Difference between revisions of "Heavy Plasma"

From UFOpaedia
Jump to navigation Jump to search
Line 1: Line 1:
 
== Beam Weapons: Heavy Plasma ==
 
== Beam Weapons: Heavy Plasma ==
  
The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with Blaster Bombs, and some squaddies have found this a convenient means of forcing entry. The 30 rounds are usually more than sufficient for the typical engagement.
+
The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with Blaster Bombs, and some squaddies have found this a convenient means of forcing entry. The 30 rounds are usually more than sufficient for the typical engagement.
  
Pros: High stopping power. High penetration power. Light weight. Spare clips and in fact almost fully loaded guns are pentiful by mid game. Pick them up off the floor.
+
Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers.
  
Cons: Not as accurate as laser rifle. Uses up more of 80 item limit than lase rifle, and doesn't have infinite ammo.
+
Cons: Not as accurate as laser rifle. Clips count towards 80-item limit. Doesn't have infinite ammo (but 30 shots can go a long way).

Revision as of 12:12, 24 August 2005

Beam Weapons: Heavy Plasma

The Heavy Plasma is a powerful squad support weapon but light enough that some squads have issued the weapon to half their members. This weapon is easily capable of penetrating masonry and even inner UFO walls, a level of damage that is otherwise only achievable with Blaster Bombs, and some squaddies have found this a convenient means of forcing entry. The 30 rounds are usually more than sufficient for the typical engagement.

Pros: High stopping power. High penetration power. Light weight. Spare clips and almost fully loaded guns are plentiful by mid-game, just pry them out of dead alien fingers.

Cons: Not as accurate as laser rifle. Clips count towards 80-item limit. Doesn't have infinite ammo (but 30 shots can go a long way).