The smell of burnt Mancubus has to be unholy... also, the WASP (Wide Area Saturation Projectile) that the Mancubus has is incredible the bigger the battles get.
It would seem that the Arch-viles' biggest advantage is being able to attack without creatures blocking their line of sight. Whereas a numbers advantage can hinder other creatures, they're largely unaffected. Opponent rate of fire seems to be the only thing to offset this.
People seem to forget how dangerous a Mancubus can be! Each fireball can do upwards to 64hp! So if you eat all 6 and get a hilariously bad damage roll the Mancubus attack is actually WORSE than a max damage cyberdemon shot!
The sextuple damage received from an up-close Manc averages to 216 hp. Theoretically it could range from 48 to 384, but Doom's RNG pushes these values closer to 216 because of how it works. That being said, several high damage rolls still could do well over 300, whereas the highest Cyberdemon rocket with impact and splash damage combined can only go up to 288 (well, 277 but it can go higher if you were moving towards facing the rocket.)
Seems like a pretty even match. I'd have expected the Mancubi to do a lot better, especially on Nightmare where everything turns into a projectile spewer, but it was a lot more even than expected.
It caught me off guard but I think I think it was that the Mancubi tended to mow down their allies if the Archviles get close. If the Archviles opened with the fire, they died 100% of the time, but if they rushed into close range it became a toss up.
That, and if they could just get closer. The 3° left to right offset of their 2nd and 3rd volleys tends to screw them over if the Arch-viles are far enough away because they'll most likely miss if the Arch-viles aren't moving. Of course, with Mancubi being so slow, getting within point-blank range of what's normally the fastest monster in Doom 2 is much easier said than done. It also means that the Arch-viles are quite likely to take the blast damage from their own attacks as well.
I think the arch-viles don't have the problem of hitting an ally who gets between them and their target. They hit their target as long as it's not behind a wall or something like that. I could be wrong, though. The mancubi, like all other monsters, bunch up and hit each other, especially on UV.
Every day I lose 10-12 minutes of my life on these videos but just cant stop with it. Horrible fate
There are way worse ways to waste one's time my friend.
You're at least learning something new about a subject you're interested in. There's no shame in that.
I watch them for like an hour before I fall asleep. 😂
0:58 That first Mancubi fireball volley at the start of 20v20 nightmare is just plain filthy, also 2:33 the Arch-Viles do the wave 👐🌊 😂
Arch Viles getting hyped for the big game
Gotta love the lone Arch-Vile at 10:05 who just goes "Nah, F this" and runs the other way when the battle starts. XD
Kinda like the one at 11:14?
The smell of burnt Mancubus has to be unholy... also, the WASP (Wide Area Saturation Projectile) that the Mancubus has is incredible the bigger the battles get.
I love the mancubus death animation, its probably my favorite of the bunch.
That first archvile running away from the fight is me when I see the long list of responsibilities I've been procrastinating on
That last Nightmare battle truly was a rain of fire.
One of the best! Those fights look like football hooligans fights ❗
It would seem that the Arch-viles' biggest advantage is being able to attack without creatures blocking their line of sight. Whereas a numbers advantage can hinder other creatures, they're largely unaffected. Opponent rate of fire seems to be the only thing to offset this.
Seeing the fatsos wipe out any other monster will never be not satisfying.
1 v 1 was insane
People seem to forget how dangerous a Mancubus can be! Each fireball can do upwards to 64hp! So if you eat all 6 and get a hilariously bad damage roll the Mancubus attack is actually WORSE than a max damage cyberdemon shot!
The sextuple damage received from an up-close Manc averages to 216 hp. Theoretically it could range from 48 to 384, but Doom's RNG pushes these values closer to 216 because of how it works. That being said, several high damage rolls still could do well over 300, whereas the highest Cyberdemon rocket with impact and splash damage combined can only go up to 288 (well, 277 but it can go higher if you were moving towards facing the rocket.)
Seems like a pretty even match. I'd have expected the Mancubi to do a lot better, especially on Nightmare where everything turns into a projectile spewer, but it was a lot more even than expected.
It caught me off guard but I think I think it was that the Mancubi tended to mow down their allies if the Archviles get close. If the Archviles opened with the fire, they died 100% of the time, but if they rushed into close range it became a toss up.
@@McTeddyGamesMancubi can't damage each other, but they do block each other's fire more at close range.
@@xCupressocyparis i didnt realize that. Thank you
@@McTeddyGames You're welcome. 😊
It's the same with all of the monsters that shoot fireballs or projectiles - they can't damage their own kind.
Flamethrowers vs. Bare-Naked Aliens
The mancubi would be far more able to kill the arch-viles if they would just stop wandering around.
That, and if they could just get closer. The 3° left to right offset of their 2nd and 3rd volleys tends to screw them over if the Arch-viles are far enough away because they'll most likely miss if the Arch-viles aren't moving. Of course, with Mancubi being so slow, getting within point-blank range of what's normally the fastest monster in Doom 2 is much easier said than done. It also means that the Arch-viles are quite likely to take the blast damage from their own attacks as well.
@@MrAngrybassist The fastest monster in Doom is most _definitely_ the turbo demon.
Smart that they didn't try to revive them.
Nice
Doom
Could you imagine if Nightmare difficulty would cut the time in half for Archvile attacks? Seems like a fair upgrade. Lol
I think the arch-viles don't have the problem of hitting an ally who gets between them and their target. They hit their target as long as it's not behind a wall or something like that. I could be wrong, though. The mancubi, like all other monsters, bunch up and hit each other, especially on UV.
They are the only enemy though that can actually hurt themselves up close with their own attack.
Gordos: 9
Flacos: 7 XD
Pretty even match-up.
there's something unsavory about arch-viles. in any fight i always root against them
1:00 Eff this mancubus in particular
bonjour c'est quoi comme mod ?