- Was looking for Too Many Super Shotguns. Glad someone got to it before I did! - #193812320 added by apothfj at utopian historical Marten.
- Sep 13, 2017 re: too many super shotguns v13!!! By Bofubutt » Mon Dec 26, 2016 8:30 pm I'd love to try this because it sounds glorious, but Mediafire is the worst file host ever and redirects constantly to scammy/virus websites whenever I try to download a file.
- 7.8/10 Too many super shotguns. What Cacodemon? 3 points 3 years ago. That would make slaughter WADs so easy. And that tiny little SSG!
The Harp launch guns could reach 2km/s, explains Higgins, and if you used gas to power the projectiles, you could go much faster. “They really replace the first 1.5 stages of a conventional. So, how many guns are too many? To the consternation of the hard-liners on both sides of the issue, the answer probably really is “to each, his own”. In the realm of guns, as in most things in life, one man’s sufficiency is another man’s abundance.
The 2019 spring turkey season kicked off with me eagerly looking forward to the opportunity to go head to head with a Tennessee turkey while looking down the barrel of a new gun. For the first time since my childhood, the gun slung over my shoulder would be a .20 gauge. I was excited for a new challenge, but also the fact that the little gun I had built was so light and hunter friendly. After several weeks of turkey season being in full swing, I’ve had the opportunity to take a few turkeys with a Mossberg .20 gauge pump shotgun. A gun that is quickly becoming my new favorite turkey gun.
For as long as I can remember, turkey hunters toted a .12 gauge shotgun as their weapon of choice when going to battle with turkeys. It was the gun I naturally gravitated to when I came of age and was ready to outfit myself as a turkey hunter. The .12 gauge shotgun has long been considered the standard among turkey hunters across the country, but with advancements in equipment and turkey loads, the .20 gauge shotgun is beginning to turn a lot of heads among turkey hunters. In fact, there have never been as many hunters gravitating to the lighter load than there are these days. It beckons the question, “Is the .20 gauge the new perfect turkey gun?”
What are some of the characteristics that tend to draw hunters to the .20 gauge for turkeys? Here’s a look at the basics when it comes to the features that are drawing hunters to the .20 gauge as the new perfect turkey hunting gun.
A lot of turkey hunters are discovering the .20 gauge to be the new perfect turkey hunting gun.
Lighter Weight
Turkey hunters cover a lot of ground each spring in search of birds. It only makes sense to lighten the load on their back. One way to do this is with a lighter gun. That’s just one area where the .20 gauge can shine. The Mossberg 500 shotgun in .12 gauge will way in around 7.25 pounds, while the little Mini 510 Youth Super Bantam I’ve been toting to the woods weighs in over 2 pounds lighter at just 5 pounds. Yes, it’s a youth model gun. But with the addition of an adjustable stock, it’s become quite the turkey thumper, in a super lightweight package. It’s easy on the back and a pleasure to carry on all-day hunts.
I was a mile back into the timber when I killed this turkey. A super-light gun was a welcomed feature for the long walk out with a bird over my shoulder.
Lighter Loads
There’s a variety of lighter shotshell loads available for the .20 gauge these days that make the gun a pleasure to shoot for youngsters and older turkey hunters alike. Sure, you can load up the heavy loads and punish your shoulder with the recoil for a little extra reach, but in most cases, the lighter, super efficient .20 gauge loads are more than enough to get the job done on your bird.
More Versatile
As mentioned, I added an adjustable stock to my youth model .20 gauge to make it the perfect gun for my whole family. With the stock slid forward, my youngest son can easily shoulder the gun. When I’m up to bat in the turkey woods, I simply slide the stock back to fit me and I’m good to go. I can go with lighter loads for them, or shoot heavier loads if I want more for myself. The .20 gauge is simply a well-rounded gun with ample versatility to meet the needs of shooters of all sizes.
A .20 gauge is super versatile gun, working equally well for kids and adults.
Plenty of Power
With today’s popular TSS turkey loads, the .20 gauge is more than enough to pack the power we once only knew available in a .12 gauge shotgun. It wasn’t too many years ago that 40 yards was the standard range available to the shotgun hunter with a .12 gauge. However, with the advancements in today’s turkey loads, 40 and 50 yard shots on turkeys with the .20 gauge are the norm, and 60 yard+ shots are not uncommon. It’s amazing to see the power the little .20 gauge can punch these days with the right load combination.
TSS is the hottest thing going these days for getting long-range results, even with a smaller gun.
Is the .20 gauge the new perfect turkey gun? Well, you’ll have to decide that for yourself. But if you’re looking for a gun that’s easy on the hunter, but tough on the turkeys and more versatile than anything out there, you can’t go wrong with adding the .20 gauge to your arsenal this spring.
From DoomWiki.org
A super shotgun in the first room of 1SQUARES.WAD.
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. Dsn schematic viewer. 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.'
- 6Other games
Too Many Super Shotguns Mod
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.
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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
![(Doom (Doom](https://i.imgur.com/zOGvoqG.png)
Redrawn version of SSG in the Final Doom for the Sony PlayStation
- 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 |
Damage | 5-15 (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 |
Sound | DSDSHTGN (firing) DSDBOPN (opening) DSDBLOAD (reloading) DSDBCLS (closing) |
Appears in | Doom II/Final Doom |
Thing type | 82 (decimal), 52 (hex) |
Radius | 20 |
Height | 16 |
Sprite | SGN2 (before pickup) SHT2 (wielded/firing) PUFF (impact, miss) BLUD (impact, hit) |
Class | Weapon Pickup |
Damage done by an SSG attack
Shots needed to kill1,2 | Mean | Standard deviation | Min | Max |
Barrel | 1.00 | 0.00 | 1 | 1 |
Zombieman | 1.00 | 0.00 | 1 | 1 |
Shotgun guy | 1.00 | 0.00 | 1 | 1 |
Wolfenstein SS | 1.00 | 0.00 | 1 | 1 |
Imp | 1.00 | 0.00 | 1 | 1 |
Heavy weapon dude | 1.00 | 0.00 | 1 | 1 |
Lost soul | 1.00 | 0.00 | 1 | 1 |
Commander Keen | 1.00 | 0.00 | 1 | 1 |
Demon | 1.00 | 0.00 | 1 | 1 |
Spectre | 1.00 | 0.00 | 1 | 1 |
Romero's head3 | 2.00 | 0.00 | 2 | 2 |
Revenant | 2.00 | 0.00 | 2 | 2 |
Cacodemon | 2.22 | 0.41 | 2 | 3 |
Pain elemental | 2.22 | 0.41 | 2 | 3 |
Hell knight | 3.00 | 0.00 | 3 | 3 |
Arachnotron | 3.00 | 0.00 | 3 | 3 |
Mancubus | 3.19 | 0.39 | 3 | 4 |
Arch-vile | 4.00 | 0.00 | 4 | 4 |
Baron of Hell | 5.18 | 0.38 | 5 | 6 |
Spiderdemon | 14.96 | 0.39 | 14 | 16 |
Cyberdemon | 19.55 | 0.59 | 19 | 21 |
- 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.
- Assumes that target is close enough to be hit by every pellet. (This is extremely rare in real play, however, especially during speedruns.)
- 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]
Super Shotgun (Doom Eternal)
The SSG in Doom 64.
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 use.
See also[edit]
References[edit]
- ↑Double-barreled shotgun at Wikipedia. Retrieved 2014-07-14.
Weapons from Doom and Doom II | ||||||
---|---|---|---|---|---|---|
Slot: 1 | 2 | 3 | 4 | 5 | 6 | 7 |
Fist | Pistol | Shotgun | Chaingun | Rocket launcher | Plasma gun | BFG9000 |
Chainsaw | Super shotgun |
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