About: Shotgun (Doom 3)   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

Due to its wide spread, it is almost useless at long range, making it only useful for close encounters. It's twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double-barrelled shotgun). Unlike the super shotgun of Doom 3, this is a pump-action single-barreled shotgun and isn't the same kind as the classic shotgun (which is a Mossberg 550 model).

AttributesValues
rdfs:label
  • Shotgun (Doom 3)
rdfs:comment
  • Due to its wide spread, it is almost useless at long range, making it only useful for close encounters. It's twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double-barrelled shotgun). Unlike the super shotgun of Doom 3, this is a pump-action single-barreled shotgun and isn't the same kind as the classic shotgun (which is a Mossberg 550 model).
dcterms:subject
Reload
  • ~1
spread
  • 22(xsd:integer)
Headshot
  • 28(xsd:integer)
Velocity
  • 7200(xsd:integer)
ROF
  • 0(xsd:double)
Type
  • Shells
First
dbkwik:doom/proper...iPageUsesTemplate
Clip
  • 8(xsd:integer)
Title
  • Shotgun 240px
Ammo
  • 8(xsd:integer)
Note
  • The "reload" entry shows the reload rate to be two shells at a time, at variable speeds around 1 second.
  • Values shown in "normal damage" and "headshot damage" entries are calculated per pellet. One shell fires 13 pellets.
velocity mp
  • 20000(xsd:integer)
ammo large
  • 16(xsd:integer)
ammo weapon
  • 4(xsd:integer)
damage mp
  • 15(xsd:integer)
spread mp
  • 11(xsd:integer)
Damage
  • 14(xsd:integer)
Max
  • 320(xsd:integer)
abstract
  • Due to its wide spread, it is almost useless at long range, making it only useful for close encounters. It's twice as powerful as the original shotgun (in effect doubling its function as a replacement for the classic double-barrelled shotgun). Unlike the super shotgun of Doom 3, this is a pump-action single-barreled shotgun and isn't the same kind as the classic shotgun (which is a Mossberg 550 model). The Shotgun works best against Imps, Zombies, Demons, Z-Secs, and Cacodemons at close range. In contrast, enemies with higher health and/or at longer distances will not be good targets. To maximize ammo efficiency, remember to get very close to your target before firing so that as many pellets as possible make contact with the target. If an enemy has a melee attack, trick it into using the melee attack, then shoot. This works best for Tentacle Commandos. The Shotgun is useful until the start of Delta Labs, where powerful enemies such as Commandos and Arch-Viles start to appear. It is strongly recommended to avoid using it against stronger enemies, as the necessity to approach at close range will put the player at a grave risk of taking heavy damage from these enemies' counterattacks. However, once you soften them enough from a distance, you can get up close and unleash the Shotgun to finally take them down. For weaker enemies that usually die from one shotgun shell, if most of the pellets make contact but the target is still alive, the player can quickly draw either the Pistol or Machine Gun and finish it off to maximize ammo utilization. Due to the view model being shown as diagonally turned left in the player's hands, the shotgun in Doom 3 does not feature any open sights like the original shotgun (which was centered in the forward position), so it does offer a guide to aim accurately without the aid of the crosshair presented on the HUD.
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