Plasma gun



The plasma gun is a futuristic weapon with a barrel that roughly resembles an accordion, which fires blue and white bursts of plasma. It shares the player's stock of cells with the BFG9000 as a source of ammo. Each plasma burst inflicts 5-40 points of damage. In the help screens and instruction manuals the weapon is referred to as the plasma rifle, unlike during play.

The plasma gun first appears Doom in a secret area of the very first level of the second episode, E2M1: Deimos Anomaly, and happens to appear in every level of The Shores of Hell. It first appears in a non-secret area in the fifth level, E2M5: Command Center. When picked up, it contains the equivalent ammo of 2 cells (totalling 40 units of energy, or 80 on the "I'm too young to die" and "Nightmare!" skill levels).

Due to its high damage rate (three times that of the chaingun), the plasma gun is conveninet against nearly any opponent. A continuous barrage will stop an arachnotron in its tracks, and even reduce a baron of hell to about half his normal movement speed and attack frequency. Attacking flying monsters in open areas can be inefficient, however, as the first few hits push the enemy rapidly backward and often to one side of the stream.

Although the plasma gun does not inflict blast damage, firing it in close quarters demands a certain amount of concentration owing to the game's "auto-aiming" feature, which may steer its plasma a few degrees away from center, and possibly right into a wall, if the nearest monster is not directly in front of the player. For example, using the plasma gun on the cyberdemon in E4M2: Perfect Hatred, without placing the player in its line of sight, requires aiming at a point slightly to the monster's left.

Data



 * 1) This table assumes that all calls to P_Random for damage, pain chance, impact animations, backfire checks, and muzzle lighting are consecutive. In real play, this is never the case: counterattacks and AI pathfinding must be handled, and of course the map may contain additional moving monsters and other randomized phenomena (such as flickering lights). It is also assumed that all projectiles are launched at nearly the same range, so that the various procedures call P_Random in the same sequence each time. Any resulting errors are probably toward the single-shot average, as they introduce noise into the correlation between the indices of "consecutive" calls.
 * 2) Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics
The IWADs contain the following numbers of plasma guns: