Plasma gun (Doom 3)



The Series 3 Plasma Gun in Doom 3 is an energy-based weapon first found in a hidden location in Alpha Labs 3.

Weapon Schematics
The Plasma Gun is slightly different from its earlier counterpart, as the now projectiles move noticeably slower. Nevertheless, it still possesses good firepower, making it comparable to the higher-end weapons such as the Chaingun and the Rocket Launcher.

The ammunition counter is now located on the weapon with a monitor. Ammunition comes in the form of Plasma Cells, which appear to be bulky bottles with a blue-coloured tip. Stray plasma bottles hold 25 units of projectile, whereas a box of 2 bottles holds double the amount. Ammunition is generally easier to locate throughout the entire game relative to Rockets, Ammo Belts, and BFG Cells, and is particularly abundant in the EnPro facility.

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.