“The Most Useless Gun In The Whole Game Is…”: Fans Clash Over Doom: The Dark Ages’s Most Useless Weapon—Find Out Which Gun Has Everyone Riled Up! 👇

Since its release on March 7, 2025, Doom: The Dark Ages has electrified fans with its medieval-inspired carnage, blending sci-fi firepower with brutal melee combat. Developed by id Software, this latest chapter in the Doom franchise introduces a robust arsenal of 23 weapons, from the iconic Super Shotgun to innovative additions like the Skullcrusher and Chainshot. Yet, despite the game’s reputation for balancing each weapon with a distinct purpose, a heated debate has erupted among players over which gun deserves the dubious title of “most useless.” With contenders like the Accelerator, Pulverizer, and Grenade Launcher in the crosshairs, fans are dissecting the game’s combat dynamics, sparking discussions that reveal as much about player preferences as they do about the game’s design. Why are these weapons under fire, and what does this debate say about Doom: The Dark Ages’ place in the franchise?

Doom The Dark Ages character facing down demons with a double barrel shotgun.

Doom: The Dark Ages builds on the series’ legacy of fast-paced, visceral combat, but it shifts the focus toward melee and shield-based mechanics. Set in a dark fantasy realm, the game pits the Doom Slayer against demonic hordes across sprawling levels, with weapons designed to complement a playstyle that rewards aggression and precision. The game’s director, Hugo Martin, has emphasized that every weapon should serve a unique role, a philosophy rooted in Doom co-creator John Romero’s belief that each gun’s design should be “really deep.” Unlike Doom Eternal, which demanded frequent weapon swapping to exploit enemy weaknesses, The Dark Ages allows players to lean on fewer weapons, with the shield and melee options like the Dreadmace and Flail taking center stage. This shift has led some to argue that certain guns feel overshadowed, prompting the debate over which is the least effective.

The Accelerator, a rapid-fire plasma weapon, is a frequent target of criticism. Described as an armor-destroying tool ideal for crowd control, it shoots energy spikes that stun and damage enemies. However, players on platforms like Reddit and X have called it underwhelming, citing its high recoil and lackluster damage compared to alternatives like the Plasma Cycler. One player, posting on X, argued that “one shot with the Accelerator equals one shot with the Cycler, which has much more power,” highlighting its perceived inefficiency. Others note that its upgrades, such as those that generate ammo pickups, don’t compensate for its struggles against larger enemies or at long range. While the Accelerator excels at mowing down fodder demons, its niche is often overshadowed by the Combat Shotgun’s versatility or the Shredder’s superior ammo efficiency, leading some to label it a “forgotten” weapon.

The Pulverizer, another contender, has a more polarizing reputation. This skull-crushing gun fires shrapnel from demon heads, creating a wide spread that’s brutal against hordes. Its cinematic flair won fans over in trailers, but in practice, some players find it lacking. Critics argue it’s ineffective against single, high-health enemies like Hell Priests or Mancubi, with one Reddit user noting that “there’s rarely hordes that the Pulverizer is any good for.” Its upgrades, like Pincushion, which lodges bullets in enemies for secondary damage, are situational, requiring precise synergy with the Shield Saw’s stun mechanics. Defenders, however, praise its crowd-clearing potential, with one X post claiming it “melts everything” when paired with the right mods. The Pulverizer’s effectiveness seems to hinge on playstyle, thriving in chaotic arenas but faltering in boss fights or when ammo is scarce.

The Ravager Gun in The Sentinel Command Station of Doom The Dark Ages.

The Grenade Launcher, acquired mid-campaign, is perhaps the most divisive. As the first launcher-type weapon, it delivers explosive area-of-effect (AoE) damage, but its timing—arriving just two chapters before the superior Rocket Launcher—has drawn ire. Players argue it’s outclassed almost immediately, with one Reddit user calling it “useless” due to its low fire rate and self-damage risk at close range. Unlike the Rocket Launcher, which offers upgrades like Cannibalism to mitigate self-damage, the Grenade Launcher’s mods feel less impactful, and its ammo capacity limits its utility. Yet, some players appreciate its early-game crowd control, particularly against fodder demons, and argue it’s unfairly maligned due to the Rocket Launcher’s dominance. The consensus on X suggests that while no weapon is truly “bad,” the Grenade Launcher’s brief relevance makes it a prime candidate for the “useless” label.

These debates reflect broader shifts in Doom: The Dark Ages’ combat philosophy. Unlike Doom Eternal, where ammo scarcity and enemy-specific weaknesses forced constant weapon cycling, The Dark Ages offers more flexibility. The Super Shotgun, lauded as the game’s standout, delivers devastating close-range damage, with upgrades like Eat This adding extra pellets for massive splash damage. Its dominance is so pronounced that one X user suggested it “nullifies half the game’s mechanics,” arguing its ammo efficiency and raw power make other weapons feel redundant. Similarly, the Ravager, a Gatling-style gun with Vampirism upgrades that drop health pickups, and the Impaler, a precision rail spike weapon ideal for headshots, are praised for their versatility. The Ballistic Force Crossbow (BFC), the game’s equivalent to the BFG, is a situational powerhouse with only three shots per level, but its ability to clear entire arenas cements its S-tier status.

The Shield Saw and melee weapons further complicate the equation. The shield, upgradeable with runes like Auto Turret, is a constant in combat, allowing players to stun enemies, zip across arenas, and trigger secondary effects like Ricochet. Melee options—the Power Gauntlet, Flail, and Dreadmace—restore ammo and deal significant damage, with the Dreadmace’s single-charge explosion capable of wiping out groups. This emphasis on non-gunplay has led some to argue that firearms like the Accelerator or Grenade Launcher feel supplementary, especially since parrying and melee attacks can recharge weapon charges. One Reddit post noted that “the shield can do what [weaker guns] can’t,” suggesting that the game’s design prioritizes versatility over necessity for every gun.

Player feedback highlights how upgrades and playstyle shape perceptions of “uselessness.” The Combat Shotgun, for instance, remains a fan favorite due to its Smelt and Tune Up upgrades, which generate armor pickups and turn it into a tri-burst beast. The Shredder, a fully automatic spike gun, is lauded for its ammo efficiency and synergy with shield mods like Ricochet, which causes bullets to bounce off stunned enemies. In contrast, weapons with less impactful upgrade trees, like the Pulverizer or Accelerator, struggle to compete unless players invest heavily in their mods. Community discussions on X emphasize that “every weapon is good in their own way,” but the consensus leans toward prioritizing guns that align with the game’s fast-paced, close-range combat loop.

The debate also underscores Doom: The Dark Ages’ balance between accessibility and depth. On lower difficulties, players can rely on favorites like the Super Shotgun or Chainshot, a chargeable flail-firing weapon that obliterates armor. On Ultra Nightmare, however, strategic weapon swapping becomes crucial, elevating the value of niche tools like the Cycler for energy shields or the Impaler for bosses. This flexibility is a double-edged sword: it empowers player choice but risks making some weapons feel optional. Critics on Steam forums have noted that the game’s slower weapon-switching speed, compared to Eternal, discourages experimentation, potentially contributing to perceptions of certain guns as “useless.”

Despite these critiques, Doom: The Dark Ages has been hailed as a technical and creative triumph. Its 4K visuals, powered by idTech, and medieval aesthetic—complete with dragon-riding and mech battles—have earned praise, with OpenCritic scores averaging 87. The game’s 22 chapters offer varied arenas, from the Spire of Nerathul to Kar’Thul Marshes, ensuring every weapon has moments to shine. Modding support, while nascent, is growing, with fans already tweaking weapons like the Pulverizer to enhance its fire rate. Posts on X suggest that future patches could address balance issues, potentially elevating maligned weapons through new upgrades or ammo tweaks.

The “most useless” debate is less about broken design and more about Doom: The Dark Ages’ evolving identity. By prioritizing melee and shield mechanics, id Software has crafted a game that feels distinct from Eternal’s combo-driven intensity, but this shift has left some guns struggling for relevance. The Accelerator’s crowd control is outshined by the Shredder, the Pulverizer’s spectacle doesn’t match its practical output, and the Grenade Launcher’s brief utility is eclipsed by the Rocket Launcher. Yet, the game’s depth ensures that no weapon is truly obsolete—each has a niche, whether it’s clearing fodder or softening elites.

As players continue to rip and tear through Hell’s legions, the debate over the “useless” gun reflects Doom: The Dark Ages’ greatest strength: its ability to spark passion. Whether you’re mowing down demons with the Ravager or parrying with the Shield Saw, the game’s arsenal is a playground for creativity. The Accelerator might misfire for some, and the Grenade Launcher might fizzle, but in the hands of a skilled Slayer, even the weakest weapon can carve a path through Hell. As the community experiments with upgrades and strategies, the “useless” label may fade, proving that in Doom, every gun has a story to tell.

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