Geth Plasma Shotgun

The Geth Plasma Shotgun is a shotgun in Mass Effect 2.

In-Game Description
This three-barrelled geth weapon fires miniature but potent cluster rounds of superconducting projectiles and has a longer range than standard shotguns. A two-stage trigger system allows for either quick fire-capacitors or a charge-and-release attack to electrify the projectiles as they exit the weapon. As the rounds hit the target, they fragment and electricity arcs between the pieces, flash-converting the air to conductive plasma. The resulting impact, heat, and electrical charge overloads shields and barriers and causes massive trauma to unarmored targets.

Acquisition
Available through purchase of the Firepower Pack DLC.

Squad Use
This weapon can be used by Grunt, Jack, Jacob and Tali.

Player Notes

 * Important Notes
 * This weapon fires 3 plasma balls instead of the standard 8. Each of the 2nd and 3rd plasma ball that hits the same target as the 1st will do only 30% of its base damage. Thus all 3 plasma balls while fully charged on a single target does only 556.4 base damage instead of 1043
 * Despite this drawback, it is still the highest damage-per-shot of all non-heavy weapons!
 * If fired in "aim" mode, the plasma will seek enemies, significantly increasing the gun's usefulness at range.
 * When fully charged, the shotgun will expend two ammo instead of one.
 * The weapon cannot be charged whilst ducking into cover.
 * The charge can be "held" on the Geth Plasma Shotgun, by simply holding down the fire button, and then released when desired.
 * The gun's plasma projectile has less stopping power than other shotguns making it less effective against charging enemies. As they no longer stagger, you leave yourself open to a continued onslaught.
 * Opening the Power Wheel, Weapon Switch Wheel, or Pause Menu with the weapon fully charged will automatically fire it.
 * Squadmates using the Geth Plasma Shotgun do not fire the shotgun very quickly nor do they charge the weapon.
 * General tactics
 * The weapon is most effective at mid to long range combat. This applies both to Shepard as well as squad members.
 * One should try and maximize overall damage by hitting multiple targets each shot - even 2 targets will do more overall damage than hitting a single target with all 3 plasma balls.
 * Charging the gun should be performed whilst standing behind a tall piece of cover (such as a wall, or stack of crates), before emerging and firing. This tactic is recommended in all instances where fully charging the weapon is involved.
 * A charged shot can still be fired with only one ammo remaining with no drawbacks, only an additional reload.
 * While releasing a fully charged shot, it is advisable to perform a melee attack simultaneously. This allows a quick follow-up shot as soon as the melee animation ends.
 * If the weapon is held charged and then the player sprints, releasing the fire button mid-sprint will cause the gun to release the shot whilst Shepard continues to run.
 * 2 shots can be fired in quick succession by pressing and holding fire til the gun just begins charging, and immediately releasing to fire the first shot, then quickly firing again to fire the second shot. This doesn't increase your DPS however due to the first shot's charging phase.
 * When fully upgraded with shield penetration and damage upgrades, and fully powered Disruptor or Warp Ammmo, the weapon can tear through shields and barriers with great ease.
 * When used in conjunction with damage-increasing armor parts (notably the Kestrel Armor), a fully charged shot can become a one-shot kill weapon against most basic enemies even on Insanity.
 * Against fortified enemies such as krogan, Heavies, and other equally problematic foes is to unleash a fully charged shot on your target and quickly follow up with any of your squadmates' damage-inflicting powers. This will allow you to tear down their defenses with your allies quickly dispatching them.
 * Class specific tactics
 * The Infiltrator's Tactical Cloak (especially the Assassination variant), permits a charged shot to decimate powerful foes even on Insanity. This provides a compelling reason for Infiltrators to consider choosing shotgun proficiency on the Collector Ship. Care must be taken when using this tactic: Cloak should be activated after the weapon has started charging. Otherwise, the cloak will drop once you begin charging. Hotkey-ing the cloak for this method is recommended.
 * A Soldier with Shock Trooper can fire up to 3 shots in a single Hardened Adrenaline Rush using the technique above to fire more than one shot in rapid succession.
 * The Vanguard's Charge does not reset the charge-up, making it possible to release the charged shot right after impact.

Trivia

 * The Geth Plasma Shotgun was designed to be an "unshotgun," allowing players to reliably deal damage at longer ranges than normally allowed. Wanting to preserve the "heavy hitting" aspect of shotguns, the overcharge ability was added to compensate for its lessened effectiveness at shorter range.