Well why would the pistol, machinegun and chaingun share ammo? That would just be silly./Lycanthrope

* shrug *   Presumably to avoid unnecessarily complicating the game mechanics (in Wolfenstein 3D, those three weapons do indeed share ammo).  It's a judgment call on the designers' part, obviously; by 2004, the gaming populace was more accustomed to "realistic" arsenals that required finding a different type of ammo for each weapon.  Similarly, the plasma gun and BFG changed as well.    Ryan W 04:10, 14 July 2008 (UTC)

Cacodemons and the Chaingun

Surely the chaingun was designed with Cacodemons (and perhaps the BFG-wielding Sarge to a lesser extent) in mind. As the steady stream of ballistic fire stops Rockets and BFG projectiles in mid-flight causing them to explode much less effectively. This makes the Cacodemon near ineffective at medium-long range. As they're pretty slow, you can hit them easily too... 22:32, 31 October 2008 (UTC)Simon

Increasing the Maximum ammo for Chaingun

I know this isn't the place to ask, but I was wondering if anyone would happen to know where to adjust the maximum ammo capacity for the chaingun in Doom 3. I have looked in pak000.pk4 and pak005.pk4, and modified the weapon_chaingun.def, but no matter what, the maximum round count is 600. I can modify it where the clips are larger, but I can never have more than 600 available.

Thanks in advance. 05:00, February 26, 2010 (UTC)

Why two images?

Why do we need two images of this weapon — which don't appear to be of the same weapon in any case?

We certainly don't need both of them at the top of the article, restricting the space available for the text and creating an unsightly patch of empty space; so I've moved the newer image (which is flagged for deletion anyway) to further down the article. — RobertATfm (talk) 07:18, March 2, 2013 (UTC)

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