This guide will (hopfuly) teach you how the weapons work and give you a better idea of what situations the weapons might be useful in.
DISCLAIMER I did not put HOW the BFG9000 works because I just could not figure out how to put it into words
https://www.youtube.com/watch?v=MsCqLQJ1EOc&ab_channel=decinodecinoVerified
this video goes into more detail on the BFG then I ever could
Just before we start…
Also keep in mind that the SuperShotgun doesn’t exist in The Ultimate Doom, even in episode 4, Thy Flesh Consumed, witch came out AFTER Doom 2
AMMO depletion
So when you run out of ammo for a weapon DoomGuy auto Switches to a different one that he has ammo for ammo, but how does he decide witch on to switch to?
So the game has a list of weapons it prefers to switch to. (from most favorable to lease favorable)
Plasma Rifle
SuperShotgun
Chaingun
Shotgun
Pistol
Chainsaw
Rocket Launcher
BFG9000
FIST
FIST (Arms1)
Fist (arms 1)
TYPE HITSCAN MELEE
2-20 damage (in multibles of 2)
12. punches per mintune
Range 64 MAP UNITS
Spread 5.6 Degrees
SPECIAL THING- When you hit somthing, Doomguy will automatily snap his aim to it
TRIVA The fist sprites is just pictures of one of the devs punching the air, the spikes were drawn on I think
Fist {BERSERK} (Arms1)
TYPE HITSCAN MELEE
20-200 damage (in multiples of 2)
12. punches per mintune
Range 64 MAP UNITS
Spread 5.6 Degrees
SPECIAL THING- When you hit something, Doomguy will automatically snap his aim to it, also Berserk lasts until the end of the level, or almost 4 years of real time
Chainsaw (Arms1)
TYPE HITSCAN MELEE
2-20 damage (in multiples of 2)
52. Sawings per mintune
Range 65 MAP UNITS
Spread 5.6 Degrees
SPECIAL THING- When you hit something, Doomguy will automatically snap his aim to it, DoomGuy will also be pulled towards the target when sawing
TRIVIA, reason the range is 1 MAP UNIT longer is so that the chainsaw produces a spark on the wall, because any attack less than 65 map units of range is considered melee and won’t produce sparks on walls
PISTOL (Arms2) {Ammo BULL}
TYPE HITSCAN
5-15 Damage (in multiples of 5)
15. Shots per mintune
Range 2048 MAP UNITS
ammo BULL
Spread 5.6 Degrees
SHOTGUN (Arms 3) {Ammo SHEL}
Shotgun(Arms 3)[Ammo SHEL]
TYPE HITSCAN
Pellets per shot 7
Damage 5( one pellet at minimum damage) – 105 (All pellets Max) (in multiples of 5) [Actually 100 is the max damage, see TRIVIA for details]
5. Shots per mintune
Range 2048 MAP UNITS
Spread 5.6 degrees
Ammo SHEL
Triva
Because of the way dooms rng works a max damage of 105 can’t be reached, this is because there is never a situation where several max damage rolls are done in a row, ALSO the shotgun has NO vertical spread
SuperShotgun or Super Shotgun…. I perffer no space for some reason (Arms 3) {Ammo SHEL}
TYPE HITSCAN
2. pellets per shot
DAMAGE 5 (one pellet minimum) – 300 (in multiples of 5) (All pellets Max It’s max damage is acculy 225 for the same reason as the SHOTGUN)
3. Shots per mintune
Range 2048 MAP UNITS
Ammo SHELS, This weapon requires TWO shells to use, having less than TWO will cause Doomguy to Switch weapons
HORIZONTAL SPREAD 11 Degrees
VERTICAL SPREAD 7.1 Degrees
SPCAICAL THING
There is a reload check to make sure you have 2 shells before playing the animation, however in BOOM (I don’t know what that is) combatibal level this check is skipped so DoomGuy loads 2 nonexistent shells then switches weapons
TRIVIA In Original Doom If you pickup a Supershotgun without having a Shotgun the Arms 3 on the HUD wont light up, this is fixed in LZ and GZDoom to my knowledge, ALSO The mussel flash lases for 9 ticks, but the frame where they apper only lasts 7, so they linger to the first reload frame for 2 ticks (the game runs at 35 ticks per second)
EXACT CODE:
{ SPR_SHT2, 0, 7 { A_FireShotgun2}, S_DSGUN3, 0, 0}, // S_DSGUN2
{ SPR_SHT, 32776, 5, {A_Light1 }, S_DSGUNFLASH2, 0, 0 }, //S_DSGUNFLASH1
{ SPR_SHT2, 32777, 4, {A_Light1 }, S_LIGHTDONE, 0, 0 }, //S_DGUNFLASH2
CHAINGUN (Arms4)
TYPE HITSCAN
5-15 Damage (in multibles of 5)
52. Shots per mintune
Range 2048 MAP UNITS
ammo BULL
Spread 5.6 Degrees
SPECAIL THING
Each time the trigger is pulled the Chaingun will fire twice, also there is a bug where if you have only one bullet then fire, the chaingun will “shoot” 2 shots but only ONE acculy gets shot, also also the chaingun does have the some accurcy trick as the pistol
Rocket Launcher(Arms5)[Ammo RCKT]
TYPE: PROJECTIAL
WARNING ROCKETS HURT YOU TOO IF USED TOO CLOSE
Damage 20 – 160 (without explosion damage) [Rough estimate with blast damage 140 – 280]
Rate of fire 105 Launches per mintune
Range INF
AMMO RCKT
SPACIAL THING
The rocket Launcher and the BFG9000 have safety if you are holding down the fire button while you are switching weapons, the Rocket Launcher and BFG9000 WONT FIRE until you RELEASE THE FIRE BUTTON AND PRESS IT AGAIN
Trivia, With original Doom explosion Physics Rockets provide ZERO VERTICAL BOOST, and ALSO With original Doom explosion Physics explosions don’t check for height difference
Plasma Rifle(Arms6) [Ammo CELL]
TYPE: PROJECTILE
Damage 5 – 40 (per-shot, and in multibles of 5 )
70. plasmaings per second
Ammo cells
Range INF
SPECIAL THING, A recoil animation done after done firing, that last about half a second
BFG9000
TYPE: PROJECTIAL
Damage 100 – 800 (The ball alone in multibals of 100)
DAMAGE WITH TRACERS 4280 is unaccchiveible, for the same reasone as the SHOTGUN and SUPERSHOTGUN, the true max damage is 3503 Damage
5. BFGings per mintune
Range INF
Ammo CELL (This weapon uses FOURTY CELLS having less than 40 CELLS causes DoomGuy to switch weapons)
BFG9000 SECRECT TRACERS (or LAZERS) (Arms7)[Ammo CELL]
TYPE: HITSCAN
4. TRACERS per shot
KEEP IN MIND, yes the tracers originate from DoomGuy HOWEVER they ONLY point in the Direction the BFG BALL was shot, so they dont turn with you, they only follow you
RANGE 1024 MAP UNITS
DAMAGE 49 – 87
WEAPON PROJECTILES
Some weapons shoot projectiles that real travel time, so lets go through those stats
Also keep in mind you CAN NOT hit yourself with your own projectile so don’t worry about running into your own BFG ball
DISCLAIMER, The reason the DAMAGE is not listed with any projectiles, because it was already listed In the weapons stats
code to prevent projectile launcher from hitting it’s self
// Don’t hit same species as originator
if (thing == tmthing ->target)
{
return true;
}
Rockets (From the rocket launcher, also used by the CyberDemon)
Speed 700 MAP UNITS per second
width 22 MAP UNITS
Height 8 MAP UNITS
PLASMA STARS (What I personaly like to call them)
Speed 875 MAP UNITS PER SECOND
Width 26 MAP UNITS
Height 8 MAP UNITS
BFG BALL
BFG BALL
Speed 875 MAP UNITS
Width 26 MAP UNITS
Height 8 MAP UNITS
AMMO PICKUPS
If you like your weapons, you will like these convenient ammo pickups left by the map makers!
Keep in mind, All of the ammo gained from these pickups is doubled in the “I’m Too Young To Die!” and “NIGHTMARE!” difficulties, you can also enable “Double ammo” on any difficulty in source ports such as Lz or GzDoom
WARNING If you pickup an ammo pickup.. I’ll just give you an example
Lets say you have 49 Shells with 50 Shells max, and you pick up a Shell box (gives 20 Shells) the other 19 shells ARE GONE and can NO LONGER BE OBTAINED, so you should pick up a lesser shells item so that you don’t get freaking scammed
KEEP in mind when you pickup a weapon you also get some ammo for it!
BULLETS (BULL on HUD)
An ammo clip gives 10 Bullets
An Ammo box gives 50 Bullets
picking up a chaingun placed by the map maker, gives you 20 bullets, but picking up a chaingun dropped by a chaingunguy only gives you 10 bullets
SHELLS (SHEL on HUD)
A Shell Box gives 20 Shells
A Shell Bunch gives 4 Shells
A Shotgun and Supershotgun placed by the map maker gives 8 shells, a Shotgun dropped by a Shotgunguy gives 4
ROCKETs (RCKT on HUD)
A singular rocket gives.. well one Rocket (Stilled Doubled on certain Difficulties as said in the intro section)
A Rocket Box gives 5 rockets
A Rocket Launcher gives you 2 rockets
CELLS (CELL on HUD)
A SMOL CELL gives 20 Cells
A BIG CELL gives 100 Cells
A Plasma Rifle, and BFG9000 both give 40 cells
Hey a Backpack!
A Backpack will double your ammo complicity, but only once..
Without a backpack you can only hold
20. BULLETS
5. SHELLS
5. ROCKETS
30. CELLS
WITH a backpack you can hold
40. BULLETS
10. SHELLS
10. ROCKETS
60. CELLS
The back also gives you 10 bullets, 4 shotgun shells, a rocket, and 20 energy cell
The ammo the backpack give you is still doubled on certain difficulties
WARNING, unlike EVERY other ammo pickup you can ALWAYS pick up a backpack even if you have abosultily max ammo held, be careful!
Credit where Credit is due
Thanks Decino again for (maybe unknowingly) letting me use your video as a source of info to share with the new and old Doom lovers out there!
I might sound like a paid advertiser, but I promise I’m not, but seriously you should probibly sub to Decino, he makes epic Doom content.
also thanks https://www.remove.bg/
for helping me with the backgrounds on those images, and even letting me use the same image for all of the ammo pick ups
here’s the full image
This is all about DOOM II: Hell on Earth – Weapon Attributes; I hope you enjoy reading the Guide! If you feel like we should add more information or we forget/mistake, please let us know via commenting below, and thanks! See you soon!
- All DOOM II: Hell on Earth Posts List
Leave a Reply