Pistol

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The pistol in the initial view on entering MAP01: Entryway.

The pistol is the player's default weapon, and fires bullets. Each player enters the game with a pistol, fifty bullets, and his fists, with the pistol selected as the active weapon. None of the monsters carries a pistol, though the trooper appears to be armed with a rifle that fires pistol bullets.

The pistol fires individual bullets, each inflicting 5-15 points of damage. If the player holds the fire button down, the marine fires the pistol repeatedly. As with the chaingun, the initial shot accurately strikes the object in the centre of the screen, but if the player continues to hold the fire button down, subsequent shots have a dispersal (roughly 7 degrees). Accurate fire is only possible if the player repeatedly taps the fire button, and the pistol is, together with the Chaingun, the prefered weapon to hit very distant targets.

The pistol is an extremely weak weapon, doing damage at a rate barely 10% greater than the fists, and generally should not be used if any other weapon is available.

Notes

The images for the pistol in Doom were most likely created from the Beretta 92FS pistol, which is currently the standard service pistol of the U.S. military.

Because neither players nor monsters can drop a pistol, it is the only weapon (apart from the fists) that does not have a "pickup" sprite. An icon for the pistol can be seen in the Doom Collector's Edition and Final Doom instruction manuals, but this graphic does not appear in the game.

Data

Pistol data
Weapon number 2
Damage 5-15
Included ammo 50 (at player spawn time)
Max ammo 200 (400 with backpack)
Ammo type Bullets
Shot type Hitscan
Shots / minute 150.0
Sound DSPISTOL
Appears in Shareware Doom
Registered Doom
Ultimate Doom
Doom II/Final Doom
Sprite PISG (wielded)
PISF (firing)
PUFF (impact, miss)
BLUD (impact, hit)
Damage done by a single bullet
Shots needed to kill1,2 Mean Standard
deviation
Min Max
Barrel 2.38 0.52 2 4
Trooper 2.38 0.52 2 4
Sergeant 3.36 0.68 2 5
Wolfenstein SS 5.45 0.85 4 8
Imp 6.44 0.93 4 9
Chaingunner 7.51 1.01 5 10
Lost Soul 10.56 1.19 7 14
Commander Keen 10.56 1.19 7 14
Demon 15.72 1.48 12 20
Spectre 15.72 1.48 12 20
Boss Brain3 25.94 1.85 22 31
Revenant 31.06 1.91 26 36
Cacodemon 41.29 1.96 37 46
Pain Elemental 41.29 1.96 37 46
Hell Knight 51.59 2.00 47 56
Arachnotron 51.59 2.00 47 56
Mancubus 61.83 2.16 56 66
Arch-Vile 72.13 2.30 67 77
Baron of Hell 102.89 2.70 98 109
Spider Mastermind 308.07 1.99 303 313
Cyberdemon 410.66 2.67 405 415

  1. This table assumes that all applicable calls to P_Random are consecutive. In real play, this is never the case: the monster's pain chance must be handled, as well as possible counterattacks and AI pathfinding, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). Any resulting errors are probably most significant for small monsters.
  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.

See also