Plasma weapons need a faster shots

The Executioner benefits greatly from the stability mod, the reduced recoil lets you fire faster so it's easier to get 2 shots off quick to take down shielded enemies. Add magazine size, fast handling and fast reload for a super viable CZ sniper. Though the Aphelion is my new favourite sniper rifle. My sniper loadout carries one of each, it's a nice combo.
 
As much as I like Plasma weaponry in Odyssey all 3 guns are hardly useful. Like I get it they dont have damge drawbacks like laser or kinetic but its almost impossible to hit moving targets with those weapons. It doesnt need to be much faster but at least fast enough so you can hit medium range targets with the Automatic and for the Sniper enough to hit long range targets.

Oh and I am fairly sure a gun with which it is impossible to hit moving targets would never enter service anywhere not even in a fictious game universe
Nah!!
With practice you can easily snipe.
I do.
 
The plasma weapons could definitely use an implicit buff by way of making the Increased Range mod actually increase projectile speed. Barring the Oppressor, the plasma weapons generally strike me as a higher-skill, higher-reward weapon that also doubles in the niche role of on-foot AX (Banshees and Revenants have a plasma resistance weakness ever since 16.02). The Oppressor's base damage could do with a buff to offset the difficulty of leading with plasma rounds and slower fire rate.

Love my silenced Manticore Tormentor for sneaky but swift settlement raids, and the Intimidator has the second highest total damage per shot of all on-foot weapons (just behind the Karma L6 rocket launcher).
 
Oh... a necro... so have it might be proper place to give some of Hidden knowledge of Elpapo (tip 35)

Plasma shotgun with hip fire accuracy and scope, there is bug that every time if leaving ship/SRV (need be repeated like 5 or 6 times, and stays until game is reloaded or weapon/suit changed), the ADS spread is smaller each time, to point where all pellets focus as single shot as one ultimate ball of doom, but its still counts as multiple shots. Despite dmg falloff, its very lethal, even at 30m or more.


Add to that headshot mod, and mag size (3 shots instead 2), and its most powerfull weapon in game, it one body shots preety much anyone only but almost kill high intensity enforcers leaving them with silver of health left, but if headshot is scored, then it one shots them too... and also other cmdrs.

Reason why its so deadly, its because bypasses shield gate mechanic; if shield is at 10% left, but takes tons of dmg like rocket into face, its only breaks shields, but that extra dmg is not applied to health - but thats only works if there is singlehit source... in case of mutiple hits, wich shotgun is only weapon that does it, it simply bypasses that mechanic, becasue of mutiple pellets - thats how it works.

(As far I am aware, its still not fixed yet.)
 
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It is worth noting however that as of the T8 update any new scope mod generated in game (either by engineer modification or pre-modded in Pioneer) will not function. Until this gets fixed, hipfire accuracy and greater range is your best bet. It's the hipfire mod that does the most to tighten up the spread.

I don't think I've built one with headshot damage yet, I'll add that to the list lol
 
It is worth noting however that as of the T8 update any new scope mod generated in game (either by engineer modification or pre-modded in Pioneer) will not function. Until this gets fixed, hipfire accuracy and greater range is your best bet. It's the hipfire mod that does the most to tighten up the spread.

I don't think I've built one with headshot damage yet, I'll add that to the list lol
Right, its not possible to recreate that bug anymore (if not already had such setup before) due of scope issue (forgot thats an issue now)... but to make that bug work (spread removal) scope and hip fire accuracy are must have, otherwise its just work as intended (lowering spread a bit - but not remove it outright after "certain steps" and without those two mods, bug will not occur)

Maybe there is chance that spread bug might be fixed if scopes came back, but I would not place my bet on that. Some bugs are persistent in years, and from my observation, this spread bug is something that is seemingly hardcoded in how those modification works; ones that affects spread wich are scope and hip fire accuracy, and only those.

No idea why it works like that - that if exiting and entering a ship or SRV with same loadout (spawning your "foot" body repeatedly) causes spread to be lowered by each time semi-permamently. I have not tested other weapons with both scope and hip fire accuracy, but its safe to assume that any spread of any weapon it probly gone as well if steps are repeated, but obviously is shotgun that makes most of it, and leaving far other weapon types how its affects weapon characteristic.
 
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Thanks to the bug I haven't been able to try both the scope and the hip fire mod together but I can tell you hip fire alone turns it into a sniper shotgun, you can take people out at fairly ridiculous distance, it's well worth doing. Although fun fact, it is also sorta bugged since the update, on plasma weapons engineers are charging the old price for it, so gather double the materials Inara says you need to save yourself a frustrating extra trip to the engineer, lol 👍
 
Thanks to the bug I haven't been able to try both the scope and the hip fire mod together but I can tell you hip fire alone turns it into a sniper shotgun, you can take people out at fairly ridiculous distance, it's well worth doing.
It still have some spread, does it?

Bug that I did mention, completly removes any spread, hence I'd like call it "ultimate ball of doom" and an onlooker would even mistake it easly as plasma sniper ball.

It makes bit diffrence how this weapon preforms... especially with headshot mod while spread bugged. Shooty at G5 doing like 5.2 dmg, with HS mod, its then slightly more than twice as much when (x1.5 to x2.2 was it with hs mod for headshot modifer along 8 pellets per shot) Score headshot with it, and total dmg is like 91.51, enough to kill high intensity enforcer from full shields to death in single headshot, or body shot anything else (if not too far away) - no other weapon in game can do that - but this one can if "prep" with bug, even at considerable distance... effective range is about 20-30m, then it loses its ability to one shot, but it still makes critical dmg.

Without spread bug, if there is any spread, shooty cannot work like that anymore, as some pellets either miss or hit diffrent body parts, especially in distance, but with spread bug, if headshot is scored, then all pellets ended up there. In fact, this weapon is actually one that benefits most from headshot mod, due of sheer number of pellets shots per trigger pull. No other weapon gain as much dmg, since no other weapon is multishot.

Just ran quick test too see it its still a thing, take a look:
Screenshot_0013.jpg
Screenshot_0014.jpg

Yep, its still works, confirmed 6 times enter ship/exit to fully focus pellets on single point. First pic shows a rock 100m and shoot at it from that very position, and second is when I came closer to see "hole". There is zero spread.

Another pic to see bullet when moved myself bit to right, soon after shooting it to the stars for the better perspective (its litte over right to the scope):
Screenshot_0021.jpg
 
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There are 4 different hand held plasma wespons in the game...
While I think they should double the plasmas shot speed, and the kinetic ones as well, you have to take pvp into account here. As it is, the shotgun and the pistol are already really good, and if the sniper rifle worked like it "should" there would be no reason to use anything else.
The only one of the plasma guns that needs a buff is the assault rifle, and that could be solved with increased dmg...edit: and a RoF buff.
 
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I actually agree they're pretty well balanced, all the weapons have strengths and weaknesses that can be played to with the right mods and play style, the only one I don't use in high CZs is the Oppressor. Headshot damage + stability makes it fun and viable for settlement based chaos at least.
 
The only one of the plasma guns that needs a buff is the assault rifle, and that could be solved with increased dmg...edit: and a RoF buff.
Having been playing around with one for a few days (G5 with expanded magazine, stability, faster reload and faster handling), there are 2 takeaways:
1.) Damage is actually decent. Increasing rate of fire from 6.7 to 10 would be the most important buff it needs, followed by moderate buff to ammo reserve from 300 to 350...400.
2.) It's not an assault rifle. It's a submachine gun. Spray and pray close to medium range is the order of the day.

It's main problems are barrel rise (solved with stability) and difficulty to lead targets (solved by turning off aim assist in on-foot control settings). Once these two are dealt with, adding magazine size so you can spray'n'pray for longer; reload speed to allow especially quick reloads and depending on taste, faster handling for quicker ADS and weapon swaps or maybe hip fire accuracy for better spray'n'pray, or why not stowed reloading, it's rather good at what it is.
 
I was playing with one in a high CZ last night, I also came to the conclusion that a hipfire modded say-hello-to-my-lil-fren spray 'n' pray version could work, it's got decent hipfire accuracy already and having a wider field of view out of ADS (and faster movement if you don't have combat movement speed) kinda makes it easier to track/lead targets.
 
Having been playing around with one for a few days (G5 with expanded magazine, stability, faster reload and faster handling), there are 2 takeaways:
1.) Damage is actually decent. Increasing rate of fire from 6.7 to 10 would be the most important buff it needs, followed by moderate buff to ammo reserve from 300 to 350...400.
2.) It's not an assault rifle. It's a submachine gun. Spray and pray close to medium range is the order of the day.

It's main problems are barrel rise (solved with stability) and difficulty to lead targets (solved by turning off aim assist in on-foot control settings). Once these two are dealt with, adding magazine size so you can spray'n'pray for longer; reload speed to allow especially quick reloads and depending on taste, faster handling for quicker ADS and weapon swaps or maybe hip fire accuracy for better spray'n'pray, or why not stowed reloading, it's rather good at what it is.
I agree that it's a submachine gun; only, it's substantially worse at it than the other 2.
For mission running/general purposes you can use anything, so what I say from now on is based around high intensity CZ fighting npcs:
You start shooting at someone from 15m away. You break their shield, they stagger, making most of the shots in the air miss, and start running for cover. You start shoting at him again only for them to reach cover before the shots reach them. Now, if they're alone behind that cover, just charge them down. Only, the rest of their squad is also behind that cover. And while the npcs in elite are.not the best and brightest, that will still hurt.
If you had used the las and kinetic submachine guns you could have knocked down multible shields in less time than it took to break the first on with the oppressor, and easily kill one before they make it to cover.
In one on ones, at very short range, the oppressor can be pretty good...assuming you have the head shot mod and hit the head with multible rounds after the shield goes down.
In the end, the effective range of the oppressor isn't short to medium, it's hand-to-hand to point blank. A distance where the shotgun will be wastly superior, and the pistols consistency will out-preform it.
Not to mention that a shotgun with just a scope mod will have a longer efficient range.
 
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