Terminator: Dark Fate - Defiance

Terminator: Dark Fate - Defiance

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PoDH Mar 2, 2024 @ 9:19pm
Opinion on Plasma weapon variant?
I feel like some plasma weapon is just a sidegrade or even a downgrade so I just want to know how other people think and if I'm missing something

Twin Light Plasma - honestly feels like a downgrade since the base 120mm is so good at everything. It's slightly better on Abrams when attacking, but it's horrible for defending.
Heavy Plasma - Upgrade for Heavy Platform, sidegrade for Abrams

Light Plasma - Generally speaking it's an upgrade, feels like it's better against building than the base 25mm.

Plasma Recoilless - Only useable on heavy weapons team. The normal recoilless is good enough for any light vehicle and it got HE for supporting infantry.
Plasma Heavy Machine Gun - Overall upgrade, though keep in mind of the less range, and the base 50 cal is good enough.

Plasma Assault Rifle - absolutely horrible, only useable for militia or CQC urban combat. Only use them when it's Legion mission and replacing M4.
Plasma Machine Gun - honestly not bad......the decreased range is not a killer.
Plasma shotgun - simple upgrade.
Plasma Sniper - It's an ehhh. The 50 cal is good enough.
Last edited by PoDH; Mar 3, 2024 @ 3:19am
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Showing 1-15 of 51 comments
Falcon_BR Mar 2, 2024 @ 9:38pm 
Plasma recoiless is great on abbrams secondary and secondary on the armored truck!
HeathenSW Mar 2, 2024 @ 9:39pm 
Plasma recoilless is usable on some vehicles - it's a pretty good turret spot for Abrams for instance, since it will never attack infantry automaticaly and Abrams usually fights tanks. Good thing is that it has the same range as normal recoilless.

Plasma Heavy MG - pretty good on something that is able to drive close the enemy and survive, like dozer. Problem is that a dozer usually carries armored trailer and it can do some real heavy lifting with light plasma or rotary cannon and say a TOW/plasma recoilless.

Problem with plasma is range mostly for me. In a game where everything oneshots or almost oneshots everything - range is kind of important. Not that big of a problem if you don't have spotters or any sort of recon and just brute force everything, but that is not how the game works - it will punish you for this.

I so wanted to love plasma assault rifles, but man, the range kills it. Maybe for the last lvls of militia squad, when they are healthy as all hell, accurate and numerous, but before it it's not a wonder weapon that I hoped it would be.
Last edited by HeathenSW; Mar 2, 2024 @ 9:41pm
PoDH Mar 2, 2024 @ 9:44pm 
Originally posted by HeathenSW:
Plasma recoilless is usable on some vehicles - it's a pretty good turret spot for Abrams for instance, since it will never attack infantry automaticaly and Abrams usually fights tanks. Good thing is that it has the same range as normal recoilless.

But aren't the normal 120mm is good enough for tanks? I guess you can do a one two combo for the guaranteed kill.
HeathenSW Mar 2, 2024 @ 9:50pm 
Originally posted by PoDH:
Originally posted by HeathenSW:
Plasma recoilless is usable on some vehicles - it's a pretty good turret spot for Abrams for instance, since it will never attack infantry automaticaly and Abrams usually fights tanks. Good thing is that it has the same range as normal recoilless.

But aren't the normal 120mm is good enough for tanks? I guess you can do a one two combo for the guaranteed kill.
Really not always. Extra hit to where the armor was damaged by the main shot is much more reliable and it's coming fast - recoilles shots are slower to travel then the main gun shells, so you don't need to wait for a reload of a main gun to deal damage again. And Abrams does not need a MG type weapon in the turret slot all that much, since it has a build-in MG, however inferior it is.
Last edited by HeathenSW; Mar 2, 2024 @ 9:51pm
FissileUngulate Mar 2, 2024 @ 9:53pm 
Twin light Plasma seems rocking - Against the cartel! which is the period that you get it at. It does fall off. I like the heavy plasma as a sidegrade due to it's deeper capacity for mixed target fighting - If you are blowing up buildings you aren't going to quickly run out of HE shells. It somewhat simplifies logistics without really harming effectiveness more than anything.

the 25mm is definitely better against large groups of human targets in the open and in light to maybe medium cover, as well as the robot dogs ish. I think that mostly comes down to pure volume of fire, but it also creates some logistics stress in longer missions due to this. I tend to keep one or two around.

Plasma recoilless is definitely a bit niche. I've considered multiple times enduring the pain of using it as the coaxial on an Abrams though which would give it a lot more chance at alpha striking down a legion tank on it's own. (It's pain because in the abrams off slot it gets very few shots, like 3 or something.)

I'll use the plasma HMG if I don't have the LMMWG, but I suspect it's probably better to stick with the ballistic LMG's until fighting legion, although it doesn't overly hurt you as you say, the longer range is definitely going to minimize damage more.

Plasma AR - It does say it's balanced against legion, and I would tend to agree, unless you are doing extreme micro to manage sight and engagement lines to make sure you aren't giving away a range advantage, not overly useful except on legion missions.

Shotty - Yup, always swap, being able to shotgun vehicles to death is pretty nifty too.

Laser Sniper - It's quite good at disabling/smoking light vehicles and setting them on fire which can be very helpful at conserving ATGM's and if you are inclined salvaging enemy vehicles... it does work best after tortuga when you have a good number of them around.
Last edited by FissileUngulate; Mar 2, 2024 @ 10:19pm
Falcon_BR Mar 3, 2024 @ 8:57pm 
Originally posted by FissileUngulate:
Twin light Plasma seems rocking - Against the cartel! which is the period that you get it at. It does fall off. I like the heavy plasma as a sidegrade due to it's deeper capacity for mixed target fighting - If you are blowing up buildings you aren't going to quickly run out of HE shells. It somewhat simplifies logistics without really harming effectiveness more than anything.

the 25mm is definitely better against large groups of human targets in the open and in light to maybe medium cover, as well as the robot dogs ish. I think that mostly comes down to pure volume of fire, but it also creates some logistics stress in longer missions due to this. I tend to keep one or two around.

Plasma recoilless is definitely a bit niche. I've considered multiple times enduring the pain of using it as the coaxial on an Abrams though which would give it a lot more chance at alpha striking down a legion tank on it's own. (It's pain because in the abrams off slot it gets very few shots, like 3 or something.)

I'll use the plasma HMG if I don't have the LMMWG, but I suspect it's probably better to stick with the ballistic LMG's until fighting legion, although it doesn't overly hurt you as you say, the longer range is definitely going to minimize damage more.

Plasma AR - It does say it's balanced against legion, and I would tend to agree, unless you are doing extreme micro to manage sight and engagement lines to make sure you aren't giving away a range advantage, not overly useful except on legion missions.

Shotty - Yup, always swap, being able to shotgun vehicles to death is pretty nifty too.

Laser Sniper - It's quite good at disabling/smoking light vehicles and setting them on fire which can be very helpful at conserving ATGM's and if you are inclined salvaging enemy vehicles... it does work best after tortuga when you have a good number of them around.

Plasma recoiless have 12 shots on my abrams and It is a must have to win tank fights vs legion
There are several units to kill infantry, so the .50 on abrams is pointless.
Sardonac Mar 3, 2024 @ 8:59pm 
I have a lot of trouble justifying the use of the plasma assault rifle. The range destroys it, because you will spend longer getting in to range to use it than you will actually firing. Its too risky. You can make it work in situations with like a Ranger squad being used to clear buildings but it just makes me wish I was using a shotgun squad at that point. It needs a range buff.
Falcon_BR Mar 3, 2024 @ 9:02pm 
Originally posted by Sardonac:
I have a lot of trouble justifying the use of the plasma assault rifle. The range destroys it, because you will spend longer getting in to range to use it than you will actually firing. Its too risky. You can make it work in situations with like a Ranger squad being used to clear buildings but it just makes me wish I was using a shotgun squad at that point. It needs a range buff.

The strangest part is that I use plasma assault rifle in this game and never had problems with range, you just need to ambush the enemy on be hidden inside a buidling. I also use on transports that can fire outside and drive the close
Falcon_BR Mar 3, 2024 @ 9:03pm 
I also love the plasma lmg on infantry squads, the range decrease to 80, so are the range or assault rifles, so, instead of giving away your position by shooting a lmg at 100 range, you just shot with all your weapons and alpha strike the enemy,
Sardonac Mar 3, 2024 @ 9:05pm 
Originally posted by Falcon_BR:
I also love the plasma lmg on infantry squads, the range decrease to 80, so are the range or assault rifles, so, instead of giving away your position by shooting a lmg at 100 range, you just shot with all your weapons and alpha strike the enemy,

This I absolutely agree with - the infantry squad with all weapons at range 80 turns them into alpha strike warriors. Definitely my favorite infantry unit for this reason, very well optimized.
Plasma Rifle is great on Rangers. Their Camouflage skills negate the range disadvantage almost entirely because you can crawl into range before going aggressive, then shred your target. Can also micro it by pulling the enemy from outside *their* range with the sniper rifle, then breaking line-of-sight to lure them in.

Also great on infantry garrisoning buildings if you set them to defensive. Enemies won't spot them until they're within range, and I find it's generally best to leave them on defensive anyway because they tend to be more effective at closer range in general, and because it makes sure stuff like Spider and Light Platforms get into SMAW range instead of just sitting at their own max range and dumping on you.
Falcon_BR Mar 3, 2024 @ 9:16pm 
Originally posted by =яενєηąŋŧ=:
Plasma Rifle is great on Rangers. Their Camouflage skills negate the range disadvantage almost entirely because you can crawl into range before going aggressive, then shred your target. Can also micro it by pulling the enemy from outside *their* range with the sniper rifle, then breaking line-of-sight to lure them in.

Also great on infantry garrisoning buildings if you set them to defensive. Enemies won't spot them until they're within range, and I find it's generally best to leave them on defensive anyway because they tend to be more effective at closer range in general, and because it makes sure stuff like Spider and Light Platforms get into SMAW range instead of just sitting at their own max range and dumping on you.

People really don't know how to ambush in this game, thats why they complain about range all the time.
I didn't have atgm squads or abrams on santa fe, I was a complete noob, but I did place RPG squads on all buildngs in ambush mode, and with all the enemies were in range of my rpgs squad I just change the stance to attack and several rpgs where lanched at the enemy.

On later missions I did have infatry on ambush stance laying down, with their SWAM at the same range of the range of the bradley that it was far behing, and with the enemy got in range of the bradley, the got double hit with the bradleu and my infantry squads.

Infantry will be outrange all the time, learn to use elevation, buildings and ambush mode to get the enemy in range
SirShreds Mar 3, 2024 @ 9:45pm 
Originally posted by Falcon_BR:
Originally posted by =яενєηąŋŧ=:
Plasma Rifle is great on Rangers. Their Camouflage skills negate the range disadvantage almost entirely because you can crawl into range before going aggressive, then shred your target. Can also micro it by pulling the enemy from outside *their* range with the sniper rifle, then breaking line-of-sight to lure them in.

Also great on infantry garrisoning buildings if you set them to defensive. Enemies won't spot them until they're within range, and I find it's generally best to leave them on defensive anyway because they tend to be more effective at closer range in general, and because it makes sure stuff like Spider and Light Platforms get into SMAW range instead of just sitting at their own max range and dumping on you.

People really don't know how to ambush in this game, thats why they complain about range all the time.
I didn't have atgm squads or abrams on santa fe, I was a complete noob, but I did place RPG squads on all buildngs in ambush mode, and with all the enemies were in range of my rpgs squad I just change the stance to attack and several rpgs where lanched at the enemy.

On later missions I did have infatry on ambush stance laying down, with their SWAM at the same range of the range of the bradley that it was far behing, and with the enemy got in range of the bradley, the got double hit with the bradleu and my infantry squads.

Infantry will be outrange all the time, learn to use elevation, buildings and ambush mode to get the enemy in range


Yeah people sleep on RPG sqauds. They are dirt cheap and can do work...just have to be in numbers on the hardest targets, and ensure they're loaded up. The squad number upgrade + smoke + giving them proper rifles makes them pretty effective as general troops, just don't leave them alone for too long and obviously dont try and take occupied buildings lol. Later on grabbing rocketman so they can shoot at buiildings can help with that.

However, on Sante Fe the Ai is stupid and doesnt really support with infantry until AFTER things have been disabled. Any infantry that does come gets hammered by the movements arty guns. So its a little unfair its also a defense mission. So you have time to throw your rpg squads into buildings and wait or lie prone on the side of banked road. Thats less of a possibility on other missions, as with most militia troops they're solid as your defensive line and less successful offensively (without upgrades)

Remember though that the convenience of just having a fire and forget ATGM is hard to pass up for most people. It requries little to no effort, get vision, and shoot big bad targets. Its efficient and you can be choosey with your targets as long as you have them holding fire and not wasting missiles on spiders. Have 1 or two sniper squads and/or stealth rangers poking in front of your main battle line and ATGMs easily clean up cocky vehicles...cost slightly more supply but thats mostly irrelevant when you have tanks/bradleys eating 1000s of it daily.

I dont think its that people dont know how to ambush...i think its just easier to use an ATGM over a few RPG squads. Using both its really the best option, RPGs are good for cleaning up medium threats (and stealing them) while ATGMs are for dangerous ones that you cant really afford to toy with.

In the end there are multiple strategies that work...pick the one that suits your playstyle :/
Last edited by SirShreds; Mar 3, 2024 @ 9:46pm
Mr.Kill Mar 3, 2024 @ 10:30pm 
Light plasma is hard to justify as you will spend most of the early game fighting infantry. The rotary autocannon on Bradley is just too good to pass up for cartel missions. Once you stop fighting cartel then plasma gets good quick as legion is all about that armor.
RPS 12324 Mar 3, 2024 @ 10:30pm 
I like putting the Plasma Recoilless on the Armored Trailer and as a secondary gun for the cannon trailer thing, it is like giving it a second main gun. Even on a HW Squad, it is useful for sniping enemy vehicles. RPGs is still better for ambushes because it requires no deployment.

I love the laser sniper, it can kill light vehicles. I am not sure how much more powerful it is than the Barrett.
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Date Posted: Mar 2, 2024 @ 9:19pm
Posts: 51