Editing Tufasumo-pattern plasma caster/Gameplay

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{{Status|Gameplay}}
{{Status|Gameplay}}
== General ==
== General ==
* The uncharged shot is useful for indirect fire and single-target engagement at close range. However, it is not as efficient as the [[Z-390 incineration cannon|Incineration Cannon]], as it requires 2 bolts to kill an enemy instead of 2 uncharged projectiles. In addition, the plasma bolts do not detonate immediately upon impact; instead, they bounce off and then explode, so planning the target and timing the shots are critical.
* The uncharged shot is useful for indirect fire and single-target engagement at close range. However, it is not as efficient as the [[Z-390 incineration cannon|Incineration Cannon]], as it requires 3 bolts to kill an enemy instead of 2 uncharged projectiles. In addition, the plasma bolts do not detonate immediately upon impact; instead, they bounce off and then explode, so planning the target and timing the shots are critical.
* The charged shot is useful for engaging targets at range, groups of enemies, vehicles, and clearing out tight corridors. Like the [[Anskum-pattern plasma grenade|Plasma Grenade]], the Plasma Caster's charged projectiles stick to armor, but can adhere to any surface as well.
* The charged shot is useful for engaging targets at range, groups of enemies, vehicles, and clearing out tight corridors. Like the [[Type-1 plasma grenade|Plasma Grenade]], the Plasma Caster's charged projectiles stick to armor, but can adhere to any surface as well.
** Once the initial projectile explodes, it leaves behind 6 explosive bolts that deal massive damage to surrounding targets, similarly to the ''[[Halo 4]]'' version of the Incineration Cannon.
** Once the initial projectile explodes, it leaves behind 6 explosive bolts that deal massive damage to surrounding targets, similarly to the ''[[Halo 4]]'' version of the Incineration Cannon.
* All variants of the Plasma Caster carry a maximum total of 20 rounds.
* All variants of the Plasma Caster carry a maximum total of 20 rounds.
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== Campaign ==
== Campaign ==
* The Plasma Caster is the last weapon introduced to the player, with its first appearance being in ''[[Reunion]]''. It later appears in ''[[Swords of Sanghelios (level)|Swords of Sanghelios]]'', ''[[Enemy Lines]]'', ''[[Battle of Sunaion (level)|Battle of Sunaion]]'', ''[[Genesis (level)|Genesis]]'', and ''[[Guardians]]''.
* The Plasma Caster is the last weapon introduced to the player, with its first appearance being in ''[[Reunion]]''. It later appears in ''[[Swords of Sanghelios (level)|Swords of Sanghelios]]'', ''[[Enemy Lines]]'', ''[[Battle of Sunaion (level)|Battle of Sunaion]]'', ''[[Genesis (level)|Genesis]]'', and ''[[Guardians]]''.
* When aiming at [[Rizsheda-pattern Shade|Shade Turrets]] from afar with the Plasma Caster, aim a little higher and then fire charged shots at the Shade Turrets. It takes 3~6 charged shots to destroy one, depending on the difficulty.
* When aiming at [[Type-26 Shade|Shade Turrets]] from afar with the Plasma Caster, aim a little higher and then fire charged shots at the Shade Turrets. It takes 3~6 charged shots to destroy one, depending on the difficulty.
** It is best to adjust your aim so that the charged projectiles touch the base of the Shade Turret for maximum damage.
** It is best to adjust your aim so that the charged projectiles touch the base of the Shade Turret for maximum damage.
* Should a campaign playable character be stuck with a charged projectile from a Plasma Caster, they will complain as though they was stuck with an actual Plasma Grenade, but they will not instantly die from the resulting explosions from the charged projectile, unlike the Plasma Grenade.
* Should a campaign playable character be stuck with a charged projectile from a Plasma Caster, they will complain as though they was stuck with an actual Plasma Grenade, but they will not instantly die from the resulting explosions from the charged projectile, unlike the Plasma Grenade.

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