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Captain POLAND

How come the monsters don't run out of ammo?

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4 hours ago, Codename_Delta said:

And if that chaingunner was using the player-used chaingun instead of the chaingunner's.

It wouldn't be much of a difference, according to the official doom wiki, the Chaingunner's chaingun has a slightly slower rate of fire and similar damage to the Player's chaingun. (3-15 for the Chaingunner vs 5-15 from the Player's chaingun.) 

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Just now, Solmyr said:

It wouldn't be much of a difference, according to the official doom wiki, the Chaingunner's chaingun has a slightly slower rate of fire and similar damage to the Player's chaingun. (3-15 for the Chaingunner vs 5-15 from the Player's chaingun.) 

exactly, but that would make them a bit worse.

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This is to prevent lame tactics where you hide in some place that would cause the DOOM AI to keep firing at you and never hit, until it runs out of ammo. Initially I tried it with the cyberdemon in E4M2, waiting for it to waste its rockets into the barrier, but it never happened.

 

Monsters don't live long enough for it to matter, but I actually think it would be fun if monsters had limited ammo and were also capable of picking up ammo and health from the ground. I tried it once in QuakeC and it played well. Usually you really need to drag the combat around until you deplete their ammo.

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One of the employment benefits of working for Hell Inc.

 

On 5/16/2022 at 9:12 PM, Solmyr said:

It wouldn't be much of a difference, according to the official doom wiki, the Chaingunner's chaingun has a slightly slower rate of fire and similar damage to the Player's chaingun. (3-15 for the Chaingunner vs 5-15 from the Player's chaingun.) 

That's because the HWD performs a sight check after every 2 shots to determine whether he should continue shooting or stop. It's very short, but creates a single tick of delay after every 2 shots, which brings his rounds per minute from 525 to 466.6, more than a 10% loss in rate of fire.

Edited by idbeholdME

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