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Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 2:00 pm
by saltychipmunk
So I would like to know peoples thoughts on the plasma guns on the gk storm troopers.


In my opinion... they are rather unwieldy .

it is a 20 power upgrade for pretty low plasma dps (only two plasma guns)
But that isn't really my issue .

The ability is what I would like input on . frankly I find it excessively un-wieldy
The ability is a toggle, but it is very difficult to tell when it is on or off in a timely manner.
Which doesn't go well with the fact that it burns through energy really fast .

4- 5 seconds on and it eats all their energy.

It is a nifty ability , but does anyone else think that it in combination with the low plasma dps and excessive energy burn kinda makes the weapon inferior to the grenades in most cases?

heck grenade seem to do much more damage to heavy infantry than the plasma guns.

It is very strange

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 2:29 pm
by Bahamut
It's not weird that you think nade launcher does more dmg than plasma guns. Nade launcher damage type does x1.25 to heavy armor and also is AoE, so will hit more than 1 model at a time

I dont really know the numbers on both upgrades so i can't really comment on their performance

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 2:34 pm
by Nurland
GLs wreck stationary HI and Infantry. But the weapon KB with IST plasma is pretty great against commanders/sub commanders, set up teams and high dps low model count squads like TCSM, Flash Gitz etc. Dunno the exact numbers about IST plasma dps.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 4:16 pm
by Torpid
GLs are terrible, don't get them :L

Plasma guns are good, however I really wish the ability was changed so it automatically turned off once your energy depletes...

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 6:26 pm
by Flash
If you did not get GL in t1, plasma guns are a solid investment, especially vs HI/SHI. The damage isn't the reason for purchase unless you just have the resources to spend which I find is almost never as GK. They are absolutely hilarious to use on low model squads, set up teams, and commanders/sub commanders susceptible to knock back. They can be used as a melee deterrent as well, but due to the fact that they only knock back 2 models, it's not all that useful in that role (But seriously using it on nobs is hilarious).

They have their utility and are pretty nifty late game. They do require some strong micro though, and it would be nice if the ability switched off when drained of energy, but remember canticle or SS energy transfer synergise well with it

Side note, kinda wish IST had their infiltrate ability still though :(. Would be too strong though I think. Whoops didn't even notice that Sod started a thread about that.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 6:27 pm
by Cyris
I want to so very strongly second comments on the toggle skill. Can it just be changed to X energy for Y seconds of activation? If the toggle tech is this bad, don't use it.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 6:30 pm
by Flash
are you saying we need better micro (Which is true), or that the ability could be changed in implementation?

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 6:46 pm
by Cyris
Flash wrote:are you saying we need better micro (Which is true), or that the ability could be changed in implementation?


100% implementation. It, of course, can be microed around, but so could drones not harvesting after spawning in SC1 ;) The current implementation doesn't toggle the skill off after running out of energy, has no overlay on the skill to indicate it is toggled on and has active FX that are very easy to overlook.

I'm also unclear what is happening when the skill is toggled on when at 0 energy. Do they get a knockdown shot every few seconds? Are they constantly shooting slower? The energy meter clearly stays at 0, so does this mean the skill is active for free, or inactive but not allowing my energy to fill?

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 6:51 pm
by Batpimp
I agree with cyris. Just change the way it works on UI side of things. In game mechanics seems useful.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 8:41 pm
by Arbit
AFAIK abilities like the mek's electric armor, webo's warpath, scout infiltration etc. all switch off after reaching zero energy. Seems like GK storms should do the same.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 10:46 pm
by Dark Riku
Am I the only one that like that it isn't toggled off automatically?
Just toggle it of if you don't need it. Keep it on if you are planning to use canticle, the strike squad energy give thingy or are (going to be) near a LRC, etc.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Mon 04 Nov, 2013 11:36 pm
by Cyris
Dark Riku wrote:Am I the only one that like that it isn't toggled off automatically?
Just toggle it of if you don't need it. Keep it on if you are planning to use canticle, the strike squad energy give thingy or are (going to be) near a LRC, etc.


Sure. But then at least make the skill icon have the "Active Toggle" indicator on it. They still do work a lot differently from other toggles though. If they toggled off only when out of energy, you'd still be able to use SS and cancticle to keep them on.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 1:47 am
by Caeltos
The toggle on/off is kind of a wonky situation at the moment.

Mines are another thing that I'd like to address abit further. Not quite working as intended.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 4:24 am
by Flash
Mines aren't a terrible idea, but they have some downfalls. currently they are way to expensive for what they offer. They take to long to plant, and they the cooldown is far to long. You pretty much need a mine FIELD to get any use out of them and currently that takes too long to construct, your opponent won't give you that time, and you need the squad for map control

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 5:02 am
by Lulgrim
The plasma ability toggle is pretty dodgy, the effect didn't trigger at all using the normal toggle mechanic so I made a Fire Prism style mechanic to at least try out the concept. We'll try to have it work with normal on/off toggle in the future.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 5:14 am
by SirSid
The ability is "ok" buffed with alot of energy regen it can lay commanders flat on thare back.


however this forces a mana regen build on your BC / SS just to make the ability viable. And if u are getting that build thare are much better things to spend on than upgrades storm tropers.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 10:27 am
by HandSome SoddiNg
Flash wrote:Mines aren't a terrible idea, but they have some downfalls. currently they are way to expensive for what they offer. They take to long to plant, and they the cooldown is far to long. You pretty much need a mine FIELD to get any use out of them and currently that takes too long to construct, your opponent won't give you that time, and you need the squad for map control


The Mines are still detectable and Destroyed in seconds. It certainly needs a Look at

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 10:32 am
by Ace of Swords
HandSome SoddiNg wrote:
Flash wrote:Mines aren't a terrible idea, but they have some downfalls. currently they are way to expensive for what they offer. They take to long to plant, and they the cooldown is far to long. You pretty much need a mine FIELD to get any use out of them and currently that takes too long to construct, your opponent won't give you that time, and you need the squad for map control


The Mines are still detectable and Destroyed in seconds. It certainly needs a Look at


This is a team game prospective where the game is linear, I don't want to go all over the map hunting mines in 1v1, so they need to retain a long CD regardless, especially because it's on a starting unit, of which there are usually atleast 2 pairs of, that could go around spamming them everywhere if the Cd was lowered.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Tue 05 Nov, 2013 2:59 pm
by saltychipmunk
i thought they did no damage, seems unnecessary to mine hunt nonlethal mines

Re: Opinions on the gk storm trooper plasma guns.

Posted: Sat 09 Nov, 2013 8:00 am
by Commissar Vocaloid
Just to poke my nose in, since someone brought up the mines with IST, but I believe that I've not faced anyone who has used them before and begin to wonder if perhaps they're a bit UP or not as effective as they should be? I know I've seen some great mekboy mine play and it has done an awesome job harassing squads with the suppression, but I've not seen anything of the sort with GK IST.

Re: Opinions on the gk storm trooper plasma guns.

Posted: Sat 09 Nov, 2013 10:44 am
by Nuclear Arbitor
the only comments we've gotten on them have been of ineffectiveness.