How To Nerf Plasma Gun

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No, Auric Maelstrom is still a walking simulator. I honestly hope at some point it gets Havoc horde spawn logic to make it a bit more interesting, and I think that would be a good middle ground for people who don’t like the Emperor’s Fading Light modifier.

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Depends on the modifier, as eg. no ammo + melee + scabs or pox gas + monstrous specialists + melee are definitely not a walking simulator. Hunting grounds + mutants + poxbursters + barrels is in fact a flying simulator if anything.
If it wasn’t just an omission on your part and you truly feel Auric Maelstrom to be a walking simulator then well, guess I can only agree to disagree.

Psyker and new Ogryn make this easy, and even without them it’s not too hard if you know what you’re doing.

I refuse to play Pox Gas so I wouldn’t know, I think it’s a horribly unfun modifier that never should’ve released.

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GD is the gas minefield overbearing and probably overblown (in MaeL+Monsters), it seems to be somewhat haphazardly or maliciously applied to some areas. Green stimms notwithstanding, the gas minefields in many areas of many maps need a serious revision pass, I can see why you wouldn’t want to play it.

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It took me until like a week or two ago to finally force myself to finish the 50 poxgas penance (it was one of the last one’s I had lying around) and it’s still just abysmal. I understand completely why quick play basically never has it, while I get the idea behind it (forcing pushes through areas then waiting in cordoned off zones to fight the horde before moving forward again), It just feels like a$$ even with all the ‘counters’ to it (golden toughness and shield), and I’m now quite happy to pop myself out of them during the like once a week I happen to fall into one.

Still remember a 20 havoc I dropped in on while I was still doing that just to get a clear in, Pox Gas, Demon host behind us, pox gas in front, a beast of nurgle and two captains spawning in our little cubby, and wouldn’t you know it here comes the tox bombers filling the only safe space with death clouds. We died quite quickly, and I was like ‘see, in any other circumstance I retreat/push forward and we are fine, but uhh…nothing could be done about that XD’. Just creates these natural scenarios of un-fun BS where you’re like ‘there was literally no way to win that’, and it just sucks as a modifier, especially since Tox Bombers can literally make things unwinnable with such a modifier.

The barriers are so stupid, some areas are literal concentrated gas chambers and some have dumb very obtuse safe zones that are generally not any closer to the other side of the cloud than the beginning. Like that huge gas zone before the 2nd drop on Barross. There’s one safe zone in that corner by the stairs. Aka, farther behind the gas!

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This is exactly the map I was thinking about, Enclavum Baross needs 2 revision passes to be on the safe side.

I love how even if you find an obtuse safe spot in the gas minefield, twin-tailed-conjoined spawned gas bombers show up and cover that spot too.

Quite frankly preventing Tox Bomber spawns on a gas map wouldn’t be a terrible idea.

P.S. And afaik, we still don’t know if conjoined special spawn are a buggy double spawn that should be a single or 2 separate ones that needed to be spaced apart but aren’t. It’s especially egregious when you get stacked triplets or quadruplets.

I thought Tox Gas maps spawn waves of Tox Bombers like Vent Purge spawns waves of snipers.

It is very simple: Reduce penetration on the left click shots, by a little. Done, you’ve balanced it.

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@Fuplaayz

Reduced cleave on left click shots, overheat explosion triggered by left click spam. Manual Venting at Crit heat level (85%+) gives HP damage. There, balanced.

Don’t want HP damage? Switch to melee for passive cooldown. Want enough cleave to vaporize a group of Elites behind a pox horde? Use the charge function.

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wasn’t this the behavior it had back at launch?, i remember we were taking health damage when venting, but i don’t remember the details

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Yes it was before Fatshark changed it to toughness. Manual Venting is completely avoidable though in 95% of situations, where a Vet player could use alternative methods - grenades, melee, repositioning instead of spamming plasma gun so really it would only affect players who spam to critical and vent constantly.

nah I’ think it’s fine as it is. HP vent is just annoying straight up. No need explosions on left click since there is an inherit delay on shots, which will make overheating harder to manage.

Gameplay first, always.

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Its badly designed because it has no movement penalties and no real benefit to the charged shot that makes the whole risk element exist. But at the current level it doesn’t get to pull the same mass disintegration of enemies the other hitmass weapons do, because it actually hitstops and has a certain mass limit (that it basically never hits but its not an 8m radius circle or 22m cloud).

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First of all!

ITS A PVE GAME, so NO!

Same endless yaddy yaddy yaddy as it was with Bolter and Power Sword etc etc

Theres no reason. Nobody was using this Gun in the beginning and when i do random Games, i dont see Plasma that much.
You can either nerf it and make it useless or it is powerful.
Theres no real in between.

Games need to be fun. Dont take away from it. Plasma is top of the Line and should be powerful. More than other Weapons of course, its a Plasma Weapon.

People want Lore accurate and they dont at the same time. How is this gonna work .
Some want more POwerfantasy others dont. YOu cant get it right, right?!

Nah i prefer having fun playing Games and i dont care about Powerfantasy. I like it as it is, as it should be!
If you dont like the Plasma cause your not NUmber one on the Scoreboard then its your problem, dont make it one for all the others.

If you play Havoc or Auric for the least, it doenst feel Garbage anymore, compared to most other weapons. There are not mayn viable Weapons on higher difficulty, funny everyone playing with same weapons, cause the ret is garbage.

Maybe bump up all the other weapons?!

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I agree with that…
But they should be conservative about the nerfs. I have always said that the PG, in current state, is too powerful. But nerfing has a risk to make the weapon bad.
I feel that a charged shot should remain the way to damage a mass of enemies. But sure, light shots need to not cleave like that…

And balancing toward havoc is stupid. If it is one of the few weapons trhat don’t feel garbage in havoc it is cause it is OP. Period.
And someone should explain me how Fatshark should buff the autopistol to be a PG equivalent in term of utility (and I don’t directly point damages, however, for this weapon a damage boost would be required… for suuuuure).

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thats true bro ,we need much more powerfull weapen not just nerf them.

You can buff some and nerf others, stop with the powercreep entirely

“WE DON’T NEED TO NERF BECAUSE IT’S PVE” is a stupid thing to say when Fatshark’s solution to the constant power creep IS adding more enemies on your screen

The powerlevel of the rejects is currently so high with meta stuff that it needs to be toned down to avoid having Fatshark shove even more enemies on our screen, and the weaker stuff needs to be buffed to what the meta level would be after the nerfs

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This exactly. Even basic Damnation has gotten to the point where the Specialist sound cue system is highly inconsistent due in large part to all the audios from the Elites on screen.

Auric is a mess to the point relying on Specialist sound cues for Bursters/Trappers is a high probability of knockdown. Fatshark may as well make Spidey Sense a part of the base game now.

The game engine cannot handle the current Elite/Specialist density in Damnation+. Power creep increases the need for Elite/Specialist density otherwise the game turns into a snooze fest.