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Template:Doom 3 weapon remake

Chaingun3

The Chaingun.

Template:Doom 3 Weapon The chaingun (also known as the UAC Weapons Division Mach 2 Chaingun) in Doom 3 is a good mid range weapon with a high rate of fire. Unlike the classic chaingun, the Doom 3 chaingun has an ammo counter and is considerably more powerful. While the old chaingun was at best, a light rapid fire weapon that was clearly inferior to the plasma rifle and at best compared to the machine gun, Doom 3's chaingun is more on par with the plasma gun.

Weapon Schematics

The Doom 3 chaingun differs from its original; there is a slight wind-up time (around 1 second) for the barrel array before it begins firing. Also, unlike the classic chaingun, which fired the same standard rounds as the pistol, the Doom 3 chaingun now utilizes exclusive .30 caliber armor penetrating rounds, easily outclassing the Pistol and Machinegun in terms of firepower. Ammo for the chaingun is in the form of Ammo Belts (60 rounds) which appear as ammo cans about the size of a briefcase, and can also be obtained by picking up Chainguns (30 rounds) from deceased Chaingun Commandos. Just like plasma gun, BFG9000 and newcomer Machine Gun, the ammo counter is located on the weapon itself, instead of the game HUD.

Tactical use

The chaingun is the gun-of-all-seasons, to say the very least. High accuracy and rate of fire make it a good weapon to use in anywhere from close to far range situations against almost any low to mid-range foe. Even a Hell Knight can be taken down with less than 5 seconds of concentrated fire.

Although it has stupendous firepower at any length, both short and long range use is discouraged. Short range attacks mean possibly being taken down by a melee attacker (such as a tentacle Commando zombie) in a situation where you want a sudden burst of heavy damage to lay down a lot of pain within a split second (say, with a shotgun).

Due to its noticeable bullet spread, long range combat is also discouraged. Additionally, the chaingun has no splash effect damage, meaning that unless the target stands perfectly still or you just fire blindly in the targets movement range (which means wasting ammo), a lot of the shots will miss the target and result in wasted ammo.

The best situation is a relatively slow, large monster that affords enough time to be taken down and requires a steady stream of fire to be taken down, and is big enough that it will still catch all the shots despite the chaingun's inaccuracy. Pinkys and Cacodemons come to mind, as does Vagary. Also, a group of Trites or Lost Souls can easily be taken down with some blind firing.

As chaingun ammunition is generally hard to find until the player reaches the Delta Labs, it is recommended to use the Plasma Gun first, for all levels leading up to the aforementioned level.

It is possible to "pre-spin" the chaingun, and keep it revved, allowing it to be used in tight quarters effectively. This also makes the chain gun more effective at these ranges by being able to conserve ammo and also more devastating than the shotgun for quicker takedown of enemies that require more than one shotgun blast to kill.

Notes

The chaingun first appears in the Martian Buddy storage locker in Administration. It can also be found - along with several ammo belts - in the really dark areas of Alpha Labs Sector 2 through which Edwards, the lantern man, will guide the player. The chaingun is found by taking a right directly after entering the dark room.

Although it is referred to as a chaingun, it is, in fact, a minigun.  Both types of weapons have a very high rate of fire (and high caliber), but a true chaingun uses electricity to operate the bolt assembly and only has one barrel and one chamber, whereas a minigun has multiple barrels, each with its own chamber, spun with an electric motor.

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