Difference between revisions of "Weapons"

From DoomRL Wiki

Jump to: navigation, search
(Special Rapid-Fire: Adding Mega Buster to the list)
(Special Shotgun: Adding Frag Shotgun to the list)
 
(One intermediate revision by one user not shown)
Line 106: Line 106:
 
* {{exotic link|plasma shotgun}}
 
* {{exotic link|plasma shotgun}}
 
* {{exotic link|super shotgun}}
 
* {{exotic link|super shotgun}}
 +
* {{unique link|Frag Shotgun}}
 
* {{unique link|Jackhammer}}
 
* {{unique link|Jackhammer}}
  
Line 121: Line 122:
  
 
==== Special Miscellaneous ====
 
==== Special Miscellaneous ====
 +
* {{exotic link|combat translocator}}
 
* {{exotic link|nuclear BFG 9000}}
 
* {{exotic link|nuclear BFG 9000}}
 
* {{exotic link|tristar blaster}}
 
* {{exotic link|tristar blaster}}
* {{exotic link|combat translocator}}
 
* {{unique link|Railgun}}
 
 
* {{unique link|Acid Spitter}}
 
* {{unique link|Acid Spitter}}
 +
* {{unique link|Railgun}}
 +
* {{unique link|Charch's Null Pointer}}

Latest revision as of 20:15, 22 March 2013

Game Data Strategy

Weapons and their families are the staple of just about any roguelike: DoomRL is no different. They 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, written in dice notation.
  • 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 which 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.

Special Pistol

Special Shotgun

Special Rapid-Fire

Special Explosive

Special Miscellaneous

Personal tools