Plasma Weapons - Shield Damage and other Problems

I'd never take the shotgun over the Executioner.

So there is that.

Some bleed through would be good, but unless it changes 2 hits to 1, it's largely irrelevant. I'd suggest the only time it should reduce it to 1 is if the target's shield is already low.

This is rare as a solo Executioner user of g5.
 
And usually in a CZ you dont need an Executioner. Most of the CZ i have seen so far had close range fights, where the Shotgun worked just fine. In fact, i dropped my G3 "Sniper" because its time-to-kill is too slow in a Medium CZ. A G1 Kinetic/Laser combo is much faster and more forgiving.

Executioner is fun for "Scavenger Hunts", but there its slow Projectile is a pain, so no sniping, and once the Enemies are alert, you cant oneshot them anymore.
I'd still use the Executioner though. The idea it's limited to long range is false. It's as good at point blank as 50m. Better, actually.

There's no "better gun" because of the issues you mention. Changing these issues would just make what's a very powerful gun get more so.

Not against it, unless you want one shot kills from 100% shields, of course.

Remember, npcs get the same gun.
 
And usually in a CZ you dont need an Executioner. Most of the CZ i have seen so far had close range fights, where the Shotgun worked just fine. In fact, i dropped my G3 "Sniper" because its time-to-kill is too slow in a Medium CZ. A G1 Kinetic/Laser combo is much faster and more forgiving.

Executioner is fun for "Scavenger Hunts", but there its slow Projectile is a pain, so no sniping, and once the Enemies are alert, you cant oneshot them anymore.
I am doing high CZ with just Executor and Tormentor doing 4-6mil per battle. I rarely hit a target more than once because it is either a kill or my team mates finish it. Finding a good position is the key to use the Executor correctly, but if you are used to the shotgun it might be different than what you are doing. Enemy sharpshooters are devastating at high CZ.
 
So, having been firmly in the Energy + Kinetic camp, when not using my Plasma Pistol, I gave the Plasma Rifle a proper go. Man, I'm hooked instantly.

Sure, the projectiles are slow, but enemies are predictable, and unlike the laser/kinetic rifles, I can down a target from full shields in a single clip easy peasy, and butter up their shields with a single shot from my plasma pistol if I'm feeling keen.

Guess I'll be upgrading this bad boy from here on out.
 
I am doing high CZ with just Executor and Tormentor doing 4-6mil per battle. I rarely hit a target more than once because it is either a kill or my team mates finish it. Finding a good position is the key to use the Executor correctly, but if you are used to the shotgun it might be different than what you are doing. Enemy sharpshooters are devastating at high CZ.
I just tried the G5 Executioner in a high intensity CZ and it's as I thought it would be: 1 shot shields, 1 shot suit. Still, in my opinion, easily the most powerful and versatile weapon in the game, but obviously still with a much higher skill cap. I can't say it needs to be changed much.

But, still... When people call this a sniper I just disagree. It's not a sniper. Not by any sensible definition. Using it at long range is a matter of fortune most of the time (and sure, I've landed some pretty amazing long shots but that's definitely not something I can claim to manage consistently). It's a short-to-mid range assault weapon. At mid-to-long range it's deadly still, just less so against moving targets that are moving laterally (but that's something that absolutely will change with experience and skill and so this is a good thing). The only reason it could be called a sniper is its damage at long ranges is the same at close range (still 2 shots). But a sniper should be most effective at longer range. This is most effective at anything but longer range, deadly at close range particularly with extended magazine.

Two hits to kill a fully upgraded target is something very few weapons can match and the Exectutioner pretty much enables this at G3/G4 (my G4 exe still does high intensity in two hits so...) I don't think the "overdamage" is necessary. It's just two shots and the idea that one only takes away 1% shields is sort of irrelevant... If it bothers someone then just pack the plasma pistol to strip shields then switch. If a G5 executioner somehow took 2 shots to take shields down against high intensity targets then I'd agree that would be sucky, it'd be quite weak in that case. It doesn't and so... moot argument I think.

Ultimately, this weapon takes an annoying mechanic (bullet sponge, weapon switch) and negates both. So it'll always be my favourite weapon.
 
I don't mind the Executioner. It reminds me of the Triple Take in Apex just a little slower. From a rooftop, you can take down a group of AI shields in 3 shots while your team cleans up. At close range, it might be the best shotty in the game.;) I'd like to see how it handles once I can run CZs with a proper framerate.

The rest of what you said I agree with. How does all of that translate to a studio with 0 FPS dev experience, though? That kinda stuff has to be so far down the list of things to fix and they might not even understand what language you're speaking.
 
The plasma shotgun seems like an RNG pattern to me. I've shot it at walls and compared the spread pattern, and it can be all over the place.
 
The plasma shotgun seems like an RNG pattern to me. I've shot it at walls and compared the spread pattern, and it can be all over the place.
When I was comparing one with accuracy mod with non-modded the pattern was exactly the same

Anyone put Magazine Size on any of their guns? Does it also increase reserve ammo or does it stay the same?
 
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Two hits to kill a fully upgraded target is something very few weapons can match and the Exectutioner pretty much enables this at G3/G4 (my G4 exe still does high intensity in two hits so...) I don't think the "overdamage" is necessary. It's just two shots and the idea that one only takes away 1% shields is sort of irrelevant... If it bothers someone then just pack the plasma pistol to strip shields then switch. If a G5 executioner somehow took 2 shots to take shields down against high intensity targets then I'd agree that would be sucky, it'd be quite weak in that case. It doesn't and so... moot argument I think.

Ultimately, this weapon takes an annoying mechanic (bullet sponge, weapon switch) and negates both. So it'll always be my favourite weapon.
My main Problem is, that it is the only Weapon that has this issue. Plasma Pistol has enough Ammo to ignore it, Shotgun completely ignores it, Assault Weapons dont care about it.
Well that, and that Engineering has pretty much no effect on it...Range? Nope. Accuracy? Nope. Stability? Nope. Scope? Nope.

I don't mind the Executioner. It reminds me of the Triple Take in Apex just a little slower. From a rooftop, you can take down a group of AI shields in 3 shots while your team cleans up. At close range, it might be the best shotty in the game.;) I'd like to see how it handles once I can run CZs with a proper framerate.

The rest of what you said I agree with. How does all of that translate to a studio with 0 FPS dev experience, though? That kinda stuff has to be so far down the list of things to fix and they might not even understand what language you're speaking.
Well, the Plasma Shotgun deals more Damage AND bypasses the Shieldgating ;)

The plasma shotgun seems like an RNG pattern to me. I've shot it at walls and compared the spread pattern, and it can be all over the place.
I dont have it anymore, so i can only give you this Video at the moment:
Source: https://www.youtube.com/watch?v=a8pYZ_o7jcY&t=60s
 
If the Accuracy engineering effect tightens the Intimidator's spread, I'll be super happy. So far I was looking at Accuracy, Magazine Size and Rate of Fire. but I haven't seen yet what all the engineers can do (and if you can stack multiples of the same effect?)

So far the only engineering effects I've managed to complete are Backpack and Tool energy usage for my maverick. The backpack is a huge QOL boost. It doubles Assets, Goods and Data capacity, so you can reliably clear out even a huge settlement without SRV/Ship returns.
 
If the Accuracy engineering effect tightens the Intimidator's spread, I'll be super happy. So far I was looking at Accuracy, Magazine Size and Rate of Fire. but I haven't seen yet what all the engineers can do (and if you can stack multiples of the same effect?)

So far the only engineering effects I've managed to complete are Backpack and Tool energy usage for my maverick. The backpack is a huge QOL boost. It doubles Assets, Goods and Data capacity, so you can reliably clear out even a huge settlement without SRV/Ship returns.
I would really not bet on it.
Reduces weapon sway, improving accuracy.
It has no effect on my Laserpistols spread either.
 
I would really not bet on it.
Reduces weapon sway, improving accuracy.
It has no effect on my Laserpistols spread either.

Since the Laser Pistol is a burst weapon, one would expect the Stability mod to improve its spread though, since all shots after the first are subject to a recoil impulse deflection. Shotgun's kind of a weird one as always, since it's the only gun that actually has an innate "Spread".
 
Since the Laser Pistol is a burst weapon, one would expect the Stability mod to improve its spread though, since all shots after the first are subject to a recoil impulse deflection. Shotgun's kind of a weird one as always, since it's the only gun that actually has an innate "Spread".
kinda, yes, but the burst itself is "weird"
Source: https://www.youtube.com/watch?v=m7r1NPHP1FY

its not just from recoil, it looks like the "jitter" we have on ship-weapons with some engineering effects.

overall engineering on plasma is weird and could require some changes
 
Weapon sway to me = movement of the weapon when aiming. Not tested but I'd not expect this mod to reduce spread, so if it does then that's a bonus.

I am surprised they didn't add the following mods rather than go for such simple ones:

  • Heavy Barrel: Inreased accuracy from hip (less spread), reduced accuracy when aiming (more sway)
  • Lighter Chasis: Increased accuracy when aiming (less sway), reduced accuracy from hip (more spread)
  • Fitted Stock: Reduced recoil when aiming, increased recoil from hip
  • Shoulder Strap: Reduced recoil from hip, increased recoil when aiming
  • Super Charge: Increased rate of fire, reduced damage
  • Fully Loaded: Increased damage, reduced rate of fire
  • Amped Propellant: Increased projectile speed, introduced jitter ("permanent, non-resetting" recoil that needs player adjustment to correct)
  • Shield Soak Reverb: Bleeds damage through to suit (+20% of total damage to suit), reduces shield damge (-50%)
  • Shield Disruptor: Prevents shield regenration on strike for 2s, reduced damage to suit by 10%
 
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Weapon sway to me = movement of the weapon when aiming. Not tested but I'd not expect this mod to reduce spread, so if it does then that's a bonus.

I am surprised they didn't add the following mods rather than go for such simple ones:

  • Heavy Barrel: Inreased accuracy from hip (less spread), reduced accuracy when aiming (more sway)
  • Lighter Chasis: Increased accuracy when aiming (less sway), reduced accuracy from hip (more spread)
  • Fitted Stock: Reduced recoil when aiming, increased recoil from hip
  • Shoulder Strap: Reduced recoil from hip, increased recoil when aiming
  • Super Charge: Increased rate of fire, reduced damage
  • Fully Loaded: Increased damage, reduced rate of fire
  • Amped Propellant: Increased projectile speed, introduced jitter ("permanent, non-resetting" recoil that needs player adjustment to correct)
  • Shield Soak Reverb: Bleeds damage through to suit (+20% of total damage to suit), reduces shield damge (-50%)
  • Shield Disruptor: Prevents shield regenration on strike for 2s, reduced damage to suit by 10%
I guess they'll add some of those in the future and we will have to G5 our weapons again. :p
 
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