Difference between revisions of "Plasma gun"
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Although the plasma gun does not inflict [[blast damage]], firing it in close quarters demands a certain amount of concentration owing to [[Autoaim#Horizontal autoaim|horizontal auto-aim]], which may steer its projectiles right into a wall if the nearest monster is not directly in front of the [[player]]. For example, using the plasma gun on the [[cyberdemon]] in [[E4M2: Perfect Hatred]], without placing the player in its line of sight, requires aiming at a point slightly to the monster's left. | Although the plasma gun does not inflict [[blast damage]], firing it in close quarters demands a certain amount of concentration owing to [[Autoaim#Horizontal autoaim|horizontal auto-aim]], which may steer its projectiles right into a wall if the nearest monster is not directly in front of the [[player]]. For example, using the plasma gun on the [[cyberdemon]] in [[E4M2: Perfect Hatred]], without placing the player in its line of sight, requires aiming at a point slightly to the monster's left. | ||
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== Notes == | == Notes == | ||
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− | ==Other | + | ==Other appearances== |
− | The [ | + | The [[w:c:quake:Plasma Gun|plasma gun]] appears as a somewhat redesigned version in [[Wikipedia:Quake III Arena|Quake III]], another game later developed by [[id Software]]. |
== See also == | == See also == |
Revision as of 08:51, 29 May 2009
The plasma gun (also known as the plasma rifle in the game manuals and help screen) is a futuristic weapon with a barrel that roughly resembles an accordion, which fires blue and white bursts of plasma. It shares the player's stock of cells with the BFG9000 as a source of ammo.
The plasma gun first appears in a secret area of the very first level of the second episode, E2M1: Deimos Anomaly, and happens to appear in every level of The Shores of Hell. It first appears in a non-secret area in the fifth level, E2M5: Command Center. When picked up, it contains the equivalent ammo of 2 cells (totalling 40 units of energy, or 80 on the "I'm too young to die" and "Nightmare!" skill levels).
Contents
Combat characteristics
Each plasma burst inflicts 5-40 points of damage. Although the rate of continuous fire is one burst every 3 tics (about 0.086 seconds), there is a further pause of 21 tics (0.6 seconds) when the trigger is released.
The plasma gun's muzzle flash (P_SetPsprite) includes a call to P_Random, slightly changing the damage done by a short salvo.
Tactical analysis
Due to its high damage rate (three times that of the chaingun), the plasma gun is devastating against nearly any single opponent. A continuous barrage will stop an arachnotron in its tracks, and even reduce a baron of Hell to about half its normal movement speed and attack frequency. Attacking monsters from long ranges can be inefficient, however, as enemies tend to move too much for the bursts to be accurate; it is also difficult to use against flying monsters in open areas, as the first few hits push the enemy rapidly backward and often to one side of the stream.
Although the plasma gun does not inflict blast damage, firing it in close quarters demands a certain amount of concentration owing to horizontal auto-aim, which may steer its projectiles right into a wall if the nearest monster is not directly in front of the player. For example, using the plasma gun on the cyberdemon in E4M2: Perfect Hatred, without placing the player in its line of sight, requires aiming at a point slightly to the monster's left.
Notes
- In the Doom press release beta, the plasma gun fires green-white and orange-red bursts, alternating between the two colors. This is similar to that version's BFG9000, which fires 40 of the same projectiles per shot. For the release of Doom, these plasma bursts were made blue-white, and the gun sprite was changed slightly.
- Like the shotgun, the plasma gun was created from an existing toy gun. [1] The link shows a dart-shooting, M60-like toy that was popular in the early 1990s (back then, it was tan). The area in front of the bipod could be detached to use as a separate weapon. The designers simply turned the detachment around so that it was shown backwards. The resemblance is most apparent when the player lifts the weapon at the end of a volley.
- The rapid fire of the plasma gun often requires many sprites to be rendered simultaneously. This has been known to cause lag during multiplayer games or on older machines (see also the notes on the early BFG).
Data
Plasma gun data | |
---|---|
Weapon number | 6 |
Damage | 5-40 |
Included ammo | 40 (80 on skill 1 & 5) |
Max ammo | 300 (600 with backpack) |
Ammo type | Plasma cells |
Shot type | Projectile |
Velocity | 25 map units per tic (875 map units per second) |
Shots per minute | 700.0 |
Sound | DSPLASMA (firing) DSFIRXPL (impact) |
Appears in | Registered Doom The Ultimate Doom Doom II/Final Doom |
Thing type | 2004 (decimal), 7D4 (hex) |
Radius | 20 |
Sprite | PLAS (before pickup) PLSG (wielded) PLSF (firing) PLSS (plasma burst) PLSE (impact) |
Class | Weapon Pickup |
Shots needed to kill1 | Mean | Standard deviation |
Min | Max |
Barrel | 1.45 | 0.60 | 1 | 3 |
Zombieman | 1.45 | 0.60 | 1 | 3 |
Shotgun guy | 1.81 | 0.76 | 1 | 4 |
Wolfenstein SS | 2.77 | 0.78 | 2 | 5 |
Imp | 3.21 | 0.92 | 2 | 6 |
Heavy weapon dude | 3.64 | 0.98 | 2 | 6 |
Lost soul | 4.97 | 1.09 | 3 | 9 |
Commander Keen | 4.97 | 1.09 | 3 | 9 |
Demon | 7.22 | 1.33 | 5 | 11 |
Spectre | 7.22 | 1.33 | 5 | 11 |
Romero's head2 | 11.65 | 1.67 | 8 | 16 |
Revenant | 13.84 | 1.72 | 10 | 18 |
Cacodemon | 18.33 | 1.89 | 14 | 22 |
Pain elemental | 18.33 | 1.89 | 14 | 22 |
Hell knight | 22.81 | 2.10 | 17 | 27 |
Arachnotron | 22.81 | 2.10 | 17 | 27 |
Mancubus | 27.24 | 2.31 | 21 | 33 |
Arch-vile | 31.70 | 2.42 | 26 | 37 |
Baron of hell | 45.09 | 2.84 | 39 | 51 |
Spiderdemon | 134.52 | 1.70 | 131 | 139 |
Cyberdemon | 179.06 | 3.17 | 171 | 186 |
- This table assumes that all calls to P_Random for damage, pain chance, impact animations, backfire checks, and muzzle lighting 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). It is also assumed that all projectiles are launched at nearly the same range, so that the various procedures call P_Random in the same sequence each time. Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
- Assumes that direct hits are possible, which does not occur in any stock map.
Appearance statistics
The IWADs contain the following numbers of plasma guns:
Game | ITYTD and HNTR | HMP | UV and NM |
---|---|---|---|
The Ultimate Doom | 22 | 22 | 22 |
Doom II | 25 | 26 | 26 |
TNT: Evilution | 20 | 18 | 18 |
Plutonia | 31 | 31 | 31 |
Other appearances
The plasma gun appears as a somewhat redesigned version in Quake III, another game later developed by id Software.