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Quake Weapons

A little bit about the different weapons available in stock quake. not really that interesting, just a poorly formatted post where i talk about the q1 guns a bit.

Axe

Ammo Type N/A
Rate of Attack 2/second
Attack Period 0.5 seconds
Ammo Consumption / Shot N/A
Ammo Consumption / Second N/A
Damage / Attack 20
Damage / Second 40

Shotgun

Ammo Type Shells
Rate of Attack 2/second
Attack Period 0.5 seconds
Ammo Consumption / Shot 1 Shell
Ammo Consumption / Second 2 Shells
Damage / Attack 24
Damage / Second 48

Super Shotgun

Ammo Type Shells
Rate of Attack 1.43/second
Attack Period 0.7 seconds
Ammo Consumption / Shot 2 Shells
Ammo Consumption / Second 2.86 Shells
Damage / Attack 56
Damage / Second 80

Nailgun

Ammo Type Nails
Rate of Attack 10/second
Attack Period 0.1 seconds
Ammo Consumption / Shot 1 Nail
Ammo Consumption / Second 10 Nails
Damage / Attack 9
Damage / Second 90

Super Nailgun

Ammo Type Nails
Rate of Attack 10/second
Attack Period 0.1 seconds
Ammo Consumption / Shot 2 Nails
Ammo Consumption / Second 20 Nails
Damage / Attack 18
Damage / Second 180

Grenade Launcher

Ammo Type Rockets
Rate of Attack 1.67/second
Attack Period 0.6 seconds
Ammo Consumption / Shot 1 Rocket
Ammo Consumption / Second 1.67 Rockets
Damage / Attack 100 - 120
Damage / Second 167 - 200

Rocket Launcher

Ammo Type Rockets
Rate of Attack 1.25/second
Attack Period 0.8 seconds
Ammo Consumption / Shot 1 Rocket
Ammo Consumption / Second 1.25 Rockets
Damage / Attack 100 - 120
Damage / Second 125 - 150

Lightning Gun

Ammo Type Cells
Rate of Attack 10/second
Attack Period 0.1 seconds
Ammo Consumption / Shot 1 Cell
Ammo Consumption / Second 10 Cells
Damage / Attack 30
Damage / Second 300

We can pull some interesting information from these stats:

The SSG deals 28 damage per shell, vs the SG's 24 damage per shell, giving it more efficiency. Note that to the Doom2 SSG, which is nearly 3x more as powerful as the Doom2 SG has a more noticeable difference in efficiency.

If you are looking purely at ammo balance, then the Quake shotguns are easier to account for. Quake's shotguns only differ a small amount in ammo consumption vs damage whereas in Doom, a player favouring the SSG might start to accrue excess ammo over SG players.

Obviously, different weapons are different and the Doom SSG pays for it's ammo efficiency with an even wider spread than Quake's SSG making it very situational.

For pure damage potential, aside from the LG, the SNG is the highest dps weapon available, topping even the GL and RL. Its fast projectile speed and 100% accuracy making it pretty much the go-to weapon for nearly any situation, ammo permitting.

Lately, i've felt that the SNG could fully replace the NG when picked up. They accomplish the exact same role and neither has different damage/ammo rates. The NG deals 9 damage per nail, the SNG deals 9 damage per nail. Only the SNG does it faster. There is absolutely no reason to use the NG after picking up the SNG because the only thing that happens is you kill slower, which is never desirable. The only possible reason I can imagine is you have trouble aiming; missed shots would cost less ammo.

the LG, of course, is absolutely ridiculous at 300 dps. Shamblers have 600 hp: it would take a whole 2 seconds to down one.

I do like that iD included a room clearing weapon without making it stupidly overpowered like Doom's BFG. i just wish that it had more utility to it rather than just sheer damage output.

If the lightning bolt was able to pass through enemies to deal damage to the ones behind it, it would make the weapon more of a strategic choice. You could still use it on high hp monsters like shamblers and vores, but if you saw a group of knights or hknights, it would be a viable tactic to try to line them up for a good lightning blast. Even if successive lightning hits reduced damage by 50% or something such that: first target: 30 damage, second target 15 damage, third target 7 damage, fourth target 0 damage it would still be quite useful.

The LG->water discharge is an interesting mechanic, of course, but one that's never exploited. I suspect it's because of the binary nature of the mechanic: you either don't discharge into water and live or you do and flat out die (the sole exception is if you have a very small amount of cells, but then it doesn't matter because the explosive damage is negligible anyway). even if the player has the pentagram, you still loose all of your cells which is a sacrifice that is hard to justify: there's no guarantee that the discharge explosion will kill all targets as they have to not only be near enough but in LOS of you.

If the LG water discharge instead only consumed 15-30 cells, created an explosion about the power of a rocket centered on you BUT only dealt ~30-50 damage to you, it might be a choice the player is willing to make. The damage wouldn't outright kill you, but it's not something you'd want to try without armor.

Also notable is that the GL has an edge in damage, assuming you hit the target 100% of the time. The only problem with the GL is that it deals damage differently (and in a less reliable way) than the RL.

The RL first applies random damage between 100 to 120 to the target that is hit and then creates explosive damage while ignoring the first target.

The GL simply creates an explosion around the grenade, irregardless of the target it hits (assuming it did). what this means is that larger monsters like ogres and shamblers (ignoring shambler 50% damage reduction on explosives) may receive less than 100 minimum damage, even if they are direct hits. This actually created a bug with quoth's vermis and grenades. because the vermis' bounding box is so large, it was possible for grenades to hit it in such a way as to not deal any damage at all. This probably made vermis combat a lot harder depending on how you aimed.