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The UI needs to do a better job of communicating exactly what they do. We shouldn't have to be testing stuff like this...
Shoot plasma until it is 1 unit way from overheating. Then use mechanic's anointing armament every turn on the plasma user to keep it from overheating. That way every round plasma weapon will deal its maximum damage due to the "unreliability increasing damage"
Personally i feel plasma weapons shines when your gang is more skilled.
Ditto. It *can* do more damage, if you fiddle it like Master said. I just ran a Tier II Plasma gun vs. Tier II Lasgun. The Plasma did seem a tad more effective once it was hot, but then you need your Lay-Mechanic around to maintain it and blah blah blah. Not sure it's worth all the trouble, particularly since my Escher Deadeye is flying around all over the map to get the angles and the mechanic can't keep up.
I also wasn't brave enough to see what happens if you just continue to let it overheat. Don't know if it will eventually damage/kill you or not.
Plasmagun is sub par alternative for Autogun for Deadeye because of the Double Tap: you really don't want to rely on ONE die roll to see if you get to shoot again, while with autogun and sufficiently high Accuracy you're bound to get your second free shot more often than not.
Heavy Plasma is a viable alternative to Autocannon, if you keep it properly anointed and spam "BOOM BOOM THREE SHOTS BABY" when fully overheated.
1) First off, it is single shot based. Why does this matter? Well, if enemies have skills and passives that trigger "on getting attacked by ranged", it will trigger fewer of such effects(since they trigger per bullet, not per salvo). A single Autocannon salvo will max out most such offensive/defensive triggers and potentially make your opponent much harder to kill/a bigger threat.
2) Crit potential. It is possible to get to very high crit chance with the Heavy, especially when combined with the Anointed Weapon buff. The Heavy Plasma Gun even more so, since it has a pretty good crit chance(+15%) with decent precision(only -10%).
3) Heat potential. From what I have seen, damage increases by +20% per heat. With good management, it is the strongest salvo available to the heavy. If you have your Lay-Mechanic go first every turn, you can keep it that way(spend 1 turn to heat it up, then anoint it in the next).
4) Enemy Armor. Once you start running into enemies with 40% or more armor, the plasma weapons start to shine.
Some downsides are that you really need a Lay-Mechanic on the squad to make it shine. I am personally fine with it, because I like the career, but not everyone does.
Another downside is that you need to get it hot first. This is mostly done through the use of one of the Gatling skills. It is not that big of an issue(considering the payoff), but it does restrict your opening move on turn 1.
Trickshot(2 shots) on the other hand is really powerful with a heated Plasma Gun that has been anointed.
But that's me.