PLAS-101 Purifier
Jump to navigation
Jump to search
“A plasma rifle firing a bolt of superheated gas, which can be charged by holding down the trigger. Charging up a shot fully makes the bolt explode on impact.
— Armory Description
The Purifier is an Energy-Based Primary Weapon that can fire variable-charge bolts of gas.
Procurement
The Purifier is unlocked on the 3rd page of the Polar Patriots Premium Warbond for 80 Medals.
Detailed Weapon Statistics
PLAS-101 Purifier | |
---|---|
Fire Rate | 1000 rpm |
Recoil | 20 |
Capacity | 15 |
Reload Time | 2.5 s |
Spare Magazines | 6 |
Starting Magazines | 4 |
Mags from Supply | 6 |
Mags from Ammo Box | 3 |
Attacks | |
Plasma Rifle Charge | Projectile |
Plasma Rifle Charge | Explosion |
Plasma Rifle Charge | |
---|---|
Projectile | |
Caliber | 20 mm |
Mass | 25 g |
Initial Velocity | 350 m/s |
Drag Factor | 150% |
Gravity Factor | 100% |
Penetration Slowdown | 35% |
Damage | |
Standard | 200 |
vs. Durable | 100 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 10 |
Stagger Force | 20 |
Push Force | 10 |
Plasma Rifle Charge | |
---|---|
Area of Effect | |
Inner Radius | 2.9 m |
Outer Radius | 3 m |
Shockwave Radius | 4 m |
Damage | |
Inner Radius | 300 |
Outer Radius | 299 - 0 |
Penetration | |
Inner Radius | ![]() |
Outer Radius | ![]() |
Shockwave | ![]() |
AoE Effect | |
Demolition Force | 10 |
Stagger Force | 35 |
Push Force | 30 |
Attachments
Attachment Name | Category | Unlock Level | Unlock Cost | Effect | Notes |
---|---|---|---|---|---|
Laser Sight Angled Foregrip | Underbarrel | Weapon Level 22 | ERGONOMICS 8, VERTICAL RECOIL 6 | ||
Iron Sight | Optics | Weapon Level 24 | ERGONOMICS 5 | ||
Reflex Sight | Optics | Weapon Level Missing data | |||
Laser Sight W/ Flashlight | Underbarrel | Weapon Level Missing data | |||
1.5x Tube Red Dot | Optics | Weapon Level Missing data | |||
No Underbarrel | Underbarrel | Weapon Level Missing data | ERGONOMICS 5 | ||
Reflex Sight Mk2 | Optics | Weapon Level 14 | |||
Angled Foregrip | Underbarrel | Weapon Level Missing data | ERGONOMICS 10, VERTICAL RECOIL 6 | ||
Vertical Foregrip | Underbarrel | Weapon Level Missing data | VERTICAL RECOIL 6 | ||
Flashlight Vertical Foregrip | Underbarrel | Weapon Level 17 | ERGONOMICS -2, VERTICAL RECOIL 6 | ||
Holographic Sight | Optics | Weapon Level Missing data |
Tactical Information
- The Purifier's default firing mode is a semi-auto projectile that inflicts impact damage as well as a small explosion. If the trigger is held down, however, the power of the projectile increases linearly until it reaches maximum charge.
- During the charging process, the wielder's movement is greatly slowed, and releasing the trigger or switching to a different weapon will immediately discharge it.
- A fully charged shot inflicts twice the amount of projectile damage, while the damage of the explosion is quadrupled and the explosion radius is tripled.
- Additionally, a charged explosion will inflict increased stagger, allowing it to interrupt and knock back medium-sized enemies.
- The power and radius of the explosion does not benefit from firing a partially charged shot, and only immediately increases upon reaching full charge.
- A flexible plasma weapon, the Purifier can fire moderately-damaging projectiles that inflict small stagger and area damage upon impact. Fully charged shots inflict more than twice the overall damage and inflicts significant stagger over a larger area upon impact.
- Regular shots can be rapid-fired, granting immediate damage output in hectic combat situations. Charged shots greatly reduce the weapon's rate of fire and slow down the wielder, but inflict much more damage as well as splash damage and area stagger.
- Charged shots do not consume additional ammunition, and thus are very helpful for ammo conservation.
- The explosions inflicted at the projectile's impact area have low demolition force, and are incapable of destroying fences or enemy spawners. However, when fully charged they can inflict very impressive stagger.
- The Purifier combines the traits of the Scorcher and the Punisher Plasma, allowing the wielder to choose between rapid-fire energy bursts that can penetrate medium armor, and wide-area explosions that provide strong crowd control.
- An uncharged Purifier inflicts less damage per shot than the Scorcher, though the projectile itself has the same level of armor penetration as the explosion.
- A charged Purifier, on the other hand, inflicts significantly more damage per shot than the Punisher Plasma, though this comes at the cost of having to charge each shot, greatly reducing its rate of fire.
- The charged shots from the Purifier inflict a very high amount of damage, as well as staggering the target and any enemies standing nearby. As such it is capable of not only dispatching well-armored medium enemies, but also interrupt their actions and render them helpless by keeping them under stagger-lock.
- Beware of charging the Purifier when firing at enemies at very close range, as the explosion is strong enough to inflict great amounts of self-damage, and in many cases even kill the wielder. It is better to fire uncharged shots at targets if they are within melee range, or switch to a reliable Secondary Weapon.
- The Purifier is extremely strong when battling Automatons, and makes very short work of any of their non-heavy units.
- A charged shot is capable of killing multiple Troopers if they are clumped up together. Uncharged shots can easily dispatch them in one or two shots.
- Devastators of all variants are easy prey for charged shots, as not only will it easy pierce their torso armor, the stagger prevents them from shooting back. Additionally, charged shots will knock aside the shields of Heavy Devastators, leaving them wide open to additional charged shots.
- Berserkers can be quickly and easily destroyed provided that they do not close to within point-blank range. Charged shots can stagger clumped-up Berserkers, temporarily stopping them in their tracks and leaving them vulnerable to follow-up shots.
- The rear vents on both Tanks and Hulks can be destroyed with as few as three consecutive charged shots, provided that the target does not turn around. This also applies to Cannon Turrets, which can save on using anti-tank ammunition or Thermite Grenades on them.
- Charged shots are capable of inflicting severe damage to the thrusters of Gunships. Only two charged shots need to be landed on the same thruster to destroy it, bringing down the Gunship.
Known Issues
- [1.001.104] The Purifier's minimum charge time is incorrectly set at 0.01s, instead of the stated 0.1s. This results in a much higher firing rate than expected.
- The explosion appears to be larger based on the distance from the impact to the shooter. This is a visual bug and does not represent the actual explosion size.
Media
Change History
Patch
Description
1.001.201
2024-10-29
Undocumented Changes:
- Updated Armory description
1.001.104
2024-10-15
Changes
- Projectiles can now be charged up with a damage multiplier that scales.
- Minimum charge of 0.1 sec gives a 50% damage multiplier.
- Maximum charge of 1 sec gives a 100% damage multiplier.
- Maximum charge projectile damage increased from 100 to 200.
- Maximum charge projectile durable damage increased from 50 to 100.
- Maximum charge explosion damage increased from 150 to 300.
- The explosion doesn’t scale, but a fully charged shot has a different explosion effect:
- Minimum charge (0.1–0.99 sec): Inner radius 1m, outer radius 2m, explosion damage 75
- Maximum charge (1 sec): Inner radius 2.9m, outer radius 3m, explosion damage 300
1.000.400
2024-06-13
Changes
- Increased projectile armor penetration to be the same as the explosion.
- Decreased explosion damage falloff.