Difference between revisions of "Alternate reload"
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== Nuclear overcharge == | == Nuclear overcharge == | ||
− | Overcharging nuclear plasma weapons creates an active nuke with a 10.0s timer. | + | Overcharging nuclear plasma weapons creates an active nuke with a 10.0s timer. This works the same as using a [[thermonuclear bomb]]. |
Revision as of 05:08, 20 July 2011
Some weapons have alternate reload modes. Generally, alternate reload modes really do involve reloading the weapon, but sometimes they are used for miscellaneous activities.
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Full reload
Full reload will reload the weapon's entire magazine. The amount of time taken is 0.2s plus the time it would take to normally reload the amount of missing ammo. For the combat shotgun, the weapon will also be pumped.
Single reload
Single reload will reload only a single ammo into the weapon's magazine. This time taken is the same as a normal reload.
Dual reload
If the player has the Dualgunner trait and has a pistol-type weapon in the prepared slot, then dual reload will reload the wielded weapon and the prepared weapon. Each of these reloads takes the normal amount of time, but either one may be skipped if the weapon is already full.
Overcharge
Overcharging enhances the weapon, but causes it to be destroyed after firing a single shot. A weapon can only be overcharged if it is fully loaded.
For the plasma rifle and derivatives, overcharging doubles the number of shots and increases the size of the damage dice by 1. (The maximum clip size is reduced to the new number of shots.)
For the BFG 9000 and derivatives, overcharging doubles the blast radius and increases the number of damage dice by 2.
Nuclear overcharge
Overcharging nuclear plasma weapons creates an active nuke with a 10.0s timer. This works the same as using a thermonuclear bomb.