Difference between revisions of "Weapons"
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There are a number of statistical variables on weapons, but the most important ones are as follows: | There are a number of statistical variables on weapons, but the most important ones are as follows: | ||
* '''Damage''': This is how much the weapon will hurt a target with HP, determined by what is known as a "random dice roll". It is given by the form XdY (where X is the number of dice used and Y is the side of said dice). As with real dice, only one side will be used in the result, so a weapon with 1d6 damage will randomly deal anywhere from 1 to 6 damage; a 3d4 weapon can deal anywhere from 3 to 12 damage. | * '''Damage''': This is how much the weapon will hurt a target with HP, determined by what is known as a "random dice roll". It is given by the form XdY (where X is the number of dice used and Y is the side of said dice). As with real dice, only one side will be used in the result, so a weapon with 1d6 damage will randomly deal anywhere from 1 to 6 damage; a 3d4 weapon can deal anywhere from 3 to 12 damage. | ||
− | * '''Damage Type''': This is how protection affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc). | + | * '''[[Damage Type]]''': This is how [[protection]] affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc). |
* '''Attack/Fire rate''': This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use. | * '''Attack/Fire rate''': This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use. | ||
− | * '''Accuracy''': This determines how likely you are to hit whatever you aim your weapon at | + | * '''[[Accuracy]]''': This determines how likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target from a point-blank range and will lower with an increased [[distance]] from the target. |
DoomRL contains an impressive number of weapons. Aside from the standard weapons from Doom itself, there are a number of others that are either improved versions or markedly unique in design. | DoomRL contains an impressive number of weapons. Aside from the standard weapons from Doom itself, there are a number of others that are either improved versions or markedly unique in design. |
Revision as of 01:05, 15 July 2011
Weapons are the staple of just about any roguelike: DoomRL is no different. There are absolutely necessary to make any substantial progress in the game (save a certain exception) and will be what a player will base their entire game around. If you want to know how to play this game, you need to learn its weapons.
There are a number of statistical variables on weapons, but the most important ones are as follows:
- Damage: This is how much the weapon will hurt a target with HP, determined by what is known as a "random dice roll". It is given by the form XdY (where X is the number of dice used and Y is the side of said dice). As with real dice, only one side will be used in the result, so a weapon with 1d6 damage will randomly deal anywhere from 1 to 6 damage; a 3d4 weapon can deal anywhere from 3 to 12 damage.
- Damage Type: This is how protection affects the weapon's damage. This is a hidden statistic, although it is often easily intuited what type of damage a weapon will deal (shotguns deal shrapnel damage, energy weapons deal plasma damage, etc).
- Attack/Fire rate: This determines how much time it takes to use the weapon. Time spent using a weapon (and, for that matter, any action) is always rounded to the nearest game turn, or one tenth of a game second. Typically, a weapon takes one second to use.
- Accuracy: This determines how likely you are to hit whatever you aim your weapon at. As a standard, a player with no modifiers to their accuracy has a 50% chance to hit their target from a point-blank range and will lower with an increased distance from the target.
DoomRL contains an impressive number of weapons. Aside from the standard weapons from Doom itself, there are a number of others that are either improved versions or markedly unique in design.
Contents |
Melee Weapons
Rip and tear! Rip and tear your GUTS!
Standard
Assembled
Special
Ranged Weapons
Unlike melee weapons, you can shoot stuff from further away with these weapons.
In addition to the stats mentioned above, ranged weapons also have the following:
- Reload time: This is the time it takes to resupply the weapon with the ammo it uses. This is often a large number compared to the fire rate, and so should be taken into consideration as such from a tactical perspective.
- Clip size: This is how much ammunition a weapon can contain at one time. Once all of the ammunition is depleted from the weapon, it must be reloaded.
- Shots: This is how many shots the weapon can fire in a single action. If a weapon fires more than one shot per action, it will indicated in the damage value with a 'xZ', where Z is the number of shots (e.g., a chaingun's damage appears as '(1d6)x4'). Any weapon which shoots multiple shots has protection applied to each shot individually.
- Shot cost: This is how much ammo a weapon uses per shot. This is very rarely anything larger than one.
Standard
Assembled
Assembled ranged weapons are listed by the weapon base that they use.
Generic
Pistol
Shotgun
Combat Shotgun
Double Shotgun
Chaingun
Rocket Launcher
Plasma Rifle
BFG 9000
Special
Due to the vast number of special ranged weapons, they are further categorized by type.