Why plasma gunners are unbalanced, unfun, and how to fix them

Most people will have encountered plasma gunners by now, and encounter I mean getting shot from across the map and toughness stripped with absolutely zero warning. God forbid there’s multiple in a group because then they all hit you back to back and instantly down you from full.

Each individual component of the plasma gunners seems fine on paper, but when added together it becomes overpowered. Here’s all that they can do (that I can fit in a reasonable list at least):

  • Perfect aim
  • Full toughness strip on hit (regardless of gold toughness or damage reduction)
  • Mauler armor pattern (carapace head, flak body)
  • Gunner movement while firing
  • Shotgunner fire rate
  • Shotgunner style lack of suppression
  • Small and easily missable visual model
  • Inconsistent firing pattern (sometimes they charge their shots over a couple seconds, and sometimes in less than half a second)
  • Technically has a melee weapon and so doesn’t have gunner damage resist apply to it
  • High health damage
  • High health pool
  • Shotgunner spawn rates
  • Zero spawn sound queues or passive sound queues
  • No friendly fire damage and enemies can’t block a plasmagunners shots (unlike with other gunner type enemies)
  • Knockback and stun on hitting the player

This is just simply too much for an elite enemy to do. Every other enemy has some unique thing they are good at, but then has weaknesses that the player can exploit. For example:

  • Snipers are great at holding angles and denying comfortable pushes from a team, but their low health and very obvious laser make it very possible to find and counter snipe them.
  • Trappers can instantly cause a down on a player if they are caught off guard and alone, but have distinct spawn queues (most of the time) and can mostly be mitigated by playing with your team
  • Reapers are big hp blocks that can do high damage, but are tuned to do uniquely low toughness damage and a slow firing startup, so they are only threatening if you give them time to strip your toughness first (and other enemies can get in the way of their bullets)

I could go on and on, but the point of this post is plasma gunners. I genuinely can’t think of a negative that plasma gunners have, or were intended to have, to make them balanced. So, I propose a few ideas for giving them a unique place in the roster while balancing them down to a much more expected power level:

  1. This first idea would give them a place almost opposite reapers. Where reapers do fairly low toughness but absolutely shred your health, plasma gunners will do very high toughness damage but do almost nothing to health. First of all, decrease the spawn rate to be closer to that of reapers. Secondly lower the health damage dealt By a lot (as in no more than 20 damage base. Third, remove the stun on hit. Fourth, let them be affected by gunner damage resist. This isn’t my favorite idea as it still leaves them with the problem of endlessly firing shots at you from narnia and constantly stripping your toughness with little counter play.
  2. The second idea is to keep most of their potency, but weaken them through suppression. First, turn them into a specialist enemy meaning lowering their spawn rate, giving them distinct spawn and sound queues, and have them take up slots in the special cap. Next, make them be susceptible to very suppression, as in a single shredder auto pistol shot in their general direction is enough to either drastically throw off their aim so they aren’t a pinpoint shot, or will cause them to cower and hide behind cover. This is my personal favorite idea. It keeps their individual threat if they are completely ignored but solves but solves many of the main problems with them. Them being a specialist removes the chance of more than a few being active at once. Them having sound queues would lower you being unaware of their existence until they hit you and strip your toughness through a horde. Them being easily and heavily suppressed would give them a form of counter play where you aren’t necessarily killing them, but can “disable” them for several seconds at a time without having to be accurate (note they would still take up special slots while suppressed which means less of other specials being spammed). And, a generous suppression radius would mean that their missable model and strafing aren’t as impactful as you don’t have to be accurate to get the suppress.
  3. The last idea is moreso just a statement, the plasma gunner needs to have at least a few of the first list I made on this post either neutered or completely removed. They simply aren’t fun or fair to fight, and single handedly have forced bubble psyker back into being a required class at higher difficulties, which forcing any one class into any one build is simply just annoying. Having an enemy who’s only counter play is to have one or two people on your team spam bubbles is just annoying and boring

Please leave your own ideas for how you think they should change plasma gunners, my opinions and ideas aren’t by any means guaranteed to be what’s best nor are they guaranteed to be what fatshark is willing to implement, the more ideas we can throw around, the better.

4 Likes

I get why they’re frustrating, they need much better callouts imo. That said I like having enemies that are a significant threat without having to throw a dozen of them at you.

Beyond better callouts, I’d remove the carapace head. Let a las vet or similar headshot them consistently and they become far less aggravating.

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I agree, I don’t mind an enemy that is threatening individually either, but the problem is that they still are thrown by the dozens at you at times. Again it’s not any individual thing plasma gunners do, it’s everything added together that makes them unbalanced

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Fatshark balancing. Why make 1 change/adaptation when you can do half a dozen at once and swing wildly in the other direction of the problem?

I think overall they are fine for the most part and make the game a lot more interesting to me. In Aurics outside of the new event they seem to have a pretty low spawnrate. I’d just improve the cues and that’s about it.

5 Likes

This is the part I care most about.

Where my voice lines? :frowning: My people are tagging these things quietly and the plasma scav is walking around politely before suddenly ruining my life!

Also because I didn’t see it on the list, these guys shoot through light cover like we do (unless this is a bug).

I think the reason they included that helmet is to force team to work together to get to melee distance. They can’t be headshot which gives them a different dynamic and different threat. I quite like it personally, but they definitely need better telegraphing and VO lines added etc

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They just swapped them with shotgunners in wave and mob logic, which is why you see shotgunner numbers of them at random. You can’t suppress them like the scab captains and rodin which they seem to be a literal 1-1 of minus their melee weapons. They just pull a shovel or club like any other scab gunhand. This is also where the erratic and weird firing pattern comes from, the two bosses have several different firing sequences they pick and none of the plasmas on field ever run the same one. Mostly I think they would feel lazy and redundant even if they didn’t launch so overtuned. Most of what they do is power I wish shotgunners still had. It makes no sense that you can just rush them down in melee and tank like you can. Instead they just make turbo shotgunners with mauler hitzones and no backstab noise? OK.

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All I know is they’ve turned Mortis Trials into a TRUE HORDE MODE :trade_mark: by enforcing “meta” holdout spots that can’t get ganked instantly by their random spawns. If that was the goal, turning a boring mode even more boring, then FS nailed it.

+1 for better callouts/cues.

The helmet is fine. They die like maulers.

I find PGs no different than the shotgunner, they arnt as bad as everyone is making them out to be.

Look FS releases everything unfinished. Remember stims? I think 6 months before pinging them would mention it’s a stim.

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Get into melee range.

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What I like most about the Plasma Gunner is that it can wipe out your toughness in an instant, even if you have Gold Toughness.

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I’ve been holding out commenting about this, but after dealing with these guys in Havoc the past week, I think I feel confident enough to share my opinion:

Plasma Gunners currently aren’t fun to play against.

This is probably my biggest complaint. There’s enough visual and audio noise in these games that it can be impossible to tell where shots are coming from. With multiple plasma gunners all walking while shooting, it’s often feels like they’re coming from every direction at once. Not only is there not a distinct enough audio cues, with so many of them firing at once it becomes impossible to react to an individual shot like you would a sniper. By the time you figure out where they are and how to react, you’re often in panic mode likely having taken a shot or two. Now, imagine everyone on the team doing that simultaneously. It’s extremely disruptive.

Furthermore, their model is really hard to see, especially at a distance and on dark maps. I often find myself shooting everything BUT the Plasma Gunner in my attempt to find them. Where’s the classic backpack strategy? Give these guys a BIG, glowing red backpack so I can actually find them and get rid of them before they become a problem.

This is the other issue. Combine this with their Carapace head, and it becomes really obnoxious trying to take them out quickly. When also dealing with constant waves of Specials and endless walls of armoured enemies forcing your position, it can literally be impossible to shoot or rush them.

Friendly fire would be a plus, having their shots stop on any enemy with Unyielding or Carapace would be better. I fundamentally disagree with having a heavily armoured head on a (dangerous) ranged enemy for a multitude of reasons, but if you’re going to pull this trick they need much lower health pools to compensate.


TLDR; I don’t mind having a threatening ranged enemy, but they need to be much easier to identify, faster to take out (or simply don’t spawn them in waves), and have more interesting counter-play. No one wants to go back to the bubble meta. Right now they feel like the advantages of a Shotgunner, a Mauler, and a Sniper all rolled into one. That said, this feedback is specific to high-Havoc. Their spawn rates are much more reasonable in Auric, making them less oppressive. That doesn’t make them any easier to see or more interesting to engage with, though.

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