A lot of people complained about Plasma, but I actually thought it was fine in v.43. Awkward to use, yes, but in multiplayer it was already capped 5/s so it wasn’t impossible to get used to it. And with the damage increase it was still overall an upgrade in DPS over v.41, but it emphasized even more Plasma’s staple of maximum damage packed in a single shot. This means it deals more damage than necessary to certain enemies, but that and the lower fire rate served as the main disadvantages and balanced it against its usually exceptional accuracy.
With the proposed changes, I fear that Plasma Rifle will gain a damage advantage that coupled with its accuracy will pretty much allow it to supplant Utensil Poker as the dominant weapon. And the damage increasing as lock-on is maintained isn’t as useful as one might think.
Sorry if my calculations here are wrong, I’m tired.
Assume Plasma on ↯6 at 1000 dmg/shot.
Automatic fire: Can fire at 5/sec, for 5 sec, equals 25 shots before overheating. 1st shot: 1000 dmg, damage ramps up over the next 1.5 seconds, which amounts to 7.5 shots. On the 8th shot, it reaches maximum damage, 1500, and continues at 1500 dmg up to the 25th shot, when it overheats. The first 7 shots amount to approximately 8500 dmg (rounded) while shots 8 through 25 at 1500 dmg sum up to 1500*18=27000 dmg. Total damage in 5 seconds: circa 35500 before overheat.
Manual fire: Can fire at 6.5/sec indefinitely without overheat. 1000*6.5*5 seconds=32500 dmg in those same 5 seconds, using only manual fire.
The resulting difference is that automatic fire deals in those 5 seconds just ~9.2% more damage. That’s not that great a difference. And after 5 seconds auto-fire will leave you with an overheated weapon, while manual can just keep firing. Automatic damage starts being more advantageous than manual only if the weapon is fired continuously for at least 2 seconds. Since fire rates are constant, this happens at any power level. What’s more, according to the description, the damage increase is tied to how long the fire button has been held and not to overheat. Thus, if the player interrupts firing and then resumes auto-fire with the overheat meter more than half-full, they will see much less benefit from the damage ramp up as their weapon will overheat soon after it kicks in.
I predict that for long waves, top players might use automatic fire until Plasma nearly overheats, then continue with manual until it cools down completely and then fire an automatic burst again. This sort of strategy already exists with Lightning Fryer in multiplayer CI3/4/5. Its auto fire rate is 5.88/s, but overheats, while the manual fire rate is 5/s and allows the weapon to cool down. This ensures a near-constant stream of damage, but with variations over time, higher when the weapon is firing automatically and heating up, lower while the player taps manually to avoid overheat.
In my opinion, Plasma can be just left as it is in v.43. It fully embraces the concept of max accuracy and max single-target damage/shot at the cost of lower fire rate and “overkilling” low-health enemies. If another overhaul is a must, then I’ll take these as fixed values:
Manual fire rate must be 6.5/s or people will dislike it. Overheat with manual fire is negligible.
Auto fire rate remains fixed at 5/s. Overheat with automatic fire remains 5 seconds.
Interaction Studios has expressed that Plasma has to function as an automatic weapon. Thus, we pretty much need to force people to fire it automatically. It needs to be made so that if people only fire it manually, it simply won’t do well enough. Double down on the ramp up feature. Lower the base damage by 0.75, to:
150 225 300 412 525 637 750 900 1050 1200 1350 1650
And the damage ramp should go up to +100%:
300 450 600 825 1050 1275 1500 1800 2100 2400 2700 3300
Still with a 1.5 seconds ramp up time.
I just came up with these numbers on the spot, they might still be off by a significant amount.
Compared to the previous measurement, at ↯6 Plasma would deal 34500 dmg before overheat, which is within 3% of the other value.
Looking again at what this results in, it still seems like manual fire-only might still be competitive. Perhaps further lower the base damage and make the damage ramp even more extreme? For example, allow it to increase continuously with no limit, at +10%/shot, so 1st shot=1000; 2nd shot=1100 … 25th shot=3400, Overheat. No matter how high it goes, the damage increase is useful only on bosses, barriers and other entities with very high health.
Someone help me, crunching damage values and fire rate numbers is destroying my sanity.