Plasma Rifle

Overview

 * Unlocked at Rank 34 for players, that have the The Last Stand DLC.
 * Fire modes
 * The primary fire shoots a single, accurate shot that deals above-average weakspot damage (100% bonus).
 * The secondary fire shoots a slow-moving ball
 * It deals 20 damage every 0.3 seconds to any enemy within 1.33 grid squares in its 10-seconds lifetime (i.e. up to 20 x 33 = 660 over 10 seconds).
 * The ball will explode one way or another. Like with all explosions, the maximum damage dealt is at the center/to its target, while the further away from it, the less the damage dealt.
 * If it makes contact with an obstacle in its path (an enemy, wall, another player, etc.), it explodes, dealing 500 area damage to all enemies within 2 grid squares.
 * If the ball is shot by player before making contact with anything, it will explode in place and deal 4 times the damage (i.e. 2000) to all enemies within 2 grid squares.
 * If the ball does not make contact with anything in its 10-seconds lifetime, it explodes, dealing its original (500) damage.

Trivia

 * The Plasma Rifle functions near-identically to the Shock Rifle in the Unreal Tournament series of games.
 * The Plasma Rifle is the weapon, used by the SiMo units, summoned with the Roboticist perk and apparent in the maps of Arc Islands. Since SiMo is an advanced SiMo unit, and that the Plasma Rifle has a scope and an accuracy similar to SiMo's Sniper Rifle, the Plasma Rifle is assumed to be a more generic version of the Sniper Rifle.

Notes & tactics

 * The secondary fire can deal massive damage to crowds of lumes if used correctly. This is especially useful in combination with the Slow Field Dispenser which helps bunch lumes together.
 * There is no direct limit to the number of secondary-fire plasma balls. The practical limit to the number of simultaneous plasma balls a player can deploy involves the 10 second duration of the balls themselves and the maximum rate of fire.
 * The spheres shot by the secondary fire will explode at the slightest contact with anything (including another sphere). Thus, players using this weapon with Tactical Juxtaposition might want to be careful with shooting in the direction of the sphere and walking forward, as the sphere(s) might explode before expected and even before lumes arrive to the Area-of effect of the balls.
 * Skye can quickly rack up stacks to increase her damage if using the secondary fire correctly aiming the plasma balls right above the enemy instead of directly against them. This won't work on any armored lumes, as their defenses will deny the plasma ball's trail of electricity damage.
 * Likewise Sweet can use the same maneuver against Soakers, causing extremely fast damage resulting in their weakspot to puff up to maximum size almost instantly. If you plan to do this, do not use the Headache perk as it will detonate the orbs automatically. The balls of electricity damage cannot apply Sweet's burn if they don't deal damage to the lumes.
 * The usage of this weapon with Hip Fire is clearly not recommended as this perk would criple the primary fire's great crit damage to weakspots.
 * High critical damage is also dealt by the primary fire of the Nailgun (+200%) and both fire modes of the the Sniper Rifle (+130%) and the Ballista (+75%)

Possible issues
The usage of the secondary fire appears to cause game crashes in some rare occasions. This appears to be more often in 3/4-player coop games with more players using the secondary fire and Tactical juxtaposition leading to more changes of the screen light, but it's not impossible to see even in solo play, with less usage of the secondary fire. A potent "solution" to this is to turn off Dynamic lights and to reduce Gamma, although this can also cause the game to run a bit darker. While the reasons of these game crashes are unknown, it is possible that the secondary fire leads to high light intensity on the screen, that systems or software sometimes cannot handle, even if the hardware is otherwise very strong.