Doomguy - SamsaraDevs/samsaraJunk GitHub Wiki
The Savior of All
"..."
##Doomguy history Don't give me that. You know what Doom is. What Mario is to consoles, Doom is to PC.
Well, let's assume you don't. Doomguy hails from Doom, an FPS released in 1993 as a successor to Wolfenstein 3D. In it, players took the role of a nameless space marine and basically shot demons from Hell in a variety of different colorful levels. The original design document detailed an intricate plot with NPCs, a full storyline, upgrades, multiple characters, and etc, but the resulting game basically threw the player in a room, gave them a shotgun, and said "I dunno, kill shit, demons I guess".
Needless to say, it was a huge hit. It was a huge step forward in FPS technology and gameplay, and was unrivalled in regards to controversy at the time. Its multiplayer was the single biggest cause of IT laziness, and was forced to be banned on college and company networks in order to get people actually working. Nowadays, there's not really a single OS that doesn't have Doom on it, the community continues to develop and thrive, and game developers and critics continue to look to it and study it--the impact Doom has had on the entire game industry simply cannot be overstated.
It was successful enough to merit several sequels and spinoffs, unfortunately none of which captured the sheer impact the first game had. But hey, it lives on. Not many other games continue to thrive 20 years after its release date, but Doom does.
##Doomguy in Samsara Doomguy is the damage of the Heroes, and easily possesses some of the most devastating weapons. The Berserk Fist, Super Shotgun, and BFG9000 are brutal in their burst damage output--while other heroes can come close, particularly Timon's Axe and the SPNKR, none of them are as reliable or consistent as Doomguy's. Out of all the characters, Doomguy is perhaps the easiest to pick up and play. He is a simple character with a simple arsenal that focuses on one simple thing--killing. He lacks all the special tricks, tactics, and techniques that the other characters has, but he doesn't need them. He's got two barrels of leaden death.
Strengths: The Super Shotgun is the only weapon allowed to deal 300 damage and outshine every other weapon, yet nobody will dare call it OP.
Weaknesses: The majority of his weapons have trouble hitting ghosts, and his heavier burst weapons have a nasty downtime.
Main Weapons: Super Shotgun, Plasma Rifle
##Weapon loadout
Fist
From piddly to powerful in one simple Berserk pickup, the Fist is an interesting little weapon that is extremely variable in its effectiveness. On its own, it's a joke weapon that you'll maybe use to take down a zombieman or imp without making every other monster go batshit. With the berserk, it's instead a silent killer, taking out weak enemies in one hit without alerting everyone else and even bringing the mighty Barons of Hell to their knees in the hands of a skilled berserker. And even if you don't use the berserk effect, you get a health refill. Nothing wrong with that, eh?
Pistol
Doomguy's pistol is possibly the worst starting ranged weapon out of all the heroes. Which is kind of like saying out of all the floppy clown shoes to kick a Cyberdemon in the junk with, this one has the least traction. While the first shot from it is the most accurate, the rest will begin to spread out a bit and will hamper firing at long range.
Chainsaw
Putting out a constant stream of pain. The Chainsaw is a very good slot 1 weapon, being able to keep up a very fast rate of fire, the Chainsaw has an autotarget that may get in the way in co-op. Damage is heavily increased from the effects of Berserk.
Shotgun
The weapon that most people that have played Doom stuck to. The shotgun is one of the few things Doomguy has to an accurate weapon. Firing 7 pellets in one shot, the Shotgun has no vertical spread but instead sprays in a fan pattern, allowing it to be able to take out more than one monster at long range.
Super Shotgun
This is the reason you play Doomguy. The super shotgun, or "SSG", is a devastating weapon from front to back, and mastering its intricacies is key to mastering Doomguy. Firing 20 pellets in a very random cone-shaped spread. The super shotgun is devastating at close-range while it suffers a lot at long-range.
Chaingun
The chaingun is probably the closest thing Doomguy has to a dedicated long-range weapon, firing two bullets at a time in a spread identical to the shotgun. The Chaingun's first two shots are always pinpoint accurate, then after that it will start to have said spread.
Rocket Launcher
Doomguy's rocket launcher is tied with Corvus's Phoenix Rod as the fastest firing Slot V out of all the Heroes, at 20 tics per shot, excelling in spamming as many rockets downrange as possible. While the explosions aren't particularly large and the rockets travel slowly, rockets can be fired fast enough that anything surviving can be swiftly hit with another. Its rocket-jumping ability is an important cornerstone of modern Doom, and is only rivalled in this ability by Ranger.
Plasma Rifle
Far surpassing any other Slot VI in damage over range, the plasma rifle fires a stream of small blue orbs of plasma, each able to deal enough damage to gib a zombieman. The sheer rate of fire of the weapon means it can do more than triple the amount of damage the chaingun can do, and has no random spread whatsoever. Its sole downside is that a stream of bright blue flying plasma is definitely noticeable by alert players and can be dodged past short range.
BFG9000
The one. The only, the BFG 9000 is a weapon that has the highest damage output in all of Samsara.
When the trigger is pulled, there is a pause of roughly a second before a green and white plasma ball is ejected. If the large plasma ball hits a solid object, it explodes and causes 100-800 hit points of damage to the target, in round multiples of 100. After a further pause of about half a second, additional damage is calculated: 40 invisible tracer rays are emitted by the player in a cone-shaped area (about 45° half-angle) in the direction the plasma ball was fired. (If the player has turned around, the direction of the rays does not change — they are still traced in the direction of firing of the original plasma ball. If he has moved to another location, their origin moves along with him.) Each ray causes 49-87 points of damage if it hits a solid object. Even Cyberdemons and Spider Masterminds, which are immune to blast damage, are affected by these rays.
##Trivia