Some FPS, like Doom, have random damage output.
Others, like Duken Nukem 3D or Quake have fixed damage.
Which system is better and why?
Random anything is garbage.
>Crits are fair and balanced
>>319600993
>being an NPC
How's it feel to be a bitch?
>>319600993
>programming the various lobes of the brain into a first-person shooter enemy grunt's head so as to accurately render the results of a well-placed headshot
Feasible.
>>319599838
but that's wrong you autistic faggot, stop spreading shit
>various wikis and shit have the exact damage or ranges for games like Doom, Heretic, Duke, Quake
>but not Hexen
>>319602051
He's not wrong.
>Doom Pistol: 5 - 15 damage per shot
>Heretic Wand: 7 - 14 per shot
>Douk Pistol: 6 damage per shot
>>319602109
Hexen flew under the radar unfortunately.
>>319602396
Compared to Doom, sure, but it's more well known than Heretic.
>>319602289
>Plasma Gun: 5 - 40
>Hellstaff: 3 - 24
What the fuck, Raven?
>>319603217
And it holds less ammo.
>PG: 300 / 600
>HS: 200 / 400
>>319603217
Maybe the damage on hellstaff tends to be higher, while plasma gun is lower?
>>319605130
>lower min damage
>lower max damage
>lower average damage
>shoots slower
>less total ammo
The only thing the Hellstaff has over the Plasma Gun is that it receives more ammo on a pickup.
>>319599838
Doom's values are not random.
Where are you getting your information?
>>319608430
I won't greentext this shit:
Here is how the damage multiplier is computed in procedure P_Gunshot in p_pspr.c:
damage = 5*(P_Random ()%3+1)
Also, after that TWO calls to P_Random are used to determine the hitting angle:
if (!accurate)angle += (P_Random()-P_Random())<<18;
The shotgun is implemented as 7 calls to P_Gunshot, and actually uses 21 random values, and only every two of them are used as damage multipliers.
The Super Shotgun has its own code, for some reason:
for (i=0 ; i<20 ; i++)
{
damage = 5*(P_Random ()%3+1);
angle = player->mo->angle;
angle += (P_Random()-P_Random())<<19;
P_LineAttack (player->mo,
angle,
MISSILERANGE,
bulletslope + ((P_Random()-P_Random())<<5), damage);
}
It actually uses 5 calls to P_Random() for each pellet, and introduces a lot of random vertical slope as well, which makes for a whooping 200 calls to P_Random() each time you shoot, nearly draining the random table !!!
>>319608430
get the fuck out of here you dumb shit
the doom source code was released public like 20 years ago