FANDOM


This is the talk page for Geth Plasma Shotgun.
Please limit discussions to topics that go into improving the article.
If you wish to discuss matters not relevant to article upkeep, take it to the blogs, forums,
Discord chat, or discussions module.
Thank you.

Charging with only one round left in the clip.. it seems to work perfectly, with no drawbacks or penalties. Can anyone confirm this?


Confirmed, I've done this several times, with the same high power despite only using 1 shot. Oh, and sign your posts please :) Z 11:59, August 4, 2010 (UTC)

Teaser pic of the shotgun Edit

Over on social.bioware.com, the announcements banner's picture of the Overlord DLC has a 'possessed' geth holding the plasma shotgun, with its distinctive 3 barrels. Request to post this information on the trivia section after someone else can confirm.John117XL 08:19, August 5, 2010 (UTC)

Why add the picture to the trivia section, exactly? And what's this about a 'teaser pic'? SpartHawg948 08:22, August 5, 2010 (UTC)
I don't think he wants to put the picture of the shotty in the trivia section, just mention that the shotty was "teased" before it was officially announced, much how the M-5 Phalanx was "teased" in some Kasumi promotional material. -- Dammej (talk) 08:25, August 5, 2010 (UTC)
Why? We don't note that the M-5 was 'teased', nor have we ever been in the habit of noting where something appeared before it was announced/released. SpartHawg948 08:27, August 5, 2010 (UTC)
Correction: It's in the trivia on the Firepower Pack page. -- Dammej (talk) 08:27, August 5, 2010 (UTC)
Hmmm... can't say I see any reason to make special exceptions for just two weapons. Much less a third. SpartHawg948 08:29, August 5, 2010 (UTC)

Thermal clips used when firing Edit

I just tested this and when firing a shot, one thermal clip is indeed a shot and the charged up shot is worth two. I want to change it back to the edit where it says this but do not want to get into edit wars. I also am uploading a video to youtube to back up my claim. GrandMoffVixen 20:15, August 5, 2010 (UTC)

I think the edit was correct. Technically, a thermal clip is the entire "magazine" used by a gun. So a thermal clip allows 5 (uncharged) shots on the GPS, 40 shots from an avenger, etc. When reloading, a single thermal clip is ejected. So I'd say it's more accurate that two ammo are consumed, rather than 2 thermal clips. -- Dammej (talk) 20:19, August 5, 2010 (UTC)
Oh, my bad. Brain fart today. I get those once in a while. GrandMoffVixen 20:22, August 5, 2010 (UTC)
Indeed. :) The thought had slipped my mind when I originally added the info to the article, so you're certainly not alone there. -- Dammej (talk) 20:29, August 5, 2010 (UTC)

Squad Usage Edit

I was wondering if this is a better choice for handing to Jack, Tali, Grunt, etc. than the Eviscerator or, in Grunt's case, the 300M. IMHO, this may best be a player-used weapon, especially since the stagger effect isn't as common or as effective with the plasma as with a more traditional shotgun. I haven't done a lot of testing yet with squad configurations, so I'm looking for other thoughts in the meantime. Odegra 10:22, August 17, 2010 (UTC)

My experience is that weapons vary greatly depending on the mission/assignment and the squad combination. However the GPS is somewhat effective in squadmate hands, not too sure however, so it again probably comes down to personal preference. Lancer1289 14:16, August 17, 2010 (UTC)
I really don't pay much attention to what my squadmates are doing, but just anecdotally they seem pretty crappy with it, I see a lot of stary Plasma blasts that don't hit anything. It's bloody great in the player's hands though. JakePT 14:22, August 17, 2010 (UTC)
I've notice squadmates do much better with the GPS that the standard shotguns,with which they have a tendency to shoot from far range and blast walls more than enemies. The plasma shotgun lets them hit the target from far off, they don't charge it however.
I played the blue suns mining base mission (brought Tali and Miranda). Died several times in the last area against the 2 YMIR mechs. I found that Tali wasn't really doing any noticeable damage with the GPS, which was weird given that it should fare far better at long-range targets than other shotguns. Got through the mission with Tali on Carnifex. I've kept squadmates off the GPS since, so it's possible that the gun would do better for smaller arenas. CasualGamer 07:54, October 20, 2010 (UTC)

Range damage modifier? Edit

As stated in the Secrets of the Firepower Pack article, "The tradeoff is, you don't get the same stopping power at short range." Does this mean that the Geth Plasma Shotgun does not benefit from the point-blank x2 damage modifier inherent to all other shotguns? I assume that's how they balanced the ability to overcharge the weapon, has anyone confirmed this? Scathelock 17:23, August 17, 2010 (UTC)

Unlikely. Anecdotally, I can still one-shot some enemies on insanity that I was able to one-shot with an eviscerator, and the two have similar damage against shields or barriers. Perhaps as a more concrete source of evidence, there's nothing in the BIOWeapon.ini for the DLC that changes the range modifiers of any guns. I'm guessing that the blog is referencing the (anecdotally) reduced ability of the gun to 'stumble' enemies. I haven't noticed a difference between it and the eviscerator as far as stumbling, so I can't really comment about that. Others have noted a difference though, so I could just be missing it. -- Dammej (talk) 21:47, August 17, 2010 (UTC)

Corroboration requested Edit

I'm looking for corroborating evidence from other users of the GPS regarding the bullet point in Player Notes about the projectiles not stumbling enemies as other shotguns might. Enemies have still stumbled on my system when they're hit with shots from the GPS, so I'm unsure if it's true. But it could just be that I haven't noticed, so I didn't remove it. Can anyone confirm that point in Player Notes? -- Dammej (talk) 05:51, August 19, 2010 (UTC)

This may be a few monthes overdue but I've been using this shotgun extensively and I do notice enemies staggering backwards whenever I fire at them. Any enemy with protection that I fire at will noticeably stagger backwards as they would with any other shotgun that I use. I always fire a shot at the asari that try to throw powers at me. If I hit them fast enough, the staggering animation will cancel their attack so I know for sure that the GPS has this ability. Also as a side note, enemies stagger when any number of the three plasma bolts hit them. Freakium 00:10, October 31, 2010 (UTC)

I can say that I've also played with the GPS and they noticeably stumble when I shoot them, even on Insanity. This is with the PC. 142.109.6.2 21:55, November 1, 2010 (UTC)

Removal of clean-up tag Edit

Since the "Player Notes" section has been revised to conform more closely to the other weapon articles, I submit the clean-up tag is no longer necessary and should be removed. Agreed? GiantEnemyCrab 08:23, December 16, 2010 (UTC)

Just played through the entire game twice without knowing about the charge function Edit

Hnnnnghgn h

This isn't even close to the point of a talk page. Take it to a blog post or the forums. Lancer1289 15:57, April 14, 2011 (UTC)
Sorry I don't give a shit about the point of anything but the actual page
Langauge pelase. Lancer1289 18:54, April 14, 2011 (UTC)
Is that something used to test your LAN?

Rounds affected by gravity? Edit

Has anybody else noticed that at long ranges the rounds appear to drop, as if they are being affected by gravity? Can anyone else confirm or deny this? If it is true, then it is the only weapon (except for some heavy weapons, I'm not sure) That are affected by this. Thought it would be something worth mentioning in the Trivia section.86.163.176.131 16:22, April 22, 2011 (UTC)

Actually if that was to be confirmed, never noticed it myself though, it would go into the "Player Notes" section. Lancer1289 16:24, April 22, 2011 (UTC)

Neither did I, until my brother mentioned it while playing as a Vanguard. I saw it properly Praetorian on the Collector ship, he missed a shot and you could see the trail it leaves as a curve. Try firing one, if the curve shows up, then thats a telltale sign.86.163.176.131 16:37, April 22, 2011 (UTC)

Weapon sounds bug Edit

After the reckoning dlc, I cant seem to get the GPS firing/charging sounds in multiplayer. Midnightpiranha (talk) 20:19, February 27, 2013 (UTC)

Some other interesting behavior in ME2 Edit

All of the following has been tested using PC console commands; damage numbers obtained from Profile Combat target

  • even in ME2, the GPS does no bonus headshot damage (added to page)
  • while the projectiles are in "flight," turning on Adrenaline Rush WILL cause the already fired shot to deal the bonus damage. This has almost no practical benefit, though I suppose if you're quick on the trigger finger it could help you squeeze more damage out of an Adrenaline Rush with the GPS.
  • with regards to charged shots with the GPS, the bonus damage applies to charged shots even if they aren't charged for very long - in other words you can gain the benefit of the bonus damage from a charged shot without even waiting for the full charge up sound and animation to complete; you really don't have to hold it for long at all; with Adrenaline Rush, as long as you don't just tap the trigger and hold it even for a tiny amount of time you'll get the almost the full damage bonus of a charged shot without even expending 2 ammo. On further testing, it appears the damage quickly ramps up while holding down the fire button but it does take a certain amount of time to reach max damage from a charged shot. Still, holding down the charge for even a tiny amount of time increases the damage of a shot markedly over firing purely uncharged shots, and expends the same ammo.
  • also, I think a lot of people (including me) was not aware of how "overkill" on protection layers works using this and other very high burst damage weapons in ME2. There's a Player Note that says due to the high bonus damage the GPS gets against shields/barriers it's better to use anti-armor or anti-health ammo powers to maximize damage efficiency. However from my observations of the GPS and other guns like the Widow that can one-shot a protection layer like shields or armor:
    • while an enemy in ME2 has a protection layer like shields, it's ENTIRE health is basically considered to be of that "type" of protection. So while say a krogan battlemaster has a shield with armor underneath, then health, he is basically considered a giant walking shield until the shield gets knocked out. If the shield gets one-shotted by say a Widow or the GPS using Disruptor Ammo, then any leftover damage from the shot will be applied to the armor layer underneath; but the armor is treated as if it was shield-type for the purposes of determining the damage modifiers, bonuses, etc.
    • one reason I am virtually certain damage calc works this way is because if you use Incendiary Ammo on the GPS or Widow and one-shot a shield, barrier, or armor protection layer and hurt the health underneath, there is NO INCENDIARY AMMO EFFECT on the target, i.e the target never burns or catches on fire, and health regeneration is NOT disabled, even though technically the health bar took damage, and Incendiary was the active ammo power that was on the shot that caused the health damage. The Incendiary ammo effects don't apply because they don't work on shields or armor, only health when it's hit raw. I can only surmise this also applies to bonus damage from said ammo powers as well.
    • the conclusion is that for enemies with multiple types of protection layers, if you are aiming to one-shot them, use an ammo power with bonus damage to the FIRST protection layer in order for the first shot to deal the most damage. The damage calculation is not "smart"; that is to say it won't split the damage of a single shot into chunks if part of the damage kills one protection layer and leaves some damage left over to then be applied with a new calculation to the next protection layer. The full damage of the shot is calculated as if it is dealing damage to the first protection layer and ONLY that protection type. Example: if fighting an enemy with shield over health and there's only a tiny sliver of shield left, if you're sniping or using the GPS and trying to one-shot it, it's better to have Disruptor ammo active than Shredder ammo as the entire damage of the single shot will be calculated as if all the damage is being applied towards shields, even though there's only a tiny amount of shield left on the target.
    • I have tested the above but using the GPS against Engineers on Insanity, who have Shields over HP. I've tested both disruptor ammo and incendiary ammo to see which one will do more damage to the Engineer at full health and shields. Many people might think that Incendiary Ammo is the way to go (I did for the longest time), as the GPS will kill the shield regardless and then the health will take more damage from Incendiary than Disruptor. Wrong. The correct tactic (if you're trying to one-shot the Engineer) is to use Disruptor Ammo as while the Engineer has a shield, the next shot that hits it will deal damage calculated entirely as if the target was composed entirely of shields. My tests corroborated this - Disruptor Ammo did noticeably more damage to the health bar of a full shield Engineer than GPS with Incendiary Ammo. Both ammo powers I was using were at maximum level evolution.
    • some updates to the above; I decided to also use Cryo ammo as a control group (no bonus damage to any protection type) and confirmed using actual numbers from Profle Combat target that when attacking a shielded enemy, even if the shields are nearly gone, a single shot using either Incendiary (bonus to health) and Cryo (no bonus) do exactly the same damage to the target's health bar. This proves with 100% certainty that if the first protection layer is shield, then an ammo power with bonus damage to health will NOT apply any bonus damage to the health bar based on the ammo power even if the shield is totally eliminated by the shot with leftover damage going to the health bar. Using disruptor ammo under the same conditions, total damage done to the target (health and shields) was about 15% more (consistent across the M-5 phalanx and the M-98 Widow).

HOWEVER I may have to revise my initial claim that the damage calculation for a single shot isn't "smart" and that it treats the whole target as if it's composed of the first protection layer hit by a single shot. My basic conclusions about the advantage of using Disruptor Ammo when going for one-shot kills or maximizing the damage from single-shot weapons are correct, but I can't pretend to know the exact math of how the damage is calculated when damage from a single shot crosses multiple protection types. Ale89515 (talk) 18:45, June 7, 2020 (UTC)

Ale89515 (talk) 04:07, June 7, 2020 (UTC)

Community content is available under CC-BY-SA unless otherwise noted.