Please read the second half of the sentence you quoted.
I want a nerf
However, the OP is right about one thing.
The returned ammunitions should take into consideration the ammos clip of the weapon.
I actually love that! Plasma being superheated ionized gas (or atleast something akin to gas) carries an electric charge so it just makes sense to use electromagnetism to launch it downrage and why would you ever launch something at low velocity if you could do it high velocity? Most fictional plasma weaponry with their low velocity plasma bolt projectiles would honestly make terrible weapons.
there’s one for this
It is linked to chemical dependency and permit you to se when the stimm is ready and the cooldown
It’s convenient - the base game only showing you the stimm you have based on icon is not good enough. It’s also showing colours of stimms on your teammates, since otherwise you have to wildly guess who has what. Any that are in crates/on geometry are also highlighted like that.
On the topic: considering how plasma is balanced around the majority of its ammo being split between the mag and the reserve, the way ammo restoration works should not change.
That would be a particle projection cannon (PPC)
Both energy weapons, but different principles involved.
What no
Combat shotgun can’t 1 shot gunners or 2 shot reapers from longer ranges
Combat shotgun (Agrapinaa) requires you to use the special to reach those breakpoints at the distance before it has severe falloff, which takes a long time compared to just m1 of plasma
Because it’s a shotgun unless you aim at the exact neck, you’re most likely not reaching the thressholds mentioned before at the correct distance anyways
Plasma also offers so much stagger it can knock down reapers in 1 headshot
And lastly plasma has infinite cleave meaning you can always kill the target even inside a horde
The only good thing of combat shotgun over plasma is monstrosity dmg
Edit: and the ammo gain from survivalist, of course
40k plasma guns are described as working like I said “When fired, the fields dilate open and the plasma is ejected via a linear magnetic accelerator as a bolt of superheated matter akin to a solar flare in appearance and temperature” They are pretty much plasma launching gauss guns.
Yes, but plasma damage comes from heat, PPCs and railguns do kinetic damage. That’s the difference I was trying to refer to.
Oh ok.
Yeah the plasma gun shouldn’t have the penetration it has now and it should actually cause an explosion on impact instead according to the lore though realistically speaking the plasma would probably dissipate pretty soon after leaving the “barrel”, physics and plasma weaponry doesn’t play nice together sadly.
PG is OP
And the proof is evident. This is the weapon that everybody tell you to use in Havoc with a veteran.
And, to say it, I do not care if it performs just good in Havoc.. cause PG is a problem outside of Havoc.
In fact, I think the weapon does not need a huge nerf… just to reduce a little (significantly) its cleave.
This being said… I think that the ammo return from survivalist should be based on ammo clip + reserve. The return for Plasma is simply… not enough
And no, I do not ask this to have more PG… I say it because I think it. However, it would be silly to buff the weapon like it is asked here without nerfing its cleave.
Still pretty good? It’s been probably the most commonly used vet weapon in Havoc.
oh yeah, I play with a bunch of QoL mods, which I find difficult to play without now ![]()
I want.
In case you’re not on console, this is the Markers Improved All-in-One mod by AlfTheBigHeaded I’m using.
https://www.nexusmods.com/warhammer40kdarktide/mods/447?tab=description
Thanks.
Most commonly used doesn’t mean best weapon usable, some builds are more popular than other, but I assure you that it doesn’t mean they are strictly better than another one in another playe hands.
Still not an OP weapon, but at least we agree on the reason I made this post, which is the most important

