Plasma gun (Doom 3)



The Series 3 plasma gun in Doom 3 is slightly different from its earlier counterpart. It is now "clip" fed, fires at a slightly slower rate, but is simply one of the handiest weapons to have around.

The Plasma Gun can sustain a high rate of fire, can hold plenty of rounds in a cell but the projectiles move slower than the classic equivalent, however it is now extremely effective for taking out explosive projectiles launched at the player due to its high rate of fire and projectile size. It still deals good damage and is good for taking out mid-air rockets. Not in Xbox Deathmatch. Ammo counter is located on the weapon.

Tactical use
The plasma gun has a decent damage per shot ratio, a good rate of fire, and perfect accuracy. Its primary limitation is the slow speed of the projectiles. The plasma gun should be employed in short to medium range, but its accuracy makes it effective at long range as well if the enemy is large or not moving much. All short-range monsters make easy target practice for the plasma gun, but ammo should be conserved for stronger monsters such as the Revenant and Hell Knight. The slow speed of the projectiles means that flying monsters such as Cacodemons can be very difficult to hit unless at very short range; the hit-scan chaingun is recommended against them.

Because the plasma gun's projectiles are very large and fire with perfect accuracy, it is effective at destroying certain enemy projectiles; plasma can form a solid defense against the Revenant and Mancubus, but it is generally easier to dodge the slower and non-homing projectiles of the Imp, Hell Knight, and Cyberdemon.

Ammo for this weapon is considered a premium, as they are quite difficult to find. It is advised to use this weapon sparingly but when the situation calls for it, the player should not hesitate to use it.