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How To Combo: A Speedy Overview of all of DOOM Eternal Quick Swapping Techniques

Sylar

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How To Combo: A Speedy Overview of all of DOOM Eternal Quick Swapping Techniques

23 935 просмотров · 3 года назад
Sylar
8,24 тыс. подписчиков
23 935 просмотров · 3 года назад
I tried to be as short as possible with this video but the topics are so many that it still ended up being pretty long with a lot of text on top - which may slide too fast for some. It's hard to find a balance So I recommend to slow, pause or rewind the video whenever you need Here I'll gather some extra material to complement it. However, keep in mind that most of the references I'll link are inevitably going to be outdated in some capacity - the interpretations (and discoveries) of DE techs have been constantly evolving for a long time To start off let me share Drake's channel    / @drakephose   who helped a LOT in the making of the video The tutorial series:    • Tech Tutorials | DOOM Eternal   and the script: https://docs.google.com/document/d/1n... are fundamental references you should always rely on Extensive Doom Eternal Guide: https://docs.google.com/document/d/1B... made by    / @plobbus   Raitro's overview of DE techs:    • The many, MANY Combat Mechanics of DOOM Et...   Thumbnail used made by ExCharny RELEVANT KEYBINDS: Combat Shotgun=TAB Heavy Cannon=q Plasma Rifle=3 Rocket Launcher=f SSG=r Ballista=e Chaingun=1 BFG=4 Hammer=v Grenade Swap=x Mod Swap=Ctrl Wheel=5 Grenade Launcher=Mouse4 Melee=Scroll up/Mouse5 TIMESTAMPS: 0:00 - Introduction 0:30 Fast Swap Effect (FSE) A basic quickswitching overview by Flux2033 to get you started:    • All Quick Switch Combos and How To Do Them...   Remote Det:    • The Hidden Potential of Remote Detonation'...   Sticky Bombs:    • Sticky Combos for every Demon in DOOM Eternal   Automatic weapons minimum requirements: Plasma Rifle: 8 shots/ Chaingun & Unmaykr 6 shots/ Microwave Beam: 12 ammo/ Full Auto: 3 shots In this section I introduce ballista frame swaps, for science more than anything. Unless we find a way, like we did with fast dblade 2:10 Mod Swap Cancelling (MSC) A guide:    • The Mod Swap Cancel Technique   To fix primary fire on weapons just don't use it for half a second or so 3:15 Silent Mod Swapping (SMS) The first method will attempt to swap mods on the weapon you're switching into IF it's equipped with the mod placed on the same row of the mod you're trying to silent swap... in the weapons tab menu. Yes. For example destroyer blade (bottom row) works well with precision bolt (upper row). Silent mod swaps into SSG always work The second method is not compatible with fast swapping 4:00 SLOB - SSB - SDblade OG video:    • Lock-on is now officially a quick swap mod   S stands for Sexy. Or Sylar 5:31 Punch Swapping MuteD6 sexy guide:    • The New Punch Swap Tech.   My ugly guide:    • How to Quick Swap a Weapon with itself: th...   To answer a FAQ about stickies: punch is better than normal spam because it carries fast state 7:12 Fast DBlade Frame perfect method:    • The Fast Destroyer Blade Tech - dblade Sto...   Human method:    • The Fast Destoyer Blade Tech - Essential U...   Combo Swap Chain (CSC):    • Combo Swap Chain | Fast Destroyer Blade Es...   8:21 Double Shot Up to date doc: https://docs.google.com/document/d/13... MuteD6 guide:    • The New Double Shot Tech.   9:05 Bring up Animation Transfer Swapping (BATS) Main Guide:    • New DOOM Eternal tech: BATS   Notice how the frame ballista punch BATS ultimately proves that it's indeed a fast swap 12:11 Wack Swapping First time this is actually discussed in a video. I was using the MSC version for quite a while without suspecting there was something else going on. Only recently Drake found out about the larger class of wack animations 14:08 Stuns - Sentinel Hammer Classic Under The Mayo guides:    • Doom Eternal - Grenades and the Faltering ...   &    • Advanced Guide to Faltering & Remote Deton...   Remember that damage falters should always be applied first, if possible Stuns usually override each other, however 3 of them always take priority when applied in this order: Microwave Beam, Sentinel Hammer, BFG Tendrils 14:57 Heat Blast & Yeet Blast A guide I think:    • Heat Blast close range combos against Supe...   Yeet Blast:    • The Yeet Blast Tech   Armored Barons (funny):    • The incredible effectiveness of Heat Blast...   About Yeet Blast: in theory you should be able to hear the second heat blast going off 16:14 Microwave Beam Under The Microwave:    • The Ultimate Microwave Beam Guide for DOOM...   Slobbeam:    • Microwave Beam + Lock-On Quick Swap is the...   16:55 Equipment Launcher Could also coordinate flame belch on top for maximum screen clutter. And dash 18:15 Marauders Feet:    • How to exploit Marauders' faltering to obl...   Why sticky bombs:    • The incredible effectiveness of Sticky Bom...   &    • Sticky Combos against Marauders - The Fina...   21:17 Closing Remarks & Sticky Bombs Crit States Menuing tech by BloodShot:    • Pause Boosts - Doom Eternal Speed Tech   Sticky crit implementation by bowsr:    • Sticky Bomb headshots have a weird quirk   One thing I ended up not mentioning: if you give an enjoyer fast bring up and use the hammer, you can't fast swap it. On the other hand both SSG and BFG when given slow bring up briefly acquire some quasi-FSE For a moment I feared that FSE was actually a bring up property - luckily the SSB tech is a counterexample: it can grant FSE to the combat shotgun even with fast bring up