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Shotgun guy

4,962 bytes added, 04:33, 25 June 2022
+monster versions
{{Monster versions|disambig={{thisisabout|monster|doom1}}|doom4=Possessed security|doom5=Soldier (Shield)}}[[ImageFile:sgtnojoiE1m1 shotgunner.png|thumb|right|256px|Shotgun-wielding former humans are up to no good A shotgun guy attacks in [http[E1M1://www.doomworld.com/idgames/index.php?id=694 JOI-CM1.WADHangar (Doom)|E1M1: Hangar]]]]The '''shotgun guy''' (which is referred to as , also called the '''former human sergeant''' in the game manuals, and by extension sometimes shortened to '''sergeant'') ', is an armored human space marine which has been turned into a [[Former human|zombie]] during the invasion from [[hellHell]]. The [[monster]] appears as a red-eyed bald man wearing bloodstained, slate-gray body armor and clothesclothing, and wields a [[shotgun]].Angrier in appearance than the lowly [[zombieman]], and around three times as powerful, a shotgun guy can challenge the most hardened of Doom veterans. His official description reads:
The Doom instruction manual says: ''{{Quote|Same as the Former Humans, but much meaner, and tougher. These walking shotguns provide you with a few extra holes if you're not careful!''|Doom instruction manual|Doom instruction manual}}
== Combat characteristics ==[[File:sgtnojoi.png|thumb|Shotgun guys loitering in {{Idgames|file=levels/doom/deathmatch/j-l/joi-cm1|title=JOI-CM1.WAD|linkonly=1}}]]This type of zombie is armed with a shotgun, which is less powerful than [[Shotgun|the player's shotgun]]: one round produces only three pellets instead of seven, and each pellet inflicts slightly less damage on average. When the shotgun guy attacks, it aims its shotgun at the player for about 3/10 of a second and fires a single round. Each pellet has the same dispersal as a trooper's bullet (standard deviation around 9°, to a maximum of ±22°); this is calculated independently for each pellet, so multiple hits are occasionally scored even at very long range. After firing, the monster [[Monster behavior|moves again]].
[[Image:E1m1 shotgunner.png|thumb|right|256px|A shotgun guy in action in [[E1M1: Hangar (Doom)|E1M1: Hangar]]]]This type of zombie is armed with a shotgun, which is less powerful than [[Shotgun|the player's shotgun]]: one round produces only three pellets instead of seven, and each pellet inflicts slightly less damage on average. When the shotgun guy attacks, it aims its shotgun at the player for about 3/10 of a second and fires a single round. Each pellet has the same dispersal as a trooper's bullet (standard deviation around 9°, to a maximum of ±22°); this is calculated independently for each pellet, so multiple hits are occasionally scored even at very long range. After firing, the monster moves again. When killed, the shotgun guy drops its weapon, which contains 4 [[Shotgun shells|shells]] (or 8 on ITYTD [[I'm too young to die]] and NM[[Nightmare!]]). If it subsequently [[Skill level|respawns]] or is [[Arch-vile|resurrected]], the shotgun remains. The shotgun guy's chest and its abdomen spill blood as it is felled, assuming it is not [[gibs|gibbed]], which is not uncommon, considering its relatively low number of [[hit pointspoint]]s== Tactical analysis ==
==Tactical analysis==
Due to the dispersal of the pellets from its shotgun, the shotgun guy is only a marginally greater threat than the [[zombieman]] at long range. However, at closer ranges its shotgun blast can damage the player significantly, and many stock levels create ambushes by placing sergeants on ledges and around corners.
The player's shotgun generally kills individual shotgun guys at medium and long ranges, and can occasionally kill two or more with one shot at close range. All other weapons are effective against shotgun guys, although the [[pistol]] leaves it ample time to retaliate, and the [[fist]] and [[chainsaw]] are dangerous to use because the player risks being shot at point-blank range. This can be fatal if the player does not have any form of [[Armors|armor ]] available.
The shotgun guy's contribution to [[Monster infighting|monster-monster battles]] is average at best. It is more durable than a zombieman, and can damage more than one creature per shot. However, it fires much less frequently than a player would, and circles its target in an irregular pattern which prevents it from attacking at close range every time. Thus it can be defeated by a healthy [[imp]] more often than not, and most often by a [[demon]].
Very large groups of shotgun guys may suffer significant losses from infighting (as with the [[red key]] area in the user made [http:/{{Idgames|file=levels/www.doomworld.comdoom/idgamess-u/index.php?idurmeat|title=12929 URMEAT.WAD]|linkonly=1}}) simply because of the sheer number of pellets being fired. If shotgun guys are encountered in groups, they are usually positioned in formation to minimize infighting from the pellet spread. Shotgun guys may also be used in turret or alcove situations, usually placed a considerable distance from the player to minimize damage from a [[chaingun]] or [[super shotgun]]. It may be best to switch to the shotgun to take out these monsters, due to its narrow spread.
Certain stock maps (especially those of [[Knee-Deep in the Dead]]) include a large number of additional shotgun guys on UV [[Ultra-Violence]] as compared with the lower [[skill level]]slevels. Their While increasing difficulty overall, their dropped shotguns also greatly increase the number of shells available to the player.
== Inspiration In the Nightmare! skill level or under the influence of the {{c|-fast}} [[command line parameter]], the shotgun guy's attack rate increases so significantly that they can make some stock maps in Knee-Deep in the Dead nearly impossible. Notable examples include the starting walkways in [[E1M3: Toxin Refinery (Doom)|E1M3: Toxin Refinery]], and development ==the central hub of [[E1M9: Military Base (Doom)|E1M9: Military Base]].
== Notes Inspiration and development==
==Notes==* Despite being called a "sergeant" in the manuals, the shotgun guy has the type name {{c|MT_SHOTGUY }} in the [[Doom source code]], and the [[sprite ]] prefix {{c|SPOS}}, while the analogous {{c|MT_SERGEANT }} and {{c|SARG }} are given to the [[demon]]. This is arguably likely because the demon was initially named "demon sergeant" in the [[Doom Bible]] (section 7.2).* Depending on the skill level chosen, the shotgun guy may be the first monster seen to new Doom players. A considerable number of them populate [[E1M1: Hangar]] when it is played on Ultra-Violence or higher.* The official French name of the monster is ''type au fusil''.
== Data ==
{|
|cellpadding=0 cellspacing=0|
|ID #||9 (decimal), 9 (hex)
|-
|[[Hit pointspoint]]s||30
|-
|Speed||8 [[map unit]]s per frame<br>(93.3 map units per second)
|Reaction time||8
|-
|[[Pain chance]]||170 (6667.4158%) |- |Pain time||6 [[tic]]s
|-
|[[Mass]]||100
|}
[[ImageFile:SposHistogram.png|none|300px|thumb|''Damage done by a shotgun guy's weapon'']]
{| {{prettytable}}
| '''Shots needed to kill'''<sup>1,2</sup>
| Mean
| [[Wikipedia:{{wp|Standard deviation#Interpretation and application|Standard<br>deviation]]}}
| Min
| Max
|-
|[[Player]] (100%<br>[[health]], no [[armors|armor]])||12.29||2.16||94||19
|-
|Player (100%<br>health, [[security armor]])||17.86||2.79||13||26
|[[Trooper]]||2.93||0.83||2||6
|-
|[[Shotgun guy|Sergeant]]||3.91||1.04||2||7
|-
|[[Wolfenstein SS]]||6.37||1.39||4||11
|[[Chaingunner]]||8.80||1.74||5||15
|-
|[[Lost Soulsoul]]||12.29||2.16||9||19
|-
|[[Commander Keen]]||12.29||2.16||9||19
|[[Spectre]]||17.86||2.79||13||26
|-
|[[Boss Brainbrain]]<sup>3</sup>||29.78||4.39||25||42
|-
|[[Revenant]]||35.44||5.22||30||50
|[[Cacodemon]]||47.41||6.88||40||64
|-
|[[Pain Elementalelemental]]||47.41||6.88||40||64
|-
|[[Hell Knightknight]]||58.95||8.61||50||82
|-
|[[Arachnotron]]||58.95||8.61||50||82
|[[Mancubus]]||70.57||10.22||60||96
|-
|[[Arch-Vilevile]]||82.52||12.01||70||114
|-
|[[Baron of Hell]]||117.61||17.02||100||159
|-
|[[Spider MastermindSpiderdemon]]||351.57||51.06||303||473
|-
|[[Cyberdemon]]||468.91||68.19||405||631
|-
|}
<smalldiv style="font-size: smaller">#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-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
#The target must be close enough to compensate for the monster's inaccurate aim.
#Assumes that direct hits are possible, which [[Icon of Sin|does not occur]] in any stock map.
</smalldiv>
== Appearance statistics == In the [[IWAD]]s the shotgun guy 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]]''||[[E1M3: Toxin Refinery]]||E1M3: Toxin Refinery||[[E1M1: Hangar]]|-|''[[The Shores of Hell]]''||[[E2M1: Deimos Anomaly]]||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly|-|''[[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]]||[[MAP02: Underhalls]]||MAP02: Underhalls||MAP02: Underhalls|-|[[TNT: Evilution]]||[[MAP01: System Control]]||MAP01: System Control||MAP01: System Control|-|[[Plutonia Experiment]]||[[MAP01: Congo]]||MAP01: Congo||MAP01: Congo|-|[[Doom 64]]||[[MAP01: Staging Area]]||MAP01: Staging Area||MAP01: Staging Area|-|[[The Lost Levels]]||[[MAP34: Plant Ops]]||MAP34: Plant Ops||MAP34: Plant Ops|}{{col-break}}{| {{prettytable}}!colspan="4"|Multiplayer|-!Game / ''Episode''!!1-2!!3!!4-5|-|''Knee-Deep in the Dead''||E1M3: Toxin Refinery||E1M3: Toxin Refinery||E1M1: Hangar|-|''The Shores of Hell''||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly||E2M1: Deimos Anomaly|-|''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||MAP02: Underhalls||MAP02: Underhalls||MAP02: Underhalls|-|TNT: Evilution||MAP01: System Control||MAP01: System Control||MAP01: System Control|-|Plutonia Experiment||MAP01: Congo||MAP01: Congo||MAP01: Congo|}{{col-end}}
In [[classic Doom]], The IWADs contain the following numbers of shotgun guy is first encountered on these mapsguys per skill level:
{{col-begin}}{{col-break|width=50%}}{| {{prettytable|style=text-align: center;}} !colspan="4"|Single-player|-!Game/ ''Episode''!!1-2!!3!!4-5|-|style="text-align: left;"|''[[IKnee-Deep in the Dead]]''m Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]''40''||''133''|[[Hurt Me Plenty|HMP]]''280''|-|[[Ultrastyle="text-Violencealign: left;"|UV]] and ''[[Nightmare!|NMThe Shores of Hell]] ''||''32''||''52''||''54''|- |style="text-align: left;"|''[[Ultimate DoomInferno]]''||''64''||''75''||''91''|-|style="text-align: left;"|[[E1M3: Toxin Refinery Doom|Doom (Doomregistered)|E1M3: Toxin Refinery]]||136||260||425|-|style="text-align: left;"|''[[E1M3: Toxin Refinery (Doom)|E1M3: Toxin RefineryThy Flesh Consumed]]''||''135''||''191''||''231''|-|style="text-align: left;"|[[E1M1: Hangar (Ultimate Doom)|E1M1: Hangar]]||271||451||656|- |style="text-align: left;"|[[Doom II]]||203||382||483|-|style="text-align: left;"|[[MAP02TNT: Underhalls (Doom II)|MAP02: UnderhallsEvilution]]||638||894||1041|-|style="text-align: left;"|[[MAP02: Underhalls (Doom II)|MAP02: UnderhallsPlutonia Experiment]]||282||312||315|-|style="text-align: left;"|[[MAP02: Underhalls (Doom II)|MAP02: Underhalls64]]||229||321||353|- |style="text-align: left;"|[[TNT: EvilutionThe Lost Levels]]||[[MAP0164||111||124|}{{col-break}}{| {{prettytable|style=text-align: System Control (TNTcenter;}}!colspan="4"|Multiplayer|-!Game / ''Episode''!!1-2!!3!!4-5|-|style="text-align: Evilution)left;"|''Knee-Deep in the Dead''||''40''||''133''||''280''|-|MAP01style="text-align: System Control]]left;"|''The Shores of Hell''||''32''||''52''||''54''|-|[[MAP01style="text-align: System Control (TNT: Evilution)left;"|''Inferno''||''64''||''75''||MAP01: System Control]]''91''|-|[[MAP01style="text-align: System Control left;"|Doom (TNT: Evilutionregistered)|MAP01|136||260||425|-|style="text-align: System Control]]left;"|''Thy Flesh Consumed''||''135''||''191''||''231''|- |[[Plutonia]]style="text-align: left;"|Ultimate Doom||271||451||656|[[MAP01-|style="text-align: Congo (The Plutonia Experiment)left;"|Doom II||203||382||MAP01: Congo]]483|-|[[MAP01style="text-align: Congo (The Plutonia Experiment)left;"|MAP01TNT: Congo]]Evilution||641||901||1053|-|[[MAP01style="text-align: Congo (The left;"|Plutonia Experiment)|MAP01: Congo]] |291||321||328
|}
{{col-end}}
The [[IWAD]]s contain Of the maps covered on the Doom Wiki, the following have the highest numbers of shotgun guysin single-player on skills 4-5:
{| {{prettytable}}
!Game||[[I'm Too Young To Die|ITYTD]] and [[Hey, Not Too Rough|HNTR]]Map !! Count|-|[[Hurt Me Plenty|HMPWorld Orifice]]||[[Ultra-Violence|UV]] and [[Nightmare!|NM]]2999
|-
|[[Ultimate DoomMAP31: The Eclipse of Betelgeuse (Antaresian Reliquary)]]||271||451||6561392
|-
|[[Doom IIMAP31: Crest of Simplicity Part 2 (Slaughterfest 2011)]]||203||382||4831044
|-
|[[TNT: EvilutionHoly Hell Revealed]]||638||894||1041958
|-
|[[PlutoniaMAP07: Casing Lake (MAYhem 2013)]]||282||312||315808
|}
''This data was last verified on October 6, 2021.''
== Other games ==
:===Doom 364===''See [[Z-Sec]].''{{Main|Doom 64 monsters#Former human sergeant}}
===The shotgun guy makes an appearance in [[Doom 64===]], and is the most common type of zombie in the game. However, it uses the same sprite as the [[Zombieman]], but with a different [[palette]] applied which changes the color of the vest. The change is subtle enough that the two monsters are almost impossible to differentiate in the game's darkness. They first appear in [[MAP01: Staging Area (Doom 64)|MAP01: Staging Area]].
The shotgun guy makes an appearance in [[===Doom 64]], but interestingly enough, it uses the sprite of the [[Zombieman]], but with a different palette applied to change his colors a bit.3==={{Main|Z-Sec}}
== See also ==In [[Doom 3]] and its expansions, armed zombies called Z-Secs occur in a wide variety of forms, one of which is helmeted with black armor and empty eye sockets, and wields a powerful shotgun which can throw the player back and do a dangerous amount of damage. They are neither as common nor as intelligent as the more dangerous [[machine gun]]-wielding Z-Sec, however, almost never employing cover tactics due to the short-range nature of their attack.
==See also==
* [[Sleeping shotgun guy in MAP02 (Doom II)]]
* [[Zombie (Doom 3)]]
{{Doom monsters}}
{{Doom 64 monsters}}
{{Sony PlayStation monsters}}
[[Category:Zombies]]