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- From: tfabris@oro.net (Tony Fabris)
- Newsgroups: rec.games.computer.doom.announce,rec.games.computer.doom.playing
- Subject: The BFG FAQ version 1.01, Mysteries solved!
- Followup-To: rec.games.computer.doom.playing
- Date: 9 Oct 1995 11:11:55 +0100
- Message-ID: <4545oc$75k@hg.oro.net>
-
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- _/_/_/_/ _/ _/_/_/_/_/ FAQ
-
- ================ The BFG FAQ Version 1.01 October 6, 1995 =================
-
- Frequently Asked Questions About the BFG9000
-
- By Tony Fabris
-
- Contributors, in alphabetical order:
-
- Doug Bora ....... Content, Editing, Proofing
- Tod Bouris ............ Content, Playtesting
- Chris McAllen ......... Content, Playtesting
- American McGee .............. Technical Data
- Dean Stretton ..................... Proofing
-
- ================================= Disclaimer ================================
-
- This text is intended to give the public information about
- some elements of the computer game Doom and its sequels, by
- id Software. This text was not written by id Software, so
- bugging them about its contents is probably a very bad idea.
-
- Additionally, the computer game referenced in the text is of
- an adult and graphic nature. In no way is this text intended
- to promote violence of any kind. Any references to violence
- in this text are meant in relation to the playing of the
- computer game, not real violence. The author is adamantly
- non-violent.
-
- Additionally, this text is being presented in the form of a
- text-only computer file. Any illegal or damaging activity
- related to the use or transfer of this or any other computer
- file is not the responsibility of the authors.
-
- =========================== Trademark Information ===========================
-
- All specific names included herein are trademarks and are so
- acknowledged: id Software, DOOM, DOOM II, THE ULTIMATE DOOM.
- Any trademarks not mentioned here are still hypothetically
- acknowledged.
-
- ============================= Copyright Notice ==============================
-
- This article is Copyright (c) 1995 by Tony Fabris. All rights reserved.
-
- You may make and distribute copies of this work in original
- form, so long as the copies are exact and complete, the copies
- include the copyright notice in its entirety, and the copies
- are in electronic form. You may not charge any sort of a price
- or fee relating to any copies of this work in any form.
-
- =============================================================================
-
- =========================== Table of Contents ===============================
-
- Section 0 - Introduction
- 0A. What is this FAQ about?
- 0B. How was the information is this FAQ obtained?
- 0C. How accurate is this information?
-
- Section 1 - BFG Basics
- 1A. What is the BFG9000?
- 1B. What does "BFG" mean?
- 1C. Where can I find the BFG in the game?
- 1D. What is the cheat code for the BFG?
- 1E. Why is the BFG missing in my version?
-
- Section 2 - The Direct Hit
- 2A. What is a direct hit?
- 2B. How much damage does a direct hit do?
- 2C. What are the limitations of a direct hit?
-
- Section 3 - The Blast Area
- 3A. What is the blast area?
- 3B. How much damage does the blast area do?
- 3C. How long does the blast effect last?
- 3D. How exactly does the blast area work?
- 3E. What are the limitations of the blast area?
- 3F. How many targets can it hit?
- 3G. How does altitude affect it?
- 3H. If I am only partially exposed, do I only take partial damage?
-
- Section 4 - Deathmatch Techniques
- 4A. What is considered "unfair" when using the BFG?
- 4B. What is the best way to defend against the BFG in a deathmatch?
- 4C. What is the best way to attack with the BFG in a deathmatch?
- 4D. What is the "Silent BFG" trick?
- 4E. What is the "Level One Strafe" trick?
-
- Section 5 - Submitting Corrections
- 5A. Common misconceptions
- 5B. I think the FAQ is in error. How do I get it corrected?
-
- =============================================================================
-
- -- Section 0 - Introduction -------------------------------------------------
-
- 0A. What is this FAQ about?
-
- A FAQ file, stated simply, is a Frequently Asked Questions file.
-
- This FAQ file describes, in as much detail as possible, the
- behavior of the BFG9000 weapon in the MS-DOS version of the
- games Doom, Doom II, and The Ultimate Doom. It is not intended
- to answer general questions about the game itself. Please refer
- to the other FAQ files for help in other areas of the game. You
- can also frequent the rec.games.computer.doom.* newsgroups for
- more information.
-
- We began writing this FAQ out of necessity. We were frustrated
- at the apparent inconsistencies in the way the weapon seemed to
- behave during game play, especially during deathmatches. There
- were times when we would get killed by the weapon when we
- thought we were completely safe. Conversely, there were times
- when we thought we had used the weapon correctly against an
- opponent, but they walked away unscathed.
-
- Our intent is to provide players with enough information to
- attack effectively with the BFG, and to correctly defend against
- it in a deathmatch. Our hope is that this information will give
- players a new attitude toward the weapon. We want to transform
- it from "The weapon we love to hate" into "The thinking man's
- weapon".
-
- 0B. How was the information in this FAQ obtained?
-
- The primary source of information was American McGee at id
- Software. He patiently answered our questions while this FAQ
- was in its draft stages. He corrected several serious errors in
- our descriptions of the way the weapon calculates damage. He
- provided us with a great deal of detailed information, and
- reviewed the file during its development. His help was
- invaluable in putting this FAQ together.
-
- Most of the other information here is a result of careful
- testing during game play. Testing was performed on Pentium
- computers running the MS-DOS versions of Doom II and The
- Ultimate Doom. Tests were done both in single player mode and
- in 4-player deathmatch mode. Testing was performed on the
- regular levels as well as custom made levels. In some cases,
- a special .WAD file was created to test situations that would
- be difficult to reproduce with the regular levels.
-
- 0C. How accurate is this information?
-
- Fairly accurate. Accurate enough to base your playing
- strategies on. However, it has not been tested with every
- single version of Doom, and there may be differences among
- platforms. In addition, at the time of this writing, we were
- unable to verify every single item with American McGee. Quake
- is the big project at id Software at the moment, and he didn't
- have a lot of time to devote to us. As a result, some items in
- this file are strictly conjecture, regardless of how carefully
- they were tested. Please see section 5 if you suspect this FAQ
- contains erroneous information.
-
- -- Section 1 - BFG Basics --------------------------------------------------
-
- 1A. What is the BFG9000?
-
- The BFG9000 (or BFG) is arguably the most powerful weapon in
- the computer games Doom, Doom II, and The Ultimate Doom. It
- is also the most difficult weapon to use well in a deathmatch
- (multi-player competition), because it does not behave in a
- simple "point and shoot" fashion.
-
- When you have it in your arsenal, the BFG is selected by
- pressing the "7" key on your keyboard.
-
- When you pull the trigger, there is an excruciatingly long
- pause as the weapon warms up. Then a large green ball of plasma
- is emitted from its barrel. The plasma ball flies in the
- direction you fired it until it hits a target or a wall. Like
- all weapons in Doom, it will fly straight through "decorative"
- objects like torches or trees.
-
- When the green ball hits a solid object, it detonates and does
- two types of damage: Direct Hit and Blast Area. Each damage
- type is outlined in its own section, later in the FAQ.
-
- 1B. What does "BFG" mean?
-
- The general consensus is that BFG stands for "Big Fragging
- Gun". Well, that's the G-rated version at least.
-
- The term "frag" is used in Doom to represent a confirmed kill
- in a deathmatch game. This comes from the idea that in a
- deathmatch, you are killing your fellow space marines. The
- definition of frag, according to the dictionary, is:
-
- frag Slang. Verb, transitive
- fragged, fragging, frags
- To wound or kill (a fellow soldier) by throwing a grenade
- or similar explosive at the victim: "He got fragged. Blown
- away" (Bobbie Ann Mason).
-
- 1C. Where can I find the BFG in the game?
-
- Listing all the locations that the BFG can be found is beyond
- the scope of this document. For detailed information on the
- location of all weapons, please consult the other FAQ files.
- Keep in mind that the BFG appears more often in deathmatch
- games than it does in single-player games.
-
- 1D. What is the cheat code for the BFG?
-
- While you are playing the game, type the keys IDKFA to give
- your marine all weapons, keys, and ammunition. Then press
- the "7" key to select the BFG.
-
- Note: This cheat code is disabled in multi-player games and
- single-player nightmare-skill games.
-
- 1E. Why is the BFG missing in my version?
-
- If you perform the above cheat correctly, but do not get the
- BFG, you may be playing the shareware version of Doom. You must
- purchase the commercial version of Doom from a retailer or id
- Software before the BFG can glorify your screen.
-
- -- Section 2 - The Direct Hit ----------------------------------------------
-
- 2A. What is a direct hit?
-
- A direct hit happens when the BFG's green plasma ball directly
- hits a target. The target can be a monster, an exploding
- barrel, or an opposing player in a multi-player game.
-
- 2B. How much damage does a direct hit do?
-
- A direct hit with the BFG will cause a random amount of damage
- between 100 and 800 points. Keep in mind that these are the
- base values as stored in the game engine. It appears as though
- your marine can withstand different amounts of damage at
- different skill settings, although this has not been confirmed.
-
- If your target is lucky enough to survive a direct hit, he
- is still susceptible to damage from the blast area. This
- happens sometimes in a deathmatch. Since there is a brief
- pause between the direct hit and the blast area calculation,
- your victim may go through several stages of fear and
- elation in the space of one second:
-
- 1) Victim sees the BFG coming towards him (Uh-oh.)
- 2) BFG scores a direct hit (D'oh!)
- 3) Victim realizes he has miraculously survived (Woo-Hoo!)
- 4) The flash damage kills him a moment later (D'oh!)
-
- 2C. What are the limitations of a direct hit?
-
- The direct hit is not limited by the same parameters as the
- blast area. There is no range limit, and the damage does not
- decrease with distance.
-
- The hard part is that the BFG's plasma ball travels at a
- fixed speed, and can be avoided by an alert deathmatch player.
- The reference number for the BFG ball's speed, as stored in
- the .EXE file, is 25. For comparison, rockets travel at 20 and
- plasma gun shots travel at 25.
-
- If it seems like this is "fast" and would not be easy to
- avoid, remember that the plasma gun fires in a continuous
- stream. The BFG can only be fired once every few seconds.
- The BFG's green ball is also very bright and large on the
- screen. All of those factors make it generally easier to
- avoid in a deathmatch game.
-
- A direct hit in a deathmatch (against good players) is usually
- the result of luck, or the result of a player that did not
- know the BFG ball was coming towards him. See section 4 for
- details of a trick that can help you achieve the latter
- scenario.
-
- The direct hit can only "get" one target. If there are two
- targets very close together, the green ball can only hit one
- of them directly- whichever one it touches first.
-
- -- Section 3 - The Blast Area ----------------------------------------------
-
- 3A. What is the blast area?
-
- After the green plasma ball detonates, and after the damage
- is calculated and deducted from the target that received the
- direct hit (if any), the area effect of the BFG is calculated.
- Targets that fall within a specially defined area will take
- varying amounts of damage.
-
- Simply put, the blast area is like an imaginary "cone" or
- "fan" of 20 damage traces that briefly extends outward from
- the attacking player. The cone always points in the direction
- that the weapon was fired. For instance, if you originally
- fired the weapon in the northwest direction, the cone will
- always face northwest, regardless of which direction you're
- facing at the moment of detonation.
-
- Note that this does not mean that the attacker must continue to
- face in that direction. The attacker is free to turn away from
- his targets, as long as he moves to a position that keeps this
- imaginary cone pointed at them. Common misconceptions are that
- you must be facing either the targets, the detonation point, or
- the same direction as the weapon was fired. None of those things
- are necessary in order to inflict damage.
-
- Also note that this imaginary cone has no relation whatsoever
- to the detonation point. The location of the detonation point
- is only important for the direct hit (see section 2). Only the
- moment of detonation is important, not the location. It is
- possible to have the green ball detonate twenty miles away in
- a completely different room at a totally different altitude,
- but the blast can still cause damage right next to you.
-
- The paragraphs above cover the basic concepts of the blast
- area. More detailed information can be found in section 3D,
- below.
-
- 3B. How much damage does the blast area do?
-
- The 20 traces that make up the blast area's damage cone
- each do a random amount of damage between 5 and 15 points.
- Again, these are only the base values stored in the game
- engine, and may do different amounts of real damage at
- different skill levels.
-
- Because these traces radiate outward from the attacker in a
- fan shape, a target will more likely be hit by a given trace
- if he is close to the attacker. Therefore, targets closer to
- the attacker will generally take more damage because they are
- hit by more traces.
-
- If a target is very close to the attacker (for instance,
- standing right next to him), the target might be within the
- hit range of all 20 traces. The amount of blast area damage
- in this situation would be between 100 and 300 points.
- However, all 20 traces would not necessarily be absorbed by
- that target, and might move on to other targets. See section
- 3F, below, for more information on this phenomenon.
-
- This blast damage is calculated in addition to the direct hit
- damage (if any), making the total possible damage points for
- the BFG a whopping 1100 points.
-
- 3C. How long does the blast effect last?
-
- Testing has shown that there is a brief time window in which
- a hapless player can wander into the damage cone after
- detonation and still take some blast damage.
-
- At the time of this writing, the exact duration of this
- time window has not been determined. It is possible that
- the trace calculations work more slowly when there are many
- things happening in the game, i.e., when there are a lot of
- monsters on the screen. However, this has not been confirmed,
- and may in fact be machine-dependent. This question will
- hopefully be addressed in a later version of this FAQ.
-
- Special note: The BFG's traces are still active, even if the
- attacking player is dead. If you fire the BFG, then get
- fragged, do not press the space bar to respawn your marine
- right away. Wait until the green ball has detonated before
- you respawn. As long as you are still looking at the action
- from your fixed point of view on the ground (your "dead"
- state), the traces remain active and can still frag an
- opposing player (hopefully the one that fragged you). If you
- press the space bar before the traces are calculated, you
- will lose this chance.
-
- 3D. How exactly does the blast area work?
-
- The blast area is a spread of 20 invisible traces that
- radiate outward from the attacking player. The damage for
- the traces is calculated shortly after the green ball
- detonates against a target or a wall.
-
- The traces radiate outward in an imaginary cone that is
- roughly as wide as the player's view, i.e., about 45
- degrees to either side of the centerline. The cone always
- points the same direction as the attacker was facing when
- he fired the weapon. For instance, if you fire the BFG in
- the southeast direction, your cone of traces will always
- radiate towards the southeast.
-
- Regardless of how much you run and turn between the time
- you fire and the time the green ball detonates, the traces
- will always radiate from your location. Think of it like
- a tank with a gyroscopically stabilized turret: only the
- cone's origin point moves around with you, not its
- direction. The cone's direction remains fixed on the same
- compass heading.
-
- From a technical point of view, the game engine does not
- actually keep track of the cone while you're running around.
- That's just the effect it seems to have. All it does is
- store the vector of the direction you fired in a variable.
- When the time comes for the ball to detonate, the variable
- is retrieved to begin the calculations for the traces.
-
- When the green ball detonates, the traces are calculated
- one at a time, using the same criteria for calculation that
- the engine might use for a bullet: If there is a solid
- object (a wall, etc.) between the target and the attacker,
- the trace is harmlessly absorbed by the object. With one
- exception: In order to hit a target with a bullet, you had
- to be facing the target. You don't have to be facing your
- target in order to do damage with one of the traces.
-
- Quick review:
- - The cone of traces always points in the same compass
- direction, the direction you originally fired the BFG.
- - You sort of "carry the cone around" with you as long as
- the green ball is still flying.
- - When the green ball detonates, the cone of traces does
- its damage depending on where you're standing at that
- moment, and who is in the cone.
- - You do not have to be facing the targets to do
- damage, you only have to maneuver into a position
- where the cone is pointing at your targets.
-
- 3E. What are the limitations of the blast area?
-
- There is no range limit for the blast area, but the farther
- a target is from the attacker, the less of a chance it will
- be hit by a given trace, therefore the less damage it takes.
-
- Because of this, the effective range of the blast area ends
- up being in the neighborhood of 1000 units. At the outer
- edges of this range, a deathmatch opponent will only get hit
- by one trace, taking only 5-15 points of damage. Farther out
- from that range, it becomes increasingly unlikely that a
- target will be hit by any traces at all. Of course, larger
- targets such as spiderdemons have a wider radius, and
- therefore the BFG's effective range is slightly farther
- against such targets.
-
- Keep in mind that there is no part of the program that
- explicitly prevents traces from hitting targets outside the
- 1000 unit range. It can happen, and does in fact happen,
- it is simply less likely. For the purposes of learning how
- to use the weapon in a deathmatch game, base your
- strategies on the idea that its main effective range is
- about 1000 units, and you'll be OK.
-
- If you are unfamiliar with the Doom engine's "units",
- remember that a standard teleporter pad is 64 units across.
- Line up 16 of those and you've got a basic idea of what
- 1000 units is.
-
- The blast damage is also limited to targets that have an
- unblocked line of sight to the attacking player. This does
- not mean the attacker must see the target. It means that the
- attacker must be in a position where his traces can see the
- target, i.e., he could see the target if he were facing in
- that direction.
-
- 3F. How many targets can it hit?
-
- The blast area can only hit as many targets as its traces
- can touch. Since one trace can damage more than one target,
- you can theoretically kill more than 20 targets. In tests
- on an artificially created grid of monsters, it is not
- uncommon for a single shot to kill 25 imps. But in regular
- game play, rarely are that many targets standing in such a
- perfectly aligned pattern. Usually, some individual targets
- will soak up more than one trace, while other traces miss
- targets completely.
-
- The traces are calculated on a "first come, first fragged"
- basis. For each trace, the damage is calculated and
- subtracted from the target and the trace. Where applicable,
- any target that dies from the trace is removed from the map.
- Then the engine moves on to the next target in the line of
- that trace. When the trace runs out of damage, the
- calculation routine moves on to the next trace.
-
- Here is how it works:
-
- (Please note: In the discussion below, we refer to "line of
- sight" loosely. Remember that the attacker does not need to
- be looking at his targets to inflict damage.)
-
- In the following scenario, imagine that the attacker is
- standing in a direct line with several targets (imps, perhaps)
- lined up in front of him, and the green ball detonates on a
- wall somewhere:
-
- Attacker: X-> X X X X X X X Detonation point: X
- (Imps)
-
- The first couple of imps are close to the attacker. They
- crumble, having soaked up some of the traces that are pointing
- ahead of the attacker. The next few imps are a little farther
- away, and absorb some more of the traces, but not as many. They
- absorb fewer traces for two reasons:
- 1) because the imps in front of them absorbed some of them
- already, and
- 2) because they are farther away and the traces are more
- spread out.
- But they still die. The next imp gets damaged, but does not
- die. He has soaked up the last trace that was headed in that
- general direction. The last imp is not damaged at all because
- there are no more traces left in his direction.
-
- In order for the above scenario to work, the targets must be
- perfectly aligned. For instance, in the following scenario, all
- of the targets take full damage, because there's no one in front
- of them to soak up traces.
-
- X
- Attacker: X-> X Detonation point: X
- X Y
-
- The one target in the back ("Y") is still susceptible because it
- is not blocked by another target. The attacker can see him
- through the gap. So an imp standing directly behind a cyberdemon
- is fairly safe, but an imp standing next to a cyberdemon is a
- sitting duck.
-
- The moral to this story is: In deathmatch, do not depend upon
- other players or monsters to absorb the BFG blast unless they
- are exactly between you and your attacker. And you'd better
- hope they're very healthy. In all other cases you take full
- damage.
-
- 3G. How does altitude affect it?
-
- For the most part, it does not. With a few exceptions.
-
- Again, in the discussions that follow, we refer to "line of
- sight" loosely. You do not have to look at your targets to
- hit them.
-
- If your altitude brings you out of the sight of your
- attacker's traces, then yes, it makes you safe from the blast
- damage. But if his traces can see any part of you, you take
- full damage regardless of how much higher or lower you are
- than he is.
-
- As far as altitude is concerned, the traces seem to use the
- same criteria as your view does to determine if the target is
- visible. In other words, if both you and the damage cone are
- facing the target, but the target is above the top of the
- screen, you can't hit him.
-
- But there is a catch. The upper and lower angle limit of the
- traces seems to be the same as your view would be if your
- screen was fully zoomed in. For instance, if you are displaying
- the status bar at the bottom of the screen, your view window is
- slightly cut off at the top and bottom. Press the plus (+)
- key repeatedly to zoom all the way in, and you can see what
- this means. The BFG's traces seem to use the same angle as this
- full view does to determine if they can hit the target. So if
- you've got the status bar showing, you can actually hit
- someone who is off the top of your screen. If you are fully
- zoomed in, your view seems to be an accurate representation of
- the damage cone's angle.
-
- If your attacker is standing on a ledge above you, and he is
- so close that he can "touch" you (i.e., he can't step off the
- ledge because he's bumping into you), his shots will go right
- over your head and the blast damage will not affect you. This
- is because, technically, the traces can't see you. Well if
- your attacker could look down he would see you, but you can't
- look down in Doom. Must be those darned restrictive space
- helmets.
-
- 3H. If I am only partially exposed, do I only take partial damage?
-
- No such luck. The only thing that reduces your damage is
- getting hit with fewer traces. Here is how it works:
-
- If you are hiding behind a decorative sprite (such as a tree
- or a technical column) you are fully exposed. All weapons in
- Doom always pass completely through decorative sprites.
-
- If you are peeking over a podium, or partially obscured by a
- raising lift, or a closing door, and only half or one-tenth of
- you is showing, you still take the full amount of damage. The
- traces are calculated based on the game's two-dimensional
- block map. As far as the game engine is concerned, all of the
- traces can still hit you.
-
- If you are hiding behind a vertical wall with your rear end
- peeking out, you might take a little less damage because some
- of the traces may hit the wall instead. But don't count on it.
- Tests seem to show that your distance from the attacker is
- more important than how much of you is exposed. This is an
- observed phenomenon, not necessarily supported by hard facts.
- It is difficult to test due to the random nature of the damage
- traces.
-
- Also remember that what counts as "showing" may not be what
- you think. The Doom engine uses the radius of the player to
- determine visibility. Your player's aspect ratio does not
- change when you rotate. It also seems as though your radius
- is slightly larger (in some cases) than the sprite (picture)
- that represents your player. In tests, it is possible to
- inflict damage upon a player that seems to be out of sight
- (no visible pixels) but whose radius is large enough to count
- as "visible" to the BFG traces.
-
- -- Section 4 - Deathmatch Techniques ---------------------------------------
-
- 4A. What is considered "unfair" when using the BFG?
-
- Many deathmatch players moan and groan when the BFG is used
- successfully against them. "What a cheap frag, you craven
- coward!" they shout. Well, they usually use fewer words to
- express the idea, but that's what they mean. This is usually
- due to a lack of understanding about how the weapon works.
-
- The purpose of this FAQ is to educate players about how the
- BFG behaves. If you know how it works, you will know how to
- defend yourself against it. You will also know how to
- effectively attack with it. If both (or all four) players have
- the same knowledge about how the weapon functions, then
- the BFG by definition is not unfair. If you play against an
- opponent who does not know how the BFG works, then you should
- make sure to educate them on its behavior before turning them
- into paste.
-
- Having said that, the following things are debatable regarding
- fairness. I'm not saying they are patently unfair, I'm just
- saying that their fairness is debatable:
-
- - The "Silent BFG" trick (see section 4D).
-
- - "Sitting on" or "guarding" the BFG when you are playing
- deathmatch 2.0, and picking it up again every time it
- reappears.
-
- - Having a BFG left over from a previous level when there is
- no BFG available to the other players on the current level.
-
- In the last two examples, four-player deathmatch tends to
- cancel out any advantages to those techniques. The remaining
- three players usually coordinate and attempt to bring down the
- king of the hill in these situations.
-
- 4B. What is the best way to defend against the BFG in a deathmatch?
-
- AVOID THE DIRECT HIT, AND GET OUT OF THE CONE OF DAMAGE.
-
- (Duh.)
-
- This requires, of course, that you know where the cone of
- damage actually is. That, in turn, requires that you know
- where your attacker is and in what direction he fired the
- weapon. That, in turn, requires that you know the weapon
- was even fired at all. Which, in turn, may be difficult
- against a player who has mastered the "Silent BFG" trick
- (See section 4D).
-
- It still helps if you are playing the game with a stereo
- sound card and headphones. This allows you to hear how far
- away and in which direction your opponents are. If you
- think in three dimensions, the sounds you hear in the game
- will give you a great tactical advantage.
-
- You must understand completely how the weapon works before
- any avoidance technique would be meaningful. So if you
- skipped ahead to this section, go back and read the gory
- details.
-
- With all that said, here are a few ideas. These are just
- things to try, not necessarily good things in all cases.
-
- - Run past the attacking player so that you end up behind
- him. This assumes that he is still facing the same
- direction as his damage cone. You will be completely safe
- if you're on the opposite side of his cone. This can
- backfire if you're not careful. You could end up three
- feet from him and inside his cone when the green ball
- detonates, and soak up some rays. Twenty of them, to be
- exact. That SPF 60 sun block won't help, either.
-
- - If you think you're about 1000 units away from the
- attacker, and you don't think he's running towards you
- too fast, you can try running away, and hope that the
- traces will be too thinned out to damage you seriously.
-
- - You can duck behind a nearby wall or a solid column. If
- you can see your attacker, simply move so the column is
- between you and him. Wait for the blast to detonate and
- die down, then step out from the column and place some
- ordnance in his face. This technique works well on Doom
- II's "Circle of Death" level.
-
- - If you are very close to him, you can attempt to frag
- him before his shot gets off. When he pulls the trigger,
- there is a slight pause while the weapon warms up where
- you can still stop him dead in his tracks. There is
- nothing more exhilarating than hearing his BFG spinning
- up, then the sound of his scream as your super shotgun
- removes his face. Muahahahaha...
-
- - If you are involved in a turning, running, spinning melee
- in an open area, keep it up. Learn how to circle-strafe
- (use a combination of mouse and keyboard controls to
- turn, run, and strafe all at the same time). If you keep
- your attacker running in circles, his cone of damage will
- hardly ever be pointing at you. He will eventually run out
- of ammo, or you will frag him with conventional firepower.
- This technique works well in the main courtyard of Doom
- II's "Citadel" level. In this kind of melee, it is nearly
- impossible to keep track of the cone (for either you or
- your attacker), so you are really taking a gamble that the
- turning fight will be to your advantage. But the
- exhilaration of winning that kind of fight is one of the
- best rushes you can get.
-
- - If you are well armed and very healthy, you can judge
- whether or not you can survive a blast area hit at
- your current distance. Then take advantage of the fact
- that he's trying to keep you in his sight. He's got a
- moment or two where he must leave himself exposed
- while he tries to soak you with his traces. Pepper
- him with rockets or plasma. Grit your teeth and take
- the blast area hit, but keep on him. Just don't get
- too close.
-
- - Anything else that takes advantage of the particular
- quirks of the weapon. Remember that you can use your
- knowledge of BFG attacking techniques to your
- advantage, like the example above.
-
- 4C. What is the best way to attack with the BFG in a deathmatch?
-
- KEEP YOUR TARGETS IN THE CONE OF DAMAGE.
-
- (Sha, nice try.)
-
- This requires, of course, that you know where the cone of
- damage actually is. So if you looked here first, go back
- and check out the rest of this FAQ for details.
-
- Anyway, here's some ideas. Not necessarily comprehensive:
-
- - The best universally accepted method is to shoot a wall
- or solid column that is very close to you. In this
- situation, your cone of damage roughly equals the visible
- targets on the screen. This is because you don't have much
- time to move around before detonation. Your targets don't
- have much time, either (You will notice that all of the
- "defense" tips in this FAQ assume having time to react).
- Because we already know two things:
- 1) The direct hit is difficult to achieve,
- 2) The location of the detonation does not matter,
- there is no reason to try shooting the green ball at your
- targets. Your goal is to get the green ball to detonate
- as quickly as possible after you decide upon your
- targets. Just make sure you're facing your targets when
- you fire. If you have to rotate away from the direction
- of fire in order to see your targets, your cone of damage
- may not hit them.
-
- - The next best thing is to use the strafe feature heavily.
- Don't rotate, just keep strafing and keep your targets in
- sight while you wait for the detonation. This also keeps
- your cone of damage roughly lined up with your view,
- allowing you to use your view as a reference. If your
- targets are trying to run behind you to get behind your
- damage cone, running backwards while strafing may also
- help.
-
- - "Everything I need to know, I learned at Top Gun." Avoid
- turning fights. See the related item under the defense
- techniques, above.
-
- - "Keep your friends close, but keep your enemies closer."
- Really. The closer you are, the more traces will hit
- their faces. Don't even bother firing if your opponents
- are more than 1000 units away: you will either miss, or
- do very little damage.
-
- - Don't be afraid to use it in close quarters. You might
- think the BFG is designed for open-area use, but it
- actually works best when things get cramped. The "shoot
- the wall" trick really mulches 'em in a narrow hallway.
-
- - Keep it loaded, then use it liberally. Find lots of
- ammo for it. Use a backpack to double your ammo capacity.
- Then shoot it off whenever you get the urge. For instance,
- every time you enter a new room or open a door.
-
- - Set up pre-timed shots that take advantage of its long
- warm-up time. Like this: pull the trigger, *then* open the
- door. Or pull the trigger, *then* drop off the ledge into
- the room with your target.
-
- - Shoot the green ball at a very distant wall (such as
- outdoors or down a long hallway), then run into the room
- where your target is. He may not know you even fired,
- or he may think it already detonated. Either way, you
- can just stand there. When the ball eventually detonates,
- your target will simply see himself crumble to the
- ground, realizing too late that you were standing still
- because you were keeping your traces on him. See section
- 4E for an example of this.
-
- 4D. What is the "Silent BFG" trick?
-
- Defending yourself against the BFG pretty much depends on
- your ability to know precisely when it is being used against
- you.
-
- If you are fortunate enough to play deathmatch with a stereo
- sound card and headphones, you know that sound cues are vital
- to playing well in deathmatch. In many cases, the only way a
- potential victim knows the green ball is in the air is by the
- distinctive sound the weapon makes when fired. The headphones
- can give him directional cues as to its origin, and therefore
- point the way towards a proper escape.
-
- So if you wish to get the drop on someone, wouldn't it be
- great if you could put a silencer on that weapon? Well you
- can. A limitation in Doom's sound code allows you to silence
- the firing sound of the BFG. Regardless of the "Number of
- Sound FX to Mix" that you chose in Doom's setup program,
- your character can actually only utter one sound at a time.
- This includes all weapons firing. If you cause your character
- to grunt, i.e., you jump off of a ledge or press the space
- bar on a blank wall, you have a brief period while the
- grunting sound is being played in which you can pull the
- trigger and no sound will be emitted from the weapon. Your
- grunt makes a little noise, but it's relatively quiet and is
- sometimes ignored by your opponents.
-
- While it works well in theory, in practice the trick is hard
- to perform. It also may be a little unfair. As with all
- secrets, it definitely makes the game unfair if you don't
- share this information with your opponents.
-
- As of this writing, there seems to be a small handful of
- players on the doom newsgroups who use this trick. The
- first person to submit this trick to the author of this
- document was John Fedor.
-
- Interesting anecdote: When reviewing a draft copy of this
- FAQ, American McGee at id Software informed us that they
- have been using the silent BFG trick in their deathmatch
- games since day one.
-
- 4E. What is the "Level One Strafe" trick?
-
- The level one strafe trick is not a deathmatch technique
- per se, but it's a demonstration of the BFG behavior that
- educates many folks on how the BFG really works. The act of
- performing this trick tends to open one's eyes to the amazing
- possibilities of the weapon. It also proves some points made
- in this FAQ.
-
- Doug Bora first pointed this demo out to our particular
- group. Credit for the original version of this demo goes to
- John Ripley of the UK. The full deathmatch demo file
- PETALK2.ZIP is the first example of this specific action.
- This file may (or may not) be available on ftp.cdrom.com.
- Since that time, this has been repeated by many folks on the
- Doom newsgroups.
-
- How to do this:
- - Set up a deathmatch game with Doom II, starting on level
- one, no monsters, deathmatch 2.0, ultra violence skill
- level.
-
- - Player one (Green) will most likely appear on the
- ledge with the chainsaw, BFG, rocket launcher, and super
- shotgun. Tell him to move so that he is within view of
- that first entrance room, standing on the ledge where
- he can see down the brightly lit hallway from his perch
- above the brown room. Tell him to sit tight right there.
- He is frag bait for this demonstration.
-
- - Player two (whoever) will stroll into the brown room and
- pick up the BFG behind the column. Wave to the nice guinea
- pig waiting patiently on the platform above. (Hi Phil. Hi
- Ralph.)
-
- - Player two strolls down the brightly lit hallway to the
- intersection where he can see the other dark room, way
- down the long hallway. You can just make out the plasma
- gun sitting on that podium in there.
-
- - While facing the plasma gun from the intersection in the
- bright hallway, fire the BFG. When the shot actually
- leaves the barrel of the gun and begins traveling
- toward the plasma gun, strafe quickly back toward the
- intersection where you can see Greenie standing on the
- ledge in the first brown room.
-
- - If you reached that hallway intersection in time (before
- the green ball detonated in the plasma gun room) you will
- be rewarded with seeing the frag bait get fragged. Well,
- at least damaged. Maybe fragged.
-
- - One extra credit point to anyone who guessed that you
- don't have to be facing Green Boy to kill him. You just
- have to make it to that intersection in time. You could
- be turned completely away from him, he will still be hit
- by the traces. You can prove this by running straight to
- the intersection rather than strafing to it.
-
- This demonstration proves the following:
-
- - You don't have to be anywhere near, or even facing the
- detonation point to damage your targets. You only have
- to move to a position where your cone of traces is on
- them.
-
- - The cone of traces always points the same direction
- regardless of which direction you turn.
-
- - You do not have to face your targets in order to hit
- them.
-
- - You can fire the BFG in a totally different area than
- where you want your targets to be damaged.
-
- Players who perform this stunt successfully the first
- time are usually amazed that it actually works. This is
- also a good practice for using similar moves in real
- deathmatches.
-
- -- Section 5 - Submitting Corrections --------------------------------------
-
- 5A. Common misconceptions
-
- This is a list of the most common misunderstandings about the
- behavior of the BFG. Please review this list before submitting
- corrections.
-
- 1) You have to be looking at your target in order to inflict
- blast area damage.
-
- This is untrue. The target must be within an imaginary
- line-of-sight to you at detonation time, but you can be
- facing away from the target, provided it meets all the
- other criteria.
-
- This is an easy mistake to make because you tend to be
- more accurate in positioning your cone of damage if you
- keep your eyes on your targets. Especially if you are
- strafing instead of rotating.
-
- See section 4E for proof of this.
-
- 2) You have to see the detonation point in order to inflict
- blast area damage.
-
- Nope. The detonation point can be completely out of your
- range of sight, and can be separated from you and your
- targets by a hundred solid stone walls.
-
- Again, see section 4E for proof of this.
-
- 3) The location of the detonation point is a factor in the
- blast damage area calculations.
-
- Only the moment of detonation is important. The location
- of the detonation point is not used. See number 2, above.
-
- 4) The location you were standing when you fired, or the
- location of targets at firing time, is a factor.
-
- Only the location where you are standing when the blast
- detonates is important. The compass direction that you
- fired is important, but not the location where you fired.
- The traces are only calculated at detonation time. The
- game engine does not care where the targets are until
- the traces are calculated.
-
- Again, see section 4E for proof of this.
-
- 5) You have to be facing the same direction at detonation
- time as you were at firing time.
-
- No, the cone of traces extends outward in the same
- compass direction regardless of which way you are
- facing at detonation time.
-
- Again, an easy mistake to make because you tend to be
- more accurate if you keep your eyes on your targets.
- Again, especially if you are strafing.
-
- Again, see section 4E for proof of this.
-
- 6) Your BFG blast can frag someone behind you, but only
- if they are close enough to touch you.
-
- You can frag someone behind you if they fall anywhere
- within the cone of traces. Sure they can be behind you,
- but they don't have to be touching you. In order to
- frag someone behind you, you must rotate away from the
- direction you fired, then maneuver so that your targets
- are within the cone behind you.
-
- Having said that, if the victim is standing right next
- to the attacker, at 90 degrees perpendicular to the
- cone of damage, they will fall within the cone if they
- are in front of the attacker's centerline. But if they
- are truly behind the attacker's cone of damage (behind
- the centerline of the attacker), they will walk away
- unscathed.
-
- This seems to be due to the fact that the player's
- "hittable" radius is larger than the player's "walk
- into" radius. When you walk up to a player and bump
- into him, his "hittable" area is overlapping into your
- area.
-
- This is an easy mistake to make when looking at a
- deathmatch game, where everyone is moving around each
- other so quickly that it's hard to keep track of the
- location of the cone of damage. If you really think you
- fragged someone behind you, it's probably because of
- one of two reasons:
- 1) They were actually next to you and slightly
- forward of your centerline.
- 2) You rotated away from the direction of fire,
- and the victim stepped into the cone of damage
- that still existed behind you.
-
- 5B. I think the FAQ is in error. How do I get it corrected?
-
- Please go through this checklist before submitting information:
-
- 1) Read the entire FAQ to be sure we did not cover your point
- in another section. Check the "Common Misconceptions"
- section, above, too.
-
- 2) If you have a theory about the BFG behavior, please test it
- carefully before submitting it. If you can't reproduce the
- effect under controlled conditions, you were probably
- witnessing a side effect of one of its known behaviors. Or
- perhaps it happened in a deathmatch game, where the action
- is so fast that you often can't keep track of what's
- going on.
-
- 3) If you think you have tested your theory thoroughly and
- are ready to submit the theory as proven, please prepare
- a short description statement that details how to reproduce
- the effect during game play. Please make sure the
- description is short and precise.
-
- 4) When you have composed your description message (please
- make it as short as possible), e-mail it to tfabris@oro.net
- and wait patiently for a reply.
-
- 5) Note: Do not attempt to send us information for FAQ files
- other than this one. We do not maintain other FAQ files and
- we do not echo information amongst other FAQ authors.
-
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