Difference between revisions of "Weapons"

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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 [[Challenge Modes#Angel of Pacifism|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.
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{{infostrat switch}}
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Weapons and their [[Weapon_Families|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 [[Game Settings#Challenges|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:
 
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.
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* '''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).
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* '''[[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. The specifics on how accuracy works can be found [[Accuracy|on the relevant page]]. 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.
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* '''[[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.
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DoomRL contains an impressive number of [[Weapon_Families|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.
  
 
== Melee Weapons ==
 
== Melee Weapons ==
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* [[fists]]
 
* [[fists]]
 
* [[combat knife]]
 
* [[combat knife]]
* [[chainsaw]]
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* {{exotic link|chainsaw}}
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=== Assembled ===
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* {{assembly link|chainsword}}
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* {{assembly link|double chainsaw}}
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* {{assembly link|piercing blade}}
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* {{assembly link|ripper}}
  
 
=== Special ===
 
=== Special ===
* [[Azrael's Scythe]]
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* {{unique link|Butcher's Cleaver}}
* [[Butcher's Cleaver]]
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* {{unique link|Dragonslayer}}
* [[Dragonslayer]]
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* {{unique link|Mjollnir}}
* [[Longinus Spear]]
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* {{unique link|Subtle Knife}}
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* {{artifact link|Azrael's Scythe}}
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* {{artifact link|Longinus Spear}}
  
 
== Ranged Weapons ==
 
== Ranged Weapons ==
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* [[rocket launcher]]
 
* [[rocket launcher]]
 
* [[plasma rifle]]
 
* [[plasma rifle]]
* [[BFG 9000]]
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* {{exotic link|BFG 9000}}
  
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=== Assembled ===
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Assembled ranged weapons are listed by the weapon base that they use.
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==== Generic ====
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* {{assembly link|assault rifle}}
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* {{assembly link|burst cannon}}
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* {{assembly link|demolition ammo}}
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* {{assembly link|high power weapon}}
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* {{assembly link|nano-shrapnel}}
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* {{assembly link|nanomanufacture ammo}}
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* {{assembly link|plasmatic shrapnel}}
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==== Pistol ====
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* {{assembly link|energy pistol}}
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* {{assembly link|speedloader pistol}}
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* {{assembly link|storm bolter pistol}}
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==== Shotgun ====
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* {{assembly link|elephant gun}}
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==== Combat Shotgun ====
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* {{assembly link|tactical shotgun}}
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==== Double Shotgun ====
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* {{assembly link|focused double shotgun}}
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==== Chaingun ====
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* {{assembly link|gatling gun}}
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==== Rocket Launcher ====
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* {{assembly link|micro launcher}}
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* {{assembly link|tactical rocket launcher}}
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==== Plasma Rifle ====
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* {{assembly link|hyperblaster}}
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==== BFG 9000 ====
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* {{assembly link|biggest fucking gun}}
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* {{assembly link|VBFG9000}}
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=== Special ===
 
Due to the vast number of special ranged weapons, they are further categorized by type.
 
Due to the vast number of special ranged weapons, they are further categorized by type.
  
=== Special Pistols ===
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==== Special Pistol ====
* [[blaster]]
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* {{exotic link|blaster}}
* [[Anti-Freak Jackal]]
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* {{exotic link|combat pistol}}
* [[Grammaton Cleric Beretta]]
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* {{unique link|Anti-Freak Jackal}}
* [[Trigun]]
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* {{unique link|Grammaton Cleric Beretta}}
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* {{unique link|Trigun}}
  
=== Special Shotguns ===
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==== Special Shotgun ====
* [[assault shotgun]]
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* {{exotic link|assault shotgun}}
* [[plasma shotgun]]
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* {{exotic link|plasma shotgun}}
* [[super shotgun]]
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* {{exotic link|super shotgun}}
* [[Jackhammer]]
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* {{unique link|Frag Shotgun}}
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* {{unique link|Jackhammer}}
  
=== Special Rapid-fire Weapons ===
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==== Special Rapid-Fire ====
* [[laser rifle]]
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* {{exotic link|laser rifle}}
* [[minigun]]
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* {{exotic link|minigun}}
* [[nuclear plasma rifle]]
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* {{exotic link|nuclear plasma rifle}}
* [[BFG 10K]]
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* {{unique link|BFG 10K}}
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* {{unique link|Mega Buster}}
  
=== Special Explosive Weapons ===
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==== Special Explosive ====
* [[missile launcher]]
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* {{exotic link|missile launcher}}
* [[napalm launcher]]
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* {{exotic link|napalm launcher}}
* [[nuclear BFG 9000]]
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* {{unique link|Revenant's Launcher}}
* [[tristar blaster]]
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* [[Acid Spitter]]
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* [[Revenant's Launcher]]
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=== Special Miscellaneous Weapons ===
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==== Special Miscellaneous ====
* [[combat translocator]]
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* {{exotic link|combat translocator}}
* [[Railgun]]
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* {{exotic link|nuclear BFG 9000}}
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* {{exotic link|tristar blaster}}
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* {{unique link|Acid Spitter}}
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* {{unique link|Railgun}}
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* {{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

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