Posts by plotinus_enjoyer@poa.st
 (DIR) Post #AvOQO08Wer0ZrBI2a0 by plotinus_enjoyer@poa.st
       2025-06-22T15:41:12.178023Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Another good thing about 500% damage taken runs: I honestly think they’re an excellent way to stress test your purchase decisions early game due to lack of resources and needing to make the most use of them to surviveI used to wholly focus on upgrading the shield, but realised that pumping money into making the shotgun regenerate armour is the best option because it gives you an option to heal on demand before you get the Flail. Also the basic shotgun is actually the cheapest to upgrade and you can get Smelt to regenerate more armour by the end of level 2 which is huge. Shield upgrades can come later and switching weapons intelligently for the correct situation sufficiently makes up for lack of shield upgrades in the early game. This time round I purchase shield upgrades much later in the game. Normally I would also get the top shield upgrades by the end of level 5, but this time round I only got the final shield upgrade by the end of level 7. A lot of this is because I had to save rubies for fully upgrading the Flail as well as getting the armour damage upgrade on the Chainshot which makes fighting Vagaries significantly easier.
       
 (DIR) Post #AvU1pa6CMdFog8q1Ds by plotinus_enjoyer@poa.st
       2025-06-25T08:34:20.441455Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Actually, made yet more modifications to upgrade choices this time.Final shield saw upgrade while very nice to have is not an essential. Being able to quickly deal with armoured enemies at close range however is quite important, so now Super Shotgun upgrades come before final shield upgrade. So Super Shotgun’s gold and ruby upgrades by the end of level 7 and final shield upgrade by the end of level 8 or beginning of level 9.And there is the Wraithstone upgrade. Since after getting the final shield upgrade and doing all challenges (some give rubies), I have 1 ruby at the beginning of level 9 and the level gives you 2 rubies, so that’s 3 by the end of level 9. Level 9 also has one Wraithstone. Previously I used to spend this Wraithstone upgrade immediately on the Impaler. Now, since I realise that you get the Rocket Launcher near the start of level 10 and can also fully upgrade it near the start too, now for level 9 I don’t buy anything and just save the 3 rubies and 1 Wraithstone for the rocket launcher next level to have a portable emergency healthpack at the start of level 10. Level 10 also has 1 Wraithstone and the Super Shotgun needs the Wraithstone more to hit certain important damage breakpoints, so it gets the Wraithstone towards the end of level 10 too. Impaler’s Wraithstone upgrade can wait because that benefits the Dreadmace much more than the Flail, and you don’t get the former until level 14.Level 12 gives you like 1 Wraithstone, and since the Ravager needs it more I give it to the Ravager before the Impaler. Impaler’s Wraithstone upgrade can wait until the beginning of level 14 before obtaining the Dreadmace. Level 13 gives you 2 Wraithstones anyway. Also, I no longer upgrade Ground Fissure at the start of level 10 because it’s unnecessary for completing the challenge tied to it. Instead the gold is now saved for Auto Turret upgrades so I can do the Auto Turret challenge in level 13 as fast as possible then switch to Heaven Splitter while still having enough gold to fully upgrade Heaven Splitter. Plus the Rocket Launcher provides good survivability.
       
 (DIR) Post #AvWcSn0cHgFgg68sU4 by plotinus_enjoyer@poa.st
       2025-06-26T14:34:15.733464Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Overall I like the enemy roster in Doom Dark Ages, but there's one black sheep in the roster: the WhiplashIf jank can manifest in the form of a demon, this would be it. The Whiplash for some reason is invincible when slithering on the floor and the game doesn't do a good job of telling you that it is invincible when slithering. And this kind of makes fighting Whiplashes a bit of an unfun experience where if a Whiplash slithers, then you basically have to wait for it to stop slithering and then you can attack it. Honestly pretty garbage design that is a bit of a wasted opportunity. At least the Acolyte has a visual indicator that tells you when it cannot be damaged. With the other enemies you can force them into a parry by walking up to them. But not the Whiplash.I honestly like most of the other designs, but the Whiplash being basically invincible when it slithers and with the game not giving you any visual indicator makes it absolute rubbish.
       
 (DIR) Post #AviZuanCogdwhIJHVI by plotinus_enjoyer@poa.st
       2025-07-02T09:02:12.200613Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild So more experimentation, this time on Rocket Launcher with Cooked instead of Blood Sacrifice. My point still remains: Cooked is quite niche because you have to parry projectiles for it to trigger, and not that many enemies actually throw projectiles that can be parried. If you want a more general purpose Rocket Launcher, I’d still recommend Blood Sacrifice.That being said, Cooked when it does proc is extremely powerful. With fully upgraded Heaven Splitter and a Cooked rocket, you can immediately one shot a Cacodemon (put to execute w/o Heaven Splitter). Pretty sure it’ll also one shot a Revenant under the same conditions. A Cooked rocket by itself will also give you a glory strike against a Cyberdemon on a direct hit which is pretty nuts. Cooked rockets can also be stored even when you switch weapons (unlike Salvage-empowered Impaler spikes) so you can just parry a projectile and save that empowered rocket for a specific enemy you want to kill quickly.Overall, Cooked is still a niche upgrade, but very powerful in those niche scenarios. Recommended for use only if you’re comfortable with switching weapons.
       
 (DIR) Post #AvjBQT5IhubwMTpvF2 by plotinus_enjoyer@poa.st
       2025-07-02T16:02:33.979881Z
       
       0 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Overall though, for my own weapon roster I simply don’t really have a place for Cooked. Blood Sacrifice is still overall better for my weapon lineup.The thing about my weapon lineup is that I already have 3 hard hitters - Impaler, SSG and Chainshot. And they cover basically all ranges and most scenarios that I can realistically think of. So having another hard hitter is kind of redundant and extra utility is better.
       
 (DIR) Post #AvjG5Wr7zQDFkR2fLc by plotinus_enjoyer@poa.st
       2025-07-02T16:54:49.434656Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Also, I’ve now completely changed my mind on the Plasma Cycler. I mostly use the Cycler for fodder. But the Cycler is also a crucial weapon for one of the boss fights. Specifically the Kreed Maykr boss fight. Maybe its technically not needed, but it makes the boss fight so much easier.The thing about the Kreed Maykr boss fight is in both phases, he’ll activate an energy shield that protects him while launching attacks at you that restrict your movement. This is especially bad in phase 2 where he’ll also throw in other projectile attacks as well as additional means of restricting movement. But this can be ended if the energy shield is broken, which forces him to use his other more manageable attacks. Because of the ranges where you’ll typically be shooting the Kreed Maykr, the Accelerator isn’t suitable because it is too short ranged. The Cycler on the other hand has much better accuracy and I think better per shot damage which makes it far more suitable. It strips Kreed’s energy shield quite fast and thus is quite fast at forcing him out of his more movement-restrictive attacks.
       
 (DIR) Post #AvnHdfSbNkpArmFi5o by plotinus_enjoyer@poa.st
       2025-07-04T15:30:59.433514Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Ok. Holy shit.So I've heard that the Plasma Accelerator is headshot-capable. Initially I didn't take it seriously, because I thought that the weapon was so inaccurate that it couldn't take advantage of this for this to be useful. Until I first tried the Accelerator with the Stabilizer upgrade instead of Modulator and incidentally started aiming at heads... and realised that the Accelerator actually does a lot of damage on headshots.So with a bit of thinking, I realised that all I really need to do to make headshots work with the Accelerator is just a slight mindset and gameplay shift. I still use Modulator instead of Stabilizer for maximum DPS and am still basically barrel-stuffing enemies if at all possible, but this time I'm basically aiming for the head. At point blank range.And holy shit, this thing becomes a war crime. The time to kill is so significantly reduced, it's actually insane. Damage output is extremely competitive even when compared to something like the SSG which is very impressive for an automatic weapon. Not to mention how the Accelerator unlike the Skullcrusher Ravager does not slow you when at maximum charge. Also the Accelerator is actually very simple and intuitive to use once fully and properly upgraded. Just walk up to enemy, hold M1 while aiming at head, dodge and parry if needed.Heat Blast seems powerful until you realise that 1) using it loses charge, meaning you lose bonus damage and fire rate that you would have on maximum charge and 2) parrying auto-releases your Heat Blast, which is very annoying with the final upgrade because then your Heat Blast essentially has 2 stages and it can be quite hard to get to stage 2 Heat Blast because parries can reset charge by releasing Heat Blast before stage 2. Mega Cell is just far easier to manage and on top of that you also benefit from bonus damage with the final upgrade. Plus Mega Cell by letting you retain charge for much longer means you'll be keeping up that bonus damage and fire rate from Modulator for significantly longer. Mega Cell >>>>> Heat Blast, plus with the Dreadmace providing a passive buff to ammo pickups, you'll never run out of ammo anyway if you make the occasional glory strike.
       
 (DIR) Post #AvnT1KtyZJndYEXqQC by plotinus_enjoyer@poa.st
       2025-07-04T17:38:34.454190Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Honestly, if you’re really good and you got the cojones, you can actually just forgo shotgun upgrades in level 2 and just get Feedback, the Accelerator’s first upgrade.It doesn’t seem like much based on description, but the damage increase is actually pretty significant. It’s legit an early game high DPS option. You can get Modulator by level 4 which increases the already good damage output of an Accelerator with Feedback to almost prodigious levels. I found it to actually be a good complement to the Impaler against some armoured enemies like the Vagary - the DPS boost from both Modulator and Feedback will quickly shred even Vagary armour in a matter of seconds. And that’s not the best part - because breaking armour with the shield saw gives you a free falter, if your position is good, you basically have a free shot to the back of the Vagary if you break the leg armour and then the Vagary just dies in like 3-5 seconds if you continuously fire at the back with an Accelerator boosted by Modulator and Feedback at the same time.
       
 (DIR) Post #Avoa0Cng69l6yKy0sC by plotinus_enjoyer@poa.st
       2025-07-05T06:31:31.288244Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Yeah, gonna have to revise weapon upgrade priorities a bit.I used to save level 9's Wraithstone, but the final upgrade for the Accelerator (Overload) boosts the Accelerator's damage output to astronomical levels. So much so that I've honestly decided to use level 9's Wraithstone right away on Accelerator's Overload upgrade.With Overload, Modulator and Feedback active, the Accelerator probably has potentially the highest damage output at close range out of all normal guns in the game. I honestly think it might even exceed the SSG in close range damage output. Easily an S-tier weapon. Fitting considering that in classic Doom, the plasma gun is one of the most powerful guns in the game (exceeded by the BFG of course).That being said, the Accelerator does have drawbacks. Sufficient damage needs to be dealt to enemies before Overload, Modulator and Feedback are active. Since it works by damage dealt, it doesn't really make a lot of sense to use it on smaller enemies. Against even most heavies, the SSG arguably does a better job because it delivers its pretty monstrous damage up front without any need to accumulate charge. Whereas with the Accelerator, often an enemy heavy would be basically almost dead or half dead by the time you manage to proc Overload, Feedback and Modulator. This basically means the Accelerator is best used against the toughest of enemies like superheavies and above. Against Cosmic Barons, Komodos, Cyberdemons and even unarmoured Vagaries and Agaddon Hunters, there really is nearly no other weapon that kills them as fast as a fully charged and properly spec'd Accelerator. Impressive considering that you get this weapon like 2 levels in the game.Another drawback early on is that the Accelerator chews through ammo at an exorbitant rate due to its immense fire rate, especially with Modulator active. That being said, this drawback is mitigated significantly once you acquire Overload, since it increases per shot damage even further which means you need less shots to kill enemies. It's basically eliminated altogether once you also obtain the Dreadmace.
       
 (DIR) Post #AvpSjToH6B8KHaHdmi by plotinus_enjoyer@poa.st
       2025-07-05T16:44:44.195783Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Yeah definitely am revising my overall weapon roster. Managed to also try out the Skullcrusher Pulveriser and am also going to revise my opinion on that. The Pulveriser isn't really a single target weapon, but if needed it can still do decent damage against heavies. What it excels at is swarm clear and when upgraded can give you a pretty significant speed boost which massively increases survivability. Maybe not S-tier like the Impaler or Accelerator but definitely not useless. Honestly for swarm clear I think the Pulveriser is actually kind of better than the Cycler.So the new lineup is:- Shotgun class: SSG. Massive close range damage up close and up front with no strings attached besides getting close.- Rail spike class: Impaler. Still the same general purpose/workhorse weapon but this time this is used to take out Lost Souls more often. Not that it matters because it's really hard to run out of Impaler ammo anyway. Still very powerful for a workhorse though.- Plasma class: Accelerator. This is the "I really need this particular guy to die right now" button. Mostly used for leader demons, superheavies and bosses/mini-bosses.- Skullcrusher class: Pulveriser. Shotgun, rail spike and plasma classes already have hard hitters, so something more for crowd control and survivability makes much more sense.- Reaver class: Chainshot. It's the only Reaver class weapon lmao. That being said, this is very good against armour. I still use it on Vagaries - 2 fully charged shots to overheat their armour then shield throw to shatter it. Can also basically double tap Ballistatrons.- Explosive class: Rocket Launcher. Used with Blood Sacrifice for additional healing. Still the same portable emergency medkit.Choice of melee weapon and shield rune is still the same.
       
 (DIR) Post #AvszbLnCu11z3wOZHM by plotinus_enjoyer@poa.st
       2025-07-07T09:37:10.451274Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Damn. Finished my first Pandemonium run. Modified to be somewhat harder obviously: 300% damage taken (250% default), parry window 2 (default is 3), lowest resources (default is 2nd lowest).Fully upgraded Accelerator is definitely a hard carry in the final levels. In some arenas the game can throw 2 superheavies at you and the Accelerator's unmatched DPS really helps to relieve the pressure. Also the Accelerator was of great help in the final boss fight. When fully charged the Accelerator can actually do significant damage to the Kreed Maykr's shield, but because you're not dealing any damage to the Kreed, the Accelerator will lose its charge and you will have to swap to the Cycler after that happens. The Accelerator also chews through ammunition at an exorbitant rate so make sure to use that Dreadmace.
       
 (DIR) Post #Avx0w6aLW1nmZ6gCyO by plotinus_enjoyer@poa.st
       2025-07-09T08:10:58.356523Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild So I've discovered an alternative early game upgrade path. This one I call either the Glass Cannon or the GSG9 Special (because the Accelerator is basically an SMG).For this one you forgo all shield upgrades in the first 4 levels. All rubies and gold in the first 4 levels are to be pumped into both the Accelerator and the Power Gauntlet, so the Accelerator has its ruby upgrade in level 4 and Power Gauntlet is fully upgraded by end of level 4. This is a lot of firepower to have at level 4.
       
 (DIR) Post #Aw3127xMUonxVJ4nS4 by plotinus_enjoyer@poa.st
       2025-07-12T05:40:17.335080Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild So with further experimentation and having begun Ultra-Nightmare runs, alongside having to fight some pretty rough arenas in the early levels, I’m basically encouraged to further optimise upgrade choices and I think for me the following is optimal.The Impaler first of all is amazing but not my first choice in quite a lot of the arenas in level 4. I feel like level 4 is when the game starts to ramp up the difficulty. A much better option in many of the arenas in level 4 is actually, surprise surprise, the Accelerator. A lot of these tough arenas are quite cramped, which makes the Accelerator a natural choice given that it excels at close range. Additionally, because the ruby upgrade for the Accelerator costs only 1 ruby as opposed to the Impaler’s 2 rubies, you can buy the Accelerator’s ruby upgrade right before one of level 4’s toughest arenas. Not only that, but IME the Accelerator with ruby upgrades actually kills the Vagary Champion easier and faster than the Impaler. The Accelerator also does enough damage to not require the fists as much which will not be upgraded since the flail will take its place. One ruby from level 4 also needs to be saved so I can grab a ruby from one of the secret areas at the start of level 5 to have 2 rubies which will be enough to buy Salvage for the Impaler, which would add a powerful long range option to my arsenal to complement the close range focused Accelerator. Also because the Accelerator with all upgrades is excellent at close range anyway, the SSG is less necessary and I can just use the normal shotgun for armour to increase survivability.As for Accelerator upgrades, I’m going to have to say that Heat Blast is better in the early game than Mega Cell. This is because you don’t get shield runes until near the end of level 9 which significantly increases your ability to horde clear, so Heat Blast is desirable for its AoE effect. Also since Heat Blast gives you back ammo upon kills, you don’t need to use melee as much which helps with overall survivability, plus Heat Blast still does a lot of damage. Once I get the Ground Fissure shield rune though, I upgrade Ground Fissure and swap Heat Blast for Mega Cell because Ground Fissure has excellent horde clear and can also give armour.
       
 (DIR) Post #AwI5Meu3IdSEbP4x3A by plotinus_enjoyer@poa.st
       2025-07-19T08:05:33.331790Z
       
       1 likes, 0 repeats
       
       @capt_whitebeard @TrevorGoodchild Oh and yeah, oh shit new Ready or Not update dropped and with it comes a pistol I wanted to try. It’s basically a 1911 chambered in .50 AE.And my goodness, this thing is overpowered. I have not tried this on heavy armour but with how hard this hits, I don’t think it matters a whole lot. It will certainly punch right through light armour and does enough damage to incapacitate even higher health suspects. It seems to reliably one hit kill basic suspects, not to mention the semi automatic firing mode alongside the high flinch chance means this pistol is actually a viable secondary. I might actually start packing pistol mags for once.
       
 (DIR) Post #AwISD7qL8zBcPNlXNI by plotinus_enjoyer@poa.st
       2025-07-19T16:25:33.254447Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild AHAHAHAHA someone just managed to mine hard numbers for the .50 AE 1911 and the numbers are hilariousAP does 500 damage (for context, the already godly 12 gauge 00 buckshot deals up to 320) if you hit the chest which explains why I’m killing so many suspects in one shot to the chest. Stomach hits deal 300 which is still enough to one hit incapacitate basically any suspect. Also armour penetration is 3 which adds to how overpowered this pistol already is. And even against level 4 armour, .50 AE AP still does 100 damage which means you can still two tap most suspects.This gun isn’t really for hunting people. It’s for hunting dinosaurs.
       
 (DIR) Post #AwJuOBvfHiQu8mHVCa by plotinus_enjoyer@poa.st
       2025-07-20T09:16:00.392575Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Also, managed to revisit Halo CE after a long time.People often say the pistol is king, but for campaign on Legendary that isn’t the case. The pistol is good but not top tier. The real beast for CE Legendary is actually the plasma pistol.People often say its mostly used for the noob combo but the CE plasma pistol by itself is an excellent weapon. Even just the primary fire alone is enough to make it a solid weapon. The charged EMP shot however is what makes it the best weapon in the game overall. The basic plasma pistol bolts do a lot. They actually do full damage against flesh alongside extra damage against shields and can be spammed much faster than the plasma rifle. Plus its actually more accurate, although the plasma pistol’s bolts are slower. Primary fire will tear through even red Elites in a matter of seconds at close range. It’s also very ammo efficient and with a full battery you have 400-500 shots. It’s also the most common Covenant weapon so on Covenant levels (which is where the plasma pistol is strongest anyway) so you might as well have infinite plasma pistol ammo. It’s only weak against Hunters and vehicles, but even against Hunters its not that bad. Just get close, bait melee and hit it with melee and plasma pistol bolts until it dies. Primary fire is actually even pretty decent against the Flood and is better than the pistol against Infection Forms.The charged EMP shot is more like the very nice-to-have icing on the already delicious cake that is the plasma pistol’s primary fire. This alongside with primary fire makes the plasma pistol the best weapon against Jackals. IMHO it’s actually even more reliable than the pistol because with the pistol you have to deal with the relative inaccuracy and for the Jackal to flinch the right way to get a clean headshot. With the plasma pistol, you can just fire EMP to strip its shield then fire a hail of plasma bolts because the EMP shot stuns the Jackal for a while. The EMP shot also makes the plasma pistol an absolute menace at close range against Elites. EMP shot to stun then a plasma grenade stick will kill basically any Elite. Also you have option to EMP shot, then melee, then fire plasma pistol bolts. This will also kill basically any Elite almost instantly with the drawback being that you need to be at close range.
       
 (DIR) Post #AwLOHlzE18FVj6lJ8y by plotinus_enjoyer@poa.st
       2025-07-21T02:25:40.564347Z
       
       1 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild People like to say that the best match-up in the first half of CE is plasma pistol and pistol, second half being shotgun and pistol. But honestly IME that’s not really the case.In the first half, plasma pistol and pistol is second best. Plasma pistol and sniper rifle is actually the best against Covenant infantry. Sniper rifle can strip shields at long range which both the pistol (which does less damage against shields and is less accurate) and the plasma pistol (slow projectile speed makes it harder to hit targets at range) lack. Even at close range the sniper rifle can be useful for making Elites duck behind cover after a single hit. Plus it can help to thin the crowd a bit so they’re easier to handle at close range (which often happens on the T&R level). Even in the second half, I tend to prefer shotgun with plasma pistol. After 343 Guilty Spark and The Library, you’ll also have to fight Covenant and Sentinels alongside the Flood, so the plasma pistol again becomes useful. Plus even against Flood the plasma pistol is still decent, with the benefit of not having to reload unlike the pistol, so even if the plasma pistol overheats, you can just swap to shotgun and frags and let the plasma pistol cool down.
       
 (DIR) Post #AwLmEQyY4oc4arO1C4 by plotinus_enjoyer@poa.st
       2025-07-21T06:53:59.658995Z
       
       0 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Also: please note that the recommendations made are "in general". In specific situations you may want to use something else. If you're expecting a lot of vehicles, then use something else instead of sniper rifle with plasma pistol, or get another vehicle. Or if you're expecting a lot of ranged combat, then maybe pick something else besides shotgun and plasma pistol. Also the plasma pistol is stupid strong and incredibly versatile, but in some cases other weapons perform better. The plasma pistol however is still very powerful in basically all respects and in most situations is a solid pick. Couple that with ammo for it being everywhere and its truly an overpowered weapon in campaign. At close range, the shotgun and assault rifle will generally perform better. At long range, sniper rifle. Against vehicles, rocket launcher.Speaking of the assault rifle: it's actually not bad, just misunderstood and misused. Before you get the shotgun, the assault rifle is pretty much the best close range option available. Assault rifle and plasma pistol is a very legit combination if you're expecting a lot of close range combat. It's unironically a very strong melee weapon, with basically the best melee attack in the whole game.
       
 (DIR) Post #AwMcFA5tWSBA8tUTnk by plotinus_enjoyer@poa.st
       2025-07-21T16:36:49.084407Z
       
       0 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Oh, and I remember why I play only the first half of Halo CE now. And maybe also the last mission. The two worst levels that I have played in any game ever are Two Betrayals and Keyes. Such a shame, because the first half is actually fun and amazing.I usually try to avoid profanities, but fuck the mission Keyes with a 12-foot long pike. I’m not at all ashamed to use what seems to me like a cheese strat towards that end, because fuck that level. “Yeah let’s throw what are basically 3 plasma rifle Zealot Elites on crack (because that’s what spec ops Elites are) at the player and if those 3 die, 5 more take their place if you dare to play the end of the level in a seemingly legit way!” So yeah, I just cheesed the end and jumped down from the 2nd to 1st level in the hangar. Dealing with just 2 spec ops Elites at close range with a bunch of Grunts is much better than trying to kill 3+4++ spec ops Elites without cover for you and are covering each other. Oh and did I mention Keyes can get fucked?Two Betrayals is more tedious than anything else, with a lot of running back and forth between weapons at the last big arena. Two Betrayals is still an easy D-tier though, because there’s one area with fucking rocket launcher Flood AT CLOSE RANGE. WHAT THE FUCK BUNGIE. WHY? At least in The Library, you can see rocket Flood a long distance away so if you get nuked by rocket Flood, its your fault. Keyes is a solid “fuck you” tier and I lowkey wish the level designer for Keyes gets cancer.
       
 (DIR) Post #AwNpbCHnXwAXsEr84m by plotinus_enjoyer@poa.st
       2025-07-22T06:41:08.499418Z
       
       3 likes, 1 repeats
       
       @capt_whitebeard @TrevorGoodchild Anyway. About Halo CE Flood.It is conventional wisdom that the best sidearm to the shotgun when fighting Flood is the pistol. And the pistol is indeed good against Flood. But as a sidearm, the plasma pistol is honestly more of a sidegrade than a downgrade to the pistol. In fact for 343 Guilty Spark, I’d actually recommend assault rifle with plasma pistol instead of assault rifle with pistol until you get the shotgun, at which it becomes shotgun with plasma pistol. The Library might be different because there are more open areas which means the range of the pistol matters.The thing about the plasma pistol is that it still does full damage against Flood, although it doesn’t do increased damage against Flood like the pistol. However, it has a much higher rate of fire to compensate and rapid hits with the plasma pistol will also slow and stun attacking Combat Forms. Not to mention the very generous ammo capacity of the plasma pistol. Also it doesn’t need to reload so you can focus on reloading your other weapon which is going to be the shotgun when you get it instead of having to juggle reloads for two weapons. Actually now that I think about it, I might actually choose the plasma pistol over the pistol because it doesn’t need to reload and thus is always ready to go when you pull it back out.