The Basics
Type: Direct Fire
Rate of Fire: Average
Direct hit damage: Average
Splash Damage: Below Average
Range: Short
Projectile speed: Slow
Ammo: 20 for lights, 30 for mediums, 40 for heavies
The Plasma Rifle in actual game play use has become an indoor weapon where the mobility of the opponent is limited. This is a common weapon in the arsenal of people taking on the roles of destroying the enemy base or protecting your own generators. Outside of those roles it is not a common weapon.
This weapon shoots glowing balls of plasma which explode upon contact. Its rapid rate of fire, good damage, and explosive radius make this a very powrful weapon indoors. The splash damage drops off fast enough that you don't run the same risk of wounding yourself that you would with the Mortar or Spinfusor. The rapid rate of fire allows you to take down even heavies very quickly. The Plasma Rifle is also the weapon of choice for taking down base assets and deployables. Due its rate of fire it will take down a single piece of equipment (base turret, generator, etc) faster then any other weapon. Some argue that a mortar is better, and in some cases it is (2 generators right next to eachother), but Mortar ammo is also far more valuable. Outdoors the Plasma Rifle will only be useful at taking out defenses or enemy heavies. Any other target and you are better off with the Spinfusor. The explosive range is to small to be effective at taking out lights anywhere but inside. As with any other explosive weapon the best positing for using this weapon is from above (horizontally if the target is next to a wall).
One item of interest about this weapon is that it will not fire under water. It will also always explode on contact with water.
The Plasma Rifle comes with 20 rounds on lights, 30 on mediums, and 40 on heavies. An ammo pack would double these totals.
Design
and graphics by Dave "!FT!Marauder" Kratky. Rendered
images taken from tribes2.com