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This article appeared in Quake II  

Q2 Weapon BFG
BFG10k
Production information
Technical specifications
Damage Per Hit

Single-player:
Lasers: 100/s
Impact: 200
Splash: up to 200
Flash: up to 500

Deathmatch:
Lasers: 50/s
Impact: 200
Splash: up to 200
Flash: up to 200

Maximum Ammunition

200 cells
Bandolier: 250
Ammo Pack: 300
Consumes 50 cells per shot

Fire Mode

Pump-action

Ammunition Type

Cells

Rate of Fire

25 shots per minute

Muzzle Velocity

34 mph

Usage
Era(s)

Quake II

[Source]
Big, uh, freakin’ gun. This weapon redefines the word "wallpaper." Simply fire the BFG into a small room of unsuspecting Strogg and observe the new red paint job.

—The Quake II Manual

An even more powerful version of the famous BFG 9000 from the Doom series, the BFG10K (simply called BFG in the manual) is the most powerful weapon in Quake II. When fired, it releases a large green sphere of compact energy that travels forward until it hits a wall or other obstacle. As it's traveling, it will exert its excess energy in the form of green beams that lash out at any enemies near it, usually killing them quickly. When it hits something the sphere will explode, dealing potentially massive damage in a large radius.

As noted above the BFG is referred to as the "Big, uh, freakin’ gun" in the manual and is also known as the 'Bio Force Gun' in the Doom movie (although The Rock name-drops the expletive nomenclature). In the Doom Bible, design document for the original Doom, it is explicitly referred to as the 'Big Fucking Gun'.

It uses cells for its ammunition, and each shot consumes 50 cells. It has a slow rate of fire, and it takes roughly a second after pulling the trigger for the gun to fire.

Damaging System[]

The BFG’s damaging system is quite complicated, and occurs in several separate stages: the ball lasers, the impact (and splash damage), and the "flash" effect.

Ball Lasers: As the BFG projectile travels, it will lash out at nearby targets with laser beams. The beams deliver up to 100 damage per second.

Impact and Splash Damage: When the BFG projectile strikes a target, it will deal 200 damage to an enemy it strikes directly. Nearby enemies (not counting an entity that is struck directly) will suffer up to 200 damage in a radius, depending on their proximity to the impact (in a similar manner to explosive weapons such as grenades and the Rocket Launcher)

Flash Effect: Just after the BFG projectile strikes a solid entity, the explosion causes an additional "flash" effect which can potentially hit enemies within a large radius of the impact. This additional effect only occurs if the victim is in view of the impact AND the player who fired the BFG (although the player doesn't need to be facing the correct way). The damage dealt by the flash effect is up to 500, depending on the damage between the victim and the impact. However, if the potential victim is not visible to either the impact or the BFG wielder, then no damage will be delivered by this stage of the process.

The values above concern single-player gameplay. In deathmatch, the ball lasers deal up to 50 damage per second instead of 100, and the flash effect deals a maximum of 200 instead of 500.

The ball lasers and the impact/splash damage are not affected by damage power-ups (i.e. Quad Damage or Double Damage), although the flash effect is.

BFG Shot

The energy ball travels through the air slowly. Nearby enemies will be blasted by a laser beam.

Strategies[]

Single Player[]

  • The BFG10K is a rather complicated weapon to use - see the Damaging System section above for details. To deal the maximum damage to its target, the player must be within line of sight of the target at the moment of impact, which may require additional movement and popping in and out of cover for the full effect. A direct hit on a target while the player is in view can potentially deal around 600 damage, enough to kill a Gladiator or Medic Commander in a single shot (but not enough to kill a Tank). If, however, the player ducks behind cover to avoid return fire and is not visible to the target at the moment of impact, the victim will suffer significantly less damage since the "flash" effect will not take place. Therefore, the BFG does require a measure of skill and practice to be used at its full potential.
  • Against large numbers of weaker foes such as Guards and Flyers, the player need not concern themselves with achieving the flash effect; the player can simply fire the projectile in their general direction, and the ball lasers alone can often clear large numbers of these weaker enemies from the battlefield.
  • The BFG10K can potentially be an efficient use of ammo if the player can catch large numbers of enemies with its effects. However, against a single target, it is an inefficient use of cells; it can deal around 600 damage per shot to a single target, spending 50 cells to do so, whereas the Hyperblaster could achieve 1000 damage with those same fifty cells.
  • Ground Zero and Call of the Machine include a new enemy, the Medic Commander, who can instantly summon new Strogg into battle - making it a potentially very dangerous foe. The BFG10K is arguably the best weapon against it, capable of killing it in one well-placed shot and hopefully ending the fight quickly before it can summon reinforcements. However, the player should be wary that the Medic Commander can potentially spawn a Strogg minion between itself and the player, blocking the shot and reducing the amount of damage dealt to the Medic Commander.
  • The final boss (Jorg/Makron) is armed with its own BFG10K to use against the player, although thankfully it is weaker than that used by the player. See their respective pages for strategies.
  • If you find yourself able to line up a BFG10K shot against an enemy that isn't aware of your presence yet, activate a Silencer first if you have one. The Silencer will prevent the enemy becoming alerted by the sound of the shot or the presence of the incoming projectile, therefore not giving them a chance to dodge it or deliver some return fire before it hits.

Multiplayer[]

  • In MP the BFG is still very deadly. Try to use it in rooms that have a lot of people in them. They usually don't notice the ball until it's too late which means that you'll usually clear out the room and get a ton of frags. Because of the amount of ammo it uses and its slow reloading time, the BFG shouldn't be used against one enemy. If they do notice you with it, they'll flee - meaning that the element of surprise is required to use this beast correctly.
  • If you see somebody with it, run away and hide. When he fires it, it will very likely annihilate you if you stay, its energy ball can absorb your health very quickly. So try to be far away from it and hiding when he fires it; or at least avoid being exposed to the energy ball, because it means you are about to take damage from it. Because the BFG user will be vulnerable for a brief period after he fires, when you hear the ball explode, run out and finish him off.
  • When you get a BFG in any map try to estimate where the choke points and shortcuts are by memorizing important item and weapon spawns such as Megahealth, Chain Gun, Railgun and Body Armor. Most of the player crowd will prioritize them and if you position to observe such flow of player directions, it might pay off. If you possess the BFG, without any surprise factor or positioning at chokes, its slow fire rate will become a huge penalty in a hectic environment.
  • In case you need to wade into direct combat or are noticed with the BFG, try to change your position for a better angle or distance. You don't have to show off your new toy just because you have it. Once positioned in an advantageous spot, exploit weak weapons such as Machine Gun and Hand Grenades to lure players on yourself while suppressing their movement so when you align the BFG shot, it will definitely be a lethal hit. Don't use this demolisher in a small space otherwise you'll get the death message "Player should have used a smaller gun".

Gallery[]

Trivia[]

  • The projectile that the BFG10K shoots has the same sprite as the projectile fired from the BFG9000 from Doom - an earlier game developed by id Software.
  • The glowing light on the BFG10K is green in the Nintendo 64 port instead of blue like the Playstation port and the PC version.
  • In Doom Eternal, there is a much larger version of the BFG9000 that is called the BFG10000 in that game in a cut scene. Ironically, it also seems to both contain, as well as be powered by, a BFG9000.
  • The BFG10K emits a constant sound while the player has it equipped, as does the Railgun. It's not loud enough to alert nearby Strogg to your presence in single-player, thankfully.
  • The Hornet, Carrier and Black Widow Guardian are immune to the BFG10K's ball lasers. However, they are still susceptible to the damage dealt by the other stages of the weapon's process.
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