Super shotgun

The super shotgun, also called "combat shotgun" in the manuals or otherwise "double-barreled shotgun" or often abbreviated to "SSG" is a sawed-off, break-action, double-barreled shotgun in contrast to the original shotgun which is pump-action and single-barreled.

Background

The Combat Shotgun is a new acquistion by the Marine Corps inventory and some of the troops have taken to calling it the "super shotgun." It uses the same ammo as the Pump Shotgun, but at twice the rate. It also kicks twice as bad, which doubles your recovery time between shots. On the upside, however, it offers three times the stopping power. If you want to let the air out of floating gasbags like Cacodemons and Pain Elementals, stick one of these in their eye sockets and pull the trigger. Sayonara slimeball![1]

Notes

  • Unlike the original shotgun's firing/loading sprites which were created from real photos, the super shotgun's sprites appear to be drawn instead since they lack the light reflections. The brand of shotgun it is based on is a Stoeger Coach Gun.
  • When a player has both the shotgun and the super shotgun, the 3 key will toggle between the two weapons. However, the number "3" in the ARMS section of the status bar responds only to the original shotgun, and will not light if the player has only the super shotgun. This behavior is exclusive to Doom II. If the super shotgun is somehow introduced in a level for the first Doom, the weapon may be picked up, appearing on the marine's hands, but cannot be selected afterward once the user chooses another available weapon, or the player runs out of shells.
  • In the PlayStation and Saturn ports of Doom, the super shotgun takes up a number "4" slot in the ARMS section, making a total of 8 numbers present instead of 7. In that regard, the super shotgun appears next when cycling through the weapons in those ports, as well as Doom 64. However, while weapons have to be cyclically accessed in the Xbox version of Doom II (from the Xbox port of Doom 3), the super shotgun instead sits between the Chainsaw and the Fist (the list from start to finish goes: Fist, Pistol, Shotgun, Chaingun, Rocket Launcher, Plasma Gun, BFG9000, Chainsaw, Super Shotgun, and back to Fist)
  • In Doom RPG, It is found in a secret room in Ore Processing, supposedly a gift from one staffmember to another because the said gifter could not get a gaming console. He describes the shotgun as "something less 'virtual'."
  • In the Saturn port, the super shotgun is reloaded much faster than in other ports.
  • In Doom Classic, the super shotgun appears on the weapons list as "dblshotgun", but it is not possible to get the super shotgun in the original Doom. However, in the PS and Saturn Port, it can be used in Ultimate Doom by using the 'All Weapons' cheat code.
  • In contrast to all of the other weapons, the super shotgun is the only one that is actually reloaded. This would mean the Pistol's magazine can hold 200 Bullets (400 with Backpack) The default shotgun can hold 50 Shells, (100 with Backpack) and the Rocket Launcher can fire 50 rockets without having to reload.
  • In Doom 1 v1.5, the IDKFA cheat gives Doom II's Super Shotgun, and since its sprites aren't included in the WAD, the game will crash when slot 3 is selected. v1.6 doesn't allow the Shotgun to be selected at all after using the cheat. v1.666 fixes the cheat so that it only gives the super shotgun in Doom II.
  • In Doom 95, "DSDBOPN" (super shotgun's opening) sound was never actually used for some strange reason. Instead it uses "DSDBCLS" (super shotgun's closing sound).
  • If the reloading animation is watched closely, the Marine opens the super shotgun's breech with his left hand and immediately loads the shells... with his left hand.
  • In the ending of DOOM II , our hero is seen firing a weapon, with the gunshot firing like the Super Shotgun without the reloading sounds. This can hint that the developers expect the players to use the Super Shotgun as their de facto weapon.
  • The SSG was originally intended for the original Doom according to the Doom Bible concept by Tom Hall.

Other id Software games

After its introduction in Doom 2, the side by side double-barreled shotgun became a mainstay in both the Doom and Quake series. It serves as a slow reloading, but powerful close-range weapon.

Doom 64

In Doom 64, the super shotgun fires much quicker, nearly as fast as the regular shotgun. It does not have the reloading animation that is present in the PC versions of Doom either, which is also the case with the normal shotgun's cocking animation. In addition, the gun knocks the player back a bit when fired.

Quake series

In Quake the Double-Barrelled Shotgun is the main close-range weapon. The rate of fire is noticeably higher in comparison to the Doom 2 Super shotgun. Quake II has the Super Shotgun with a rather unusual pump-action mechanism. In Quake III Arena, the double-barreled Shotgun is the only shotgun in the arsenal.

References

Sours: https://doom.fandom.com/wiki/Super_shotgun

25 Years Later, Doom II's Super Shotgun Is Still The Best Video Game Shotgun

Image for article titled 25 Years Later, Doom II's Super Shotgun Is Still The Best Video Game Shotgun

Recently, I played through the newer ports of Doom and Doom II. And playing Doom II again, I was reminded of a simple fact: The super shotgun is amazing and is still the best video game shotgun ever made.

Doom II’s Xbox One port was one of many Bethesda games that ended up on Game Pass earlier this month. This happened because Microsoft’s purchase of Bethesda was finally completed. To celebrate a giant company gaining more control over our collective pop culture, we got some games added to Game Pass.

As I flipped through these games I realized I hadn’t played the newer ports of Doom and Doom II, the ones that upset folks when they launched and required an internet connection. That’s been fixed, along with other issues via a few updates. The current ports are great now, with add-on support even. So you can even play new Doom episodes, like Romero’s Sigil.

After beating Doom, which is still a great game decades later, I turned my sights to Doom II. And when I picked up the Super Shotgun, it was like reuniting with an old friend. A good, beloved pal who can also blast away groups of demons in a few seconds. (That’s the best kind of friend.)

The Super Shotgun is fucking amazing. Simple as that. Let’s enjoy some Super Shotgun action, for those who need a refresher.

I love the sound it makes when you pull the trigger. It sounds powerful, which makes sense. The Super Shotgun is one of the most powerful weapons in the game. In fact, some might even suggest it is too powerful. But those folks are wrong. The Super Shotgun is supposed to be an unstoppable, ultra-powerful killing machine. It has SUPER right there in the name. It’s not a better shotgun or a double-barreled shotgun (well, it is but stick with me here...) or even an upgraded shotgun. The developers at id christened it Super for a reason.

Unlike the standard shotgun, the Super Shotgun has both horizontal and vertical spread. It also does over twice as much damage as the basic shotty. It can easily take down enemies like the Cyberdemon with a few well-placed shots, especially if Doom’s RNG is being nice that day. If you want to learn more about the amazing Super Shotgun and how it works, Decino has a great video breaking down it and all the weapons in classic Doom. Check it out.

Later Doom games would bring back the Super Shotgun. Most of these versions are great too! I really love the Super Shotgun featured in Doom 2016. But none of them feel as powerful as the OG shotty from the original Doom II. It’s the true problem solver, able to save you from mistakes. Run into a room filled with a bunch of hit-scanning shotgunners? Two blasts from the Super Shotgun will fix that problem right up. And you get some shotgun ammo in the process. It’s wonderful.

Are there other great shotguns in video games? Sure! Loads of them. We’ve written about them before. But over two decades later and nobody has been able to make a shotgun as amazing as the classic Super Shotgun. The grandaddy of overpowered weapons. The ultimate demon-killing tool.

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Sours: https://kotaku.com/25-years-later-doom-iis-super-shotgun-is-still-the-bes-1846515048
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Super shotgun

The super shotgun firing.
This article is about the weapon in the classic Doom series. For other versions of this weapon, see:

The super shotgun, also called the combat shotgun in the manuals (not to be confused with the combat shotgun in Doom (2016) or in Doom Eternal), or simply called the double-barreled shotgun, is often abbreviated to SSG, and is a sawed-off, break-open, double-barrel shotgun, in contrast to the original shotgun which is pump-action and single-barreled.

Not featured in Doom, the super shotgun was the only new weapon introduced in Doom II, appearing first on MAP02: Underhalls in single player mode, and in two locations on MAP01: Entryway during multiplayer games. A super shotgun contains 8 shells when picked up (or 16 on the "I'm Too Young To Die" and "Nightmare!" skill levels).

The super shotgun is described as such in the instruction manual:

"Combat Shotguns are double-barreled, sawed-off killing sticks. These gats are the ultimate in pellet warfare. Beware, two barrels not only deliver more fire power, but takes more time to reload."

― Doom II instruction manual

Combat characteristics[edit]

The super shotgun takes the same ammunition as the shotgun, but uses two shells per shot. However, whereas the shotgun fires 7 pellets in each shot, a super shotgun blast has 20 pellets. Each pellet still does 5-15 points of damage (for a total of 100-300 points of damage per shot, provided that all pellets hit the target). The super shotgun is thus nearly three times as damaging as the standard shotgun per shot, a good bargain since it only uses twice as much ammo each time.

Tactical analysis[edit]

One well-aimed blast from a super shotgun almost always kills two imps, one demon, or one spectre, and often inflicts additional damage to nearby monsters. By contrast, a single shotgun burst is less reliable at dispatching an imp in one shot or a demon in two unless it is dead on target. The devastating firepower afforded by the super shotgun can enable the player to hold his own against crowds of humanoids or tough monsters (Hell knights, arachnotrons, mancubi). It is often sensible to prefer the super shotgun over the rocket launcher in such situations; the super shotgun is similarly powerful, shells are more plentiful than rockets, and a short-range rocket blast can harm the player.

The SSG is even slower to reload than the shotgun (approximately twice the time), meaning that any enemy not killed by the first shot will have plenty of time to retaliate. Some speedrunners, however, take advantage of the reload time by quickly circlestrafing to line up multiple monsters within the "damage cone". The blast-and-dodge and circle strafing tactics described for the shotgun are even more useful for the super shotgun.

The wide spread of the pellets makes the super shotgun ineffective and wasteful at longer ranges. If shells are the only plentiful ammo, or if sniping at a distance is required, it is advisable to switch back to the shotgun; unlike other hitscan attacks which only spread horizontally, the SSG's pellets also spread vertically. The super shotgun is also a bad choice for dealing with lone humanoids scattered in mazes. This is usually a problem when starting a level and the super shotgun is picked up before the regular shotgun.

Regardless, the SSG is a very potent and powerful weapon in the right hands, and it serves as a great alternative for the bigger weapons when facing lone stronger enemies such as barons of hell or bigger groups of weaker monsters.

Notes[edit]

Misplaced super shotgun frames
  • While the Super Shotgun in Doom unloads both barrels in one shot, the main purpose of a double-barreled shotgun in real life is to allow the second barrel to be fired in rapid succession to the first without reloading the weapon. Firing both barrels simultaneously is possible on double trigger models, as a tactic by large game hunters for sheer stopping power, however this doubles the recoil and is hard on both the shooter and the weapon.[1]
  • The super shotgun layer that contains the firing sprites has been set with an incorrect timing, making it appear briefly over the reloading sprite.
  • Unlike the other weapon firing/loading animations which were created from digitizing models, the super shotgun's sequences lack light reflections. This suggests that the weapon may have been photographed in a different setting, or that its animations were drawn instead.
  • When a player has both the shotgun and the super shotgun, the 3 key will toggle between the two weapons. However, the number "3" in the ARMS section of the status bar responds only to the original shotgun, and will not light if the player has only the super shotgun. This behavior is exclusive to Doom II. If the super shotgun is somehow introduced in a level for the first Doom, the weapon may be picked up, appearing on the marine's hands, but cannot be selected afterward once the user chooses another available weapon, or the player runs out of shells.
  • The reloading sounds for the Super Shotgun, unlike all other sounds in the game, are sampled at 22KHz. Some ports of the game (including Doom95) play these sounds back at the wrong rate, making them sound slow and low-pitched.
  • In the Playstation and Sega Saturn ports of Doom the super shotgun takes up a number "4" slot in the ARMS section, making a total of 8 numbers present instead of 7. In that regard the super shotgun appears next when cycling through the weapons in those ports, as well as Doom 64. However, while weapons have to be cyclically accessed in the Xbox version of Doom II (from the Xbox port of Doom 3), the super shotgun instead sits between the chainsaw and the fist (the list from start to finish goes: fist, pistol, shotgun, chaingun, rocket launcher, plasma gun, BFG9000, chainsaw, super shotgun, and back to fist).
  • It has a different appearance in the European and American versions of Final Doom for PlayStation.
  • In Doom RPG, it is found in a secret room in Ore Processing, supposedly a gift from one staff-member to another because said gifter could not get a gaming console. He describes the shotgun as "something less 'virtual'."
  • In the Saturn port, the super shotgun fires much faster than in other ports.
  • In Doom Classic the super shotgun appears on the weapons list as "dblshotgun", but it is not possible to get the super shotgun in the original Doom.

Data[edit]

Super shotgun data
Weapon number 3
Damage5-15 (per pellet)
100-300 (theoretical total)
150-225 (with vanilla RNG)
Included ammo 8 (16 on skill 1 & 5)
Max ammo 50 (100 with backpack)
Ammo type Shotgun shells
Shot type Hitscan
Shots per minute 36.8
SoundDSDSHTGN (firing)
DSDBOPN (opening)
DSDBLOAD (reloading)
DSDBCLS (closing)
Appears in Doom II/Final Doom
Thing type 82 (decimal), 52 (hex)
Radius 20
Height 16
SpriteSGN2 (before pickup)
SHT2 (wielded/firing)
PUFF (impact, miss)
BLUD (impact, hit)
ClassWeapon
Pickup
Damage done by an SSG attack
  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and pellet dispersal 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). 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 target is close enough to be hit by every pellet. (This is extremely rare in real play, however, especially during speedruns.)
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics[edit]

In the IWADs the super shotgun is first encountered on these maps per skill level:

The IWADs contain the following numbers of super shotguns per skill level:

Other games[edit]

Doom 64[edit]

In Doom 64 the super shotgun reloads faster, completing in 1.53s versus 1.77s in Doom II. It does not have the reloading animation that is present in the PC versions of Doom either, which is also the case with the normal shotgun. In addition, the gun knocks the player back a bit when fired.

Quake Champions[edit]

In Quake Champions, a legendary skin for the game's double-barreled shotgun is available called "Boomstick," which gives the weapon a Doom II themed appearance. The icon for the weapon is a screenshot of Doom II MAP20: Gotcha!, and a picture of Doomguy is featured in the background.

  • Boomstick weapon skin icon.

  • The boomstick in a centered position.

See also[edit]

References[edit]

  1. ↑Double-barreled shotgun at Wikipedia. Retrieved 2014-07-14.
Sours: https://doomwiki.org/wiki/Super_shotgun

Super shotgun (Doom Eternal)

Concept art of the super shotgun and the meat hook attachment.
This article is about the weapon in Doom Eternal. For other versions of this weapon, see:

The super shotgun returns as a weapon in Doom Eternal, with a design mostly the same as its Doom (2016) predecessor. One detail in which it differs is an underslung grappling hook launcher known as the meat hook (which somewhat resembles a bayonet). The Doom Slayer can fire the meat hook into demons to traverse through the environment more swiftly and to easily move closer to demons to deal maximum damage with the shotgun itself. The super shotgun is obtained in Cultist Base where Doom Slayer neurally links to a revenant drone in order to obtain this shotgun.

"Deals massive point-blank damage to all demons. Can take out multiple fodder demons with a single blast."

― Doom Eternal dossier protip

Lore[edit]

While the super shotgun itself appears to be of Earthly design, the meat hook is composed of metals not native to Earth, suggesting it may have been made on another world. The carvings upon it are written in a pseudo-Semitic script that, according to VEGA's information, has yet to be translated - this is the same language used throughout Argent D'Nur and Sentinel Prime, indicating that it is a cultural artifact of the Night Sentinels. VEGA refers to the weapon as "a relic of your past" and "your property".

The Ungmar Codex also attests to the weapon's long history with the Doom Slayer, which the demons call the "Diabolical Musket" and "Lucifer's Bane". According to the Codex, the demons curse the super shotgun's might and swear that one day they will melt it down and pour the slurry upon the Slayer's entrails.

Upgrades[edit]

Improvements[edit]

Quick Hook
Meat Hook recharge time is decreased by 25%
Costs 3 weapon points
Fast Hands
Super Shotgun reload speed increased by 33%
Costs 6 weapon points
Mastery - Flaming Hook
The Meat Hook will set enemies on fire for a short time, inflicting damage over time and causing them to drop armor shards. Ignited enemies do not burn as long as they would with the Flame belch.
Unlocked by killing 50 enemies while using the Meat Hook.

Trivia[edit]

  • This version of the super shotgun is the first time since the pre-release versions of Doom that a weapon has been equipped with a underslung attachment or modification - the assault rifle originally intended for the game possessed a bayonet which was later replaced by the Doomguy's fists.
Sours: https://doomwiki.org/wiki/Super_shotgun_(Doom_Eternal)

Shotgun super

DoomII-icon.png

Super Shotgun

Weapon Number

3 (4 in PlayStation and Saturn ports)

5-15 (per pellet)
100-300 (total) (SP)

50 (SP)

100 (Backpack)

Sounds

DSDSHTGN (firing)
DSDBOPN (opening)
DSDBLOAD (loading)
DSDBCLS (closing)

This article is about the original Doom games weapon. For the weapon in Doom 3, see Super shotgun (Doom 3). For the weapon in Doom (2016), see Super Shotgun (Doom 2016).

The super shotgun, also called "combat shotgun" in the manuals or otherwise "double-barreled shotgun" or often abbreviated to "SSG" is a sawed-off, break-action, double-barreled shotgun. Not featured in Doom, the super shotgun was the only new weapon introduced in Doom II, appearing first on MAP02: Underhalls in single player mode, and in two locations on MAP01: Entryway during multiplayer games. A super shotgun uses the same ammo as the original shotgun from the original Doom. The super shotgun contains 8 shells when picked up (or 16 on the "I'm Too Young To Die" and "Nightmare!" skill levels).

Combat characteristics

The super shotgun takes the same ammunition as the shotgun, but uses two shells per shot. However, whereas the shotgun fires 7 pellets in each shot, a super shotgun blast has 20 pellets. The super shotgun causes much more damage than the original shotgun. Each pellet still does 5-15 points of damage (for a total of 100-300 points of damage per shot, provided that all pellets hit the target). The super shotgun is thus nearly three times as damaging as the standard shotgun per shot, a good bargain since it only uses twice as much ammo each time.

Tactical analysis

One well-aimed blast from a super shotgun almost always kills two Imps, one Demon, or one Spectre, and often inflicts additional damage to nearby monsters, whereas a regular shotgun burst is less reliable at dispatching an Imp in one shot or a Demon in two. The devastating firepower afforded by the super shotgun can enable the player to hold his own against crowds of humanoids or tough monsters (Hell Knights, Arachnotrons, Mancubi). It is often sensible to prefer the super shotgun over the rocket launcher in such situations, especially in close ranged combat; the super shotgun is similarly powerful, shells are more plentiful than rockets, and a short-range rocket blast can harm the player with splash damage. On the other hand, the rocket launcher is better for long-distance shooting, as the super shotgun has a very large spread.

The super shotgun has an even slower firing rate than the standard shotgun (approximately twice as long), meaning that any enemy not killed by the first shot will have plenty of time to retaliate. Some speedrunners, however, take advantage of the reload time by quickly circlestrafing to line up multiple monsters within the "damage cone". The blast-and-dodge and circle strafing tactics described for the shotgun are even more useful for the super shotgun.

The wide spread of the pellets makes the super shotgun ineffective and wasteful at longer ranges. If shells are the only plentiful ammo, or if sniping at a distance is required, it is advisable to switch back to the shotgun. Furthermore the shotgun pellets only spread horizontally which makes it more useful than the super shotgun in cases where your line of sight to the monster is a narrow horizontal part. The super shotgun also becomes overkill and wasteful for dealing with lone humanoids scattered in mazes. This is usually a problem when starting a level and the super shotgun is picked up before the regular shotgun.

Overall, the super shotgun is a very potent and powerful weapon in the right hands, and it serves as a great alternative for the bigger weapons in close quarters, whether it is riot control or even a solitary tough monster like a Baron of Hell.

Statistics

Super Shotgun Statistics
Weapon slot 3 (4 in PlayStation and Saturn ports)
Damage5-15 (per pellet)
100-300 (total)
Included ammo 8 (16 on skill 1 & 5)
Max ammo 50 (100 with backpack)
Ammo type Shotgun Shells
Shot type Hitscan
Shots per minute 36.8
SoundDSDSHTGN (firing)
DSDBOPN (opening)
DSDBLOAD (loading)
DSDBCLS (closing)
Appears in Doom II/Final Doom
Thing type 82 (decimal), 52 (hex)
Radius 20
SpriteSGN2 (World sprite)
SHT2 (wielded/firing)
ClassWeapon
Pickup
  1. This table assumes that all calls to P_Random for damage, pain chance, blood splats, and pellet dispersal 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). 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 target is close enough to be hit by every pellet (this is, however, extremely rare in real play, especially during speedruns).
  3. Assumes that direct hits are possible, which does not occur in any stock map.

Appearance statistics

The IWADs contain the following numbers of super shotguns:

Sours: https://doom.fandom.com/wiki/Super_shotgun/Doom_II

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This was our first experiment of this kind, no one had ever done such a show before.



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