End of the beta. 23 Days until rejuvenation.

Although users have already replied, let me be more specific about each gun.

Heavy Assault Rifle- Nothing. This gun is perfectly fine. Some might consider the damage output per shot too low, but I disagree. If enough headshots are landed during the gunfight, killing an opponent from proper range shouldn't be a problem. It raises the skill gap and enforces good experience and skill over lower-level hand holding. Compared with the Super Shotgun and the Plasma Rifle, however, this gun needs some increase in accuracy or a close range function.

Super Shotgun- By far, the best weapon in the beta. Because of its damage output and range, it allows for a quick kill if combined with a sharp melee to the head of an enemy player. It seems, at first glance, that a shotgun should be a defining part of an arsenal for a run-and-gun based mode. And that's exactly what it is for the multiplayer, except usually, a shotgun's range in a FPS causes a decline in its performance. In DOOM, the Super Shotgun's bullets travel almost 20 ft, which causes problems because out of the two maps which were available there was one long range sniping spot for every ten close-quarter areas. Why use any of the other weapons when you can have a gun with practically unlimited range, a widespread shot, and a reliable damage output? Definitely needs to be modified.

Vortex Gun- I really think this gun is a stroke of genius. When fully charged, the laser can easily be spotted, encouraging constant movement and cutting camping completely out of the picture. Landing headshots is critical; this is a very similar gun to the assault rifle, with a higher damage ratio. But, there is one problem...the maps are definitely catered to short range battles. Looking through the scope is the only option for powering the weapon, and it's WAY more difficult to track enemies from a small distance. This could also be seen as a plus, as it balances the Vortex's lethality.

Lighting Gun- Where to start with this weapon...how about the fact that it has two modes, that are EXACTLY the same. Instead of an aiming function, there is splash damage beam that causes an identical amount of damage to an enemy as the original beam. It also requires incredibly precise aiming. It's accuracy is lower than the Vortex Gun, but it does around 1/16 the damage. It's range is also quite low, which makes no sense considering your shooting FUCKING LIGHTNING. Either needs a buff or requires an exclusion from the final game.

Static Rifle- This gun has originality and fun, quality aspects. It makes players continue to move, overall encouraging the flow of gameplay and creating a more enjoyable experience. That being said... It sucks major gorilla ass. The player first has to take about 10 seconds on average to charge the weapon, then only has one chance to land a shot. And since they are constantly moving to charge the gun, they usually will run directly into enemy players and have gunfights that span a very short distance. Meaning, the enemies they attack will be using a close-range weapon, like a Super Shotgun, and the person with the Static Rifle will be dominated, as it is not a one shot kill and does 30 damage when uncharged, the same as a Vortex Rifle.

Plasma Gun- This gun is well balanced, and uses a splash damage function which really takes some quick thinking. The radiation grenade placement in a gunfight is critical, and it is an uphill battle if the shot is missed. The bullets themselves have a bit of lag to them, which equals out this weapon with Heavy Assault Rifle, which only has one shot function. Although the high fire rate seems overpowering, it takes more skill to keep constantly set on an enemy because of the hip fire.

All in all, each and every weapon needs some tuning. But since it's a beta, there is still time to make minor adjustments.

/r/Doom Thread Parent