A pair of shocktroopers guarding the exit.
The shocktrooper is a monster added to Doom and Doom II by the Legacy of Rust expansion and is further specified within the ID24 editing standard. Its graphics are based on an intermediate step of possessed enemy sprite creation, the armor has already been stained with blood, but the helmet has not been replaced with a naked head yet.
Combat characteristics[edit]
The shocktrooper is a possessed enemy that is tougher and faster than the other zombies, reminiscent of the "evil marine" enemy found in some custom mods such as Scythe 2. It shoots the same plasma projectile as the player's plasma gun.
Tactical analysis[edit]
The shocktrooper does not have an alert sound, giving the player no audio cue that a shocktrooper has woken up. It moves fast and stops to fire a burst of three projectiles at the player, which can deal enough damage to kill a player at 100% health should all the projectiles hit. When defeated, its helmeted head pops up and slowly falls back to the ground; to fit with this animation, its death scream is abruptly cut short.
Unique among possessed enemies, it drops neither its weapon nor its ammunition, so players cannot gain a plasma gun or cell charges from defeating it. This is most likely due to the Legacy of Rust expansion replacing this weapon and ammo type with the incinerator and fuel.
- The shocktrooper's roaming sound is the breathing noise made by Quake II's Strogg guards.
- In Legacy of Rust, the shocktrooper has an editor number of 3010 and uses the MT_EXTRA03 / Deh_Actor_153 slot. The data below corresponds to the ID24 specifications.
Shocktrooper data
|
Thing type |
-28669 (decimal), 9003 (hex)
|
Enum |
0x9000 0003
|
Appears in |
Legacy of Rust
|
Hit points |
100
|
Speed |
10 map units per frame (175.0 map units per second)
|
Radius |
20
|
Height |
56
|
Mass |
100
|
Reaction time |
8 tics
|
Pain chance |
30 (11.72%)
|
Pain time |
10 tics
|
Flags |
4194310 (decimal) 00400006 (hex)
|
Flags list |
1: Obstacle 2: Shootable 22: Affects kill %
|
|
State |
Frames
|
Idling |
2 [AB]
|
Chasing |
8 [AABBCCDD]
|
Attacking |
7 [EFEFEFE]
|
Hurting |
2 [GG]
|
Dying |
7 [HHIJKLM]
|
Gibbing |
9 [NOPQQRSTU]
|
Resurrecting |
6 [MLKJIH]
|
|
Ranged attack
|
Type |
Projectile
|
Enum |
MT_PLASMA (34)
|
Velocity |
25 map units per tic (875 map units per second)
|
Damage |
5-40
|
Radius |
13
|
Height |
8
|
Sprite |
PLSS (in flight) PLSE (impact)
|
Frames |
2 [AB] (in flight) 5 [ABCDE] (impact)
|
Sound |
DSPLASMA (firing) DSFIRXPL (impact)
|
Flags |
67088 (decimal) 00010610 (hex)
|
Flags list |
4: No blocklinks (Inert) 9: No gravity 10: Drops off ledges 16: Projectile
|
|
Damage done by each plasma rifle round
- 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[edit]
In Legacy of Rust the shocktrooper is first encountered on these maps per skill level:
|
Multiplayer
|
Episode |
1-2 |
3 |
4-5
|
The Vulcan Abyss |
MAP15: Ash Mill |
MAP15: Ash Mill |
MAP15: Ash Mill
|
Counterfeit Eden |
MAP09: Falsehood |
MAP09: Falsehood |
MAP09: Falsehood
|
|
Legacy of Rust contains the following numbers of shocktroopers per skill level:
|
Multiplayer
|
Episode |
1-2 |
3 |
4-5
|
The Vulcan Abyss |
43 |
83 |
117
|
Counterfeit Eden |
19 |
45 |
68
|
|