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SG-8P Punisher Plasma is a risky, rewarding explosive primary: learn the arc, keep your spacing, and you'll shred swarms with splash and stagger, but it's not a simple all-round meta pick.
The SG-8P Punisher Plasma isn't here to babysit you. It's awkward, it's risky, and it'll punish sloppy habits fast. But if you like weapons that reward timing and nerve, it starts to make sense. Even your loadout prep matters with this thing, and I've seen folks grab a few extras from EZNPC so they can experiment without feeling stingy about every mistake.
What Changed and Why People Revisited It
When it first showed up, a lot of players tried it for a match or two and dumped it. Fair enough. The handling felt weird, the magazine ran out at the worst moments, and the damage didn't seem to justify the hassle. Then the balance passes shifted the emphasis toward splash. That's the real story now. You're not running it as a "hit heads" weapon; you're running it as a spacing tool. You pop shots over low cover, skim corners, and tag the ground to let the blast do the work. Once you start thinking like that, it stops being a joke pick and turns into a proper crowd-control primary.
Aim Low, Play Smart
If you keep trying to land direct hits, you'll feel like you're fighting the gun. Aim at feet. Aim at the gap in front of a pack. Aim at the lip of a ramp. You'll quickly notice the splash is generous enough to erase chaff and *** away clustered targets, especially in bug swarms where bodies stack up in tight lanes. The stagger is the other big win. A clean plasma glob into the dirt beside a medium threat often freezes their push for a beat, and that beat matters. It lets your teammate reload, lets the turret track, lets a stratagem land. You're not topping the damage chart every time, but you're absolutely controlling tempo.
The Part That Gets You ki
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The arc makes your range feel shorter than you expect, and the self-damage is no joke. Everyone has that moment where you clip a rock, a shield node, a railing, whatever, and you're instantly on the floor wondering what happened. Panic-firing up close is basically signing your own death warrant, so you've got to slow down and place shots. Ammo can feel tight too if you're lobbing hopeful shots into open ground. A good rhythm is: fire, watch the bounce and splash, adjust, then fire again. It's less spray-and-pray and more "set the room on fire and keep it contained."
Where It Shines in a Team
Give the Punisher Plasma a mission with choke points and it starts cooking. Doors, narrow passes, objective corridors, those ugly little funnels where enemies pile up—this is your playground. It's still not the answer to heavy armor or boss-level problems, so pair it with something that deletes big targets, or bring stratagems that do. Play the role of the person who keeps the swarm honest, keeps the rush staggered, and keeps your squad breathing. If you want to lean into that niche and round out your kit, it's worth checking Helldivers 2 Items while you're planning your next drop.`
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