Doomguy Vs The Predator

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(Doom Vs Disney)

- Both hunt down creatures for their own reasons

- Both usually hide themselves behind masks and never take them off

- Both of them have a larger sort of weapons some being very similar to each other

Doomguy

Equipment

Brass Knuckles: Doomguy's basic melee weapon whenever he punches.
Flashlight: While its main purpose is to light up dark corridors, Doomguy can use this as not only a tool but also as a blunt melee weapon (Doom 3).
Fire Axe: Doomguy can use this Axe to beat down zombies at close range in addition to break down beaten-up doors (Doom RPG).
Fire Extinguisher: While primary used to put out fires, this is very effective against fire-based enemies such as Lost Souls & Arch-viles (Doom RPG).
Chainsaw: While their has been no known use for the Chainsaw being on Mars didn't stop Doomguy from using it, he can use this weapon to cut through many demons at ease as it's capable of dealing constant damage upon contact.
Ionized Plasma Levitator: This unusual weapon allows Doomguy to hold certain objects above the ground for a limited time and can throw them with great force in addition to the fact it can also allow him to grab incoming fireballs thrown by enemies, reach otherwise inaccessible pickups, \destroy certain enemies and remove obstacles in the player's path.
Frag Grenade: Doomguy can throw this frag grenade once every ten seconds, he can throw a total of two of these and only wait for twenty seconds to throw two at a time again.
Hologram: Doomguy can create a hologram that not only acts as a dummy but can even shoot. He can use a hologram once every ten seconds and can use a total of two every twenty seconds at a time.
Siphon Grenade: This functions similar as the Frag Grenade as it deals damage to enemies within the radius. In addition, the Siphon Grenade not only deals damage to enemies but also partially heals Doomguy as well.
Pistol (UAC EMG Sidearm): In the 2016 version of Doom, Doomguy can shoot this at an unlimited amounts of times as he wishes. As soon as he fires this, it compresses up to 4 megawatts of Argent Energy into a hardened plasma gel as it launches the slug at high velocity. The gel has the same impact properties as conventional ammunition thus making it feel like an actual firearm.
Charge Efficiency: Doomguy manages to modify the Pistol to decrease the duration period it takes to power up a Charged Energy Shot.
Quick Recovery: Doomguy also managed to modify the Pistol to decrease the recovery duration period after he fires off a Charged Energy Shot.
Light Weight: Doomguy has managed to make it so that the Pistol is light weight, meaning he can move at his normal speed when using a Charged Energy Shot.
Increased Power: This further increases the maximum power of a Charged Energy Shot.
Chain Gun: Also known as "The D12" by operatives, the Chaingun is a high velocity heavy weapon that is capable of suppressing multiple targets all at once. It should be pointed out that recent changes to the firing mechanism has managed to push the Chain Gun to the physical limits of a ballistic weapon as an Argent Infused Piston compresses gas within the firing crucible to over 220,000 PSI. The moment it's released will launch a 15mm Tungsten Slug with a muzzle velocity of nearly 5,000 feet per second.
Gatling Rotator: A 3rd party modification overrides the crucible release safety, allowing Doomguy to fire the Chain Gun immediately and without having to wait for maximum rotation. While it dose prolong the duration period it needs to reach full speed, Doomguy can fire off a volley of bullets instantly.
Improved Torque: This upgrade that Doomguy made on the Gatling Rotator allows it to further increases the spin-up speed in order to fire the Chain Gun sooner then later.
Uranium Coating: This upgrade allows the Gatling Rotator to fire off bullets that have a Uranium Coating which allows them to penetrate through targets at ease.
Incendiary Rounds: This upgrade allows the Gattling Rotator to deal even more damage the moment the Chain Gun reaches it's maximum rate of fire.
Mobile Turret: While this modification unbalances the Chain Gun, this allows Doomguy to fire off twice the normal amount of rate of fire but at the expense of overheating it. The moment Doomguy activates the Mobile Turrent causes the barrel of the Chain Gun to split into three separate mini-barrels that fire off a barrage of bullets. This modification allows the Chain Gun the sheer capable of rivaling the BFG-9000.
Rapid Deployment: This upgrade allows the Mobile Turret to deploy itself at a moment's notice.
Uranium Coating: This upgrade allows the Mobile Turret to fire off bullets that have a Uranium Coating which allows them to penetrate through targets at ease.
Ultimate Cooling: This upgrade allows the Mobile Turrent to not overheat, thus allowing Doomguy to fire off a barrage of bullets for as long as he wishes while using the Rich Get Richer Rune so as long as his Armor remains 75% and above or until he runs out of bullets whichever happens first.
Combat Shotgun: The standard military issued combat shotgun forged out of high quality Titanium Steel, Doomguy can use this to shoot down any target at close to melee range. Its pump-action and it's spread ranges from 7 to 10 pellets in a single blast.
Charged Burst: This modification allows Doomguy to fire off an automatic fire-up that shoots up to 3 shell rounds in a rapid succession. Utmost useful against Doomguy's foes at close range as it is capable of taking down all but the most resilient of adversaries.
Speedy Recovery: This upgrade allows the Combat Shotgun with Charged Burst Modification to recover more quickly between fired bursts.
Rapid Fire: This upgrade allows the Combat Shotgun with Charged Burst Modification with an increased fire rate.
Quick Load: This upgrade allows the Combat Shotgun with Charged Burst Modification a more quicker loading duration period.
Power Shot: This upgrade allows the Combat Shotgun with Charged Burst Modification a further increase in damage on the next burst. This only happens the moment Doomguy manages to successfully land all three shots on a single target.
Explosive Shot: This mod allows Doomguy to incorporate a glycerin fuse within a shell that detonates an Octanitrocubane gel upon impact to create a wide-area of effect. This mod is highly effective against either multiple targets or when detonated to the ear of enemies in defilade.
Speedy Recovery: This upgrade allows the Combat Shotgun with Explosive Shot Modification to recover more quickly between fired bursts.
Bigger Boom: This upgrade allows the Combat Shotgun with Explosive Shot Modification further increases the size of the explosion radius.
Instant Load: This upgrade allows the Combat Shotgun with Explosive Shot Modification will remove the loading duration period for the Explosive Shot itself.
Cluster Strike: This upgrade allows the Combat Shotgun with Explosive Shot Modification will create a series of Cluster Bombs the moment Doomguy scores a direct hit on his chosen target. The Cluster Bombs will deal additional damage to said target plus other targets near-by.
Super Shotgun: Despite being removed from the Union Aerospace Corporation's approved weapon arsenal didn't stop Doomguy from using the Super Shotgun thus making it extremely ideal in close quarters combat should he ever have to.
Faster Reload: Doomguy has managed to improve the Super Shotgun thus allowing him to reload it quicker then usual.
Uranium Coating: Doomguy has managed to modify the Super Shotgun to the point where the shells now have Uranium Coating, thus causing the shells to penetrate through even multiple targets.
Double Trouble: Doomguy has managed to modify the Super Shotgun to the point where he can fire twice before having to reload, this modification still makes the Super Shotgun as if Doomguy fired off two shells in a single blast.
Heavy Assault Rifle: Despite being replaced with the Plasma Rifle, the Heavy Assault Weapon is still the ideal weapon due to its dependable mechanical firing mechanism in addition to it's high accuracy at lon- rangd targets.
Tactical Scope: This allows Doomguy to zoom into targets and snipe them down from a long distance as it allows him to fire multiple .50 caliber FMJ rounds without having to deal with unmanageable recoil.
Uranium Coating: This upgrade allows the Heavy Assault Rifle with the Tactical Scope Modification to fire off the .50 caliber FMJ rounds that have a Uranium Coating which allows them to penetrate through targets at ease, this only takes effect while Doomguy is zooming with the Tactical Scope Modification.
Skull Cracker: This upgrade allows the Heavy Assault Rifle with the Tactical Scope Modification to deal even more damage to enemies when Doomguy aims for the head of such targets.
Light Weight: This upgrade allows the Heavy Assault Rifle with the Tactical Scope Modification to be more relayable as Doomguy made it weigh less.
Devastator Rounds: In addition to Uranium Coating, Doomguy has managed to make it so that the Heavy Assault Rifle with Tactical Scope can fire off of what appears to be an experimental yet heavy damage dealing ammunition rounds. Doomguy can only fire off these rounds whenever he's zoomed into his chosen target.
Micro Missiles: This multi-chambered cylinder that is located under the primary barrel is something that Doomguy can load up to six HMX missiles. The small-but-deadly rockets are designed to deliver multiple payloads to even a single target and can subdue multiple targets within a tight kill-zone.
Ammo Efficient: This upgrade allows the Heavy Assault Rifle with the Micro Missiles Modification reduces the ammunition cost for using the Micro Missiles.
Advanced Loader: This upgrade allows the Heavy Assault Rifle with the Micro Missiles Modification to quickly reload the Micro Missiles themselves.
Quick Launcher: This upgrade allows the Heavy Assault Rifle with the Micro Missiles Modification to instantly activate the Micro Missile rack the moment it is ready to fire.
Bottomless Missiles: This upgrade allows the Heavy Assault Rifle with the Micro Missiles Modification to fire an almost seemingly endless supply of Micro Missiles which only stops until Doomguy runs out of ammunition or until he chooses to stop whichever happens first. He can fire endlessly so as long as his Armor remains at least at 75% and above upon using the Rich Get Richer Rune.
Plasma Rifle: This standard issue military weapon is capable of delivering a rapid salvo of plasmoids that deal not only impact but also thermal damage to Doomguy's chosen targets.
Heat Blast: This modification allows Doomguy to cause the Plasma Rifle to absorb residual thermal energy thus instantly transferring the heat to the borosilicate diffusion chamber. As soon as the meter is full will allow Doomguy to unleash a heat wave from the end of the weapon that deals localized damage in addition to the possible chance it will create a pressure wave that will knock back targets.
Super Heated Rounds: This upgrade allows the Plasma Rifle with the Heat Blast Modification causes the heat within the Heat Blast Modification to build up faster then normal, taking at least 3 seconds for Doomguy to max out the Heat Blast's heat bar thus allowing him to unleash the Heat Blast.
Improved Venting: This upgrade allows the Plasma Rifle with the Heat Blast Modification significantly reduces the Heat Blast Modification's recovery the moment Doomguy fires off a Heat Blast from it.
Expanded Threshold: This upgrade allows the Plasma Rifle with the Heat Blast Modification further increases the amount of heat that can be contained within the Heat Blast Modification itself, thus allowing Doomguy to deal even more potential heat-based damage from it.
Heated Core: This upgrade allows the Plasma Rifle with the Heat Blast Modification to generate heat on a passive scale, thus making it so that Doomguy won't have to use up ammunition to build it up. It takes the Heat Blast Modification 10 seconds to build upon its own without Doomguy having to fire the Plasma Rounds.
Stun Bomb: This modification for the Plasma Rifle allows Doomguy to fire off a powerful pulse that will stun near-by targets caught in the radius. The modification requires cooling between uses.
Quick Recharge: This upgrade allows the Plasma Rifle with the Stun Bomb Modification allows the Stun Bomb to recharge at a faster rate.
Big Shock: This upgrade allows the Plasma Rifle with the Stun Bomb Modification further increases the radius effect for the Stun Bomb detonation.
Longer Stun: This upgrade allows the Plasma Rifle with the Stun Bomb Modification slightly increases the duration period up to 4 seconds total thus causing anyone caught within the radius of the Stun Bomb itself.
Chain Stun: The moment Doomguy manages to kill his chosen targets while they remain under the effects of the Stun Bomb will release a secondary stun that will detonate and stun other targets near by if any.
Gauss Cannon: This weapon is the result of the basis for numerous industrial projects over the years with the Argent Tower being one of those projects. The Gauss Cannon is capable of scoring near perfect accurate hits due to it's aerodynamic design of the projectiles with the ammunition being cheap and readily available.
Precision Bolt: This standard telescopic sight is used to allow to further improve it's already near-perfect accuracy at long ranges. Doomguy can accumulate additional magnetic charge within it's launch chamber and when released will fire off the flechettes as an even greater speed. A fully charged flechette is almost seemingly unstoppable as it will pass through even multiple targets within Doomguy's sight.
Energy Efficient: This upgrade allows the Gauss Cannon with the Precision Bolt Modification to reduce the duration period to charge up the bolt to maximum power. Further more, it also reduces the duration period between shots as well.
Light Weight: This upgrade allows the Gauss Cannon with the Precision Bolt Modification to be lighter in weight, thus allowing Doomguy to move at normal speed while using it's Zoom In ability.
Volatile Discharge: This upgrade allows the Gauss Cannon with the Precision Bolt Modification to fire off a Volatile Discharge, which causes a target who's weak enough to explode thus dealing damage to anyone caught in the explosion itself.

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