Difference between revisions of "Fist"
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The '''fist''' is the [[player]]'s stock [[melee attack]]. It is always available unless the player has picked up a [[chainsaw]]. Punching is only about as effective as a pistol shot, however, unless the player has collected a [[berserk]] powerup, which increases the power of the fists tenfold. A berserk punch is somewhat more effective than the [[chainsaw]] and (unlike the normal fist) can be used instead of it. It does, however, have the disadvantage of not doing continuous damage, which leaves the player open to counterattacks. Upon a successful punch the players orientation is moved toward the target. | The '''fist''' is the [[player]]'s stock [[melee attack]]. It is always available unless the player has picked up a [[chainsaw]]. Punching is only about as effective as a pistol shot, however, unless the player has collected a [[berserk]] powerup, which increases the power of the fists tenfold. A berserk punch is somewhat more effective than the [[chainsaw]] and (unlike the normal fist) can be used instead of it. It does, however, have the disadvantage of not doing continuous damage, which leaves the player open to counterattacks. Upon a successful punch the players orientation is moved toward the target. | ||
− | + | The damaging [[hitscan]] effect of the punch is inflicted two frames into its animation. The fist is not completely extended at this point, and consideration of this lag can help in timing punches effectively. The range of the attack is 32 units. | |
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− | The damaging [[hitscan]] effect of the punch is inflicted two frames into its animation. The fist is not completely extended at this point, and consideration of this lag can help in timing punches effectively. | ||
==Notes== | ==Notes== |
Revision as of 09:50, 29 September 2014
- "Punch" redirects here. For the Strife weapon, see Punch dagger.
Template:Doom 3 weapon also in
The fist is the player's stock melee attack. It is always available unless the player has picked up a chainsaw. Punching is only about as effective as a pistol shot, however, unless the player has collected a berserk powerup, which increases the power of the fists tenfold. A berserk punch is somewhat more effective than the chainsaw and (unlike the normal fist) can be used instead of it. It does, however, have the disadvantage of not doing continuous damage, which leaves the player open to counterattacks. Upon a successful punch the players orientation is moved toward the target.
The damaging hitscan effect of the punch is inflicted two frames into its animation. The fist is not completely extended at this point, and consideration of this lag can help in timing punches effectively. The range of the attack is 32 units.
Notes
- The player punches with his left hand; he also shoots the pistol with his left hand, but operates the chainsaw and shotgun with his right hand.
- In the PlayStation and Saturn ports of Doom, the player can still access the fist attack even if he picks up a chainsaw and regardless on if he also picked up a Berserk Pack. This feature is also available in Doom 64.
- When wielding weapons, the protagonist's hands are shown to be wearing brown gloves (black in Doom's title screen). When punching, the player's right hand is unadorned, while his left hand carries a spiked knuckleduster.
- Since monsters are technically activated by any nearby attacks from players and not specifically by the the sound effects of these, a punch in the air will alert them as if it were a loud gunshot. Players who want to provoke enemies without wasting ammo can do so with the fist attack.
- The fist from Doom 64 went through some graphical changes. The protagonist now wears his brown gloves and lacks the knuckleduster.
Data
Fist data | |
---|---|
Weapon number | 1 |
Damage | 2-20 (20-200 with berserk) |
Included ammo | Infinite |
Shot type | Hitscan |
Shots per minute | 123.5 punches |
Sound | DSPUNCH |
Appears in | Shareware Doom Registered Doom The Ultimate Doom Doom II/Final Doom |
Sprite | PUNG (wielded) PUFF (impact, miss) BLUD (impact, hit) |
Blows needed to kill1 (non-berserk) |
Mean | Standard deviation |
Min | Max |
Barrel | 2.34 | 0.74 | 1 | 4 |
Zombieman | 2.34 | 0.74 | 1 | 4 |
Shotgun guy | 3.25 | 0.87 | 2 | 6 |
Wolfenstein SS | 5.14 | 1.09 | 3 | 8 |
Imp | 6.10 | 1.10 | 4 | 9 |
Heavy weapon dude | 6.99 | 1.24 | 4 | 11 |
Lost soul | 9.80 | 1.43 | 7 | 14 |
Commander Keen | 9.80 | 1.43 | 7 | 14 |
Demon | 14.45 | 1.91 | 11 | 21 |
Spectre | 14.45 | 1.91 | 11 | 21 |
Romero's head2 | 23.68 | 2.45 | 19 | 29 |
Revenant | 28.46 | 2.98 | 23 | 34 |
Cacodemon | 37.90 | 3.78 | 34 | 48 |
Pain elemental | 37.90 | 3.78 | 34 | 48 |
Hell knight | 47.14 | 4.59 | 41 | 57 |
Arachnotron | 47.14 | 4.59 | 41 | 57 |
Mancubus | 56.53 | 5.61 | 49 | 67 |
Arch-vile | 65.78 | 6.48 | 58 | 80 |
Baron of hell | 93.80 | 9.16 | 83 | 113 |
Spiderdemon | 280.65 | 27.18 | 254 | 329 |
Cyberdemon | 374.07 | 36.27 | 339 | 439 |
Blows needed to kill1 (berserk) |
Mean | Standard deviation |
Min | Max |
Barrel | 1.00 | 0.00 | 1 | 1 |
Zombieman | 1.00 | 0.00 | 1 | 1 |
Shotgun guy | 1.11 | 0.31 | 1 | 2 |
Wolfenstein SS | 1.21 | 0.43 | 1 | 3 |
Imp | 1.21 | 0.43 | 1 | 3 |
Heavy weapon dude | 1.34 | 0.51 | 1 | 3 |
Lost soul | 1.45 | 0.57 | 1 | 3 |
Commander Keen | 1.45 | 0.57 | 1 | 3 |
Demon | 1.94 | 0.71 | 1 | 4 |
Spectre | 1.94 | 0.71 | 1 | 4 |
Romero's head3 | 2.95 | 0.84 | 2 | 5 |
Revenant | 3.25 | 0.87 | 2 | 6 |
Cacodemon | 4.24 | 0.97 | 2 | 7 |
Pain elemental | 4.24 | 0.97 | 2 | 7 |
Hell knight | 5.14 | 1.09 | 3 | 8 |
Arachnotron | 5.14 | 1.09 | 3 | 8 |
Mancubus | 6.10 | 1.10 | 4 | 9 |
Arch-vile | 6.99 | 1.24 | 4 | 11 |
Baron of hell | 9.80 | 1.43 | 7 | 14 |
Spiderdemon | 28.46 | 2.98 | 23 | 34 |
Cyberdemon | 37.90 | 3.78 | 34 | 48 |
- This table assumes that all calls to P_Random for damage, pain chance, and blood splats are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
See also
Weapons from Doom and Doom II | ||||||
---|---|---|---|---|---|---|
Slot: 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Fist | Pistol | Shotgun | Chaingun | Rocket launcher | Plasma gun | BFG9000 |
Chainsaw | Super shotgun |