Difference between revisions of "Chaingun"

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{{Doom 3 weapon also in}}
+
[[File:Doom II MAP29 chaingun.png|thumb|The player can obtain a chaingun at the start of [[MAP29: The Living End (Doom II)|Level 29: The Living End]].]]
[[Image:d229cgun.png|thumb|The player can obtain a chaingun at the start of [[MAP29: The Living End (Doom II)|Level 29: The Living End]].]]
+
[[File:Decamatch_chaingun.png|thumb|The chaingun in use in [[deathmatch]] mode on [[Decamatch]].]]
[[Image:Decamatch_chaingun.png|thumb|The chaingun in use in [[deathmatch]] mode on [[Decamatch]].]]
+
{{Weapon versions|disambig={{thisisabout|weapon|doom1}}|doom3=Chaingun (Doom 3)|doom4=Chaingun (Doom 2016)|doom5=Chaingun (Doom Eternal)}}
The '''chaingun''' is a rapid-firing, multi-barrelled automatic [[weapon]]. It uses the same ammunition as the [[pistol]], and is fed from the player's shared stock of [[bullets]].
+
The '''chaingun''' is a rapid-firing, multi-barrelled automatic [[weapon]]. It uses the same ammunition as the [[pistol]], and is fed from the player's shared stock of [[Clip|bullets]].
  
The chaingun is first found in a secret area of [[E1M2: Nuclear Plant]], and again in a secret area of the following level.  It then appears in a non-secret area on [[E1M4: Command Control]]. In [[Doom II]], it is first found on [[MAP03: The Gantlet (Doom II)]].
+
The chaingun is first found in a secret area of [[E1M2: Nuclear Plant]], and again in a secret area of the following level.  It then appears in a non-secret area on [[E1M4: Command Control]]. In [[Doom II]], it is first found on [[MAP03: The Gantlet (Doom II)]] from either of the hands of a [[heavy weapon dude]] or on the ground.
  
 
The chaingun contains 20 rounds of ammunition when picked up (40 on the "I'm Too Young To Die" and "Nightmare!" [[skill level]]s). Chainguns taken from fallen [[heavy weapon dude]]s contain 10 rounds (20 on ITYTD and NM) and, unlike pre-existing chainguns, disappear when crushed beneath [[door]]s or [[Crushing ceiling|moving ceilings]].
 
The chaingun contains 20 rounds of ammunition when picked up (40 on the "I'm Too Young To Die" and "Nightmare!" [[skill level]]s). Chainguns taken from fallen [[heavy weapon dude]]s contain 10 rounds (20 on ITYTD and NM) and, unlike pre-existing chainguns, disappear when crushed beneath [[door]]s or [[Crushing ceiling|moving ceilings]].
 +
 +
{{Quote|Chainguns direct heavy firepower into your opponent, making him do the chaingun cha-cha.|[[Doom instruction manual]]}}
  
 
== Combat characteristics ==
 
== Combat characteristics ==
Line 13: Line 15:
  
 
== Tactical analysis ==
 
== Tactical analysis ==
 
+
[[File:Doom 64 chaingun MAP13.png|thumb|The [[Doom 64]] chaingun weapon and pickup in front of a window in [[MAP13: Dark Citadel (Doom 64)|MAP13: Dark Citadel]].]]
 
The chaingun's rapid rate of fire means that a single enemy caught in its hail of bullets will have little or no chance to retaliate such as [[demon]]s and [[cacodemon]]s (except [[boss monsters]], whose [[pain chance]] tends to be very low). The weapon is also highly effective at mowing down hordes of [[zombie]]s or [[imp]]s.  Because its recoil does not affect the first two shots, it is an ideal weapon for sniping, as the player can tap the fire button for accurate two-shot bursts.
 
The chaingun's rapid rate of fire means that a single enemy caught in its hail of bullets will have little or no chance to retaliate such as [[demon]]s and [[cacodemon]]s (except [[boss monsters]], whose [[pain chance]] tends to be very low). The weapon is also highly effective at mowing down hordes of [[zombie]]s or [[imp]]s.  Because its recoil does not affect the first two shots, it is an ideal weapon for sniping, as the player can tap the fire button for accurate two-shot bursts.
  
 
== Notes ==
 
== Notes ==
[[File:BetaChaingun-AspCor.png|thumb|The chaingun in the press release beta.]]
 
 
* As with the [[rocket launcher]] and [[BFG9000]], the first-person chaingun [[sprite]] is slightly too large for the screen, and can only be viewed with a level or resource editor.
 
* As with the [[rocket launcher]] and [[BFG9000]], the first-person chaingun [[sprite]] is slightly too large for the screen, and can only be viewed with a level or resource editor.
  
 
* The images for the chaingun in Doom are those from the "Ol' Painless" Tootsie Toy Gatling Gun, a motorized, electronic toy gatling cap gun.
 
* The images for the chaingun in Doom are those from the "Ol' Painless" Tootsie Toy Gatling Gun, a motorized, electronic toy gatling cap gun.
  
* The target of chaingun fire often appears to turn and shuffle rapidly in place, due to the continual interruption of its sprite sequences. Doom's instruction manual refers to this motion as "the chaingun [[Wikipedia:Cha-cha-cha (dance)|cha-cha]]."
+
* The target of chaingun fire often appears to turn and shuffle rapidly in place, due to the continual interruption of its sprite sequences. Doom's instruction manual refers to this motion as "the chaingun {{wp|Cha-cha-cha (dance)|cha-cha}}."
 +
 
 +
* In [[Doom 64]], the chaingun is depicted with longer perforated barrels, and a worn blue tone, rather than its counterpart's polished steel appearance. Additionally, it has a smaller blue muzzle flash. The pickup sprite has a somewhat rusty appearance as well.  When fired at a consistent rate, the screen will jerk up and down rapidly.
 +
 
 +
* The firing animation for the Chaingun is different in PSX Doom. In the PC version, the muzzle flash is continuous, whereas it blinks in the PSX port.
  
 
* The chaingun first appeared in the [[Doom press release beta]]. Its graphic was slightly different, in that the tips of the barrels did not extend past the barrel band.
 
* The chaingun first appeared in the [[Doom press release beta]]. Its graphic was slightly different, in that the tips of the barrels did not extend past the barrel band.
Line 28: Line 33:
 
* [[Wolfenstein 3D]], the game [[id Software]] released immediately before Doom, included a similar chaingun.
 
* [[Wolfenstein 3D]], the game [[id Software]] released immediately before Doom, included a similar chaingun.
  
* If the chaingun is associated with real weaponry, it is actually a portable [[Wikipedia:Gatling gun|Gatling-style]] weapon similar to a [[Wikipedia:Minigun|minigun]]. An actual [[Wikipedia:Chain gun|chain gun]] has a single barrel.  
+
* If the chaingun is associated with real weaponry, it is actually a portable {{wp|Gatling gun|Gatling-style}} weapon similar to a {{wp|minigun}}. An actual {{wp|chain gun}} has a single barrel.  
  
* The chaingun also feeds from [[Wikipedia:Magazine (firearms)|magazines]], which is rather unusual for a gatling gun, as gatling guns are generally belt-fed.
+
* The chaingun also feeds from {{wp|Magazine (firearms)|magazines}}, which is rather unusual for a gatling gun, as gatling guns are generally belt-fed.
  
 
* As with all firearm [[hitscan]] attacks, the damage inflicted per bullet by the player's weapon is slightly higher than that of monsters using equivalent attacks.
 
* As with all firearm [[hitscan]] attacks, the damage inflicted per bullet by the player's weapon is slightly higher than that of monsters using equivalent attacks.
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== Data ==
 
== Data ==
 
+
[[File:BetaChaingun-AspCor.png|thumb|The chaingun in the press release beta.]]
 +
{{col-begin|width=auto}}
 +
{{col-break}}
 
{| {{prettytable}}
 
{| {{prettytable}}
 
!colspan="2"|Chaingun data
 
!colspan="2"|Chaingun data
 
|-
 
|-
|Weapon number
+
| [[Thing types|Thing type]]||2002 (decimal), 7D2 (hex)
|4
+
|-
 +
| [[Mobj|Enum]]||MT_CHAINGUN (73)
 +
|-
 +
| Appears in||[[Shareware]] Doom<br>[[Doom]]/[[Ultimate Doom]]<br>[[Doom II]]/[[Final Doom]]<br>[[Doom 64]]/[[The Lost Levels|Lost Levels]]
 +
|-
 +
| Radius||20
 +
|-
 +
| Height||16
 +
|-
 +
| [[Thing types|Class]]||[[Weapon]]<br>Pickup
 +
|-
 +
| Flags||{{c|1}} (decimal)<br>{{c|00000001}} (hex)
 +
|-
 +
| Flags list|| 0: Can be picked up
 +
|}
 +
{{col-break|gap=0.5em}}
 +
{| {{prettytable}}
 +
!colspan="2"|Weapon attributes
 +
|-
 +
| Weapon slot||4
 +
|-
 +
| Included ammo||20 (40 on [[Skill level|skills]] 1 & 5)
 
|-
 
|-
|[[Damage]]
+
| Max ammo||200 (400 with [[backpack]])
|5-15 per bullet
 
 
|-
 
|-
|Included ammo
+
| Ammo type||[[Bullets]]
|20 (40 on [[Skill level|skill]] 1 & 5)
 
 
|-
 
|-
|Max ammo
+
| Shots per minute||525.0
|200 (400 with [[backpack]])
+
|}
 +
{| {{prettytable}}
 +
! [[State]]!![[Sprite]]!!Frames
 
|-
 
|-
|Ammo type
+
| Before pickup||MGUN||1 [A]
|[[Bullets]]
 
 
|-
 
|-
|Shot type
+
| Wielded||CHGG||1 [A]
|[[Hitscan]]
 
 
|-
 
|-
|Shots per minute
+
| Firing||CHGG||2 [AB]
|525.0
 
 
|-
 
|-
|[[Sound]]
+
| Flashing||CHGF||2 [AB]
|DSPISTOL
+
|}
 +
{{col-break|gap=1em}}
 +
{| {{prettytable}}
 +
!colspan="2"|Ranged attack
 
|-
 
|-
|Appears in
+
| Type||[[Hitscan]]
|Shareware Doom<br>Registered Doom<br>Ultimate Doom<br>Doom II/Final Doom
 
 
|-
 
|-
|Thing type
+
| [[Damage]]||5-15 per bullet
|2002 (decimal), 7D2 (hex)
 
 
|-
 
|-
|Radius
+
| Sprite||PUFF (impact, miss)<br>BLUD (impact, hit)
|20
 
 
|-
 
|-
|[[Sprite]]
+
| Frames||4 [ABCD] (impact, miss)<br>3 [CBA] (impact, hit)
|MGUN (before pickup)<br>CHGG (wielded)<br>CHGF (firing)<br>PUFF (impact, miss)<br>BLUD (impact, hit)
 
 
|-
 
|-
|[[Thing types|Class]]
+
| [[Sound]]||DSPISTOL (firing)
|Weapon<br>Pickup
 
 
|}
 
|}
 +
{{col-end}}
  
[[Image:CGTapHistogram.png|none|300px|thumb|''Damage done by one chaingun tap'']]
+
[[File:CGTapHistogram.png|none|300px|thumb|''Damage done by one chaingun tap'']]
  
 
{| {{prettytable}}
 
{| {{prettytable}}
 
| '''Shots needed to kill'''<sup>1,2</sup>
 
| '''Shots needed to kill'''<sup>1,2</sup>
 
| Mean
 
| Mean
| [[Wikipedia:Standard deviation#Interpretation and application|Standard<br>deviation]]
+
| {{wp|Standard deviation#Interpretation and application|Standard<br/>deviation}}
 
| Min
 
| Min
 
| Max
 
| Max
Line 198: Line 222:
 
|75
 
|75
 
|-
 
|-
|[[Baron of hell]]
+
|[[Baron of Hell]]
 
|97.06
 
|97.06
 
|4.32
 
|4.32
Line 218: Line 242:
 
|}
 
|}
 
<small>
 
<small>
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, and bullet dispersal 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 [[Sector#Vanilla Doom|flickering lights]]). Any resulting errors are probably toward the single-bullet average, as they introduce noise into the correlation between the indices of "consecutive" calls.
+
#This table assumes that all calls to [[Pseudorandom number generator|P_Random]] for damage, [[pain chance]], [[blood]] splats, and bullet dispersal 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 [[Sector#Doom|flickering lights]]). Any resulting errors are probably toward the single-bullet average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 
#In the case of continuous fire, the target must be close enough to compensate for the weapon's recoil.
 
#In the case of continuous fire, the target must be close enough to compensate for the weapon's recoil.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
 
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
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== Appearance statistics ==
 
== Appearance statistics ==
  
The [[IWAD]]s contain the following numbers of chainguns (excluding those from fallen heavy weapon dudes) per [[skill level]]:
+
In the [[IWAD]]s the chaingun is first encountered on these maps per [[Skill level#Doom and Doom II skill levels|skill level]]:
 +
 
 +
{{col-begin}}
 +
{{col-break|width=50%}}
 +
{| {{prettytable}}
 +
!colspan="4"|Single-player
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''[[Knee-Deep in the Dead]]''||[[E1M2: Nuclear Plant]]||E1M2: Nuclear Plant||E1M2: Nuclear Plant
 +
|-
 +
|''[[The Shores of Hell]]''||[[E2M2: Containment Area]]||E2M2: Containment Area||E2M2: Containment Area
 +
|-
 +
|''[[Inferno]]''||[[E3M2: Slough of Despair]]||E3M2: Slough of Despair||E3M2: Slough of Despair
 +
|-
 +
|''[[Thy Flesh Consumed]]''||[[E4M1: Hell Beneath]]||E4M1: Hell Beneath||E4M1: Hell Beneath
 +
|-
 +
|[[Doom II]]||[[MAP03: The Gantlet]]||MAP03: The Gantlet||MAP03: The Gantlet
 +
|-
 +
|[[TNT: Evilution]]||[[MAP02: Human BBQ]]||MAP02: Human BBQ||MAP02: Human BBQ
 +
|-
 +
|[[Plutonia Experiment]]||[[MAP04: Caged]]||MAP04: Caged||MAP04: Caged
 +
|-
 +
|[[Doom 64]]||[[MAP02: The Terraformer]]||MAP02: The Terraformer||MAP02: The Terraformer
 +
|-
 +
|[[The Lost Levels]]||[[MAP34: Plant Ops]]||MAP34: Plant Ops||MAP34: Plant Ops
 +
|}
 +
{{col-break}}
 
{| {{prettytable}}
 
{| {{prettytable}}
!Game||1-2||3||4-5
+
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|''Knee-Deep in the Dead''||[[E1M1: Hangar]]||E1M1: Hangar||E1M1: Hangar
 +
|-
 +
|''The Shores of Hell''||E2M2: Containment Area||E2M2: Containment Area||E2M2: Containment Area
 
|-
 
|-
|[[Doom]]||21||21||21
+
|''Inferno''||E3M2: Slough of Despair||E3M2: Slough of Despair||E3M2: Slough of Despair
 
|-
 
|-
|[[The Ultimate Doom]]||29||29||29
+
|''Thy Flesh Consumed''||E4M1: Hell Beneath||E4M1: Hell Beneath||E4M1: Hell Beneath
 
|-
 
|-
|[[Doom II|Doom II: Hell on Earth]]||23||23||23
+
|Doom II||[[MAP01: Entryway]]||MAP01: Entryway||MAP01: Entryway
 
|-
 
|-
|[[TNT: Evilution]]||16||17||15
+
|TNT: Evilution||[[MAP01: System Control]]||MAP01: System Control||MAP01: System Control
 
|-
 
|-
|[[The Plutonia Experiment]]||11||11||11
+
|Plutonia Experiment||MAP04: Caged||MAP04: Caged||MAP04: Caged
 
|}
 
|}
 +
{{col-end}}
  
== Doom 64 ==
+
The IWADs contain the following numbers of chainguns per skill level (excluding those from fallen heavy weapon dudes):
  
[[File:Doom64Chaingun2D64ex.jpg|thumb|The Chaingun firing in Doom 64]]
+
{{col-begin}}
[[File:Doom64ChaingunPickupD64ex.jpg|thumb|The Chaingun's Doom 64 pickup sprite.]]
+
{{col-break|width=50%}}
In [[Doom 64]], the Chaingun is depicted with longer perforated barrels, and a worn
+
{| {{prettytable|style=text-align: center;}}
blue tone, rather than its counterpart's polished steel appearance. Additionally, it has
+
!colspan="4"|Single-player
a smaller blue muzzle flash. The pickup sprite has a somewhat rusty appearance as well.  When fired at a consistent rate, the screen will jerk up and down rapidly.
+
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''[[Knee-Deep in the Dead]]''||''8''||''8''||''8''
 +
|-
 +
|style="text-align: left;"|''[[The Shores of Hell]]''||''7''||''7''||''7''
 +
|-
 +
|style="text-align: left;"|''[[Inferno]]''||''6''||''6''||''6''
 +
|-
 +
|style="text-align: left;"|[[Doom|Doom (registered)]]||21||21||21
 +
|-
 +
|style="text-align: left;"|''[[Thy Flesh Consumed]]''||''8''||''8''||''8''
 +
|-
 +
|style="text-align: left;"|[[Ultimate Doom]]||29||29||29
 +
|-
 +
|style="text-align: left;"|[[Doom II]]||23||23||23
 +
|-
 +
|style="text-align: left;"|[[TNT: Evilution]]||16||17||15
 +
|-
 +
|style="text-align: left;"|[[Plutonia Experiment]]||11||11||11
 +
|-
 +
|style="text-align: left;"|[[Doom 64]]||26||26||26
 +
|-
 +
|style="text-align: left;"|[[The Lost Levels]]||7||7||7
 +
|}
 +
{{col-break}}
 +
{| {{prettytable|style=text-align: center;}}
 +
!colspan="4"|Multiplayer
 +
|-
 +
!Game / ''Episode''!!1-2!!3!!4-5
 +
|-
 +
|style="text-align: left;"|''Knee-Deep in the Dead''||''9''||''9''||''9''
 +
|-
 +
|style="text-align: left;"|''The Shores of Hell''||''7''||''7''||''7''
 +
|-
 +
|style="text-align: left;"|''Inferno''||''6''||''6''||''6''
 +
|-
 +
|style="text-align: left;"|Doom (registered)||22||22||22
 +
|-
 +
|style="text-align: left;"|''Thy Flesh Consumed''||''11''||''11''||''11''
 +
|-
 +
|style="text-align: left;"|Ultimate Doom||33||33||33
 +
|-
 +
|style="text-align: left;"|Doom II||37||37||37
 +
|-
 +
|style="text-align: left;"|TNT: Evilution||44||45||43
 +
|-
 +
|style="text-align: left;"|Plutonia Experiment||20||20||20
 +
|}
 +
{{col-end}}
  
 
== See also ==
 
== See also ==
Line 256: Line 363:
 
* [[Machine gun|Machine gun (Doom 3)]]
 
* [[Machine gun|Machine gun (Doom 3)]]
 
* [[Chaingun (Doom 3)]]
 
* [[Chaingun (Doom 3)]]
 +
* [[Chaingun (Doom 2016)]]
 +
* [[Chaingun (Doom Eternal)]]
  
 
{{Doom weapons}}
 
{{Doom weapons}}
 +
[[Category:Chainguns]]

Revision as of 17:26, 23 October 2022

The player can obtain a chaingun at the start of Level 29: The Living End.
The chaingun in use in deathmatch mode on Decamatch.
This article is about the weapon in the classic Doom series. For other versions of this weapon, see:

The chaingun is a rapid-firing, multi-barrelled automatic weapon. It uses the same ammunition as the pistol, and is fed from the player's shared stock of bullets.

The chaingun is first found in a secret area of E1M2: Nuclear Plant, and again in a secret area of the following level. It then appears in a non-secret area on E1M4: Command Control. In Doom II, it is first found on MAP03: The Gantlet (Doom II) from either of the hands of a heavy weapon dude or on the ground.

The chaingun contains 20 rounds of ammunition when picked up (40 on the "I'm Too Young To Die" and "Nightmare!" skill levels). Chainguns taken from fallen heavy weapon dudes contain 10 rounds (20 on ITYTD and NM) and, unlike pre-existing chainguns, disappear when crushed beneath doors or moving ceilings.

"Chainguns direct heavy firepower into your opponent, making him do the chaingun cha-cha."

Combat characteristics

The chaingun always fires in pairs of hitscan shots, as long as the player has two bullets or more. Each bullet inflicts 5-15 points of damage. The first two shots in a volley will always be exactly on target, but if the trigger is held down, later shots will suffer from the same dispersal as pistol shots (standard deviation around 2°, to a maximum of ±5.5°).

Tactical analysis

The Doom 64 chaingun weapon and pickup in front of a window in MAP13: Dark Citadel.

The chaingun's rapid rate of fire means that a single enemy caught in its hail of bullets will have little or no chance to retaliate such as demons and cacodemons (except boss monsters, whose pain chance tends to be very low). The weapon is also highly effective at mowing down hordes of zombies or imps. Because its recoil does not affect the first two shots, it is an ideal weapon for sniping, as the player can tap the fire button for accurate two-shot bursts.

Notes

  • As with the rocket launcher and BFG9000, the first-person chaingun sprite is slightly too large for the screen, and can only be viewed with a level or resource editor.
  • The images for the chaingun in Doom are those from the "Ol' Painless" Tootsie Toy Gatling Gun, a motorized, electronic toy gatling cap gun.
  • The target of chaingun fire often appears to turn and shuffle rapidly in place, due to the continual interruption of its sprite sequences. Doom's instruction manual refers to this motion as "the chaingun cha-cha."
  • In Doom 64, the chaingun is depicted with longer perforated barrels, and a worn blue tone, rather than its counterpart's polished steel appearance. Additionally, it has a smaller blue muzzle flash. The pickup sprite has a somewhat rusty appearance as well. When fired at a consistent rate, the screen will jerk up and down rapidly.
  • The firing animation for the Chaingun is different in PSX Doom. In the PC version, the muzzle flash is continuous, whereas it blinks in the PSX port.
  • The chaingun first appeared in the Doom press release beta. Its graphic was slightly different, in that the tips of the barrels did not extend past the barrel band.
  • If the chaingun is associated with real weaponry, it is actually a portable Gatling-style weapon similar to a minigun. An actual chain gun has a single barrel.
  • The chaingun also feeds from magazines, which is rather unusual for a gatling gun, as gatling guns are generally belt-fed.
  • As with all firearm hitscan attacks, the damage inflicted per bullet by the player's weapon is slightly higher than that of monsters using equivalent attacks.
  • In the Saturn port, the chaingun fires much faster than in other ports.

Data

The chaingun in the press release beta.
Damage done by one chaingun tap
Shots needed to kill1,2 Mean Standard
deviation
Min Max
Barrel 2.31 0.49 2 4
Zombieman 2.31 0.49 2 4
Shotgun guy 3.23 0.70 2 5
Wolfenstein SS 5.18 0.91 4 8
Imp 6.12 0.95 4 9
Heavy weapon dude 7.12 1.10 5 11
Lost soul 10.00 1.20 8 13
Commander Keen 10.00 1.20 8 13
Demon 14.79 1.48 11 21
Spectre 14.79 1.48 11 21
Romero's head3 24.42 1.46 20 29
Revenant 29.23 1.53 25 33
Cacodemon 39.02 1.93 35 44
Pain elemental 39.02 1.93 35 44
Hell knight 48.60 2.39 42 56
Arachnotron 48.60 2.39 42 56
Mancubus 58.28 2.60 52 64
Arch-vile 68.04 3.09 61 75
Baron of Hell 97.06 4.32 87 107
Spiderdemon 290.57 12.48 265 314
Cyberdemon 387.40 16.66 355 415

  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and bullet dispersal 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-bullet average, as they introduce noise into the correlation between the indices of "consecutive" calls.
  2. In the case of continuous fire, the target must be close enough to compensate for the weapon's recoil.
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Demo files

Appearance statistics

In the IWADs the chaingun is first encountered on these maps per skill level:

The IWADs contain the following numbers of chainguns per skill level (excluding those from fallen heavy weapon dudes):

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