Plasma gun (Doom 3)

The 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
A plasma gun is a trusty weapon indeed, and many have seen fit to call it the "projectile killer". The actual plasma shots themselves are very large and fire with an accuracy better than that of the chaingun (approximately 0.1 degrees of spread), making them ideal for taking out projectiles fired by other monsters. This means that if ample ammo is available to you, Imps, Revenants and even Mancubi are no longer a hassle.

Take into consideration that this stratagem is NOT effective against the Cyberdemon's rockets and that it is easier to simply outrun them.

The plasma gun also has a decent damage per shot ratio and a very good rate of fire. The only limitations would be the speed of the actual projectiles and the limit of the fifty round "clips".

Employing the plasma gun should be done in short to medium quarters, albeit the accuracy of the weapon makes it relatively effective at long range as well, provided that the enemy is not moving much. All low range monsters make easy target practice for the plasma gun, albeit ammo should be conserved for higher end monsters such as the Revenant and Mancubus. The slow speed of the projectiles mean that flying monsters such as Cacodemons can be very difficult to hit unless at very short range; the faster chaingun is recommended for them.