Editing Plasmasword

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== Analysis ==
 
== Analysis ==
The plasmasword will often set enemies on fire. Enemies on fire will run around wildly and are unable to fight back. This makes the plasmasword dominant in a 1v1 fight, or in any melee fight out in the open. However, the fire can end up being a major drawback. Enemies on fire will ignore ''collision'', meaning that they will run right past a [[defense tactics#Melee blocking|melee block]], end up behind your colonists, attack from the back, and ruin your formation.
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The plasmasword will often set enemies on fire. Enemies on fire will run around wildly and are unable to fight back. This makes the plasmasword dominant in a 1v1 fight, or in any melee fight out in the open. However, the fire can end up being a major drawback. Enemies on fire will ignore ''collision'', meaning that they will run right past a [[defense tactics#Melee blocking|melee block]], attack from the back, and ruin your formation.
  
 
[[Mechanoid]]s are completely immune to fire or heat, so other ultratech weapons or even a [[plasteel]] [[longsword]] are superior in those situations. In addition, outlanders and pirates will often carry [[firefoam pop pack]]s. Firefoam packs will activate when its user is set on fire, immediately extinguishing them.  Any pawn inside the leftover [[firefoam]] is immune to ignition.
 
[[Mechanoid]]s are completely immune to fire or heat, so other ultratech weapons or even a [[plasteel]] [[longsword]] are superior in those situations. In addition, outlanders and pirates will often carry [[firefoam pop pack]]s. Firefoam packs will activate when its user is set on fire, immediately extinguishing them.  Any pawn inside the leftover [[firefoam]] is immune to ignition.

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