UFO:Alien Invasion

General => Discussion => Topic started by: Anarch Cassius on November 14, 2012, 12:17:26 am

Title: Plasma Blaster
Post by: Anarch Cassius on November 14, 2012, 12:17:26 am
The Plasma Blaster is a very oddball weapon. Ostensibly it's the heavy weapons version of the Plasma Rifle. In practice it's crappy knock-off. I'm also not sure what's up with it firing plasma beams, is that a graphical artifact or is it beaming plasma down ionized paths or magnetic fields?

It's heavy, short-ranged and inaccurate. I'm not sure why the aliens were favoring them over the rifles unless it was to give me a sporting chance. The only good thing about it was the ball which was recently nerfed. It's more like a crappy shotgun than a heavy weapon. The only use for it seems to be for people who aren't any good with assault rifles and even then the plasma pistol is a tempting alternative, to say nothing of human weapons like the submachine gun.

Also does anything use heavy weapons any more? No weapon says so but my skill in it keeps rising for several characters implying it's being used. Is it Melee now or something applied to any type of weapon that happens to be large?
Title: Re: Plasma Blaster
Post by: H-Hour on November 14, 2012, 12:30:47 am
The plasma blaster is a Close weapon, most similar in usage to shotguns, and should generally always be used in Ball mode. When you access it (early in the game), your heavy-hitting close-range weapon (excluding Flamer because it is unique) goes from 120 normal_medium damage with the Riot Shotgun to 180 plasma_heavy damage. This is extraordinary power early in the game and will provide a strong punch throughout most of the game.
Title: Re: Plasma Blaster
Post by: Anarch Cassius on November 14, 2012, 12:42:34 am
Thinking of it as a shotgun helps, but it still feels a lot less accurate than human shotguns. Could be my bad luck. It does have a nice ability to punch through armor with its damage and damage type.

I think it was seeing this be the mainstay of alien forces until they brought out the needlers is what confused me. I typically have one or two of these at most and plenty of plasma rifles in a squad.

Still bringing the ball radius up to two (it's 1 now, was 3 if I recall) and/or increasing it's range or accuracy a tad might be good.
Title: Re: Plasma Blaster
Post by: Anarch Cassius on November 14, 2012, 12:44:04 am
What it is... a near miss with a shot gun tends to get some hits in. The plasma blaster needs to impact a target or cover object to disperse properly or it just goes out to maximum range and fizzles harmlessly.

This is a good difference but it means it might need to be stronger in other areas.
Title: Re: Plasma Blaster
Post by: H-Hour on November 14, 2012, 12:56:02 am
The Plasma Blaster is less accurate than the Riot Shotgun using Saboted Slugs. It is the same accuracy as Flechettes, but as you mention, Flechettes have 8 shots so you get a chance of hitting a little. But this is where play style will trump the raw numbers. If you are a careful swarmer, you'll be turning corners onto aliens with 2 teammates around to finish him off and you'll be happy playing the better odds of a lower-damage weapon that puts out more rounds (more chances to hit). If you're someone who often ends up facing down an enemy indoors with just 1 or 2 soldiers around, you need a 1-shot-1-kill weapon or your man is dead as soon as you press the end turn button. Not all weapons may fit your play style, but they still have their uses.

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Still bringing the ball radius up to two (it's 1 now, was 3 if I recall) and/or increasing it's range or accuracy a tad might be good.

A larger splash radius is actually a problem for close-quarters combat, the role this weapon is intended for. You don't want a reaction shot to go off on an alien 2 grid squares away when the splash radius is 3.

If you're firing out to maximum range with the plasma blaster, you're probably wasting ammo.
Title: Re: Plasma Blaster
Post by: Anarch Cassius on November 14, 2012, 01:01:22 am
Right. Okay that actually sounds like very useful advice.

I remember a Sheevar turning the corner and being two away and blasting himself and one of my soldiers to bits. I figured it was part of their tactics, so I suppose this change benefits Phalanx overall.
Title: Re: Plasma Blaster
Post by: ShipIt on November 14, 2012, 06:38:26 am
From my experience I have to agree with OP here. The burst-mode using 16 TUs barely scratches an armoured Taman when you stand next to him, while the Plasma Rifle uses 12 TUs for a 3-round and pushes him out of his shoes immediately. Not to speak - even the Assault Rifle performs better.
Title: Re: Plasma Blaster
Post by: Triaxx2 on November 14, 2012, 07:34:21 am
Agreed. I picked them up, thinking they were Heavy. Once I realized how useless they were at that, I dropped them for Plasma Rifles. Better mobility, better damage, and if I turn a corner into something I have the guaranteed kill of 8 shot full-auto mode.
Title: Re: Plasma Blaster
Post by: H-Hour on November 14, 2012, 11:00:28 am
From my experience I have to agree with OP here. The burst-mode using 16 TUs barely scratches an armoured Taman when you stand next to him, while the Plasma Rifle uses 12 TUs for a 3-round and pushes him out of his shoes immediately. Not to speak - even the Assault Rifle performs better.

If you're standing next to him use the BALL MODE (10 TUs)! This is not meant to compare to an assault weapon. It's a powerful one-shot weapon for close engagements. The other firemodes are fall-backs, something you should only use in desperate situations where you'll trade overwhelming firepower for a lucky weak hit or two at greater distance.

I can see now that when I bumped the alien-armour-vs-plasma I made the snap/burst firemodes of the blaster nearly irrelevant. I'll bump their damage a little. But the Blaster will never be as good in snap/burst modes as the Rifle because it wasn't designed for that.
Title: Re: Plasma Blaster
Post by: Telok on November 14, 2012, 12:02:19 pm
That ball mode is not to be laughed at. I've had a habit of using civilians as soft cover on some occasions. Recently a Shevarr(sp?) dropped a plasma ball onto that "cover" and the splash did ~85 damage and four wound icons to a soldier.

Oddly in 2.4 once the aliens start carrying plasma rifles and blasters they stop carrying the plasma pistols. I think, I haven't noticed any being auto-sold like the blasters are.
Title: Re: Plasma Blaster
Post by: ShipIt on November 14, 2012, 01:04:14 pm
Even 10 TUs means the alien always shoots first. But maybe I am just in love with the Plasma Rifle too much  :D.
Title: Re: Plasma Blaster
Post by: Sarin on November 14, 2012, 02:12:42 pm
Ball mode is odd. It is fast and powerful, but with limited range and inaccurate. In my experience when used by aliens, it's more dangerous to them than anyone else as they get splashed way too often, I even had situations where aliens blasted themselves to bits with it. Other fire modes are just crap.

Overall, I prefer spending those TU to grab a nade from belt and throw it and use better primary weapon.
Title: Re: Plasma Blaster
Post by: Triaxx2 on November 14, 2012, 05:30:55 pm
It's a pretty terrible close weapon that's beaten so thoroughly by the Plasma PISTOL. With thirty-one TU, I can crouch and fire seven reasonably accurate shots, not a single one of which will trigger reaction fire.
Title: Re: Plasma Blaster
Post by: H-Hour on November 14, 2012, 07:12:08 pm
It's a pretty terrible close weapon that's beaten so thoroughly by the Plasma PISTOL. With thirty-one TU, I can crouch and fire seven reasonably accurate shots, not a single one of which will trigger reaction fire.

Against an armoured Taman, you will do 105 damage if all seven shots hit the target. With the Plasma Blaster you would do 155 damage for 10 TU if you hit the target.

Your assertion that you can fire your pistol seven times with no reaction fire is either not true or a bug. Reaction fire is triggered by cumulative TU use in view of the target. The counter does not reset for each shot fired.
Title: Re: Plasma Blaster
Post by: Anarch Cassius on November 14, 2012, 08:36:12 pm
Or just a lucky break. Sometimes the enemy has nearly full TU for reaction other times none at all depending on what they did.
Title: Re: Plasma Blaster
Post by: Triaxx2 on November 15, 2012, 12:48:40 am
Hmm... I think the target I was terminating had already used it's reaction fire. In any case it's the 'If' you hit that causes me concern. If I fire seven and miss with three, that's still 60 damage. If I fire twice (reaction fire reserve) and miss both, the higher damage of the PB doesn't mean squat. I'd rather get half to a third of my damage on target than none at all.
Title: Re: Plasma Blaster
Post by: Anarch Cassius on November 15, 2012, 01:46:56 am
I was going to suggest that firing at the ground might help with the needed to burst the plasma bubble... but I just learned in another thread you can already do this with shift. This may help mid-range usage a lot as my problem is often it going just by the target and then hitting nothing at all.
Title: Re: Plasma Blaster
Post by: H-Hour on December 04, 2012, 11:22:05 pm
Well, Anarch Cassius, I have to admit I think you were right after all. I overcompensated for the Plasma Blaster's sheer power by making it too inaccurate. I've now bumped the accuracy up so that it equals the Riot Shotgun with Saboted Slugs. I've also reduced TU cost for shotguns and the Plasma Blaster to 8, so it should work better for reaction fire against aliens now.
Title: Re: Plasma Blaster
Post by: nanomage on December 05, 2012, 07:26:11 am
H-hour, that sounds like extremely good news.
I'd add my observation if I may: I tried several times targetting the ground to compensate for low accuracy and kill aliens with splash damage, but I never got any success with this technique. I think it's because splash radius is too small. However, if you raise it up again, the aliens will again start killing themselves with blasters, which is probably not the intended way, so here's my suggestion: make the splash area of plasma blaster assymetrical, ranging, say, 3 tiles forward, 2tiles to the sides and 1 tile backward. Devastating effect against (who are presumably located in front of the blaster) would then add to relative safety for the shooter (who is behind).
Title: Re: Plasma Blaster
Post by: H-Hour on December 05, 2012, 10:29:39 am
nanomage, what you describe can't be done at the moment. The weapon scripts don't define any kind of directional splash. It's just a simple radius from the point of "explosion".
Title: Re: Plasma Blaster
Post by: Wolls on December 13, 2012, 05:51:34 pm
  Heh, I used to enjoy playing a game of chicken employing a calculated risk/reward formula whenever I saw Blasters coming.  But now I routinely get nailed at the 14-15 ranges.. lOl   Its much better then before, although its still amusing when they snipe me with that 3 round Burst.  :P