Difference between revisions of "Plasma gun (Doom 3)"

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==Weapon schematics==
 
==Weapon schematics==
The plasma gun is slightly different from its [[plasma rifle|earlier counterpart]] and [[Plasma rifle (Doom 2016)|reboot counterpart]], as the projectiles now move at visibly slower speeds. Nevertheless, it still possesses effective firepower, making it comparable to the higher-end weapons such as the Chaingun and the Rocket Launcher.
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The plasma gun is slightly different from its [[plasma rifle|earlier counterpart]], as well as the later [[Plasma rifle (Doom 2016)|Doom (2016) version]], as the projectiles now move at visibly slower speeds. Nevertheless, it still possesses effective firepower, making it comparable to the higher-end weapons such as the Chaingun and the Rocket Launcher.
  
 
Similarly to [[BFG 9000 (Doom 3)|BFG9000]], [[Chaingun (Doom 3)|Chaingun]] and the newcomer [[Machine Gun]], the plasma gun discards the game ammo HUD because it has its own ammunition counter in a small monitor located at the rear upper of the weapon itself. Ammunition comes in the form of Plasma Cells, which appear to be bulky bottles that glow a luminescent blue and possess a blue-colored tip. Stray plasma bottles hold 25 units of projectile, whereas a box of 2 bottles holds double the amount. Ammunition for this weapon are generally easier to locate throughout the entire game relative to Rockets, Ammo Belts, and BFG Cells, and are particularly abundant in the EnPro facility.
 
Similarly to [[BFG 9000 (Doom 3)|BFG9000]], [[Chaingun (Doom 3)|Chaingun]] and the newcomer [[Machine Gun]], the plasma gun discards the game ammo HUD because it has its own ammunition counter in a small monitor located at the rear upper of the weapon itself. Ammunition comes in the form of Plasma Cells, which appear to be bulky bottles that glow a luminescent blue and possess a blue-colored tip. Stray plasma bottles hold 25 units of projectile, whereas a box of 2 bottles holds double the amount. Ammunition for this weapon are generally easier to locate throughout the entire game relative to Rockets, Ammo Belts, and BFG Cells, and are particularly abundant in the EnPro facility.

Revision as of 13:17, 3 October 2017

This article is about the weapon in Doom 3. For other versions of this weapon, see:
An equipped Plasma gun

The plasma gun in Doom 3 is an energy-based weapon first found in a hidden location in Alpha Labs 3. This weapons fires pale-blue globular bursts vaguely reminiscent of tiny suns.

Weapon schematics

The plasma gun is slightly different from its earlier counterpart, as well as the later Doom (2016) version, as the projectiles now move at visibly slower speeds. Nevertheless, it still possesses effective firepower, making it comparable to the higher-end weapons such as the Chaingun and the Rocket Launcher.

Similarly to BFG9000, Chaingun and the newcomer Machine Gun, the plasma gun discards the game ammo HUD because it has its own ammunition counter in a small monitor located at the rear upper of the weapon itself. Ammunition comes in the form of Plasma Cells, which appear to be bulky bottles that glow a luminescent blue and possess a blue-colored tip. Stray plasma bottles hold 25 units of projectile, whereas a box of 2 bottles holds double the amount. Ammunition for this weapon are generally easier to locate throughout the entire game relative to Rockets, Ammo Belts, and BFG Cells, and are 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, particularly if the enemy is large and/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.

Series 3 Plasma gun Briefing (Video disk)

This video disk can be picked up in the Combat Prep room in Mars City.

Creator: UAC Advanced Weapons
Date: 07/28/44
Informational Video on the Series 3 Plasma Gun

Representing yet another great accomplishment of the UAC, the series 3 Plasma Gun is an extremely versatile, medium range combat weapon. Harnessing the exhaustive resources of synthetic plasma, the plasma gun meets the critical requirement of low cost, abundant ammunition for today's highly mobile military.

Capable of sustained firepower due to the latest advancements in plasma injector technology, this weapons' light weight and high yield make it desirable for most combat scenarios.

Always on the forefront of technology, the UAC is making safer worlds through superior firepower.

Data

UAC Series 3 Plasma Gun
SP MP
Normal damage 16 30
Headshot damage 32 60
Rate of fire (RPS) 8
Reload time (sec) 2.5
Ammo capacity 50 30
Ammo in: pack (large)/weapon Cells (50)/50
Max ammo 500 (50 Active + 450 Reserve)
Velocity 700
Spread (°) 0
First seen in Mars City (unusable), Alpha Labs 3

Notes

  • The plasma gun no longer uses the same ammunition as the BFG 9000.
  • The first bit of ammo for the Plasma gun you can find is in the Mars City Underground, hidden in a utility locker along with a Health Dispenser.
  • The plasma gun is a very wanted weapon around Mars City, given a mention of it in a citizen's email and on a video disk found in a weapons storage room at Mars City. This is probably due to its visual effects when fired.