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Severance Pay
Hellstorm Inc League of Infamy
201
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Posted - 2013.05.16 17:04:00 -
[1] - Quote
Why people hate it. Most complaints come from its comparison to other AV. In my honest opinion even against AV nades it falls short. Seems even proto AV nades do more damage and miss less than this weapon. In terms of DPS it is not as good as a forgegun and in anti infantry it can't seem to find it's niche. People are complaining that it is not as good as grenade launcher in terms of crowdcontrol and falls way short of forgegun in terms of antivehicle. What we have here is a multipurpose weapon that is a jack of many trades but master of none.
Making the impossible possible 1. The plasma canon is weaker than forgegun because it is superior in different ways, and the key is to use these differences to your advantage. This means you can't use it the same way you would a forgegun or grenade launcher. At long range the projectile is easily dodged even by vehicles. LAV are impossible to hit until they stop, tanks are easier but they can still get away. Installations don't stand a snowballs chance in Iraq. Forgeguns can kill tanks easily because of the projectile speed it isn't important to be close so you can snipe them. Forgeguns have difficulty getting close because of slow movement and manuevering. They key here for plasma is obviously movement. You are in a medium or light suit and you can move quickly. It is possible to take a shot and then reposition to take more shots. To clarify, plasma is not a sniping weapon. It is for doing things that are hard to do with a forge gun, running, jumping, hiding.
2. Another key advantage of the suit is that you get equipment. With nanohives you need not worry about ammo, ever.
3. To make it work on infantry it is best to think of it as a shotgun. You can suppress at long range but is all, if you want kills you need to get in close. Expect high assist counts, if you get the first attack rarely to you get the last unless you get direct hits. This gu is a peekaboo weapon. Jump in and out of combat quickly don't stick around, similar to shotgun tactics. Move and jump a lot. Don't worry about aiming, there is plent of splash. Make your attacks while jumping, this will give you a downward vantage to took splash. Aim for legs, sometimes you get lucky and instead of splash you make a direct hit instead. Take advantage of close quarters areas. Do not enage in the open.
4. Have a good side arm. Sometimes after landing splash it is faster to swap to smg and cleanup with that or flaylock.
5. Use caldari assault. You get a reload speed bonus for hybrid weapons. Stacked with skill reload bonus it is a total of 25%. If you cap these as well as the operation skill, firing time will be 2.8 seconds after the first. Firing time for forgegun is 2.1 sec with assault types including the first. 4x 2.1 is 8.4 and 0.4 + 3x2.8 is 8.8 so plasma is actually 0.4 sec slower at firing 4 shots than forgegun. Unless you fire 5 shot, this is when forgegun must reload and plasma becomes much faster. 5x2.1 + 3.5 is 14sec and 0.4+4x2.8 is 11.6 which is 2.4 sec faster than forgegun.
6. The modules necessary will be only 1 shield extender and then triple stack dmg in high and a kinetic and biotic in low with probably a cpu mod. You are going to be speed tanking, the skill you need to develope is manuevering and not shooting. Need to be fast and you need to be able to run a lot.
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Hellstorm Inc League of Infamy
204
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Posted - 2013.05.16 19:41:00 -
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I appended a gallente suit variation and cleaned up some typos. Enjoy. |
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Hellstorm Inc League of Infamy
204
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Posted - 2013.05.16 21:45:00 -
[3] - Quote
Delirium Inferno wrote:Figure out the trajectory and it's not too hard to land body shots. Only things I think need improving are clip size and splash radius. Clipsize is irrelevant if you consider the reload speed is scary fast if you have caldari suit and reload skills. I expect variants soon, assault, breach, and possible burst variant. Assault will likely have 2 shots in the clip, I would count on a drastically reduced direct damage value. Breach will likely be like forgegun and do double direct dmg but reduced splash size and radius and double charge time. Burst will have really long reload times but reduced splash and direct dmg. My impressions. |
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Hellstorm Inc League of Infamy
205
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Posted - 2013.05.17 13:53:00 -
[4] - Quote
Delirium Inferno wrote:Severance Pay wrote:Delirium Inferno wrote:Figure out the trajectory and it's not too hard to land body shots. Only things I think need improving are clip size and splash radius. Clipsize is irrelevant if you consider the reload speed is scary fast if you have caldari suit and reload skills. I expect variants soon, assault, breach, and possible burst variant. Assault will likely have 2 shots in the clip, I would count on a drastically reduced direct damage value. Breach will likely be like forgegun and do double direct dmg but reduced splash size and radius and double charge time. Burst will have really long reload times but reduced splash and direct dmg. My impressions. But you see that's stupid if you make using a Caldari suit the most efficient way to use a Gallente weapon. I don't develope the game I just write the guides. |
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Hellstorm Inc League of Infamy
207
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Posted - 2013.05.17 17:19:00 -
[5] - Quote
Cody Sietz wrote:Do you use dmg mods with it? I tried them and it doesn't seem to help too much. They do help damage. The splash damage is the highest in the game, even superior to large missle turrets. Ofcourse, I only use co plex dmg mods. Stacking 3 will give you 25% increased dmg, 313*1.25 = 390 dmg, this will oneshot any scout suit or militia fitting. I urge people to invest in proficiency to have the ability to oneshot a variety of logistics fits.
Another thing to bare in mind is that the direct damage of the proto is 1155, this is NOT enough to kill a sentinel. You will need a damage mod if you want to kill a sentinel with direct dmg. |
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Posted - 2013.05.17 20:26:00 -
[6] - Quote
Delirium Inferno wrote:Damage mods are needed for sure. The problem is like you said, it still only does enough damage to kill militias and scouts. And this is a prototype weapon with with full efficiency and a complex damage mod. The Duvolle Assault Rifle does 37.4 damage. 37.4 x 1.25 = 46.75. So let's figure out how many bullets it would take to equal that splash damage, 391.25 / 46.75 = 8 bullets roughly. Since it fires at 750 RPM, that would take about .64 seconds. Now considering the Allotek Plasma Cannon has a 0.6 second charge up, add the 25% reduction and it's now .45 seconds. So .64 seconds - .45 seconds = .19 seconds.
So really, for 2 tenths of a second more you could of done the same thing with an assault rifle, plus the assault rifle will keep on going where as plasma cannon needs to reload. And yes I know the assault rifle should be better at straight up assault, but come on right now as it is the plasma cannon has no use other than looking cool on the battlefield. And I'm with you that you can make it work. I've made it work too, but I would of done much better with anything else in hand. If CCP doesn't want to tweak the damage then they need to expand the blast radius, because it should have a bonus in hitting multiple people in groups at once, but right now unless they are hugging eachother it's not going to happen.
Also it does appear this weapon is intended for use against infantry. Quoting from the in-game description, "primarily for use in urban operations and confined space combat." I couldn't have said it better. Instead I will add by saying I believe it is anti infantry and anti installation weapon, assuming that there is a purpose for its AV potential. Unfortunately, I am terrible with the assault rifle, even though this weapon is ineffecient and unpractical, it gives me a different option in gameplay that is fun and also makes me effective in combat. |
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219
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Posted - 2013.05.20 20:28:00 -
[7] - Quote
Reppers or Regulators, depends on the suit you have. Speed tanking always requires stamina and catalyzers |
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Hellstorm Inc League of Infamy
221
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Posted - 2013.05.21 12:48:00 -
[8] - Quote
Wol Verine wrote:Id just like to inject this.
this weapon appears to be great at destroying Armour but not shields. So I stuck some flux grenades on my fit. this works great at groups of people, lob in a flux grenade to wipe they're shield, then follow up with a well aimed shot from the PLC at the centre of the group. I was getting multiple kills like this. Although if there was anyone left, i usually bought the farm, lol.
Also, great as a support weapon, and suppression. Id like to +1 at whoever suggested that it needs a splash radius buff, or if not this then at least increasing the hit radius. Hit detection for this weapon isnt great and unless you hit dead centre mass it just passes by your target, oh and one more thing. Sometimes, unless you hit the floor, the target takes no damage. Ive hit walls directly behind people only to have them take absolutely no damage. TO THE CONTRARY!!! It does 10% bonus to shields and no reduction to armor. Don't post stuff that isn't true you are misinforming people. |
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Hellstorm Inc League of Infamy
221
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Posted - 2013.05.21 12:51:00 -
[9] - Quote
Arramakaian Eka wrote:Thanks for this guide, really insightful! I'm taking the optional respec, and am staying as shottie scout, going for Flaylock as sidearm. Instead of using Swarms for AV as my secondary scout fit, PLC sounds great - as someone else above posted, I've also been quite underwhelmed with Swarm Launchers. Wol Verine wrote:this weapon appears to be great at destroying Armour but not shields. So I stuck some flux grenades on my fit. this works great at groups of people, lob in a flux grenade to wipe they're shield, then follow up with a well aimed shot from the PLC at the centre of the group. I was getting multiple kills like this. Although if there was anyone left, i usually bought the farm, lol. Good tactic! Don't use it as an AV fit, you will be sorry. Read the guide. |
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Purgatorium of the Damned League of Infamy
246
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Posted - 2013.05.27 05:17:00 -
[10] - Quote
Spectral Clone wrote:Severance Pay wrote:Reppers or Regulators, depends on the suit you have. Speed tanking always requires stamina and catalyzers What about minmatar medium or light frame? Minmatar light suit has the fastest speed in the game. You are trading reload speed for sprinting speed. I would think it over carefully. |
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Purgatorium of the Damned League of Infamy
309
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Posted - 2013.06.03 15:35:00 -
[11] - Quote
The Robot Devil wrote:Spectral Clone wrote:Hi,
I really like threads where people are innovative in their suggestions for builds. Thanks for putting this up!
I am quite interested in the PLC since it requires skill to use efficiently.
Questions to OP: - Would you rather fit the PLC on a scout or assault frame (scout frame gives no obvious bonus to this weapon, so one could go proto light frame)? - How viable is armor rep tanking combined with speed-tanking (this would be applicable only for the assault frame)? Level 3 gal logi and 3 complex armor reps give a little over 21 HP/s, if you are good at evasion then it is hard to beat. No sidearm and the charge/ reload time makes it difficult to get off more than one shot in cqc and the glowing ball of white-hot-death let's everyone know where you are. HAVs like that and fire back. The charge is released after 0.45 - 0.6seconds. Glowing deathball is actually hard to catch. As for the reload speed, the caldari assault can augment it. 4 complex dmg mods in high makes it easy to oneshot skill most suits with splash. Unfortunately, only the proto can do this. As for adv and std build, peekaboo tactics are employed. Watch those corners, especially if you are a scout or heavy. Heavies are easy to hit directly and scouts get oneshot by the splash at any level. |
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Purgatorium of the Damned League of Infamy
319
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Posted - 2013.06.03 21:10:00 -
[12] - Quote
Aisha Ctarl wrote:How would the PC do with an Amarr Assault suit?
I'm assuming I could through on a plate, repper, and kincat, with damage mods in the highs and then the PC/Flaylock for the weapons. The Amarr suits offers no bonuses to the PLC. Amarr suits were meant to be used with laser and scrambler rifles, but the suit is well balanced. This helps you survive in most standup battles, honestly if I had to use Amarr I would use heavy. Lol can you imagine a heavy with one of these? They could survive the head to head encounters long enough to reload several times. Would be a very interesting build. Akin to a paladin with 2handed sword instead of sword and board. |
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Posted - 2013.06.13 15:29:00 -
[13] - Quote
Role on a team The real question is how do we incorporate this weapon onto a team so that it can live beyond a reputation as a weapon for trolling. In combat most of my kills are from finishing someone who has already taken a fair amount of damage. Fights against people that are at full life are tricky and time consuming because I will need to reload once or twice. Fights that are gratifying are ones that end in one shot and we can quickly move on. Let us put this concept into a team scenario.
Turning a corner there are 3-4 players in equal level gear as my partner and I. He lets me turn the corner first. I get 1 shot off and he follows up with his AR. Once I have reloaded to follow with my PLC for clean up. This sounds like the same strategy a team would use with grenades. PLC is more flexible in the way that it is easier to aim, has better range, and there is more ammo available for use. In a team scenario, the PLC is helpful as a support gun. Giving support in all situations be them, AV, AI, or suppression.
In competitive play, offensively I drop uplinks and sneak into low security sections of the map. It is easy for me to winnin 1v1 combat, especially against heavies which are used to defend objectives. Defensively, I can supress the movements of an entire squad from behind cover. |
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