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jingle wingle
Edimmu Warfighters Gallente Federation
10
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Posted - 2013.08.19 05:53:00 -
[1] - Quote
Hi fellow mercs!
Just wanted to know if you had some general tips for Plasma Cannons? We all know they're underused, but having put some some SP into the basic version, just wanted to see if anyone else uses them and what their experiences were.
1. Is it worth taking Plasma Cannon Operation past level 1? Is the reduction in charge time really noticeable? 2. Compared to Basic, how much better is the Advanced and Prototype version? 3. How much effect does the charge time reduction have on your gameplay? Lead time etc.? 4. Speaking of lead time, what range does the shot start dropping off?
If you can think of more, please feel free to share o/ |
Seymor Krelborn
DUST University Ivy League
543
|
Posted - 2013.08.19 08:10:00 -
[2] - Quote
jingle wingle wrote:Hi fellow mercs!
Just wanted to know if you had some general tips for Plasma Cannons? We all know they're underused, but having put some some SP into the basic version, just wanted to see if anyone else uses them and what their experiences were.
1. Is it worth taking Plasma Cannon Operation past level 1? Is the reduction in charge time really noticeable? 2. Compared to Basic, how much better is the Advanced and Prototype version? 3. How much effect does the charge time reduction have on your gameplay? Lead time etc.? 4. Speaking of lead time, what range does the shot start dropping off?
If you can think of more, please feel free to share o/
I don't use them, but I have been on the receiving end of them quite a few times, and I can tell you I can count on one hand the number of times ive been bested by them.
against vehicles they are at best a good assist to a proper AV fit, i.e. swarms/nades, or FG. but they don't do enough on their own unless you can get multiple shots off , and this is coming from a guy who drives a BP LAV w/BP shield mods.
I have been killed maybe 2 or 3 times by them on foot, and if they hit you in a basic tiered suit they are devastating, IF they hit you...big if there.
I would be interested myself to hear from someone who has had great success with them. I can only imagine they are a small minority... |
Rogatien Merc
Red Star. EoN.
747
|
Posted - 2013.08.19 13:50:00 -
[3] - Quote
It's primarily an anti-personnel weapon meant for close quarters combat. Read the description in-game if you don't believe me; it's not AV in the current build despite certain Dev's veiled references to it as such. You can blow up an LAV that slams into a wall in front of you and ends up at half armor, but that's about the extent of AV with it. Damage at advanced levels does not scale well (i.e. the standard is good enough) and investing more than the 12,000 SP to get level one in operation is generally not recommended because the weapon is viewed as "gimmicky". It can do great alpha damage to advanced and below suits, but a fully tanked proto suit will generally shrug off splash damage pretty well and kill you while you're reloading if they have their wits about them. A direct hit is enough to make you giggle with glee though because it is so awesome seeing someone die to a fireball... A few people use it as their primary, everyday weapon, but I could probably count them on one hand.
That said, it's a **** ton of fun. Put it on a cheap BPO assault suit with a submachine gun, and aim at enemies feet nearby. It is also great for blapping guys in corners (you can't miss) or that are hacking something (sneak up behind them and blast their ass) in which case it performs as a higher-alpha shotgun that does splash off whatever is behind them if they're against a wall..
Gameplay is: fire, miss, jump behind cover, reload while hoping the guy you're facing is too much of an idiot to kill you, fire, ::splash damage strips shields:: switch to SMG to finish. |
Rogatien Merc
Red Star. EoN.
747
|
Posted - 2013.08.19 13:53:00 -
[4] - Quote
oh, and the projectile drops off immediately similar to the way a projectile will IRL... 9.86m/s^2 ... gravity and all that. "Lobbing" it beyond 10m is problematic and you're basically counting on your target to be that one noob douche who likes to stand still staring at the grass instead of strafing constantly the way he should. |
jingle wingle
Edimmu Warfighters Gallente Federation
12
|
Posted - 2013.08.20 01:59:00 -
[5] - Quote
Wow, thanks for the comprehensive answer, Rogatien Merc.
So I guess it's the basic version all the way then. Looking at it looks like you definitely need a sidearm? Any good combinations e.g. flaylock + plasma? SMG + plasma?
Question about the drop-off, does it work similar to the mass driver? I noticed that the speed of the fireball is actually lower than the mass driver's 'grenades' and starts dropping off a lot sooner. Also, the scope/HUD looks iffy. |
Rogatien Merc
Red Star. EoN.
760
|
Posted - 2013.08.20 03:56:00 -
[6] - Quote
jingle wingle wrote:Wow, thanks for the comprehensive answer, Rogatien Merc.
So I guess it's the basic version all the way then. Looking at it looks like you definitely need a sidearm? Any good combinations e.g. flaylock + plasma? SMG + plasma?
Question about the drop-off, does it work similar to the mass driver? I noticed that the speed of the fireball is actually lower than the mass driver's 'grenades' and starts dropping off a lot sooner. Also, the scope/HUD looks iffy. Yeah the falloff you just have to play with. I like SMG... never got into flaylocks. |
RKKR
The Southern Legion
318
|
Posted - 2013.08.20 08:00:00 -
[7] - Quote
Make sure to see if your ammo dropped by 1 after a shot (mostly your first shot), you might shoot a few times untill it does (these shots will not do damage). |
jingle wingle
Edimmu Warfighters Gallente Federation
13
|
Posted - 2013.08.20 11:31:00 -
[8] - Quote
RKKR wrote:Make sure to see if your ammo dropped by 1 after a shot (mostly your first shot), you might shoot a few times untill it does (these shots will not do damage). Yep, that's happened to me a few times since I started using them. Line up a perfect shot on an incoming heavy, take the shot and nothing happens...
Rogatien Merc wrote:Yeah the falloff you just have to play with. I like SMG... never got into flaylocks. So assuming I shoot, on level ground, how far does the shot travel before hitting the ground? Sorry for all the questions, just horrible with distances and testing etc. |
Rogatien Merc
Red Star. EoN.
763
|
Posted - 2013.08.20 11:48:00 -
[9] - Quote
jingle wingle wrote:RKKR wrote:Make sure to see if your ammo dropped by 1 after a shot (mostly your first shot), you might shoot a few times untill it does (these shots will not do damage). Yep, that's happened to me a few times since I started using them. Line up a perfect shot on an incoming heavy, take the shot and nothing happens... Rogatien Merc wrote:Yeah the falloff you just have to play with. I like SMG... never got into flaylocks. So assuming I shoot, on level ground, how far does the shot travel before hitting the ground? Sorry for all the questions, just horrible with distances and testing etc. It has something crazy like a 200m+ range if you lob it perfectly I think, according to the weapons spreadsheet linked in one of these threads. How far it will travel until it hits the ground if fired perfectly level? No idea and don't really care. Like I said, you just need to learn the sight picture at different ranges that you use the weapon; you won't be shooting it perfectly level because it will always be too low in that case beyond like 5-10m.
BUT, again, you shouldn't be trying to use it out really far unless you're trying to hit a yellow turret or something for some reason and can't get closer. The bolt travels very very slowly which gives any target ample time to react and move. If you get really good I suppose you could learn some Kentucky Windage and adjust for movement speed of a tank and hit him from 75-100m out with a lucky shot assuming his movement is constant, but that's going to be a matter of learning and experience, not just looking at numbers :-)
It's meant for use within I'd say 5-10m (primary) and 10-25m (secondary) where you can be sure you're going to melt the guy. But again, I've only played around with it for a few weeks, I'm not one of those few guys who went proto in the thing and uses it all the time.
If you really want to know the falloff at different ranges, spawn into a skirmish match at the ground point and use the friendly supply depot as your test target. Point at it and it will tell you the range, back off to 10m and fire and see if you can hit it. Back off to 25m ... to 50m ... to 75m ... etc. And remember what elevation you have to get.
NOW in the real world remember to factor in movement of target, elevation variation, and your own movement and you'll be fine :-)
There's a reason not many people use it. It's hard to use beyond point-blank :-) |
jingle wingle
Edimmu Warfighters Gallente Federation
13
|
Posted - 2013.08.20 12:17:00 -
[10] - Quote
Rogatien Merc wrote:It has something crazy like a 200m+ range if you lob it perfectly I think, according to the weapons spreadsheet linked in one of these threads. How far it will travel until it hits the ground if fired perfectly level? No idea and don't really care. Like I said, you just need to learn the sight picture at different ranges that you use the weapon; you won't be shooting it perfectly level because it will always be too low in that case beyond like 5-10m.
BUT, again, you shouldn't be trying to use it out really far unless you're trying to hit a yellow turret or something for some reason and can't get closer. The bolt travels very very slowly which gives any target ample time to react and move. If you get really good I suppose you could learn some Kentucky Windage and adjust for movement speed of a tank and hit him from 75-100m out with a lucky shot assuming his movement is constant, but that's going to be a matter of learning and experience, not just looking at numbers :-)
It's meant for use within I'd say 5-10m (primary) and 10-25m (secondary) where you can be sure you're going to melt the guy. But again, I've only played around with it for a few weeks, I'm not one of those few guys who went proto in the thing and uses it all the time.
If you really want to know the falloff at different ranges, spawn into a skirmish match at the ground point and use the friendly supply depot as your test target. Point at it and it will tell you the range, back off to 10m and fire and see if you can hit it. Back off to 25m ... to 50m ... to 75m ... etc. And remember what elevation you have to get.
NOW in the real world remember to factor in movement of target, elevation variation, and your own movement and you'll be fine :-)
There's a reason not many people use it. It's hard to use beyond point-blank :-) Gotcha, and thanks again for all the tips. Will practice more with it :D
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Leovarian L Lavitz
Better Academy.
537
|
Posted - 2013.08.20 13:11:00 -
[11] - Quote
I've been considering grabbing a dry erase marker and marking my screen with range increments (up to 100 meters) + travel time. The dadgum sight in the thing is only useful for cqc. |
XxGhazbaranxX
Bannana Boat Corp
287
|
Posted - 2013.08.20 16:34:00 -
[12] - Quote
Leovarian L Lavitz wrote:I've been considering grabbing a dry erase marker and marking my screen with range increments (up to 100 meters) + travel time. The dadgum sight in the thing is only useful for cqc.
it's because it's a cqc weapon. apart from that youll get then hang of distance once you've used it enough. Practice looking at an instalation and shooting. Take steps back and then shoot again till you are really far away. This way you learn how to measure what height is needed to kill something from afar. |
Crow Splat
DUST University Ivy League
99
|
Posted - 2013.08.21 01:28:00 -
[13] - Quote
Another fun use is as an indirect fire support weapon. Sit behind a hill next to a nanohive or supply depot and rain plasma on groups moving across open ground. You will need a spotter telling you where to adjust your aim and if you can get several folks to join you it can devastate groups trying to exit complexes or move through tight areas.
Is it effective? Not really. Is it fun? Yes, if only for the hate mail. |
Ruthless Lee
The Eliminators
46
|
Posted - 2013.08.21 02:18:00 -
[14] - Quote
Pulling out my plasma cannon is the most fun I ever have on here ... the day I blapped a guy from 68 meters (while he was in a dead run) is still my favorite moment in the game. |
Mobius Kaethis
Molon Labe. League of Infamy
630
|
Posted - 2013.08.21 02:22:00 -
[15] - Quote
To be fair the best advice for the plasma cannon is not to bother with it in its current state. Its dps is too low and its projectile to slow for AV. It can work against infantry if the target isn't paying attention, but you better hit with your first shot since that reload speed is so slow you will get shot before you get the next one off. Sorry to be so negative but this weapon is sorely in need of some attention from CCP before anyone wastes skill points on it. |
jingle wingle
Edimmu Warfighters Gallente Federation
14
|
Posted - 2013.08.21 03:50:00 -
[16] - Quote
Well, as mentioned in the opening post, PLC is very much underused at the moment, just wanting to hear more feedback on people who've had success using them, unless they think it's their own little secret
Anyway, thank you again to the above posters, your feedback and comments have been fantastic. I managed to go 10-1 with the PLC, using it in CQC as a OHK shotgun. Missing the first shot means dancing around reloading and trying to avoid getting hit to pull off the last shot.
Another use I have found for it is medium range bombardment, especially on static spawn areas such as CRU's and ABC objectives. While not often getting kills, those assist points keep coming in! Another use I find for them is to weaken with splash and follow up with sidearms and/or grenades.
Will try a flux + PLC combo soon as well.
As AV use, they aren't any good so far in all my testing, since I have yet to be able to accurately judge the speed of the fireball and angles vs distance etc. Landing shots on LAVs has been difficult and the one shot before I have to reload means the LAV has time to back away from the wall and drive off, since that shot does no more than strip their shields. Maybe a PLC + AVnade combo? |
Meeko Fent
Seituoda Taskforce Command Caldari State
679
|
Posted - 2013.08.21 04:48:00 -
[17] - Quote
Don't.
Level one is fine, as it really doesn't get any better.
The projectile doesn't move fast enough, which I wouldn't mind if the thing shot straight.
Once took a Maddy out with a STD nano and a STD Cannon. But, the tanker probably didn't do so good. Just ran back and forth, not behind cover either. |
Quil Evrything
Skil Legendz
6
|
Posted - 2013.08.23 00:17:00 -
[18] - Quote
I've only fired a militia forge gun, and there is no militia plasma, but I'm curious, based just on the descriptions here: Whats the diff between forge gun and plasma cannon?
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jingle wingle
Edimmu Warfighters Gallente Federation
18
|
Posted - 2013.08.23 03:45:00 -
[19] - Quote
Quil Evrything wrote:I've only fired a militia forge gun, and there is no militia plasma, but I'm curious, based just on the descriptions here: Whats the diff between forge gun and plasma cannon?
MIlitia forge gun: Splash radius/splash damage is higher (?), there's no 'drop-off' and projectile travels in straight line, has 3 shots minimum before reload, larger ammo pool (?) projectile speed is relative faster, can only be used by heavy suits, larger ammo pool (?), can hold its charge to be released at any point, longer charge time.
Plasma Cannon: Smaller radius/splash damage, drop off as soon as projectile leaves the cannon, have to reload after every shot, smaller ammo pool, projectile speed is slower, can be used by all suits, fires when charged and can't hold charge, short charge time. |
N'Rante
Hellstorm Inc League of Infamy
5
|
Posted - 2013.08.23 21:55:00 -
[20] - Quote
The plasma cannon becomes more useful as you upgrade its reload speed It is rather fun to toy around with
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Quil Evrything
Skil Legendz
7
|
Posted - 2013.08.23 22:49:00 -
[21] - Quote
jingle wingle wrote:
Plasma Cannon: Smaller radius/splash damage, drop off as soon as projectile leaves the cannon, have to reload after every shot, smaller ammo pool, projectile speed is slower, can be used by all suits, fires when charged and can't hold charge, short charge time.
Sooo... basically, sounds like a regular grenade with auto-cooking. or rather, explode-on-impact set, to put it more simply. Contact grenade?
.... Except not. Comparing numbers on wiki, the blast radius and blast damage is significantly smaller. About half of a grenade, in both cases.
Direct hits are the super win, though.. ! 1000 damage, wheee! Seems like a heavy could stand up to a grenade but not a direct hit from one of these. If I wasnt saving my meager SP for other things, I'd definitely go for one of these, methinks :)
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Spectral Clone
The Unholy Legion Of DarkStar DARKSTAR ARMY
209
|
Posted - 2013.08.24 08:47:00 -
[22] - Quote
Im using smg/plasma cannon combo.
Really happy for the reload speed skill buff in 1.4. Plasma cannon will have now have two cheaper skills to increase the dps (ROF increase and proficiency).
All I can tell you is, practice makes perfect. You can practice with the STD variant, if you get good with it, you can spec further into the weapon.
Even though I have proto plasma, I mostly run BPO suit with STD plasma in pub matches, no big difference in dmg anyway. |
jingle wingle
Edimmu Warfighters Gallente Federation
63
|
Posted - 2013.08.26 01:31:00 -
[23] - Quote
Quil Evrything wrote:jingle wingle wrote:
Plasma Cannon: Smaller radius/splash damage, drop off as soon as projectile leaves the cannon, have to reload after every shot, smaller ammo pool, projectile speed is slower, can be used by all suits, fires when charged and can't hold charge, short charge time.
Sooo... basically, sounds like a regular grenade with auto-cooking. or rather, explode-on-impact set, to put it more simply. Contact grenade? .... Except not. Comparing numbers on wiki, the blast radius and blast damage is significantly smaller. About half of a grenade, in both cases. Direct hits are the super win, though.. ! 1000 damage, wheee! Seems like a heavy could stand up to a grenade but not a direct hit from one of these. If I wasnt saving my meager SP for other things, I'd definitely go for one of these, methinks :) Kinda, but the arc works differently to a grenade (you can shoot the PLC further IMO), and the splash damage and radius are a bit rubbish, 1k+ direct damage, 200+ splash damage
The downside is the level 4 required in light weapon operations, but it's a useful skill anyway since it reduces the CPU needed by light weapons.
Had another go on it this weekend and it's been fun. Getting decent with lining up distances and stuff, but the reticule is still kinda rubbish lol |
jingle wingle
Edimmu Warfighters Gallente Federation
63
|
Posted - 2013.08.26 01:32:00 -
[24] - Quote
Spectral Clone wrote:Im using smg/plasma cannon combo.
Really happy for the reload speed skill buff in 1.4. Plasma cannon will have now have two cheaper skills to increase the dps (ROF increase and proficiency).
All I can tell you is, practice makes perfect. You can practice with the STD variant, if you get good with it, you can spec further into the weapon.
Even though I have proto plasma, I mostly run BPO suit with STD plasma in pub matches, no big difference in dmg anyway. Yeah, looking at the numbers, it seems proto plasma isn't that good compared to standard. Does the skill make a difference? 0.6s charge time is pretty small anyway, 15% of that is less than 0.1s difference isn't it? |
Quil Evrything
DUST University Ivy League
10
|
Posted - 2013.08.26 02:30:00 -
[25] - Quote
I just made a new char drop a bunch of SP into weapons so I could try plasma cannon out.
People keep saying "drop-off", but I did an experiement with range, while standing next to a reloader drop.
I targetted nearby objects, getting farther and further away. Seems like the "splat" hit right over the crosshairs, until my full minmap radar range I think. So.. 50m? That's a lot longer than the 10meters someone claimed?
Mind you, I guess if it's real picky about "direct hit" stuff, maybe there is actually a dropoff, but I just dont notice because the splat is so big? :)
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jingle wingle
Edimmu Warfighters Gallente Federation
63
|
Posted - 2013.08.26 02:32:00 -
[26] - Quote
Quil Evrything wrote:I just made a new char drop a bunch of SP into weapons so I could try plasma cannon out.
People keep saying "drop-off", but I did an experiement with range, while standing next to a reloader drop.
I targetted nearby objects, getting farther and further away. Seems like the "splat" hit right over the crosshairs, until my full minmap radar range I think. So.. 50m? That's a lot longer than the 10meters someone claimed?
Mind you, I guess if it's real picky about "direct hit" stuff, maybe there is actually a dropoff, but I just dont notice because the splat is so big? :)
Try this: Fire horizontally, you'll notice the projectile doesn't go very far before it starts dropping visibly.
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Quil Evrything
DUST University Ivy League
10
|
Posted - 2013.08.26 03:56:00 -
[27] - Quote
Huh. well that's interesting. Maybe i'm hallucinating or something, but.. the animation is done kinda inconsiderately.
There's a big "puff" of smoke, that makes it look like it's on target... but then there's an explosion when it actualy hits... and THAT, drops. yeah.
So at 100m out, seems like its best to aim at the top, of the little hanging down crosshair thingie?
PS: I like cannons! Just wish it made sense and did more damage.
Seems like stuff that goes perfectly straight (ie: forge gun) should have a damage penalty for the "perfectly straight" feature.
Not to mention the range.
well, I suppose FG also has the "only heavies" limitation. but still. compare to swarm launcher. and THAT, has autolock-on and in-flight adjustments. plasma cannon is harder to get, harder to fire.... it should be un-nerfed, IMO.
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jingle wingle
Edimmu Warfighters Gallente Federation
65
|
Posted - 2013.08.26 06:00:00 -
[28] - Quote
Quil Evrything wrote:Huh. well that's interesting. Maybe i'm hallucinating or something, but.. the animation is done kinda inconsiderately.
There's a big "puff" of smoke, that makes it look like it's on target... but then there's an explosion when it actualy hits... and THAT, drops. yeah.
So at 100m out, seems like its best to aim at the top, of the little hanging down crosshair thingie?
PS: I like cannons! Just wish it made sense and did more damage.
Seems like stuff that goes perfectly straight (ie: forge gun) should have a damage penalty for the "perfectly straight" feature.
Not to mention the range.
well, I suppose FG also has the "only heavies" limitation. but still. compare to swarm launcher. and THAT, has autolock-on and in-flight adjustments. plasma cannon is harder to get, harder to fire.... it should be un-nerfed, IMO.
I guess, but don't forget that PLC is fairly ineffective against vehicles, unless you're going against slow-moving/non-moving targets, and even then, the 1 shot before you have to reload thing makes it so they have a 3 second window to get away. It is quite ineffective against infantry unless they don't see it coming. Reticule could definitely use some work, and they could probably buff the splash radius OR the splash damage a bit. Not too much that it becomes OP.
We'll see how the new 1.4 patch treats it and if they tweak the numbers further. |
Rogatien Merc
Red Star. EoN.
813
|
Posted - 2013.08.26 06:30:00 -
[29] - Quote
Simple change of making it fly straight a la forge gun would make this a scary good weapon. |
jingle wingle
Edimmu Warfighters Gallente Federation
65
|
Posted - 2013.08.26 09:27:00 -
[30] - Quote
Rogatien Merc wrote:Simple change of making it fly straight a la forge gun would make this a scary good weapon. Tis true |
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Quil Evrything
DUST University Ivy League
10
|
Posted - 2013.08.26 19:10:00 -
[31] - Quote
Rogatien Merc wrote:Simple change of making it fly straight a la forge gun would make this a scary good weapon.
But that doesnt make sense. Going by the visual effects, "forge gun" is a pure energy weapon, so has very little mass, therefore minimal drop. Whereas plasma gun looks to be a projectile, therefore should have drop.
Ironicaly, if you ignore visuals, and look at the NAMES.. they're exactly backwards!!
Really, "forge gun", should be projectile, and have drop. Whereas "plasma gun", by definition of the word "plasma", should be pure energy(edit: well, mostly energy), and therefore no drop!!
If you changed that, and reveresd the visuals, but kept the damage types the same.. I think forge gun and plasma gun would finally make sense.
It makes extra sense when you consider that "something(ie: ammo) that is big and heavy", should Actually Need a Heavy Suit. Whereas something that is light, and has no dropoff, should not !!! |
jingle wingle
Edimmu Warfighters Gallente Federation
72
|
Posted - 2013.08.27 02:19:00 -
[32] - Quote
Quil Evrything wrote:Rogatien Merc wrote:Simple change of making it fly straight a la forge gun would make this a scary good weapon. But that doesnt make sense. Going by the visual effects, "forge gun" is a pure energy weapon, so has very little mass, therefore minimal drop. Whereas plasma gun looks to be a projectile, therefore should have drop. Ironicaly, if you ignore visuals, and look at the NAMES.. they're exactly backwards!! Really, "forge gun", should be projectile, and have drop. Whereas "plasma gun", by definition of the word "plasma", should be pure energy(edit: well, mostly energy), and therefore no drop!! If you changed that, and reveresd the visuals, but kept the damage types the same.. I think forge gun and plasma gun would finally make sense. It makes extra sense when you consider that "something(ie: ammo) that is big and heavy", should Actually Need a Heavy Suit. Whereas something that is light, and has no dropoff, should not !!! Meh, lore and flavour text don't always reflect the actual situation.
Still, Plasma Cannon with more ammo per clip + no drop off = WIN
Make it happen CCP! |
Rogatien Merc
Red Star. EoN.
824
|
Posted - 2013.08.27 20:01:00 -
[33] - Quote
Don't get to pull the 'gravity fool!' card considering the laughable ranges and muzzle velocities in this game. |
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