Aliens: Dark Descent

Aliens: Dark Descent

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Plasma pulse rifle worth the resources?
I saw how the heavy pulse rifle removes the nade launcher and only gives 25% more ammo and a bit longer burst fire per shot, I'm sure it is actually better damage wise for a marine but I find the grenade launcher too useful to lose and the resource cost too great for it. I find that giving marines individual upgrades is more beneficial than most of these guns.

Heck all the side arms seem almost useless as I always have plenty of ammo and can reliably avoid most combat encounters and only really seem important when you have to carry someone.

But despite all that the plasma rifle actually seems appealing with its damage bonus, but I really need to ask on here how yall felt about it when you got it, I just hate spending resources into one thing when I realize it could have been used much better somewhere else.
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Showing 1-15 of 18 comments
Batailleuse Jun 22, 2023 @ 11:26pm 
Originally posted by Googley Eye'd Bastard:
I saw how the heavy pulse rifle removes the nade launcher and only gives 25% more ammo and a bit longer burst fire per shot, I'm sure it is actually better damage wise for a marine but I find the grenade launcher too useful to lose and the resource cost too great for it. I find that giving marines individual upgrades is more beneficial than most of these guns.

Heck all the side arms seem almost useless as I always have plenty of ammo and can reliably avoid most combat encounters and only really seem important when you have to carry someone.

But despite all that the plasma rifle actually seems appealing with its damage bonus, but I really need to ask on here how yall felt about it when you got it, I just hate spending resources into one thing when I realize it could have been used much better somewhere else.

when you have 5 marines, i just put 4 plasma and keep a single grenade launcher.

flamethrower technically is almost better in all cases compared to a grenade.

only useful thing a nade can do is eggs, and behind cover ranged enemies.

and the plasma has a plasma lance skill that just delete everything in a straight line, way more powerful than nade as well.

the damage output alone is what makes the weapon worth it.
Originally posted by Batailleuse:
Originally posted by Googley Eye'd Bastard:
I saw how the heavy pulse rifle removes the nade launcher and only gives 25% more ammo and a bit longer burst fire per shot, I'm sure it is actually better damage wise for a marine but I find the grenade launcher too useful to lose and the resource cost too great for it. I find that giving marines individual upgrades is more beneficial than most of these guns.

Heck all the side arms seem almost useless as I always have plenty of ammo and can reliably avoid most combat encounters and only really seem important when you have to carry someone.

But despite all that the plasma rifle actually seems appealing with its damage bonus, but I really need to ask on here how yall felt about it when you got it, I just hate spending resources into one thing when I realize it could have been used much better somewhere else.

when you have 5 marines, i just put 4 plasma and keep a single grenade launcher.

flamethrower technically is almost better in all cases compared to a grenade.

only useful thing a nade can do is eggs, and behind cover ranged enemies.

and the plasma has a plasma lance skill that just delete everything in a straight line, way more powerful than nade as well.

the damage output alone is what makes the weapon worth it.
Sounds good I thought as much, What about side arms did you find the need to upgrade those ever? Also when do you get a 5th marine? I'm about to go to the space station for the first time.
Ferrous Jun 22, 2023 @ 11:31pm 
Your observation on the grenade launcher is very valid, basically since nades compete with many other options over the same resource (command points), you should not switch over to plasma until you have unlocked good special weaponry (Incinerator/RPG)

It's a luxury thing for sure, if you feel short on materials don't feel pressured to get it
Ferrous Jun 22, 2023 @ 11:32pm 
Originally posted by Googley Eye'd Bastard:
Sounds good I thought as much, What about side arms did you find the need to upgrade those ever? Also when do you get a 5th marine? I'm about to go to the space station for the first time.
Side arm is also a luxury buy. It barely shows up on my hardest difficulty playthrough and im at the space station as well. But i bought it anyway cause i got the mats for it.

Main occurrence of side arm usage is when you use smart gun as turret, or when you are carrying people.
Originally posted by Ferrous:
Your observation on the grenade launcher is very valid, basically since nades compete with many other options over the same resource (command points), you should not switch over to plasma until you have unlocked good special weaponry (Incinerator/RPG)

It's a luxury thing for sure, if you feel short on materials don't feel pressured to get it
I did get a incinerator I really like that it can shut down an entry point of the xenos when I need it, also I actually find it better in some cases then the nade launcher even against enemies with guns as I can just spray them duck down and avoid combat, of course that is if they are within the range of the spray.
DarkFire Jun 22, 2023 @ 11:35pm 
Agree 100% with Batailleuse, the heavy PR is absolutely worth the resources. More damage and larger ammo capacity are very nice and I hardly miss the grenade launcher - the flamer is IMO a more versatile weapon anyway.
Ferrous Jun 22, 2023 @ 11:36pm 
Originally posted by Googley Eye'd Bastard:
I did get a incinerator I really like that it can shut down an entry point of the xenos when I need it, also I actually find it better in some cases then the nade launcher even against enemies with guns as I can just spray them duck down and avoid combat, of course that is if they are within the range of the spray.
In that case you could always just keep one marine as the nade-caddy. I mean that's actual US army doctrine so why not.
Originally posted by DarkFire:
Agree 100% with Batailleuse, the heavy PR is absolutely worth the resources. More damage and larger ammo capacity are very nice and I hardly miss the grenade launcher - the flamer is IMO a more versatile weapon anyway.
Originally posted by Ferrous:
Originally posted by Googley Eye'd Bastard:
I did get a incinerator I really like that it can shut down an entry point of the xenos when I need it, also I actually find it better in some cases then the nade launcher even against enemies with guns as I can just spray them duck down and avoid combat, of course that is if they are within the range of the spray.
In that case you could always just keep one marine as the nade-caddy. I mean that's actual US army doctrine so why not.
Thanks guys! One more question is it a good idea to try and stack marines up for experience? I mean I've been taking 2 vets and 2 rookies to missions to try and keep the experience up in case I need more in the future but I'm starting to wonder If I should actually be trying to beef up to get the plasma rifle faster (I never use rookies with REALLY bad traits IE kelptomania stealing resources or one that gains permanent trauma at least until they can get redemption from training)
Ferrous Jun 22, 2023 @ 11:44pm 
Originally posted by Googley Eye'd Bastard:
Thanks guys! One more question is it a good idea to try and stack marines up for experience? I mean I've been taking 2 vets and 2 rookies to missions to try and keep the experience up in case I need more in the future but I'm starting to wonder If I should actually be trying to beef up to get the plasma rifle faster (I never use rookies with REALLY bad traits IE kelptomania stealing resources or one that gains permanent trauma at least until they can get redemption from training)

This is playstyle dependent, I prefer having a core team but the problem with that of course is that it will go up against the game's timer, a fair trade off. (which exemplifies the mechanical and thematic importance of the timer mechanic but i digress)

In theory a strong core team with the right perks can be sent back out rather fast. But there is nothing wrong with "diversifying your assets".

While you lose out on running the most badass team possible it also means less risks and less reloading for you.
ಠ_ಠ Exil Jun 23, 2023 @ 12:00am 
Originally posted by Batailleuse:
only useful thing a nade can do is eggs, and behind cover ranged enemies.

The upgraded nade is better than the flamethrower as it stuns enemies for a few seconds, really good in combat with larger aliens (queens. praetorians, etc). I always keep at least 1 nade marine for that reason, they've saved my squad from botched situations more times than a flamethrower
Badmoon84 Jun 25, 2023 @ 9:49pm 
Regarding the plasma rifle... could anyone confirm if you get your rifle back after using the plasma lance? I tried it once and it switched to my sidearm. Primary weapon could not be found. I loaded to latest save immediately to get my primary back. I haven't tested if using the Lance destroys your primary until next deployment, or if it's just "overheating" and you get it back after a few mins.

Could anyone confirm? Thabk you.
shrome Jun 25, 2023 @ 10:23pm 
Originally posted by Badmoon84:
Regarding the plasma rifle... could anyone confirm if you get your rifle back after using the plasma lance? I tried it once and it switched to my sidearm. Primary weapon could not be found. I loaded to latest save immediately to get my primary back. I haven't tested if using the Lance destroys your primary until next deployment, or if it's just "overheating" and you get it back after a few mins.

Could anyone confirm? Thabk you.
the plasma rifle overheats and has to cool down for a period of time before it can be used again
Return To Monke Jun 25, 2023 @ 10:34pm 
You get the fifth marine at the exact point where you are about to fight endless swarms from all directions, in a hazardous environment without much ammo, and an alien queen you must kill and then extract from before running out of ammo and relying on your handgun and shotgun

Originally posted by Googley Eye'd Bastard:
Originally posted by Batailleuse:

when you have 5 marines, i just put 4 plasma and keep a single grenade launcher.

flamethrower technically is almost better in all cases compared to a grenade.

only useful thing a nade can do is eggs, and behind cover ranged enemies.

and the plasma has a plasma lance skill that just delete everything in a straight line, way more powerful than nade as well.

the damage output alone is what makes the weapon worth it.
Sounds good I thought as much, What about side arms did you find the need to upgrade those ever? Also when do you get a 5th marine? I'm about to go to the space station for the first time.
Zoopy Jun 26, 2023 @ 12:01am 
Originally posted by Googley Eye'd Bastard:
Originally posted by Batailleuse:

when you have 5 marines, i just put 4 plasma and keep a single grenade launcher.

flamethrower technically is almost better in all cases compared to a grenade.

only useful thing a nade can do is eggs, and behind cover ranged enemies.

and the plasma has a plasma lance skill that just delete everything in a straight line, way more powerful than nade as well.

the damage output alone is what makes the weapon worth it.
Sounds good I thought as much, What about side arms did you find the need to upgrade those ever? Also when do you get a 5th marine? I'm about to go to the space station for the first time.

Later when you use the plasma lance skill on the plasma rifle, it overheats your weapon and requires your marines to use their side arm for a bit. For that I'd at least let them carry the much more powerful revolver. I unlocked the SMG because I had the money for it, but I never bothered using it.
ThatZenoGuy Jun 26, 2023 @ 12:05am 
Sidearms are useful when you use plasma rifle, SMG isn't quite as good at DPS but is much better than a handgun.

So if you fire all your beams and they swap to their secondaries, they can still hold the line pretty well.
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Date Posted: Jun 22, 2023 @ 11:20pm
Posts: 18