Let’s Play The Plutonia Experiment #08: Cover, Cover Barely There

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Published on ● Video Link: https://www.youtube.com/watch?v=EsZtQVt7qNE



Game:
Final Doom (1996)
Duration: 21:06
2,630 views
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While you don’t think of Doom as a cover shooter, cover plays a very important role in surviving the onslaught of foes before you. It protects from hit scan weapons, breaks line of sight for the purpose of an archville’s magic. Most importantly, it forces enemies to move around it, allowing you to face them on your own terms. Minimising the number of opponents able to attack you at any one time is critical to keeping your health high, but doing so is a lot easier said then done. Often the cover you want is being held by an enemy you need to get rid of first, other times it’s behind a locked door or something that requires a switch to open.

And then there’s the times when the game plonks you in a room surrounded by enemies on all sides with nowhere to hide and no time to take in just how much trouble you’re in. Teleporters are the worst offenders for setting this situation up but they’re not the only way; monster closets scattered all around you can simulate the same effect, though if you’re quick you can eliminate some of the foes before they can get into the open. The best advice I can give you for when this happens is to try and eliminate the easiest enemies first, for that gives you more room to dodge, weave and search for better ground to do battle from. The BFG is great for this but unfortunately we don’t have that yet, meaning we need to fall back to the plasma gun to quickly clear foes in close proximity.

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