.
I feel like a reversion to either with the Unmaker retaining.the same rarity would fix either of these problems.
Imo, the best way to fix the Unmaykr without making it OP is to make it even more ammo-efficient. Instead of 1 argent cell per shot, it could use only a third, so you can fire all 3 shots at the expense of 1 cell. This makes the argent cells more similar to a battery (similarly to how plasma weapons in Halo slowly drain the battery, some of them taking multiple shots before using 1 energy unit). Also it would make spamming it more forgiving as it would be easier to stop before using 31 cells.
Also, I love your idea of making bullets bounce off walls a couple of times.
The name of the weapon is really fun. It just had some incredibly large and iconic shoes to fill
As a certified Doomer, I know that the Unmayker exists as an alternative to the BFG in BFG-less runs, but that it ties into the lore of the game. In BFG-less runs, it’s nice to play with a challenge without having to avoid pressing a keybind altogether and instead having something to fill in that spot. Also, the devs in this game made an effort to ensure to fans that the Doom Slayer and the Doomguy were the same person. It’s easy to forget that at release, this wasn’t entirely set in stone until the Sentinel Prime introduction cutscene. The Unmayker made its debut in Doom 64 and timeline wise, said cutscene takes place immediately following Doomguy’s stint in Hell at 64’s conclusion. It exists mostly for lore reasons, as it is a weapon from an old game given a new purpose from the design of the Maykers, which is pretty smart. Great video!
The funny part is they gimped the unmaykr against the icon of sin. The numbers say it would shred it, but he’s got a built in 80% DR vs it basically removing any utility it had seemingly out of spite lol
It'd be cool if the Unmayker projectiles penetrated through enemies and then homed in on other targets on a successful hit. You'd still get the direct aim of an automatic machine gun with the crowd control of a BFG with extra visual flair of the bullets flying around
The only thing unmayker only shines in the DLC, where the BFG aint that good and you lack the crucible. It serves as a instant delete button for archviles and possesed enemies. Its what makes it bad, is the fact that the crucible exists.
Fun fact about the modding community, there's a mod I use called "Underused weapon buffs" that does exactly what it says on the tin. It buffs full auto, mobile turret, both plasma rifle mods, remote detonate and of course the Unmaker. Specifically it deals high area damage and pierces through all enemies, Making it far more fun and worthy of the final weapon.
Bro mobile turret and remote detonate are under used? That is insane to me, they are incredibly useful. I mean maybe that’s just cause I play only on nightmare and I need to get the most out of every weapon, but damn. Honestly all of the weapons and mods in eternal are quite good, just some are hard to get their full potential out of.
I always assumed that the unmakyr is intended for people who see BFG as a crutch and refuse to use it, but still want some kind of power button that makes use of the same resource so they don't feel left out.
That makes sense
Why would you think that
@@aa-tr9xt Because unmakyr is weak, skill-dependent AND requires completing difficult challenges to unlock, all at the same time. So it's something for experienced players, but worse than the alternative (clear one-two heavies instead of the whole room). And it remained like that, even though it's trivial for devs to simply adjust the numbers.
My solution for the unmayker:
-pellets are now wide waves, ensuring all shots hit no matter the spread
-enemies killed explode, upping customer satisfaction
-unmayker no longer shares ammo with the bfg but still restores it when picking the bfg charges, encourages to use both superweapons before picking up more ammo
I think it’s great that they made the unmakyr faithful to its original counterpart. At the same time, I was hoping for a railgun kind of weapon, that just let you pick one specific enemy and vaporize it. I imagined it as a ranged counterpart to the crucible in the “delete any one enemy” niche. Not as powerful as the BFG in raw room cleaning potential but adding versatility to your argent ammo pool.
I always felt that the BFG was a cheap get-out-of-jail-free card, so having a superweapon that hits hard but isn’t an instant “I win” button is absolutely my jam.
I just wish we were able to bind the Unmakyr to a different key or unequip the BFG. The game remembers what was the last superweapon used but on a reload/restart it always defaults to the BFG, so using the Unmakyr in fast paced scenarios can be a pain if you don’t set it up beforehand.
I agree. Unmykr is great when you need the extra burst of damage to finish off a stunned or frozen super heavy.
BFG is good looking and iconic, but i view it as a weapon for newer players that are struggling with arenas.
I also agree that we should've been able to unbind it. I hate accidentally switching to the BFG and shooting it, I always restart if i do that.
That is 100% the appeal of the unmaykr to me. If you invest lots of hours into the game it's possible to reach a level where the BFG feelings more cheap than satisfying. Unmaykr lets you use your argent ammo if you know how to beat the bad guys yourself.
This is a self-imposed limitation, not a proper fix. It’s still objectively bad design.
@@aceyspud551 The purpose of the BFG in Eternal to allow lesser skilled players to "skip" fights they struggle with, that's been talked about on the dev streams too. Whether that's bad design is debatable of course.
The unmaykr is basically just "I waited this far to use cheatcodes and by god I'm gonna use them now" in gun form. After you get it there is no mechanical reason to *not* go hog-wild with the cheats you've picked up
Personally I would go into a unique route, every 3 shots of the Unmakyr would consume 1 ammo (could be linked to the keys), effectively giving you 180 BFG ammo. So you can either choose big green sphere of devastation, or "Haha keybone gun go brrr" this would give the Unmakyr a complete overhaul in feel simply because, lets be honest, the Dopamine would be astounding.
The Unmaykr would’ve been much better if the chainsaw gave a very small amount of argent ammo. In fact, I used a mod that did that and used the unmaykr around 95% more than I usually did.
Imagine if the unmaykr just had piercing. Better in cramped rooms than the bfg but worse in open arenas
Ironic that the only part where the unmakyr is better than the bfg is against the Khan makyr
Actually I think it's fitting. It unmakes the Khan Makyr. Thus, it's the un-makyr.
@@RedShocktrooperRST yeah that's why it's ironic
As well as, you know, the entirety of the DLC.
@@madflam3192that's the opposite of what ironic means
@@madflam3192it’s not ironic, look
Up the definition of irony
The unmaker is in something other than doom 64? Huh.
The strange thing is that in DOOM 64, it used energy cells and I'm pretty sure it fired homing lasers so when you went through the difficult and obscure process of obtaining the gun and powering it up, it was completely ridiculous
maybe the devs wanted that reward, but they didnt want a way to trivialize the game so easily (compared to just getting really good at the combat encounters)
Before I watch the video I want to just say that I am fully on board with you exploring bad weapons in other games, looking forward to the future of this series and channel.
The unmaykr feels designed to be used with the infinite ammo cheat active
It's funny to me. The Unmaker in Doom 64, when fully upgraded, was almost definitely better than the BFG 9000 (since the BFG was weaker in 64 than in 1 or 2). In Eternal, it's not even really worth unlocking. Cool!
The Unmaker was most overpowered weapon from Doom 64 once you've collected all three keys from each of the secret levels. Once fully-upgraded, you could mow down the last maps of the game and kill Cyberdemons and the Mother Demon in 4 seconds with it.
The Unmaykr comparatively, being tied to the same ammo pool as the BFG makes it too ammo hungry and situational. While it's still feasible to complete the Slayer Gates for upgrade points, the Unmaykr is going to be left picking up dust once you get it.
Why didn't Id Software give the Unmaykr its own separate ammo pool?
i guess they didn't want to have a Doom 64 situation with that version of the Unmaker, since in that game, as long as you have 1 demon key, it's a way better plasma gun that can get stronger and carry you through the rest of the game with ease, and when you have all 3 keys it surpasses the BFG pretty much in every situation
With all 3 keys, the Unmaker is still only half as ammo-efficient as the BFG. Core Doom 64 just doesn't have the demon density to showcase that outside of the final level if you don't seal any of the gates.
@@DinnerForkTongue i mean at that point just use the keys to seal the gate and just blast the demon queen with the Unmaker
The whole ammo debacle is the reason I just ended up playing with an ammo increase mod. I’ve played the campaign with vanilla gameplay. It was fun, I understand the system you’re supposed to use, but eventually I got tired of being basically unable to use the unmaykr and started playing with increased ammo capacity. It was much more fun.
" it costs 400.000 dollars to fire this weapon... For twelve seconds!"
"Fully-automatic panic attack" is the best description for a gun I've ever heard LOL
It cost 60 BFG ammo to fire this weapon...
For 6.66 seconds
The fact that people on twitter are complaining about having to use all the weapons in an fps game is crazy
Here's my idea how to buff/rework the Unmaykr
Instead of being an automatic weapon, it would now shoot a railcannon shot that cost 20 Ammo and deals enough damage to kill a Tyrant
Upon hitting a target or ground, it would create a small nova explosion that damages nearby enemies and very briefly stuns distant ones
or and give it a mod thats a charge shot that kills anything in a wide aoe
lowkey I would be super interested in a meta weapon academy, where u address the meta weapons, why they're good, how best to use them, and then a balance change that would make it more on par with other weapons!
though that feels redundant
come to think of it, Unmakyr is also good for icon of the sin, due to its spread you can target 2 body parts together in a single volley of the shot, I think rather than a horizontal spread devs should have made a triangular spread, this way shots can be more concentrated on a single enemy
The easy solution is to just give it its own separate ammo pool, but refilled from BFG pickups.
As an experienced player that doesn't like to use the BFG, the only occasions where I use the unmakyr is against possessed enemies. Considering there aren't many of them in a single level, you always have enough ammo to quickly take care of them before you get overwhelmed.
Unmayker sucks because its design doesn't fully match with the original. Decino has a video on how the Doom 64 Unmayker works and watching it puts the Eternal one into perspective.
Doom 64 Unmayker shoots exactly the same way as the Eternal one, when no enemies are on screen. The difference comes in when enemies exist. 64 Unmayker shots track and auto aim, so every shot is almost guaranteed to hit. Eternal shots don't track enemies.
They really needed to adjust the design of the Unmayker to account for shots not tracking enemies.
I love the unmaker.
The doom 64 versión.
The only way i can SEE it working would be like it's brutal doom 64 counterpart.
Where it's attack goes trougth enemies and it has infinite autoreplenishing ammo, but it comes back pretty slowly, making it fair and balanced.
You use it with Big enemies.
But it can be used in corridors to clean small enemies. And it's small ammo count of 30 shot's stops You from abusing it.
8:38 Task failed successfully
A tale as old as time- however powerful it might be, other weapons can do what it does but better.
Ooo Ive been waiting for this one. Awesome work
The good news is that now we have modding, we can make the Unmaykr as it should have been.
Idk, I feel like the Unmaykr is really fun in the DLC. The biggest issue for me was that in the base campaign, the Crucible existed for insta-deleting Super Heavies, and there weren’t enough Super Heavies thrown at you before obtaining the Crucible to warrant usage of the Unmaykr’s panic spray. The base campaign’s arena encounters felt designed in a way that made the BFG much more useful (it would instantly delete fodder, heavily damage heavies, and mildly damage the very few super heavies, leaving you breathing room to easily finish the rest off).
Meanwhile in the DLC, the Crucible is no longer usable (replaced by the superior Sentinel Hammer) and they like to throw shit like two Marauders at the same time at you, and here imo the Unmaykr excels. I found myself way more reliant on the Unmaykr more than the BFG because I needed the fodder to constantly restore health via glory kills, and the Super Heavies are plentiful and are thirsty for your attention. One can cheese the double Marauder encounters on Nightmare by a well timed quick swap, Sentinel Hammer extended falter, then unload with the Unmaykr (the only difficulty is getting them to attack you at the right timing). It felt way more worth than launching a BFG shot to just kill fodder that were gonna keep infinitely spawning until the Super Heavies died. Basically, the DLC felt designed to make the BFG not nearly as useful, due to the number of super heavies that require more attention than crowd clearing fodder, and instead using the Unmaykr in tandem with the Hammer to destroy the Super Heavies as quickly as possible felt more like the optimal play.
Granted, the ammo economy of the Unmaykr is still absolutely an issue, the weapon is far from perfect, but again it felt a lot more fun and useful in the DLC.
5:55 comments I agree though 😂
If I really like couple, maybe three weapons, I will use them.
I also really loved the BANGBANG of the DOOM 2016 SSG before reloading. So damn nice to the ears.
Personally i also thought giving it 100-120 ammo and giving 5 pellets rather than 3 would be good but giving it pen and ricochet would be cool, and tbh id it had pen and ricochet i’d say make the ricochet smart where it purposely bounces to deadly targets if it can hit them
The problem is they tried to make it like the DOOM 64 unmakyr. It really should've been like the single target DPS version of the BFG, the BFG is amazing for large hoards and the unmakyr should've been amazing for bosses.
I think they should have changed what ammo it uses. In the og game the unmakyr used demon blood as ammo, so it should have used your blood punch bar as a ammo.
Can't wait for Bad Weapon Academy on Bloon Master Alchemist
Make the chainsaw drop like 5 BFG ammo so I don’t feel like I have to stockpile for an emergency.
2:52 skip the sponsor
At least watch the end of the segment. It has a decent punchline.
I'd rather not. Fish makes fun sponsor ads to watch. I watch even old ones from years ago.
Brutal DooM and DooM 64 Unmakr being stupidly good: Huh?
I think personal taste comes through for whether 2016 or Eternal does gameplay better, but I remember Eternal started to feel like it dragged to me near the end in terms of length, and I definutely felt like Eternal tested you more, but 2016 has this more relaxed pace VS Eternal, still going for being able to get around and move fast, but almost being closer to classic Doom with how often you could just use one gun or JUST the Super Shotgun. Eternal feels like a proper change on the combat feel, while also being more demanding of its players.
im no expert tho maybe I sound like im saying nonsense I played both games pretty casually
I like your solution to the Unmakyr, and I propose an extra to help with the ammo problem - make one trigger pull fire three volleys, meaning you essentially get 9 pellets from one ammo point. makes quick swapping to it to quickly rack up passive DPS in a room as the pellets (which still follow the undulating pattern) start bouncing in every direction
if that's too strong, maybe a double volley would be more appropriate but the core concept is more bullet per ammo makes the ammo efficiency nicer
That was actually a pretty entertaining sponsor segment. Good job fish.
The unmaykr would've been a fantastic weapon had it not shared the same ammo pool as the bfg i.e. it should've had it's own
Just bougjt doom eternal a week ago it downloaded yesterday and watched a video about this weapon 5 hours ago and now im watching this lets go
aw hell yeah, just back from work and this just hits the spot
I have no experience with this weapon in the game, but I have a small idea. Allow chainsaw kills to grant like, 10 ammo for the weapon. It's not much and not enough to build up BFG shots consistently without having to just stall in levels and wait for chainsaw fuel and just disregard all your other weapons, which would be a pretty dull way to play. What this would do, however, is allow for some forgiveness in using this weapon more often. Did you accidentally fire a couple shots to many and have only 25 rounds before a fight you want to wipe out a couple waves with the BFG? Then here, chainsaw one demon and you can make up the difference and be left with a few shots of unmakyr. It would also buff the BFG to allow for an extra use every few fights where you need more ammo in, so it might be just helping the case against it.
since the devs deliberately made BFG ammo extremely scarce, i'd say 5 argent ammo per chainsaw kill would be more in line with the existing game design
it costs $400,000 to fire this weapon... for 12 seconds
Honestly the easiest buff would be to make the burst cost only a single cell
high difficulty brainrot. I played through on launch and the unmayker felt very nice, I basically never used the BFG to begin with because it felt like a waste for 99% of encounters, so being able to get more use out of its ammo instead of firing a shot whenever I see a bfg ammo pickup
The problem doesn't seem to be with the weapon itself so much as they didn't design the levels in ways that give you enough situations where it's worth using it.
Which might be splitting hairs, since the end result is you not wanting to use the weapon either way.
The Unmakyr is just in the wrong game. For a single target is is more ammo efficient than the BFG but the number of times a single enemy is an issue can be count on one hand
The faltering system should have definitely mentioned in the video. It makes the accuracy problem non-existent, because a demon can't move or attack while faltered.
A good idea for ammo consumption would be to incorporate the UM into combos.
E.g. normal tyrant combo: Micro Missiles, grenade in the middle of shooting, SSG, Ballista, meathook jump, Destroyer Blade, BPunch, SSG, BPunch, SSG, Full Auto
UM Tyrant combo: Micro Missiles, grenade in the middle of shooting, SSG, Ballista, grenade, UM
Bonus points for the Deus Ex music!
The best part of the unmakyr is the process of getting it because of the secret hunting plus more combat arenas
Yea I liked 2016 doom more too. The new doom is the kind of game you need to get into, learn all the weapon combos and tactics while the old one felt more instinctive.
I wouldnt say instinctive just simpler and easier. The thing i think doom 2016 actually does better than eternal is level and arena design.
Every arena makes you think completely differently since your mobility is comparitively limited. so the placement of platforms actually matters in 2016. In eternal all of the arenas felt basically the same since you can just dash and grapple to anywhere you want. Plus they removed pretty much all of the level hazards which makes them all feel even more samey.
unmayker is best at... unmayking the mayker.
Ok but the Unmakyr looks so much cooler
Makes sense it would suck, since the beta bfg was basically the same minus some changes
Future Fish, stop bullying bad at math old fish.
Heres a good change:
1st, Give the unmakyr its own ammo completely separate from the bfg.
With 20 or 15 max ammo. You cannot find ammo pick ups for it.
This ammo regenerates overtime at a very slow rate.
2nd, reduce the spread of the projectiles
3rd, increased firerate
This encourages the weapon to used in short burst for crowd clear or quick priority elimination but overusing it will burn through that small ammo reserve.
Might be a little op, but for what you have to do to get it, it should be.