We all know it’s currently broken.
Useless…
Garbage.
An insult to the perfect check-and-balance role it once served: stripping enemy shields AND/OR disabling vehicles , so they could be finished off with a second weapon.
Then, 343 invented the DYNAMO GRENADE…
imho, in an attempt to add “equipment” to the game, and harkening back to the H3 Power Drain for inspiration.
But, in my estimation, somehow they decided that having the OG Plasma Pistol AND the Dynamo grenades was TOO MUCH…so, I am imagining someone just said "How’bout we just nerf the Plasma Pistol?
…and they DID.
…and somehow called it GOOD ENOUGH.
(Do you all agree?..good enough?..No. Me neither.)
MY IDEA:
…and it’s a simple one.
Why not just bring back the shield stripping effect and vehicle disabling effect to the Plasma Pistol…BUT…cut the duration of said effects to HALF THE DURATION of the Dynamo Grenades?
Still be able to rock that classic Noob Combo…but also, you’d still be able to halt a vehicle…even for just like…3 seconds…or even 2…
I think this would bring back the classic gameplay moments that we all remember from the old titles, at least in regards to this little underappreciated (now more than ever) Covenant Sidearm.
Thoughts?
…perhaps you could flesh out your reply with a little more …substance?
The Dynamo Grenades aren’t holding the Plasma Pistol back. The Disruptor is.
Dynamo Grenades are fine as a throwable EMP separate from your main weapons. You trade the lethal potential of the Frag/Plasma grenades for something with more utility and brief area denial. The Disruptor on the other hand serves as an EMP sidearm as it causes EMP arcs when it lands consecutive shots. If you gave the Plasma Pistol back it’s anti-vehicle EMP then the Disruptor would have little reason to exist. Conversely, I kind of agree the Plasma Pistol not EMPing things makes it feel kind of bland since it’s only real use now is for the noob combo.
Not really i dont feel it is necessary I mean you didn’t feel the need to explain how it was broken and started the discussion I just replied in kind.
The argument it needs to stun vehicles to be functional doesn’t ring through for me at all the pre 3 variants are all useful the dual role 3 onward for me made it too versatile.
But I don’t really need to make a case for my preference of subjective opinion on a gun either way.
they just took the magnetism, but the power to take the shield down is still there. the skill needed to handle this gun has increased significantly, and it’s a good thing, there is/was called “noob-combo” for a reason, anyone could do it. and the power to stunt vehicles was due to the addition of other weapons, powerful enough to take them down or equipment to hijack, I think it makes the match more versatile
the dynamo grenade, not giving a lot of tough cause I don’t use it, the increased equipment is welcome, but tbh not at the cost of the power of other weapons.
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