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Weapon Stats and Mechanics

Jun 05, 2021
How do you kill things well in Doom with

weapon

s? Of course, Doom 2 has a series of 9 different

weapon

s, each with their own purpose and importance. Before we review each weapon individually, let's take a look at how weapons and ammo work in general. the weapon uses the same template of states these states are the weapon raising state which is executed when you start the new level take a new weapon or change to a different one the weapon lowering state is executed when you change weapons or when you die the weapon status ready when your weapon is fully raised it is ready for action this action is to fire the weapon or switch to a new one the attack status of the weapon this speaks for itself the status of the weapon flash the muzzle flash that appears next with the world around you illuminating the The nice thing is that you can queue your next action between each state.
weapon stats and mechanics
Let's say you pull the trigger and immediately switch weapons. The game queues your decision and will switch weapons the moment the gun finishes firing and is ready to use. Another example is Picking up a crazy pack, picking up one up to four switches you to the fist, but if you queue a weapon swap where your weapon is going down, your pending weapon will be overwritten with the one you chose when you pick up a weapon, it will appear in your inventory . If you did not possess this weapon before, it will automatically switch to it and Doomguy will smile menacingly along with the weapon, who also gains ammo.
weapon stats and mechanics

More Interesting Facts About,

weapon stats and mechanics...

If it is a weapon placed by the map creator, you will get 20 bullets for grabbing a chain gun 8 shells for grabbing a shotgun or super shotgun 2 rockets for grabbing a rocket launcher 40 cells for grabbing a plasma rifle or bfg some enemies drop weapons like shotguns and chain gunners ammo for dropped weapons is halved so you get 10 bullets for grabbing a chain gun and 4 shells for a shotgun when playing deathmatch, ml for picking up weapons is greatly increased by 50 bullets for grabbing a chain gun 20 shots for grabbing a shotgun or super shotgun 5 rockets for grabbing a rocket launcher 100 cells for grabbing a plasma rifle or bfg Weapons in deathmatch also do not disappear when picked up, but can be picked up again if you already have the gun.
weapon stats and mechanics
There are also, of course, ammo pickups. An ammunition magazine. Yes, I know it's a charger. I'm also ashamed. Gives 10 bullets for the gun. chain gun one box of ammo gives 50 bullets shotgun shells provide 4 shells for the shotgun and super shotgun one box of shells gives 20 one rocket gives good one rocket for the rocket launcher one box of rockets gives five one power cell gets 20 cells for The Plasma Rifle in BFG and Energy Southback gives 100. It's worth noting that on I'm Too Young to Die and Nightmare difficulties, these pickup values ​​are doubled. If you can't carry more ammo of a certain type, you can pick it up.
weapon stats and mechanics
A backpack can double your ammo capacity, however, maximum bullet capacity ranges from 200 to 400, maximum projectiles range from 50 to 100, maximum rockets also range from 50 to 100, and maximum sales range from 300 to 600. The backpack itself also provides some ammo, 10 rounds. 4 shells 1 rocket and 20 cells Ammo is placed by the map creator or dropped by Zomiman and Wolfenstein says they drop an ammo clip upon death. What happens when your gun runs out of ammo and then it will automatically switch to a new one? Of course, you should. own this weapon and add ammo for it, the game has a specific preference on which weapon it will choose from most favorable to least favorable plasma rifle super shotgun chain gun shotgun chainsaw pistol rocket launcher efg fist the game also likes to automatically switch weapons if you pick up ammo for a weapon that is completely depleted, if you have your fist extended and you pick up ammo for an empty chain gun, you automatically switch to the chain gun, you don't have a chain gun, then you switch to the pistol, same with the shotgun, but here Check both your fist and your pistol, interestingly, if you have a super shotgun but not a shotgun, then the game will not change the weapon supervision, I think the rocket launcher without rocket ammo and take out the fist and pick up a rocket would cause an automatic shift. with the plasma rifle it checks to see if your fist is out, collecting cells for an empty plasma rifle and then automatically switches, interestingly like the super shotgun it doesn't check to see if you have a bfg, there are two special cases where the weapon is considered exhausted even when the ammo is not zero, the first is the super shotgun, which requires two shells, having only one shell will cause an automatic change, the same as with the bfg, any number below 40 cells will cause a change automatic.
Okay, let's look at those weapons. pistol, this is a standard weapon, you always start with damage from 5 to 15, damage in multiples of 5, rate of fire, 150 rounds per minute, range, 2048 map units, ammunition type, bullets, weapon slot 2. The bullet's maximum horizontal spread angle is about 5.6 degrees, but the first shot always has an accuracy of 100 at the end of its shooting animation. It's called a reshoot function. What this function does is check to see if you still have the attack button pressed. If so, immediately fire the weapon again. What it also does is increase the player's shot value by 1.
This shot value is used to make their subsequent pistol shots inaccurate; However, if you do not hold down the attack button during this shot check, your shot value is reset to zero as long as it is zero, your shot will have surprising accuracy, this means that if you tap your attack key, you will skip the reshoot check and the shot value will never be increased and all your shots without any extension, the fist is another weapon that you will always use. starts with damage of 2 to 20 and multiples of 2 rate of fire around 124 hits per minute range 64 map units ammunition type no weapon slot 1 fist uses the same maximum horizontal extension as the pistol 5.6 degrees after hitting a target your player's angle turns towards where you have thrown your punch, this is why your camera keeps bouncing after hitting something, the fist becomes an absolute powerhouse when grabbing a madman, going crazy multiplies your damage times 10 and will last until the end of the level or almost 4 years of real time if you want to be really specific the chainsaw is the second melee weapon you can find in Doom Damage 2 at 20 damage and multiples of 2 Rate of fire 525 hits per minute Range 65 map units Ammo Type No weapon slot 1, the chainsaw works exactly the same as the punch, same damage, same maximum horizontal extension of 5.6 degrees and the same lock

mechanics

, although there are some differences minors, although the most obvious is the rate of fire, rage is also a unit no longer, which gives The reason is quite silly, the function that generates bullet studs when hitting a wall with a gun or a fist verifies the range of the attack if it is within melee range and then skip the first bulletproof frame where a spark is produced and since the chainsaw or wall will certainly create sparks. a value of one unit beyond melee range was chosen to create sparks.
Another thing unique to the chainsaw is that the play will move towards the target with each successful hit. Note that you can no longer go back to the fist after grabbing a chainsaw unless you grab the berserk and then you can switch between the chainsaw and the berserk fist by pressing one. The shotgun the workhorse of doom can take down a bunch of scanners. impact one had to kill imps and just deal solid damage overall you can even shoot with it fires 7 pellets per damage shot or 5 to 15 damage pellets in multiples of 5 up to a total of 105 damage firing rate 57 shots per minute range 2048 map units ammo type projectiles weapon slot 3.
Due to how Doom's rng works at max 105 damage cannot be achieved. This is due to how the rng table is designed. There is never a situation where a sequence of 7 rng table values ​​add up to 105 damage. The maximum you can actually get is 100. Each paddle shot has the same maximum horizontal spread. of 5.6 degrees just like the pistol, contrary to popular belief, the shotgun has no vertical extension, wait, did I call the shotgun? The doom workers look at this baby. The super shotgun can take out almost anything, even cybernetic demons. Fires 20 pellets per shot. and consumes two damage shells per pallet 5 to 15 damage in multiples of 5 up to a total of 300 damage rate of fire 37 shots per minute range 2048 map units ammunition type shells weapon slot 3. just like the shotgun due to how is the rng table setting a damage value of 300 it is impossible to achieve the actual maximum damage is 225.
The maximum horizontal extension of each paddle is 11 degrees. The unique extension of the super shotgun is the added vertical extension. That maximum vertical extension is about 7.1 degrees. The super shotgun also has some bugs. Firstly, when you pick up a Super Shotgun without having a Shotgun in your inventory, the weapon slot digit does not light up in your status bar. The muzzle flash is also broken. The firing frame lasts 7 ticks, but the muzzle flash lasts 9 ticks, this means that the muzzle flash remains for 2 more ticks and is briefly transmitted to the next weapon frame. You can easily spot it when you play it in slow motion, but the more you look at it at normal speed, the more you'll notice that it doesn't.
Also unique to the super shotgun is a shot reload check before performing the brilliant reload animation. . The game checks to see if you have two projectiles, otherwise you will switch weapons for whatever reason. This hint is skipped in the pen compatibility level, so you will reload the weapon with two non-existent projectiles and then automatically turn it off. I mean what to switch between the shotgun and the super shotgun. You must press keys three again. The machine gun is a pistol but with a faster rate of fire. damage 5 to 15 damage in multiples of 5 rate of fire 5 425 rounds per minute range 2048 map units ammunition type bullets gun slot o yes exactly the same as the pistol except that each attack fires a value of 2 shots same maximum horizontal dispersion 5.6 degrees as well and also the same re-fire check where tapping the attack key will always fire 100 accurate shots since the machine gun always fires two shots at least.
What happens if you only have one bullet left? The first shot is processed normally but the second shot is a bit strange, the game checks your ammo before shooting but for some reason the check is done after playing the shot sound so you will hear two shots but only the first one will fire a bullet. The firing sound of the chain gun is also a curious fact. It's like guns, right, yes, but did you know that there is a unique sound index with a chain gun in the code? It was the same gun sound but played at a higher pitch.
It was never used, although the rocket launcher is one of the most powerful weapons in the world. game but one wrong move and it will give you damage 20 to 160 damage in multiples of 20 rate of fire 105 rounds per minute range infinite rocket type ammunition weapon slot 5 the damage of the rocket launcher is a little difficult to determine the impact damage is easy but the added explosion damage can be between 1 and 128 or even more because it fails but that is for a different video. I'm keeping it simple, let's say a direct rocket can deal between 140 and 280 damage unique to this weapon, it's a fail safe if it happens.
Hold the trigger and switch to the rocket launcher. This safety prevents you from accidentally firing a rocket after shifting and potentially exploding. You must first release your attack key before you can shoot. It can also be boosted using the rocket explosion. gain massive horizontal speed, you can use this to jump with rockets to places you are not supposed to reach, note that in OG Doom, rockets provide zero vertical thrust, speaking of rocket explosions, the explosion radius does not check height differences, this can be used to Knock down enemies below, simply fire rockets at the wall and the enemies below you will die, accept spider demons and cybernetic demons, they are immune to explosive damage.
Our rocket travels at 79 per second and has a width and height of 22 and 8 map units respectively, there is also a code that does not allow collision with projectiles that you have fired yourself. You can outrun your own rocket and it will pass through you. Creepy, the plasma rifle or the pistol, whatever will shoot a stream of plasma and scare everything. damage 5 to 40 damage in multiples of 5 rate of fire 700 rounds per minute range infinite ammunition type cells weapon slot 6 the plasma rifle has the speed ofhighest firing rate of any weapon in Doom, making it ideal for taking down large groups of lower level enemies and shuddering over your enemies, its muzzle flash will randomly alternate between two graphics and, exclusive to the plasma rifle, there is an animation of recoil that will last approximately half a second after the shot.
A plasma ball travels at negative 875 per second and has a width and height. of 26 and 8 map units, respectively, the big damn weapon 9000, the mother of all Doom weapons, a true beast of a weapon that will help you in the most difficult Doom levels ever created. Consumes 40 cells per shot. Damage from 100 to 800 in multiples of 100 rate of fire 53 rounds per minute range infinite ammo type cells weapon slot 7 there is a whole video dedicated to how the bfg works because it can be a little complicated so I suggest you check that one out on summary, the bfg fires a green projectile when he collides with something. 40 invisible tracers are fired in a 45-degree cone emerging from the player's origin.
The direction of the cone is the same as the direction the bfg ball was fired, so if the projectile was fired north, the tracers would also be fired south. Same for tracers to the west and the player turns east and then continues shooting west. The range of a BFG tracer is 1024 map units and each tracer deals between 49 and 87 damage, in theory hitting all tracers along with a max damage roll should be the BFG ball. 4280 damage, but due to how the rng table is designed, it will never make multiple max rolls in a row. The actual maximum damage is more like 3503 damage.
Minimum damage would be a single BFG tracer that hits for 49 damage. A BFG ball travels at 875 units. per second and has a width and height of 26 and 8 net units respectively, yes the same as the plasma beam, I know it's strange, just like the rocket launcher, the bfg has a safety lock where you first have to release the button attack before shooting. This was probably added so you wouldn't accidentally waste 40 cells after switching weapons if you're in a panic situation and switch to the BFG just make sure to tap your attack key like crazy to make sure the big green ball of death saves you. life.
It is difficult to do a combat analysis when to use certain weapons. It really depends on the combination of enemies you're facing, but also on the amount of ammo you have, obviously killing two archers is easy when you have the rocket launcher or bfg, but what if the room is smaller? So you can't use the rocket launcher. And if? You only have enough cells for one BFG shot, so you should try to take down both archers with a single shot or kill just one and switch to a different weapon. The map features different combinations of enemies.
Ammo shortages and the player's weapons are all factors. That will influence your decision-making skills. This is, of course, the beauty of fate and how a small tweak to any of these four factors can completely change the way you approach a fight in the blink of an eye. You must be aware of the enemies you have. You deal with what weapons you carry, how much ammo you have, and take into account the layout of the nap and the items you can see with this information. You need to react quickly. Prioritize tasks. Do you kill this enemy first because he is mortal or do you kill this group?
First because they are protecting an enemy's own pack that is essential to defeating the deadliest enemies. You have to process all these things and turn them into actions in less than a second, be able to prioritize tasks on the fly and have exceptional situations. Awareness is what makes you a good Doom player. All I can say is keep playing, keep practicing, feel the weapons, become one with the weapon and of course just don't mark them and get better, and here we go friends, thank you very much. Many thanks to the sponsors for the monthly support and of course a shout out to nineteen days andrew yukem chuck andre dicklin art cox bazel big snake me comb bearded man 858 bop inflatable kappa cyprian russian joseph schuntz matthew american mathias zippert hiroshi quakegamer 62 raven king ryan quinn robert wakeley sean wang stephen hallustick super kunata the bell tolls thomas timofey olegovich turbine kerasimov 2k5 victor rigmoy vintage pink and vladimir j airkov it's amazing how much support words are I can't express my gratitude see you all next time

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