Fist

From Doom Wiki

Jump to: navigation, search
Fist being used on MAP02: Underhalls
Fist being used on MAP02: Underhalls
An Imp makes the acquaintance of the berserk fist on E2M2: Containment Area
An Imp makes the acquaintance of the berserk fist on E2M2: Containment Area

The fist is the only weapon in Doom which is always available. Punching is almost useless, however, unless the player has collected a berserk pack, which increases the power of the fists tenfold. A berserk punch is somewhat more effective than the chainsaw, although it does have the disadvantage of not doing continuous damage (which leaves the player open to counterattacks) and requires more careful aim than the chainsaw.

In vanilla Doom, if the player has a chainsaw, he cannot use his fists unless he also has a berserk pack.

The actual punch attack (hitscan) is begun two frames into the punch animation. The fist is not completely extended at this point, but consideration of this lag can help in timing punches effectively.

[edit] Notes

The player punches with his left hand; he also shoots the pistol with his left hand, but operates the chainsaw and shotgun with his right hand.

When not punching, the player's hands are shown to be wearing brown gloves (black in the splash screen). When punching, the player's right hand is unadorned, while his left hand carries a knuckleduster.

Even though punching in the air makes very little noise in the real world, compared to the sound of gunfire or a chainsaw, this will nonetheless alert monsters in open areas. Players who want to provoke enemies without wasting ammo can use the fists attack.

[edit] Data

Fist data
Weapon number 1
Damage 2-20 (20-200 with berserk)
Included ammo Infinite
Shot type Hitscan
Shots / minute 123.5 punches
Sound DSPUNCH
Appears in Shareware Doom
Registered Doom
The Ultimate Doom
Doom II/Final Doom
Sprite PUNG (wielded)
PUFF (impact, miss)
BLUD (impact, hit)
Damage done by a punch (non-berserk)
Damage done by a punch (non-berserk)
Blows needed to kill1
(non-berserk)
Mean Standard
deviation
Min Max
Barrel 2.34 0.74 1 4
Trooper 2.34 0.74 1 4
Sergeant 3.25 0.87 2 6
Wolfenstein SS 5.14 1.09 3 8
Imp 6.10 1.10 4 9
Chaingunner 6.99 1.24 4 11
Lost Soul 9.80 1.43 7 14
Commander Keen 9.80 1.43 7 14
Demon 14.45 1.91 11 21
Spectre 14.45 1.91 11 21
Boss Brain3 23.68 2.45 19 29
Revenant 28.46 2.98 23 34
Cacodemon 37.90 3.78 34 48
Pain Elemental 37.90 3.78 34 48
Hell Knight 47.14 4.59 41 57
Arachnotron 47.14 4.59 41 57
Mancubus 56.53 5.61 49 67
Arch-Vile 65.78 6.48 58 80
Baron of Hell 93.80 9.16 83 113
Spider Mastermind 280.65 27.18 254 329
Cyberdemon 374.07 36.27 339 439
Damage done by a berserk punch
Damage done by a berserk punch
Blows needed to kill1
(berserk)
Mean Standard
deviation
Min Max
Barrel 1.00 0.00 1 1
Trooper 1.00 0.00 1 1
Sergeant 1.11 0.31 1 2
Wolfenstein SS 1.21 0.43 1 3
Imp 1.21 0.43 1 3
Chaingunner 1.34 0.51 1 3
Lost Soul 1.45 0.57 1 3
Commander Keen 1.45 0.57 1 3
Demon 1.94 0.71 1 4
Spectre 1.94 0.71 1 4
Boss Brain3 2.95 0.84 2 5
Revenant 3.25 0.87 2 6
Cacodemon 4.24 0.97 2 7
Pain Elemental 4.24 0.97 2 7
Hell Knight 5.14 1.09 3 8
Arachnotron 5.14 1.09 3 8
Mancubus 6.10 1.10 4 9
Arch-Vile 6.99 1.24 4 11
Baron of Hell 9.80 1.43 7 14
Spider Mastermind 28.46 2.98 23 34
Cyberdemon 37.90 3.78 34 48

  1. This table assumes that all calls to P_Random for damage, pain chance, and blood splats 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 direct hits are possible, which does not occur in any stock map.

[edit] See also

Doom weapons
Fist Pistol Shotgun Chaingun Rocket launcher Plasma gun BFG9000
Chainsaw Super shotgun
Personal tools
.