SG-8P Punisher Plasma
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“A modified Punisher shotgun firing exploding plasma rounds. Fire carefully - exploding plasma can injure squadmates.
— Armory Description
The SG-8P Punisher Plasma is a Primary weapon that is based on the SG-8 Punisher.
Procurement
The Punisher Plasma is unlocked on the 2nd page of the Cutting Edge Premium Warbond for 60 Medals.
Detailed Weapon Statistics
SG-8P Punisher Plasma | |
---|---|
Fire Rate | 80 rpm |
Recoil | 110 |
Sway | 1 |
Ergonomics | 65 |
Capacity | 10 |
Reload Time | 2.5 s |
Spare Magazines | 8 |
Starting Magazines | 6 |
Mags from Supply | 8 |
Mags from Ammo Box | 4 |
Attacks | |
Punisher Plasma Bolt | Projectile |
Plasma Punisher | Explosion |
Punisher Plasma Bolt | |
---|---|
Projectile | |
Caliber | 20 mm |
Mass | 100 g |
Initial Velocity | 90 m/s |
Drag Factor | 400% |
Gravity Factor | 300% |
Penetration Slowdown | 35% |
Damage | |
Standard | 100 |
vs. Durable | 50 |
Penetration | |
Direct | ![]() |
Slight Angle | ![]() |
Large Angle | ![]() |
Extreme Angle | ![]() |
Special Effects | |
Demolition Force | 10 |
Stagger Force | 20 |
Push Force | 10 |
Plasma Punisher | |
---|---|
Area of Effect | |
Inner Radius | 2.3 m |
Outer Radius | 3 m |
Shockwave Radius | 4 m |
Damage | |
Inner Radius | 150 |
Outer Radius | 149 - 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 |
---|---|---|---|---|---|
Iron Sight | Optics | Weapon Level 23 | ERGONOMICS 5 | ||
Reflex Sight Mk2 | Optics | Weapon Level 17 | |||
Holographic Sight | Optics | Weapon Level 1 | |||
1.5x Tube Red Dot | Optics | Weapon Level 7 | |||
Reflex Sight | Optics | Weapon Level 3 |
Tactical Information
- An energy weapon, it behaves similar to a grenade launcher rather than a shotgun, shooting an exploding plasma orb in an arc with significant drop.
- Though it performs similarly to the GL-21 Grenade Launcher in combat, the demolition force of 10 is not enough to close Bug Holes or demolish Automaton Fabricators.
- It replenishes all 8 of its spare magazines per Resupply box and 3 mags per ammo box.
- Be wary of firing at point blank range, as the plasma explosion is very likely to kill you as well. Armor that reduces explosive damage (ie: Fortified) is highly advised.
- Using the arced shot to fire over cover is one of its main benefits.
- Due to the projectile travel time and performance at range, this weapon pairs well with the G-23 Stun, Orbital EMS Strike and other sources of crowd control tools.
- This weapon combos well with non helldiver sources of sustained damage (namely Sentries) as it is capable of mass stunning masses of approaching enemies and keeping them at standoff distances.
Weapon Mechanics
The Punisher Plasma is best used at medium range and with the support of other more reliable damage sources.
- The AoE effect of the Punisher Plasma deals 150 base damage, but suffers from damage falloff after the inner radius of the explosion.
- It's mechanically possible to inflict the Plasma Punisher's direct 100 damage, but because it explodes on 0.5 meter proximity detection, the projectile usually blows up before impact. The weapon must therefore be thought of as exclusively dealing the 150 explosive damage for most practical purposes.
- Due to the nature of the proximity detection, the Punisher Plasma is unable to destroy weapon components such as the rockets on the side of Reinforced Scout Strider as the proximity will cause the projectile to exclusively deal explosive(AOE) damage which most limbs and body parts aside from the main body are immune to.
- The projectile and its AoE have a very high stagger value, fully capable of stun-locking hordes of Devastators and Scout Striders at range
- The plasma punisher, CB-9 Exploding Crossbow and R-36 Eruptor are the only primary weapons capable of killing a charger from the front by firing underneath the forelegs of mandibles to damage the butt via these weapon's area of effect properties.
- The resulting AoE size of the Punisher Plasma's projectile increases the further it travels, it is possible for the explosion to be impressively large if firing from high ground to negate the steep projectile drop.
- NOTE: While the AoE size of the projectile has been confirmed to grow visually, The damage AOE has not been confirmed. It is unclear at this time if this AOE increase is intentional or a visual bug.
Known Bugs
- 1.000.303: The projectile of the plasma punisher does not pass through the FX-12 Shield Generator Relay (emplacement).
- 1.000.203: There are reports of a recurring bug where the damaging area of effect of the projectile does not change from base size despite the visual effect generated. It is unknown what causes this, and what the intended functionality is.
Field Testing
All field testing was performed on the following patch: 1.000.203.
- Wearing Heavy Fortified armor, the Plasma Punisher is survivable with a hit in the chest. From further away, less damage is taken.
- Safe distance from the blast radius is roughly 2 meters. This stays consistent no matter how far from the point of impact the shooter is.
- From a distance the explosions are visually larger, especially with low graphical settings. There is no change for a close observer.
Media
Change History
Patch
Description
1.001.201
2024-10-29
Changes
- Reverted changes from 1.001.104.
- Increased recoil.
- Fire rate decreased from 100 to 80.
- The fired projectile now starts off slower and maintains speed longer.
- The fired projectile now has a more noticeable arc.
- Magazine capacity increased from 8 to 10.
1.001.104
2024-10-15
Changes
- Reduced recoil.
- Fire rate increased from 80 to 100.
- The fired projectile now starts off faster, but loses speed more rapidly.
- The fired projectile now has a less noticeable arc.
1.000.403
2024-06-25
Fixes
- Fix for Plasma Punisher being unable to shoot out of the SH-32 Shield Generator Pack and the FX-12 Shield Generator.
1.000.302
2024-05-07
Fixes
- Firing the Punisher Plasma while wearing a shield backpack no longer damages the Helldiver.
1.000.300
2024-04-29
Changes
- Decreased maximum mags from 12 to 8.
- Increased amount of magazines received from resupply from 6 to 8.
- Increased projectile speed, but will still keep a similar range.
- Decreased damage falloff on the explosion.
- Now placed in the energy weapons category.