Zero-Master

Doom eternal keybinds and misc info

Feb 19th, 2024
6,577
2
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 16.29 KB | None | 2 0
  1. Doom Eternal (reupload as pastebin removed the previous one for absolutely no reason, fortunately I had a backup, garbage website.)
  2.  
  3. Keybinds, runes, upgrade path, misc tips and other stuff, I've written a lot of shit in this pastebin so I don't have to answer comments.
  4.  
  5. Notes mostly based on my recent 100% UNM playthrough, so I might go for different upgrades if masteries weren't required etc.
  6.  
  7. FAQ:
  8. Mouse dpi etc? I don't even know, I set the sensitivity so that I am able to move 180 degrees comfortable in 1 wrist movement.
  9. How do you skip pick up animations? Just switch weapon before picking up item. If you do it too late then you can get stuck with no weapon up, either grab a ledge or use the weapon wheel to select a different weapon to fix it.
  10.  
  11. Keybinds:
  12. W,A,S,D - Movement
  13. Space - Jump
  14. Mouse1 - Fire
  15. Mouse2 - Weapon Mode
  16. Mouse Wheel Down - Use/Glory Kill
  17. Mouse Wheel Up - Change Weapon Mode
  18. 1 - Shotgun
  19. 2 - Heavy Machine Gun
  20. 3 - Super Shotgun
  21. 4 - Plasma Rifle
  22. 5/T - BFG
  23. Q - Rocket Launcher
  24. R - Ballista
  25. Shift - Dash
  26. E - Throw Grenade
  27. C - Change Equipement
  28. Z/X - Chaingun
  29. F - Flame Belch
  30. CTRL - Chainsaw
  31. V - Crucible
  32.  
  33.  
  34. Rune choice:
  35. Air control: without a doubt the most essential thing I can get in this game. The ability to change direction freely in mid air is just so much fun and works really well.
  36.  
  37. Equipment Fiend: Helps with flame belch and grenade cooldown, I think this is a really good rune if you actively use your equipment, something which I could still improve significantly on.
  38.  
  39. Dazed and Confused or Blood Fueled: The longer stagger times are obviously incredibly useful for any glory kill challenge, but I use it so that any demon left staggered that I don't have the opportunity to kill quickly can be delayed. If the demon leave the stagger state they regain health and thus you need to spend more ammo/time trying to kill them. Faster glory kills does not apply to the chainsaw, but blood fueled does which gives a nice speed boost.
  40.  
  41. I try to avoid glory kills all together, so 2 of the glory kill runes are not useful for me. The blood punch health rune is defensive and not that great honestly. Slow motion (Precision Strike) rune is just that, slow motion, it's slow and pointless if you know how to aim.
  42.  
  43. You'd think that the extra life would be the option to go for on UNM, but it activates once you drop below somewhere around 20 health, while if you take a killing blow without it you actually drop down to 5 health (not always, but most of the time). So the rune will most likely activate before it is needed, and it's therefore best to just switch to it if you ever drop really low on health and are in a situation you'll probably get killed in.
  44.  
  45. As for why I avoid glory kills... it's because it's faster to simply shoot the demons.
  46.  
  47.  
  48. Weapon and weapon upgrade choice:
  49. Rocket Launcher (Lock-On Burst): An obvious choice of weapon modes, it kills or staggers most heavy demons in 3 rockets. Lock on is easy to upgrade, requiring only 15 prowler kills. Remote Detonate mastery is not too difficult to get either, but switching weapon modes takes time and if you need AoE damage than the grenades will do the job. The only bad thing about lock on is that the mastery is not only not useful, it's also straight up a downgrade of the weapon. At no point do I ever want to spend 3 rockets on fodder demons, so I delay this mastery until Urdak/Final Sin.
  50.  
  51. Plasma Rifle (Heat Blast): Also an obvious choice, because Microwave Beam is awful. Heat Blast is relatively simple to upgrade early on, with plenty of lower tier demons to kill in groups. Plasma rifle becomes rather useless once you get the ballista imo.
  52.  
  53. Combat Shotgun (Sticky Bombs): More of a requirment than a choice really, you don't have the firepower/ammo to deal with cacodemons early on. The Full Auto is quite good though, and can deal with arachnotrons early on, I think this is the only weapon were switching modes is useful, but only early on. The damage of sticky bombs is too low for late game though, perhaps the Full Auto could very well be useful later on, but I doubt it.
  54.  
  55. Ballista (Arbalest): Like the plasma rifle this one is also because the other mode (destroyer blade) is just not very good. Destroyer blade is slow to charge up, uses double ammo and slows you down, while the damage is not significantly better than arbalest. Obviously a greater AoE, but there are few situations where it would be a good idea to use. I think destroyer blade might be an interesting choice if your mobility wasn't reduced during the charge up.
  56.  
  57. The 2 remainig weapons are the Heavy Cannon and the Chaingun, and they both have nicely balanced weapon modes.
  58.  
  59. Heavy Cannon (Precision Bolt): I go with the precision bolt because it fits my playstyle better, long range hitscan weapons is something I've always enjoyed to use. The micro missiles are also really good, I'd say even better than the precision bolt. Missiles can quickly and easily deal with fodder demons, do lots of damage especially with the mastery, having one of the highest DPS in the game. The downside with micro missile is it quickly drains your ammo, especially in the early game. You start out with 60 bullets and you get 30 bullets per sentinel ammo crystal, while for example with rockets you go from 9->10->11->12->13. Another point is that it shares ammo with the chaingun, which does similar DPS, though the Heavy Cannon with micro missiles has the advantage of being easier to move around. Precision bolt does require 75 headshots for the mastery, so I go with the mastery token, while I do the mastery for the micro missiles first since it's really easy to do.
  60.  
  61. Chaingun (Mobile Turret): Shield first since it's easy to get the mastery, but it's safe to assume the DPS on the mobile turret is better, so I opt for that instead. I'd say the shield is the better choice in most cases, since the damage doesn't look to be significant and the protection probably has some use. The mobile turret mastery requires 15x5 demons killed, which is significantly more difficult, and the mastery itself is not that useful, so I put a token on it when I get one. I regulararly switch between SSG, Rocket launcher and Ballista, but usually only if I run out of ammo do I turn to the chaingun. I feel like the damage is a bit too low, it's best use is against super heavy demons so that you can conserve the other ammo types for other demons. I've recently learned that the shield is excellent for getting in close and doing a blood punch, so I'd definitely recommend shield even though I use turret.
  62.  
  63. So for 100% I upgrade plasma rifle first to try and get that mastery out of the way as quickly as possible. Then the SSG to get the incredibly useful fire hook, giving you 30 armor every 5 or so seconds if you use it. Next is the rocket launcher, though I don't get the mastery until the end. All other upgrades and masteries aren't really that important, so I put tokens towards arbalest and chaingun shield/mobile turret whenever I have them available. If I wasn't going for 100% then I'd skip plasma upgrade and go for rocket launcher and SSG first.
  64.  
  65. Again weapon mode switching takes time, so it's probably always better to just switch to a different weapon instead.
  66.  
  67.  
  68. Sentinel Crystals:
  69. - Loot Magnet: quite a good and useful ability, especially in difficult situations.
  70. - Quickdraw Belch: reduced cooldown is nice, but it's not really that often you'll need it.
  71. - Armor for Blood: you can refill blood punch very quickly with this, would be an amazing ability if blood punch wasn't such a dangerous thing to do most the time. Still has its use though, perhaps if you're really crazy you can use it effectively somehow.
  72. - Belch Armor Boost: Better than the cooldown one, because once you actually use the flame belch you get 50% more armor.
  73. - Napalm Belch: Heavy demons stay on fire for longer, can't imagine that this is useful at all honestly. No need to set fire to heavy demons if they aren't close to being dead.
  74. - Health for Blood: mostly useless as it's difficult to get health when you're already at max and it doesn't refill the blood punch gauge nearly as much as the armor one does. The upside is that your health can stay at max as long as you have armor. Armor for blood obviously doesn't do anything if you're not at full armor which is often the case.
  75.  
  76. Note: Ammo crystal replenish BFG ammo, 3 ammo crystals will give you 6 instead of 5 rockets from chainsaw and of course more other ammo types.
  77.  
  78. So:
  79. 1: Ammo (loot magnet): more ammo early on + a good ability is definitely the best choice.
  80. 2: Armor (loot magnet): If you are going to get more ammo you should go for 3 to get 6 rockets out of a chainsaw kill, but I'd rather go with extra health and save ammo crystal for replenishing BFG. So armor and finishing up loot magnet it is.
  81. 3-4: Health/Armor (Flame Belch Cooldown), mostly because there's no ammo on this ability.
  82. 5-6: Health/Health (ability doesn't matter), still no need for ammo, and I think health over armor is better, but I might be wrong.
  83. 7: Armor (Armor for blood): Cyber mancs will appears from the next level onwards, so I want this up to deal with them and pinkies (you need to glory kill pinkies on super gore nest anyways).
  84. 8: Ammo (Armor for blood): To finish up the Armor for blood ability
  85. 9: Ammo (ability doesn't matter), to replenish BFG ammo and get the 3rd ammo upgrade for 6 rockets from chainsaw kills
  86. 10-11: Health and Armor on the remaining useless abilities.
  87. 12: Ammo on longer fire on heavy demons last
  88.  
  89. You get 60 BFG ammo from getting the Unmakyr, and since you can only get it after Taras Nabad and you immediately get a Sentinel crystal there you don't want to get ammo on it. Neither do you want to get ammo on Taras Nabad sentinel crystal for the same reason and because there's no good place to use the BFG. Also Unmakyr is only useful with the haste powerup, since it uses BFG ammo otherwise, and the BFG is better.
  90.  
  91.  
  92. Suit upgrades:
  93. Dash cooldown first, followed by faster weapon switching, both are very good and you should get them as early as possible.
  94. Barrel damage immunity because they hurt, though I don't think there's that many of them past cultist base, nice for the 2nd slayer gate though.
  95. Faster ledge and monkey bar grab, because it just requires 1 token, and monkey bars are dangerous during combat.
  96. Exploration and further enviroment upgrades are pointless, so you have the choice between upgrading Ice bomb or the Frag grenade. The ice bomb is more of a safety thing, so I just go for Frag grenade upgrades first.
  97. Extra frag grenade -> falter -> cooldown -> scatter bombs.
  98. Longer freeze time -> extra damage -> health from kills -> cooldown
  99. Everything else.
  100.  
  101.  
  102. Killing demons/my way to deal with certain demons (3 rockets = lock on, SSG assumes close hit):
  103. Fodder demons: Grenades, heat blast, micro missiles.. just about everything
  104. Cacodemon: Shotgun grenade + glory kill early game, ballista + SSG or arbalest late game.
  105. Whiplash: 3 rockets, Arbalest + precision bolt
  106. Hell knight: 3 rockets, ballista + SSG
  107. Carcass: Ballista + SSG, Arbalest.
  108. Revenant: 3 rockets, ballista + SSG
  109. Mancubus: 3 rockets + ballista
  110. Pinky: Blood punch, ice bomb + SSG to the back
  111. Cyber Mancubus: Ice bomb + blood punch + SSG/ballista or mobile turret if you don't have blood punch or ice bomb.
  112. Baron: Ice bomb + 2x3 rockets + ballista + SSG, mobile turret or crucible.
  113. Prowlers: SSG hook, ballista + precision bolt, blood punch + precision bolt.
  114. Dread knight: 3 rockets + precision bolt
  115. Arachnotron: 3 rockets + precision bolt/ballista
  116. Pain elemental: 2 x Arbalest + precision bolt, 3 rockets + ???, mobile turret
  117. Arch-vile: Ice bomb + 2x3 rockets
  118. Doom hunter: Ice bomb + blood punch + SSG or mobile turret for part 1, 3 rockets for part 2
  119. Marauder: Ice bomb + 2x3 rockets, ballista + 2x3 rockets, BFG + ballista, ballista+ssg+ballista x2 or ssg+ballista+ssg x2
  120. Tyrant: Crucible, if no crucible then dump everything you got on them if (use mobile turret if you have other demons to kill afterwards).
  121.  
  122. Everything: Alternate between SSG, ballista, precision bolt and rocket launcher, firing only once with each weapon. doesn't matter if you just cycle 2 weapons like ballista->precision bolt->ballista or SSG->ballista->SSG etc, just try to keep an oversight over your ammo.
  123.  
  124. A lot of demons can be finished off with grenades, so 3 rockets + grenade will do the job, this is something I don't do nearly enough myself. There's probably some stuff I'm forgetting here, and lots I haven't really figured out yet.
  125.  
  126. Some exceptions:
  127. Early game: sticky bombs everywhere, while sticky bombs are on cooldown use precision bolt.
  128. Early mancubus: Rocket + precision bolt + rocket + precision bolt + rocket (before lock on).
  129. Early arachnotrons: Full Auto or chainsaw
  130.  
  131. Carcass can be killed with 1 SSG hit, but it I find it inconsistent due to their size.
  132.  
  133.  
  134. Glory kill challenges:
  135. Pinky: ballista + SSG to the front until staggered
  136. Pain elemental: Ballista + SSG + ballista, SSG needs to be close up
  137. Arch-vile: Ice bomb + 3 rockets + ballista headshot + precision bolt headshot, followed up by a few bullets
  138. Tyrant: 3x3 rockets, 3x ballista + precision bolt to the body (not the head), followed up by a single bullet.
  139. Doom hunter: 3x rockets, make sure you wait awhile for them to get out of the 1st phase, I believe they are invulnerable during the transformation.
  140.  
  141. For the left side glory kill make sure you are slightly behind them instead of slightly infront.
  142.  
  143.  
  144. Slayer Gates:
  145. Gate 1: Easily the hardest one of the 6. The dread knight does incredible amounts of damage and he's not too easy to kill with just the first 3 weapons. The roaming revenants and gargoyles makes things a lot more random.
  146.  
  147. Gate 2: I used to think this was the 2nd hardest gate, but when you stock up on rockets you can easily deal with the mancubi. Then just get rid of the cacodemons with a shotgun grenade, you don't want them surprising you. Just some more chainsawing for rockets and SSG hook to deal with the prowlers meanwhile and then more rocket lock on for the arachnotrons, simple.
  148.  
  149. Gate 3: Definitely the easiest gate. Grenades are fully upgraded and do lots of damage. Your meathook should be upgraded by this point and with lots of low tier enemies you get plenty of armor.
  150.  
  151. Gate 4: Just take down the right tyrant immediately and then just throw grenades, arbalest projectiles and rockets all over the place and you should be good. I think this gate is rather easy, but I feel like there's a chance something just goes wrong and you die straight away, making it the second hardest gate.
  152.  
  153. Gate 5: The plan here is simple, ice bomb + rocket lock on for the marauder, BFG the hell knights, BFG the barons, done. Unfortunately I messed up the marauder fight and decided to just go with the safe BFG in my 100% run, then BFG the hell knights and just deal with the barons normally. Incredibly easy gate as well, I leave the sentinel crystal up so I can replenish my BFG ammo.
  154.  
  155. Gate 6: Like every single arch-vile in this game they are completely harmless and easily dealt with. This is a really good place to get 2 glory kills on the pain elementals as there isn't much else in the way. Just stay on top and keep chainsawing for rockets to deal with the whiplashes, don't get trapped in some corner below. Ice bomb is up for the tyrant so you just drop lots of damage on him before he can do anything and then deal with the mancs.
  156.  
  157.  
  158. Other misc tips:
  159. - Weapon switching allows you to fire weapons faster
  160. - I believe different parts of the Icon of Sin has different amount of health, so best to hit the head and the center parts with the BFG.
  161. - Headshots do more damage (I'm going to guess 20%, but I can't remember from when I tested it).
  162. - During practice I've noticed some combat areas that give weapon tokens haven't registered completely. I'm not exactly sure the cause of it, I just assume I missed some enemy before leaving, but I could be wrong. So sometimes I check the map to see if I actually cleared the area before leaving (happened at cultist base mancubus corridor and before 4th slayer gate that I know of).
  163. - If you jump just as you land from higher elevation you can get a nice horizontal speed boost. The further up your are the bigger the boost.
  164. - You can use Shield on the chaingun to safely blood punch demons, so you can skip using Ice bomb on doom hunters. Though mancubus can still do some AoE damage if you're not careful.
  165.  
  166. I'll update this whenever I have something to add or correct.
Advertisement
Add Comment
Please, Sign In to add comment