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The Geth Plasma Shotgun is a shotgun in Mass Effect 2 and Mass Effect 3.

Mass Effect 2[]

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. An e-mail from the Illusive Man appears if the weapon was acquired in this fashion.

Geth Plasma Shotgun
Shepard,

A cell of ours acquired an interesting weapon from the geth. It's much like a shotgun, but it's higher tech -- something to do with the firing superconductors that create plasma on impact. Its ammunition is more specialized than those of our shotguns, but it's not hard to make or modify. I've arranged delivery of a few of these weapons to the Normandy.
 

In the Legendary Edition, it may be purchased from Kenn's Salvage on Omega.

Squad Use[]

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

Player Notes[]

  • This weapon fires 3 plasma balls instead of the standard 8 pellets. The second and third plasma balls will do only 30% base damage if they hit the same target as the first. This means that all 3 plasma balls, with full-charge, on a single target, will do only 556.4 base damage instead of the expected 1043. To maximize damage on paper, one should aim to hit a different target with each pellet, though in practice this is difficult.
  • If fired while aiming down the sights, the plasma projectiles will seek enemies slightly, making it one of the few shotguns truly effective at mid-to-long ranges.
  • The Geth Plasma Shotgun has a charged-shot feature.
    • A full charge can be "held" by simply holding down the fire button, and then released when desired. Sprinting, using powers, and even being staggered or stunned by enemy attacks will not interrupt this; however using tactical pause or opening the game menu will. A fully charged shot expends two ammo instead of one.
    • Starting to charge a shot by holding down the fire button causes the damage to ramp up quickly, though it takes some time to reach the maximum charge for maximum damage; maximum charge can be heard from the sound of the charging effect reaching a plateau and also seen visually; only fully charged shots will expend two ammo. The damage increase from holding down a charge even for a fraction of a second is substantial and doing this will expend the same amount of ammo as totally uncharged shots, meaning it's almost always worth charging every shot to some extent.
    • If only one shot is left in the sink, the charged shot will only expend that one remaining round. This will still do the same damage of a normal fully charged shot that expends two rounds. In other words it is possible to fire off three fully charged shots from a single five round magazine without damage penalty before reloading.
    • If this weapon is charged while Shepard is clinging to cover, it will force Shepard to pop out or lean out. To minimize exposure to enemy fire while charging a shot, the player should stand around corners, behind tall cover, or face away while behind short cover.
    • Squadmates are incapable of firing charged shots with this weapon, however as even uncharged shots are powerful and squadmates don't suffer accuracy penalties, the Geth Plasma Shotgun is still an effective weapon for them.
    • By firing a regular shot then briefly charging the second shot, two shots can be fired in quick succession. This can also be done by performing a melee attack while firing a partially or fully charged shot, or through extremely careful timing. However, due to the required charging interval, this will not increase DPS.
  • With all shotgun upgrades and either Heavy Disruptor Ammo or Heavy Warp Ammo, this weapon is extremely effective against shields and barriers. With damage-increasing armor parts (notably the Kestrel Armor) and an appropriate ammo power, a fully-charged shot can kill most ordinary enemies even on Insanity difficulty.
  • Due to this weapon's innate bonus against shields and barriers, it's often a good idea to use an ammo power that is effective against armor or health to maximize the damage efficiency of shots after any barriers or shields have been eliminated. However if you are attempting to go for one-shot kills on targets using charged shots and a damage enhancing power such as Adrenaline Rush or Tactical Cloak, it's best to use an ammo power effective against shields or barriers as an ammo power's buff to the total damage of a single shot will be calculated based on only the first protection layer hit.
  • Charging a shot with the Geth Plasma Shotgun before triggering Adrenaline Rush or Tactical Cloak and then releasing the shot during either of those powers will allow the shot to benefit from any damage bonuses. Only starting to charge a shot will break Tactical Cloak, so releasing a shot that was already charging before cloaking will not break invisibility.
  • Neither charged or uncharged shots with the Geth Plasma Shotgun benefit from bonus headshot damage.
  • The Geth Plasma Shotgun is unable to destroy certain "environmental destructibles" such as the geth hubs in Legion: A House Divided.

Mass Effect 3[]

Description[]

This three-barreled 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[]

Singleplayer

The Geth Plasma Shotgun can be found during the mission Priority: Rannoch, on top of a crate after defeating the geth on an opposite, unreachable platform. It is also purchasable from Elkoss Combine Arsenal Supplies post-mission if it was missed.

Multiplayer

Weapons are randomly rewarded through purchases of item packs. The Geth Plasma Shotgun is categorized as rare.

Player Notes[]

Singleplayer
  • The Geth Plasma Shotgun's shots have a very basic tracking capability and will sometimes group and curve slightly toward their target, even at medium range. However, the tracking will not work for cloaked enemies.
  • The shotgun consumes two rounds per shot when charged more than halfway. Despite this, it can still be charged even when only a single round remains in its magazine.
  • Like in Mass Effect 2, the Geth Plasma Shotgun's charged shot pairs beautifully with Tactical Cloak for incredible amounts of damage. Keep in mind that releasing a charge will not break cloak, but starting one will. This means an Infiltrator can fire off a powerful blast and still retain the cloak's damage bonus for a followup shot or melee attack.
  • Additionally, using ammo powers with this shotgun allow for massive damage, if the weapon is fired while charged. Upgraded ammo powers applied to the shotgun can kill some foes outright on Hardcore and Insanity. Examples include one-hit charged kills on a Marauder with Incendiary Ammo and the same effect against a Geth Rocket Trooper with Disruptor Ammo.
  • Like all chargeable weapons, the Geth Plasma Shotgun can be fired much more rapidly by either releasing a charged shot and then charging a very briefly (resulting in the next shot to be delayed normally) or by releasing a series of very-briefly-charged shots.
  • The Geth Plasma Shotgun does not benefit from bonus headshot damage. Due to the nature of the projectiles, headshots are not possible with this weapon. There is no benefit gained from or for using powers with this shotgun that increase headshot damage.
  • The Geth Plasma Shotgun ignores armor damage reduction, so there is no benefit from using Weapon Mods that increase penetration and will only waste a mod slot. Armor-Piercing Ammo also does nothing for this shotgun to modify penetration abilities.
  • Like most other shotguns, damage from the Geth Plasma Shotgun will bypass the shield gate.
  • Because the Geth Plasma Shotgun's spread pattern is fixed, a Shotgun Smart Choke does nothing for the weapon.
  • Unlike most shotguns, equipping the Geth Plasma Shotgun on a squadmate will prompt that character to keep their distance from the enemy instead of closing in.

Multiplayer
  • The shotgun consumes two rounds per shot when charged more than halfway. Despite this, it can still be charged even when only a single round remains in its magazine.
  • The Geth Plasma Shotgun's charged shot pairs beautifully with Tactical Cloak for incredible amounts of damage. Keep in mind that releasing a charge will not break cloak, but starting one will. This means an Infiltrator can fire off a powerful blast and still retain the cloak's damage bonus for a followup shot or melee attack.
  • Like most chargeable weapons, the Geth Plasma Shotgun can be fired much more rapidly by either releasing a charged shot and then charging a very briefly (resulting in the next shot to be delayed normally) or by releasing a series of very-briefly-charged shots.
  • The Geth Plasma Shotgun does not benefit from bonus headshot damage. Due to the nature of the projectiles, headshots are not possible with this weapon. There is no benefit gained from or for using powers, gear, or consumable equipment with this shotgun that increase headshot damage.
  • The Geth Plasma Shotgun ignores armor damage reduction, so there is no need for the Shotgun Shredder Mod, Armor-Piercing Rounds, or Drill Rounds.
    • It also does not benefit from cover penetration.
  • The Geth Plasma Shotgun's high base damage makes it a devastating tool in the hands of a geth multiplayer character that invested into weapon damage bonuses from both Networked AI and Hunter Mode.
  • Because of the chargeable nature of this gun, it is possible to release a charged shot in situations where it is impossible to shoot normally, e.g. in the middle a melee attack/combo, immediately after overloading a Tech Armor, or while stunned from an enemy attack.
    • Geth Hunters, the only enemy who uses the Geth Plasma Shotgun, also exploit this and are capable of firing charged shots while staggered, which can be potentially fatal for players.
  • Like most chargeable weapons, the Geth Plasma Shotgun can also fire (charged or not) while running, which can make any person wielding this weapon more than capable of closing the distance, while firing. Many strategies can be built around using this method: one can do a literal "hit and run" strategy, an aggressive charge that can pound enemies, or even keep up suppressing fire while you make your way to cover.
  • Since the Geth Plasma Shotgun fires projectiles, these shots take time to hit an enemy. This means you should aim slightly ahead of your target if it is on the move at short distances.
  • The Geth Plasma Shotgun does more damage than any other multiple pellet shotgun, which makes it brutally effective in close-quarters as well as at range. But since it is projectile based, it does not inflict damage instantly. Compared to the M-300 Claymore, the Geth Plasma Shotgun is superior in shot capacity and, subsequently, damage per second; however, it fails to beat the Claymore against nimble foes since it needs time to hit, unlike the Claymore.
  • Because the Geth Plasma Shotgun's spread pattern is fixed, a Shotgun Smart Choke does nothing for the weapon.
    • The Geth Plasma Shotgun has a limited homing ability, as long as the enemy is in the precise middle of the screen your shots will reliably home-in on the enemy allowing for effective long-range use.
      • Otherwise, it is difficult to hit most targets with all three projectiles, but large enemies like Atlases or Praetorians are obviously easier.

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.[1]
  • In Mass Effect 3, when in the modification screen, the Shotgun High Caliber Barrel mod will only appear on the top-right barrel, whereas in-game, the mod shows up on both the top barrels.
    • Also, if a Shotgun Blade Attachment is added, it will seemingly be placed on the lower barrel, blocking it. This does not affect performance in-game.

References[]

  1. Christina Norman's blog Secrets of the Firepower Pack
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