View Full Version : Weapons Discussion: Plasma Cannons
8th Oct 11, 2:04 PM
Possibly one of the most heavily used Dev weapons around and fairly rage inducing at times when spammed. I feel charged plasma firing range should be dependent on the amount of time the charge is held. More charge = further distance and damage. A few seconds after hitting max charge without firing, the Plasma detonates and kills the player.
In addition, shots should scatter more when firing on the move and charging should only be allowed when the player is not moving.
8th Oct 11, 3:03 PM
I'd probably lower the area of effect damage this weapon does. You don't even need to be close to the hit get killed by it, and on small maps it just gets ridiculous.
8th Oct 11, 6:36 PM
I'd say to consider hitting its fire rate. A time when my Tactical Marine with a Kraken Bolter at a medium-esque range lost to a Plasma Cannon spamming at me sticks out in my mind. Him managing to kill me by sillily firing in my general direction while I have to actually aim and dodge (always insufficient against said spamming) and I'm within my weapon's general range niche doesn't make much sense to me.
8th Oct 11, 7:01 PM
My biggest problem with it is ammo consumption and speed at which you can cooldown the cannon, I feel the firepower itself is fine. Using the Charged Shot 4 times has no consequences because you still have 40 regular shots after it. The cooldown is too forgiving - I feel that the cannon should have a dichotomy of extreme firepower and extreme vulnerability.
9th Oct 11, 11:23 AM
I feel that the cannon should have a dichotomy of extreme firepower and extreme vulnerability.
Agreed. And that same dichotomy should also apply to Lascannons as well. It's interesting to note that I haven't mentioned the Heavy Bolter in my balance discussions at all because it employs that dichotomy very well. In order to employ the HB's true firepower, the Dev / Havoc cannot move from his position, leaving them vulnerable to counter fire and assault and unable to retreat or dodge. Perhaps the same should hold true for Plasma cannons.
I do like the idea of adjusting ammo consumption in addition though as again, there's currently little risk in charging and lobbing charged Plasma at opponents.
On the note of extreme vulnerability...what would it do to the plasma cannon if, say, it were to EXPLODE if the player takes damage while charging it? Or perhaps if they're still charging, they lose their charge if attacked, and they explode if fully charged?
(It's a silly idea I know. Just throwing it out there.)
10th Oct 11, 1:58 PM
Plasma Cannon is the Noobhammer. It's broken because it violates one of the core rules of damage, which is that damage should decrease as Area-of-Effect increases. So, I'm fine with a Lascannon being able to 1-shot someone, because it has 0 AoE. I hate the Plasma Cannon because it's able to 1-shot who groups of people.
26th Oct 11, 6:20 AM
I have to resurrect this, because I just pulled off the ultimate "WTFH?" with said PC. Got the following, in one game:
- Killstreak x9
- 10/1 kill ratio
- 3 Headshots
- 2 Long Range
Now, the problem is, I wasn't trying that hard. No, I didn't spam, just kept moving and dodging when necessary, and I always go for aimed shots and not splash damage.
Biggest thing that stood out? Sat on a corner and charged, then was able to swing around and blob it right in the face of a Braced HB Dev. I have to say, that really nailed it for me. PC needs RoF reduced unless braced, and Charged Shot should only work while braced, or at least get nerfed when not braced.
26th Oct 11, 6:27 AM
Perchaps game made you the host? I had something close to this. 18:2 (died one time when I wanted to see if I can win against ASM using *only* melee kick. Was close.) KD, plasma dev. At the scoreboard I saw that only I had "green" connection.
26th Oct 11, 4:39 PM
Nope, had 2 bars, same as most everyone else.
26th Oct 11, 5:47 PM
From what I understand, the very least that Relic's going to do is probably nerf ammo for the PC, which I'd be in favour of. However...
PC needs RoF reduced unless braced, and Charged Shot should only work while braced, or at least get nerfed when not braced.
This plus reduction of damage when firing a charged shot. Being able to multikill in one shot at medium to long range is grotesquely overpowered.
PC Dev rushing a control point on the opposite side the map of where your team spawns at the start of a match is a potential game winner on maps like Waste Management and Manufactorum. Due to the confined space, a rusher can successfully kill any and all players trying to cap or even hold that point with one charged shot...and the PC Dev is seldom alone. I've seen this in nearly 75% of the MP matches I've played on those maps. The only effective counter is to anticipate that kind of rush with a PC Dev of your own and a couple of defenders with Frags and bomb the hell out of the avenue of attack, but this requires good timing as you have to catch them right as they're about to swing around the corner. The problem is that the attacking PC dev is about charged up to max and will fire the second he's cleared the corner. If he's able to fire, dodging will seldom help you.
26th Oct 11, 6:12 PM
Due to the confined space, a rusher can successfully kill any and all players trying to cap or even hold that point with one charged shot...
Very easy to counter. An MCF/FotA rush is far more deadly.
5th Nov 11, 10:25 PM
I have a good solution, I think:
slightly more accuracy variance when fired on the move
Charged Shot slows firer down whilst charging (Prevents FOTM rapeshots)
Discharging a charged shot instantly requires a cooldown
7th Nov 11, 12:45 PM
Discharging a charged shot instantly requires a cooldown
You mean firing a charged shot? Or pressing "Vent" to cancel the charge?
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