The bizarre thing is there's a Panic chance coded in to both this and the Hellfire Projector's case, but they're set to 0%. So apparently at some point they were supposed to inflict Panic, but they just... don't. I'm not sure if this is a balance thing they didn't adjust for or a bizarre bug oversight.
War of the Chosen isn't exactly a big help here, either. Of the three new regular enemy types, two of them are immune to fire, and the Chosen push you to have ways to bypass and Shred Armor if you don't want to lose soldiers to them, so you'd rather have the Shredstorm Cannon. If the Flamethrower and Hellfire Projector were a Poison spray, they'd at least have the unique distinction of being a Heavy Weapon-based way to inflict Poison, which is the best damage-over-time status to inflict on Chosen, but as-is... eeeeh. If you happen to get Lost in a really late mission, you might as well bring it, but otherwise?
The Hellfire Projector is complete junk, and I just don't understand why.
Shredstorm Cannon
Damage: 8-11 (+2)
Shred: 4
Pierce: 2
Range: 25
Radius: 12
Does damage in a cone, potentially destroying terrain elements.
The Shredstorm Cannon has a 35% chance of rolling its +1, and thus is a little less lethal on average than its numbers suggest, though still better off than eg the Hellfire Projector.
Like the Shredder Gun, the Shredstorm Cannon's cone of fire doesn't hit immediately adjacent to the user.
Being a beefed-up Shredder Gun, which was already a very powerful, useful item, the Shredstorm Cannon is unsurprisingly quite good as well. In fact, it's arguably better than the Blaster Launcher, with better damage, innate Pierce, better Shred, and still-generous targeting. The main advantages the Blaster Launcher has going for it is that it's completely consistent about smashing all the terrain in its blast radius, and that its generous targeting behavior makes it much easier to damage only what you want to damage and not eg squadmates who happen to be in the way.
War of the Chosen tilts things more in favor of the Blaster Launcher, making it pretty unambiguously the apex Powered Heavy Weapon. The Shredstorm Cannon still has advantages, but in War of the Chosen I tend to just slap Blaster Launchers on everyone unless the mission contains Lost, where in the base game I prefer a mix of Blaster Launchers and Shredstorm Cannons. The Blaster Launcher's utility against eg Chosen is just too useful in War of the Chosen.
Overall, though, there's little to say about it. It's really good, but not fundamentally different from the Shredder Gun.
Plasma Blaster
Damage: 7-10 (+3)
Shred: 0
Pierce: 4
Range: 25
Radius: 12*
Does damage in a cone, potentially destroying terrain elements.
The Plasma Blaster has a 64% chance of rolling +1, making its expected damage a little higher than you would normally predict by looking at its damage range.
The Plasma Blaster is a baffling Heavy Weapon to me. It's essentially the Shredstorm Cannon, but... weaker? 1 less damage, 1 more crit damage (Which only matters when flanking), and replaces the 4 Shred/2 Pierce with just 4 Pierce, while otherwise having identical parameters. (Aside the +1 chance, I suppose) Even their terrain damage stat is the same! So... what's the appeal of the Plasma Blaster supposed to be? Like, yes, against Andromedons, Sectopods, and Gatekeepers it will do a whole 1 point of damage more than the Shredstorm Cannon in an immediate sense... but these are all enemies that you expect to then need to make follow-up shots, probably multiple of them if it's a Sectopod or Gatekeeper. You'd rather Shred them so your other attacks will do more damage.
Also, while I list it as having the same radius as the Shredstorm Cannon, as that's what the ini file lists, it's actually just a straight-line attack like Null Lance. So it also has much more limited ability to hit multiple targets than the Shredstorm Cannon!
It could certainly be even worse, but the Plasma Blaster is genuinely confusing to me in how it's so obviously a bad Shredstorm Cannon. The Hellfire Projector is also, in practice, pretty lackluster, but I can see how the devs might've overestimated its strengths and underestimated how oppressive its flaws are, especially given it was supposed to inflict Panic. The Plasma Blaster is just blatantly worse than the Shredstorm Cannon.
To be entirely fair, the late game of XCOM 2 is, in general, less well-tuned than the earlier portions of the game simply because it's easier to playtest the early parts properly, but this particular example of poor tuning is very, very confusing.
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I feel like Heavy Weapons were imagined as more distinct of a concept than they actually are. In practice, they tend to end up functioning as a way to work around the inability to stack grenades -okay, I can't have an Incendiary Grenade and a Frag Grenade, so I'll switch from Predator Armor to an E.X.O. Suit and swap out the Frag Grenade for a Rocket Launcher, and it's pretty close to being the-same-thing-but-better as if I was just equipping the two grenades. The cone-based weaponry is sufficiently distinct as to break this up a little bit, and that helps, but I still suspect this was meant to go farther than it actually did.
Indeed, when I was catching bits and pieces about the game in the weeks leading up to its release, trying to avoid being spoiled on it and ending up semi-spoiled anyway, I actually had the impression the entire heavy armor/Heavy Weapon combination was a sort of evolution of the Mec concept, where you'd be able to put someone in a super-heavy armor suit that used its own set of gear entirely and presumably class skills would be adapted to better suit this concept. (That is, a Sharpshooter's Quickdraw skill would translate into different functionality if they were wandering around in heavy armor) Only unlike Mecs you'd be able to just swap soldiers into lighter gear if you didn't want them behaving as a Mec-equivalent for one mission. That sounded pretty amazing as a concept, especially since there was obvious potential for this to play into a 'stealth vs strength' dynamic in how you approached missions, and was one of the reasons I was overall looking forward to XCOM 2 in spite of my reservations.
And... nah, heavy armor is just stattier than medium armor and replaces the second Item slot with a Heavy Weapon slot, with the primary trade-off being that medium armor is upgraded permanently and quickly where heavy armor eats Proving Ground time and Elerium Cores.
I'm left wondering if there was a stronger concept underlying the whole idea that just didn't get executed as imagined, or if the devs really did have such a lackluster concept as the core notion behind this 'heavy' gear.
Oh well. Maybe XCOM 3 will refine it into something actually cool and interesting.
Next time, we cover DLC-specific gear.
See you then.