Space Marine 2: Double Plasma Tactical Build - True Solo Absolute

In this run we revisit the buffed Plasma Incinerator. I was seeing a lot of people quite high on this gun after its buffs in patch 13, which didn't exactly align with my impressions of it the last time I used it. After playing with it some more, I think it's alright but still a generally mid weapon. First, vs Tyranids I don't think there is any point to using this gun. There aren't any enemies that absolutely demand stagger, and Tyranids all have big heads to shoot with Bolt weapons. It's especially bad vs Zoanthropes. If you want to bring Plasma vs Tyranids, bring a Plasma Pistol not this gun. However vs Chaos it has a bit more to offer. Stagger is always good to have for Soulreapers and packs of Chaos Spawn, and not needing headshots is useful against enemies like Chaos Spawn or Tzaangor Enlightened. This gun is also pretty good at taking care of those annoying Tazaangor Enlightened thanks to the AoE. You can just shoot the floor or shoot other enemies around them and take them out. For the variants, I think only the charge speed version feels remotely usable. The damage and venting speed variants are too slow. Vs Melee enemies you can't get shots off consistently, and vs ranged enemies you get chipped down because you don't have consistent CHP recovery. The non charge speed variants feel awful. For the secondary, the heroic Plasma Pistol is not the best pairing for the Plasma Incinerator. The rate of fire Plasma Pistol would be the better option because it brings strong CHP recovery to make up for the Plasma Incinerator, and you can easily swap to it mid-combat while you wait for your primary to cool down. The heroic Plasma Pistol cannot really be used mid-combat so overheating on the Plasma Incinerator (which you will do often) leaves you with no ranged weapon. The main issues with the gun are: Poor CHP recovery. You will only be able to get one charged shot off before a bunch of your CHP has faded, and you won't recover it all if you took a particularly nasty hit. You may honestly be better off spamming common shots for CHP. Bad perk tree. We don't get any damage perks in the perk tree besides Rampage, Retaliation, and Great Might. Where is Supercharged Shot/Divine Might, and more importantly where is Charged Cooling? Charged Cooling would make a huge difference by letting us shoot 4 times before overheat. This is very meaningful since we incapacitate a ranged Majoris with 3 shots, but currently we overheat and can't shoot a 4th time to finish them off from range. Way too slow when not using the charge speed variant. Poor ammo economy (for Techmarine). Completely reliant on Emperor's Vengeance. Bad hipfire. I really like hip firing Plasma weapons because it lets you respond to things during the charge time, and it's just habitual from using the Plasma Pistol. However the Plasma Incinerator is not reliable for hipfire even with Honed Precision, and I pay the price for trying to force it to work often in this run. You can make it work somewhat if you aim at the floor thanks to the AoE damage though. Suggestions: Buff charge speed, or add an additional Perpetual Velocity perk so we can at least spend perk choices to get faster charge speed. Add Charged Cooling to the perk tree. Or just buff the gun to let it shoot 4 times before overheating. We can do 4 shots on the Plasma Pistol without Charged Cooling, why not the Plasma Incinerator. Give the weapon some actual damage perks. Conditionals like Rampage aren't good. Add Supercharged Shot and/or Divine Might perks to the perk tree. Replace some of the garbage perks like Balanced Cooling. This perk is literally just Rapid Cooling but with a downside, why does it even exist. Give it more ammo or have charged shots consume 1 less ammo to make the ammo economy better for Techmarine. Buff the hipfire accuracy. Plasma feels so much better to use when you can hipfire. TIMESTAMPS 00:00 Mission start and build 00:20 Reach the Mechanicus Facility 04:50 Helbrute 1 11:30 Hold Until the Gates are Open 16:25 Purge any remaining Data 20:20 Reach Nozick's Laboratory 24:25 Helbrute 2 29:40 Destroy the Domes and Release the Cadians 35:35 Capture the Altar 37:37 Stats 38:00 Build hover #warhammer40k #spacemarine2 #spacemarines