I still can't envision a Neptune as someone who can keep up with the squad... Full Auto-- no more MP Stabilize Platform-- no more MP Full Vent-- drop MP in half.
I can see the merits of using Direct Burst as a main attack, but I still just see it as a Soldier that can use Suppressing Fire. Burst Fire can't even hit for the full template.
God I want a retry on that challenge-- I feel like the Hydra would seriously bring the pain on the Neptune with the recent changes. It's just so difficult to quantify the two against each other.
They can do it quite well. For the most part, during enemy engagement especially, not all MP is used anyway. Most is consumed with AP. Aa for Full Vent, I use it at then end of the turn. Stabalize Platform is used when the Neptune gets where they are going, right before shooting.
Neptunes also bring some of the highest AoE damage and heaviest armor to the field.
The trick to running Plasma Soldier builds is pairing the guns with the Shredding Fire Talent. The difference in the AR2 and 3 is mainly their base damage before the plasma damage is added. For enemies with a high plasma resistance, the AR2 is better since it has a higher base damage.
Last Edit: Jun 11, 2016 14:32:41 GMT -5 by ntsheep
So things were going pretty well until I hit the Narvidians. So far I've had to respec my captain into a melee focus to deal with them. Im struggling a bit with my soldiers, bio poison scouts and Hydra troops.
The Neptunes are becoming my main damage dealers with a paladin to boost their stats. Its been fun readjusting my squad to deal with them.