Weapon Effect Tables 
      Damage Per Shot 

      Rate Of Fire 

      Damage Per Second 
       
       

    Damage Per Shot 
     
        This table shows the damage each weapon is capable of delivering in one discharge of the weapon: 


    Weapon
    Damage per firing cycle
     
    Blaster 
    10 in single play, 15 in deathmatch
    Shotgun
    4 per pellet, 12 pellets, 48 max. damage
    Super Shotgun
    6 per pellet, 20 pellets, 120 max. damage
    Machinegun
    8 per bullet
    Chaingun
    8 p/bullet in single, 6 in deathmatch
    Grenades
    125 pts, Blast Radius: 165 Units
    Grenade launcher
    120 Blast Radius: 160 Units
    Rocket launcher
    100 + 0-20 rnd Blast Radius: 120 Units
    Hyper Blaster
    10 single, 20 deathmatch
    Railgun
    150 single play, 100 deathmatch
    BFG10k
    Impact Damage: 100/200
    Beam Damage: 5 per frame
    Beam Range: 256 Units 
    Blast Damage: 500
    Blast Radius: 1000 Units
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     Rate Of Fire 

       The following numbers assume the trigger button is held, except in the case of the hand grenades which assumes the trigger is rapidly pressed. 

       Also, the game thinks in tenth of a second long frames.  So, all game related functions take place in one tenth of a second long intervals. For a relatively exact Rate Of Fire, round to the nearest tenth of a second. 


    Weapon
    Rate Of Fire
     
    Blaster
    Two shots per second
    Shotgun
    One discharge (1 shell) per second
    Super Shotgun
    One discharge (2 shells) per second
    Machinegun
    10 bullets per second
    Chaingun
    20 in 1st second, 40/sec there after
    Grenades
    About one every two seconds
    Grenade launcher
    About 1 per second
    Rocket launcher
    Five rockets every four seconds
    Hyper Blaster
    10 discharges (cells) per second
    Railgun
    One shot (slug) every 1.5 seconds
    BFG10k
    About one shot (50 cells) per 2 seconds
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    Damage Per Second 

       The following charts display all the above data with maximum possible damage per second.  The charts are based only on deathmatch combat numbers.  Thanks to Sandro Hawke and Li Wang for these tables based on the above data. 

       There are two charts below:  One sorted by weapon order, the other sorted by strength. 

    Sorted by Default Weapon Order: 


    Weapon 
      Damage Per Shot 
        ROF (Sec/Shot)
    Damage Per Second
     
    Blaster
    20
    0.5
    40
    Shotgun
    48
    1
    40
    Super Shotgun
    120
     1
    120
    Machinegun
    8
    0.1
    80
    Chaingun, burst
    6
    0.05
    120
    Chaingun, sustained
    6
    0.025
    240
    Grenade launcher
    120
    1
    120
    Rocket launcher
    120
    1.25
    96
    Hyper Blaster
    20
    0.1
    200
    Railgun
    100
    1.5
    67
     

    Sorted by Strength 


    Weapon 
      Damage Per Shot 
        ROF (Sec/Shot)
    Damage Per Second
     
    Blaster
    20
    0.5
    40
    Shotgun
    48
    1
    40
    Railgun
    100
     1.5
    67
    Machinegun
    8
    0.1
    80
    Rocket launcher
    120
    1.25
    96
    Super Shotgun
    120
    1
    120
    Chaingun, burst
    6
    0.05
    120
    Grenade launcher
    120
    1
    120
    Hyper Blaster
    20
    0.1
    200
    Chaingun, sustained
    6
    0.025
    240
     
       Notice first that the BFG is absent from this list.  The BFG can deliver 4 different types of damage effect, one (the lasers) may theoretically deliver an unlimited amount of damage.  This makes calculating realistic damage per second values for the BFG difficult. 

       Also note that there are other factors (besides damage per second) that balance the usefulness of the weapons.  These include blast radius, wind-down times, revealing shooter location, burning cell ammo (could be used for power armor) and total ammo available. 

       So, for example, while the sustained Chaingun can deliver the most damage per second it is balanced by the fact that it will expend its ammo very quickly leaving the shooter very vulnerable during the weapon switch cycle.  The less powerful Railgun, however will be able to fire with it's standard ammo about 10 times as long before having to switch weapons. 

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