Zeus Cannon

* Item
* HUD

As it looks when dropped.

As it looks when equipped.

## Class Perks

**Scavenger (Technician)**
Convert weapon into a Modpack

**Assembly Optimization (Technician)**
50% damage increase

**Efficient (Demolitionist)**
50% less ammo consumed

> *Originally a fork of the BFG program, the team responsible for the weapon discovered that demonic biosignatures can conduct energy on various wavelengths.
> ...In plain English, the Zeus Cannon's energy cluster seeks after enemies and reflects off solid surfaces, constantly emitting tendrils of lethal energy until it finally explodes.
> Some practical jokers like to reconfigure their Zeus Cannon to home in on friendly targets on a low power setting; not causing them direct harm, but certainly punting them around rooms uncontrollably.*
>
>

The Zeus Cannon is a **Master Assembly** BFG Weapon.

BFG 9000 | + |  +  +  +

## Tactical Analysis

The *Zeus Cannon* is a master class of assembled weapon and one of the hardest weapon to create in *DoomRLA*, Requiring two Sniper Modpacks. It is one of the best assemblies available for the regular BFG 9000, and it's superior to the original weapon in almost every way.

With the exception of the same firing speed and magazine capacity, The Zeus Cannon's main feature is the homing plasma shot. Upon firing, a big green plasma ball not unlike the BFG ball will be launching from the player and immediately begins seeking out the nearest enemy and bumping into it. While the targeted enemy constantly suffer a great deal of damage from the Zeus ball repeatedly bouncing into it, the ball itself also constantly emits multiple electrical tendrils that zapping all enemies in a radius of 14 game units or around 3 meters, dealing even more damage to the target at an extremely fast rate, enough to stun-lock any non-boss monsters including the **Arch-vile** family notorious for having very high pain tolerance. After the time is up, the Zeus ball will explode and dealing final AOE damage, without 40 invisible tracers from the classic BFG shot, however.

The Plasma ball has a 'smart' enemy seeking system, meaning it will bounce off the wall and obstacles without diminishing any of its remaining 'time' or 'hits' until the ball explode and will simply glide along the wall to seek a valid target. The plasma ball also capable of doing an instant 180 turn to find enemies right behind the player as soon as the shot comes out, and the projectile speed itself is quite fast, placing somewhere between a BFG shot and a plasma shot. Thus, the Zeus Cannon is a true fire-and-forget weapon. It doesn't matter how, when or even where should it be fire at, as long as there are enemies in the room, no shots will ever be wasted.

The Zeus Cannon is also one of the most versatile weapon as there is no need to keep the weapon up while a projectile is active and there seems to be no limit to how many it can stay active at once. The player can even prepare their own battlefield by deploying as many projectiles as their ammo allows them, then switch to other weapons for better maneuvering around the field.

Being a non-shotgun weapon that use multiple ammo per shot, the Demolitionist's passive ability, **Efficient**, synergizes quite well with The Zeus Cannon, allowing it to fire up to 4 shots before having to reload.

The Technician's passive ability, **Assembly Optimization**, greatly synergizes with the Zeus Cannon due to being a **Master Assembly**, further increasing its already high damage by 50%.

### Enemy-specific Analysis

**Cacobyss** - Being a plasma-based weapon, the *Zeus Cannon* is completely useless against plasma-immune enemies, the most dangerous one being the Cacodemon's meanest cousin, the *Cacoabyss*. Not only the Cannon's projectile will be drawn towards and bouncing around a Cacobyss ineffectively instead of seeking another vulnerable target, the Cacobyss can and will flinch from the rapid plasma zap even though they are immune, causing them to reset its animation, basically removes the lag time between each attack and allowing them to breathe an unending stream of electric balls, making some Caco-heavy battleground impossible to navigate around.

**De-Vile** - The De-Vile and its sigils are also immune to the *Zeus Cannon*. However, the persistent nature of the Zeus Ball and the rapid zapping from the electric tendrils will completely shut down its ability to move, allowing the player to use another weapons to snipe its sigils with the greater ease.

### Pros

* The ultimate plasma weapon, worth time and investment.
* Fast moving and heat-seeking projectile.
* Long active time.
* Can switch to other weapons while the projectile is active.
* Extreme damage.
* Extreme stun capability, can stun-lock anything.
* Extreme versatility, can shoot into the air or into the window and clear the entire section of the map.
* Completely safe.
* Effective at any range.
* Fast reload speed.

### Cons

* Hard to assemble.
* Useless against the only 2 plasma-immune enemies in the game.

## Modpack Analysis

Being a **Master Assembly**, the *Zeus Cannon* cannot be modded.