Some Cool Things about Doomguy's Weaponry

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Hardbash
 
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Some Cool Things about Doomguy's Weaponry

#1

Post by Hardbash » Sat Oct 27, 2012 1:09 am

There's a few things for some of the weapons in Doom I read somewhere. I don't supply a lot of info; lots of the info here are from posts underneath to save you the time of scrolling & reading them. There's alot more to this than I cared to think about. I knew a lot of the things down below; I posted the ones I thought useful, and now trying to post all.

1. Chaingun: When you just click once for the chaingun, it'll fire two bullets dead center of your crosshairs. Keep clicking (can go pretty fast if you do it right) and take out FAR enemies! Also has a higher damage output speed than the shotgun.

2. Rocketlauncher: This one is not available in Zdoom or Zandronum, unless you change compat_oldradiusdmg in the compatibility settings. The splash damage is not calculated as a sphere, but as an infinitely tall cylinder. You know those imps in E1M3 in Ultimate Doom below the supercharge sphere? You can kill them indirectly from there.

3. BFG 9000: When your projectile lands, lots of invisible spheres or cylinders fly out approximately 0.05 seconds (if I remember correctly, and it's not even 0.05, more like 0.04#########) from what ever angle the player fired the weapon (i.e: facing northwest, fires, turns southeast, blast damage travel out northwest in a cone or fan shape when projectile lands). There are about forty projectiles in the cone blast radius, so forty enemies can get damaged at a time from it. Damage varies between 100 to 800 in increments of 100. You can look at this picture I found on the link this kind fellow below this post gave me: Image

4. Berserk: Contrary to what most people think, it lasts until death or map completion, even without red haze.

5. Pistol, Shotgun, and Chaingun are all equally accurate to one another; they all have the exact same spread pattern.

*6. Partial Invisibilty Sphere: Enemies don't fire exactly at you; and misses alot. Good for starting infights ;)

7: Super Shotgun: Fires in a cone-shaped pattern, not like most of the hitscan weapons fire in, straight horizontal lines. More damage with two shells than the shotgun can provide; slower firing rate to counter.
Last edited by Hardbash on Wed Sep 24, 2014 2:22 pm, edited 1 time in total.
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Marcaek
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RE: Some Cool Things about Doomguy's Weaponry

#2

Post by Marcaek » Sat Oct 27, 2012 1:28 am

A lot of this is already widely known, but I'm sure there are still plenty of people who are ignorant of these behaviors. You're wrong about the BFG though, it's effect is rather obtuse so I'll just link you to this.

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RE: Some Cool Things about Doomguy's Weaponry

#3

Post by Catastrophe » Sat Oct 27, 2012 2:09 am

Did you know that you start with a pistol? omg!!!

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RE: Some Cool Things about Doomguy's Weaponry

#4

Post by Ivan » Sat Oct 27, 2012 2:21 am

You also get a fist, but let's not get into that.
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RE: Some Cool Things about Doomguy's Weaponry

#5

Post by Marcaek » Sat Oct 27, 2012 2:27 am

Well, on a slightly related note, many people are under the impression that the Berserk powerup runs out when the red screen glare disappears. The effect actually lasts until you die or complete a level.

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RE: Some Cool Things about Doomguy's Weaponry

#6

Post by Qent » Sat Oct 27, 2012 3:09 am

Hardbash wrote: 2. Rocketlauncher: The splash damage is not calculated as a sphere, but as an infinitely tall cylinder. You know those imps in E1M3 in Ultimate Doom below the supercharge sphere? You can kill them with that while aiming at the ceiling.
In ZDoom and Zandronum, this only applies to shooting barrels and Romero, unless you enable compat_oldradiusdmg.
That I highly recommend.
Last edited by Qent on Sat Oct 27, 2012 3:11 am, edited 1 time in total.

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RE: Some Cool Things about Doomguy's Weaponry

#7

Post by -Jes- » Sat Oct 27, 2012 3:45 am

And did you know berserk lasts for the entirety of the map, not just the red haze?

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RE: Some Cool Things about Doomguy's Weaponry

#8

Post by Marcaek » Sat Oct 27, 2012 4:21 am

Marcaek wrote: Well, on a slightly related note, many people are under the impression that the Berserk powerup runs out when the red screen glare disappears. The effect actually lasts until you die or complete a level.

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RE: Some Cool Things about Doomguy's Weaponry

#9

Post by -Jes- » Sat Oct 27, 2012 5:53 am

But you didn't say it with panache.

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RE: Some Cool Things about Doomguy's Weaponry

#10

Post by Marcaek » Sat Oct 27, 2012 5:56 am

Ah, panache. The most crucial ingredient.

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RE: Some Cool Things about Doomguy's Weaponry

#11

Post by Submerge » Sat Oct 27, 2012 6:47 am

The partial invisibility sphere causes enemies to stop throwing projectiles directly at you, most of the time.

.... this makes me run into them when I try to dodge while invis.
Image

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RE: Some Cool Things about Doomguy's Weaponry

#12

Post by Marcaek » Sat Oct 27, 2012 1:54 pm

Invisibility is still useful for instigating infighting with mixed projectile monsters, especially Mancubi. They're pretty useless in MAP07 though.

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RE: Some Cool Things about Doomguy's Weaponry

#13

Post by Miruku » Sat Oct 27, 2012 6:06 pm

Marcaek wrote: Well, on a slightly related note, many people are under the impression that the Berserk powerup runs out when the red screen glare disappears. The effect actually lasts until you die or complete a level.
-Jes- wrote: And did you know berserk lasts for the entirety of the map, not just the red haze?
Thanks to the two of you for letting me know.

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RE: Some Cool Things about Doomguy's Weaponry

#14

Post by Ijon Tichy » Sat Oct 27, 2012 7:08 pm

On a completely useless note, the pistol, shotgun, and chaingun have the exact same spread pattern. Meaning they're all equally accurate.

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RE: Some Cool Things about Doomguy's Weaponry

#15

Post by -Jes- » Sat Oct 27, 2012 9:06 pm

And on a similarly useless in the way that everyone already knows note, the super shotgun does more damage per shell than the shotgun.

Shotgun: 7 puffs each damaging 5,10,15
Super Shotgun: 20 puffs each damaging 5,10,15

That's almost 3 times as many puffs for only twice the amount of shells. What a deal.

It's only penalty is that it's spread s wider and forms a horizontal ellipse, as opposed to the flat line spread of DooM's other puff weapons.
Last edited by -Jes- on Sun Oct 28, 2012 1:54 am, edited 1 time in total.

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RE: Some Cool Things about Doomguy's Weaponry

#16

Post by Llewellyn » Sat Oct 27, 2012 10:48 pm

On a Zandronum/Skulltag but not Doom related note, the minigun has the same spread pattern as the chaingun.

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RE: Some Cool Things about Doomguy's Weaponry

#17

Post by Medicris » Sat Oct 27, 2012 11:12 pm

Llewellyn wrote: On a Zandronum/Skulltag but not Doom related note, the minigun has the same spread pattern as the chaingun.
Which is a retarded design choice in every way.

The Chaingun actually has a higher damage per second output than the shotgun.

The BFG's odd tracer behaviour comes from its original design, which fired a wall of 40 red and green plasma projectiles in a wide cone. The leftover effect of this iteration of the BFG is the afterblast tracers.

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RE: Some Cool Things about Doomguy's Weaponry

#18

Post by Ijon Tichy » Sun Oct 28, 2012 12:34 am

The shotguns are much more efficient per ammo pickup than the bullet weapons.

Pistol & chaingun: (1d3*5) * (10/1) = average 100 damage per clip
Shotgun: (7d3*5) * (4/1) = average 280 damage per shell pickup
Super shotgun: (20d3*5) * (4/2) = average 400 damage per shell pickup

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RE: Some Cool Things about Doomguy's Weaponry

#19

Post by Ivan » Sun Oct 28, 2012 12:39 am

Ijon Tichy wrote: Super shotgun: (20d3*5) * (4/2) = average 400 damage per shell pickup
Sadly though, it doesn't work with only one shell :/
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RE: Some Cool Things about Doomguy's Weaponry

#20

Post by someoneelse » Sun Oct 28, 2012 6:06 am

Haha, well, don't forget not everyone is a modder and knows those things :) I remember I didn't know about berserk :)
I'd want to ask about BFG10K in Skulltag. How does it exactly work, does it have tracers or only the ball?
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