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| {{Status|Canon}}
| | [[Image:S2 AM Sniper Rifle.jpg|thumb|S2AM Sniper Rifle]] |
| {{Weapon infobox
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| |image=
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| [[File:H2-SRS99CS2AM-SR-SniperRifle.png|350px]] | |
| [[File:HaloCE-SRS99CS2AM-SniperRifle.png|350px]]
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| |manufacturer=[[Misriah Armory]]
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| |series=[[SRS99 Series]]
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| |type=Sniper rifle, anti-materiel{{Ref/Reuse|HCEM}}
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| |cost=
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| |variant=
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| |service=[[Human-Covenant War]]
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| |affiliation=[[United Nations Space Command]]
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| |weight=
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| |length=
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| |ammotype=[[14.5×114mm]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
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| |capacity=
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| |feed=4-round [[wikipedia:Magazine (firearms)#Detachable box magazines|detachable box magazine]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
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| |operation=[[wikipedia:Gas-operated reloading|Gas Operated]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
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| |rate=[[wikipedia:Semi-automatic firearm|Semi-automatic]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
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| |velocity=
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| |optics=
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| |range=
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| }}
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| The '''Sniper Rifle System 99C-Series 2 Anti-Matériel''', abbreviated '''SRS99C-S2 AM'''{{Ref/Book|AoH|Page=100}} or just '''S2 AM''',{{Ref/Book|Id=HCEM|Halo: Combat Evolved Manual|Page=18}} is a commonly-utilized [[Sniper Rifle#Halo: Combat Evolved and Halo: Combat Evolved Anniversary|sniper rifle]] in the arsenal of the [[United Nations Space Command]]. As evidenced by its designation, is part of the [[SRS99 Series]].
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| ==Overview== | | ===SRS99C-S2 AM Sniper Rifle=== |
| ===Design details===
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| {{Main|SRS99 Series}}
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| The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful [[14.5×114mm|14.5×114mm cartridge]].{{Ref/Book|Id=H2M|Halo 2 Manual|Page=11}} Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} As befits their sniping role, they are issued with optics, such as the [[Oracle scope|Oracle N-variant scope]].{{Ref/Novel|Id=GoO23|GoO|Chapter=23}}
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| [[File:S2 AM Sniper Rifle.png|thumb|left|An SRS99C-S2 AM in the configuration employed by UNSC forces on [[Alpha Halo]].]]
| | Rate of Fire : Average, semi-automatic (2 rounds per second) |
| A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.{{Ref/Reuse|TFoRChaper9}} Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.{{Ref/Novel|Id=FS29|HFS|Chapter=29}}{{Ref/Note|In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of [[Ghosts of Onyx]]'s release in 2006 (the first depicted non-S2 variant of the SRS99 family was in [[Halo: Reach]], released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.}} One configuration of the weapon, which was deployed during the [[Battle of Installation 04]], featured a noticeably longer barrel and different optic than the configuration observed later during the [[Battle of Mombasa]] and the [[Battle of Installation 05]].{{Ref/Game|Id=HCE|HCE|Sniper Rifle in-game weapon}}{{Ref/Game|Id=H2|H2|Sniper Rifle in-game weapon}} The former version mounted an optic capable of x2 and x8 magnification,{{Ref/Reuse|HCE}} and the latter an optic capable of x5 magnification, though both optics were [[smart-linked]] and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.{{Ref/Reuse|H2M}}{{Ref/Reuse|HCEM}}
| | Operation : Gas System |
| | Fire Mode : Game: Semi-Automatic |
| | Story: Semi-Automatic |
| | Ammunition : 14.5mm x 114 (Armor-Piercing, Fin-Stabilized, |
| | Discarding Sabot) |
| | Damage per Hit: Very high |
| | Range : Medium to very long |
| | Accuracy : Very high |
| | Magazine Size : 4 rounds |
| | Maximum Ammo : 28/68* rounds (including fully loaded |
| | magazine) |
| | *In the level "Truth and Reconciliation", the weapon starts |
| | off with 68 rounds. Once you expend the bonus rounds you can |
| | only carry the standard 28. |
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| [[File:H2-SRS99CS2AM-Angles.png|thumb|An SRS99C-S2 AM in the configuration used during the early stages of the [[Battle of Earth]] and the Battle of [[Delta Halo]].]]
| | ==Advantages== |
| During [[Operation: TALON]], [[Linda-058]] deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire [[.450|.450-caliber ammunition]]. Additionally, she removed any sight or scope, instead deeming to rely on an [[Smart-link|integrated link]] between the weapon and her [[HUD]] for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.{{Ref/Novel|Id=TFoRChaper9|HTFoR|Chapter=9}} She later employed the weapon in a different configuration during the [[Battle of Sigma Octanus IV]], this time with an [[Oracle scope|Oracle scope]].{{Ref/Novel|Id=TFoRChapter20|HTFoR|Chapter=20}}
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| The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.{{Ref/Note|The model of the sniper rifle as seen in ''Halo: Combat Evolved'' does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.}} A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on [[Installation 04]] featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} | | The sniper rifle is designed to be used at medium to long ranges, and is equipped with a scope and night vision for precisely this purpose. With its 2x and 10x zooms and ability to penetrate [[Covenant]] shields, the sniper rifle is useful against distant [[Elites]]. A headshot against any Covenant infantry except a [[Zealot]] (Gold) Elite or [[Hunter]] results in an instant kill; Hunters fall from one shot to their unarmored torso or neck. When playing in the highest difficulty, Legendary, this is only true for [[Elite Minor|Minor (blue) Elites]]; the [[Elite Major|Majors (red)]] will take two shots to the head, and the Zealots will take three. Also when night vision function is turned on (activated by pressing the flashlight button) one can see an invisible Elite very easily(note that in normal, easy, and heroic difficulties, the sniper rifle can kill pretty much an enemy in two shots as long as they hit the enemy [this doesn't include the Hunters' armor and the Jackals' energy shield]. When playing online, some players use the sniper rifle to great effect when [[camping]]. For example, someone will crouch inside a confined hallway, and fire without the use of the scope from close range, resulting in an instant kill. |
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| ===Functionality=== | | ==Disadvantages== |
| As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
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| [[File:Crosshair.png|thumb|The display of the [[smart-linked]] optic mounted on an S2-AM in [[Mombasa]], targeting a [[grunt minor]]. ]]
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| In the case of the configuration used on [[Installation 04]], when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.{{Ref/Reuse|HCE}} In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.{{Ref/Reuse|H2}}
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| The [[smart-linked]] optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the [[heads-up display]] of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,{{Ref/Reuse|HCEM}} and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a [[night vision]] filter for functionality in the dark.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} | | The sniper rifle is almost impossible to aim at short range, due to the sticky-aim being removed when the scope is disabled and the paltry 4-shot magazine. It also has a steeper learning curve than most weapons, taking significant practice to master. Like any weapon, there is a need to lead targets if they are affected by internet lag, and it is hard to use at short range because its aim is so precise. Ammunition for this weapon is also quite rare. It is highly ineffective against all forms of [[Flood]] and against [[Sentinels]]. The only way that the sniper rifle can be effective against the flood is if you fire at thier arms, which will fall off leaving them harmless. The bullets leave a strong visible trail that can reveal the shooter's position to others. Though the cartridges would fit an anti-material rifle, the rifle performs poorly even against [[Ghosts]], unless the pilot is shot, or the half-orb energy cell, (commonly mistaken for a "gas tank") on the left side of the ghost is shot. This is likely for balance reasons, since in First Strike a sniper round tears through a Covenant dropship. |
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| ===Performance===
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| While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.{{Ref/Reuse|H2M}} The [[14.5x114mm APFSDS]] ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.{{Ref/Reuse|HCEM}} The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.{{Ref/Book|Id=H2LCEM|Halo 2 Limited Collector's Edition Manual|Page=14}}
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| ===History===
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| [[File:Masterchief with sniper.jpg|300px|thumb|[[John-117]], armed with an SRS99C-S2 AM during the [[Battle of Earth]].]]
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| SRS99C-S2 AM rifles were prominently employed by [[UNSC]] forces during the [[Battle of Installation 04]],{{Ref/Reuse|HCE}} with [[John-117]] notably deploying with one during the mission to board the ''[[Truth and Reconciliation]]'' to retrieve [[Captain Jacob Keyes]].{{Ref/Novel|Id=HTF4|HTF|Chapter=4}} They were also employed in the early stages of the [[Battle of Earth]], and the [[Battle of Installation 05]].{{Ref/Reuse|H2}} [[Spartan]] [[Linda-058]] is particularly notable for her use of this weapon, specifically during [[Operation: TALON]],{{Ref/Reuse|TFoRChaper9}} the [[Battle of Sigma Octanus IV]],{{Ref/Reuse|TFoRChapter20}} [[Operation: FIRST STRIKE]],{{Ref/Reuse|FS29}} and the [[Onyx Conflict]].{{Ref/Novel|GoO|Chapter=29}}
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| ==In-game information== | | ==Advanced Tactics== |
| {{Main
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| |1=Sniper_Rifle#Halo:_Combat_Evolved_and_Halo:_Combat_Evolved_Anniversary
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| |l1=Sniper Rifle
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| }}
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| The Sniper Rifle is a [[Precision weapon|precision]] [[power weapon]], which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the [[Battle Rifle]] significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.
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| == Trivia ==
| | It is important to keep in mind the role of a sniper, especially in multiplayer, when you posses the weapon. The sniper's creed is "one shot... one kill" and any user of the sniper rifle shoild stay true to that saying. Contrary to popular belief, the sniper's role is also to scout and gather intelligence. With voice communication In Xbox Live or the computer, the sniper can use his scope to, yes, kill the enemy, but also to provide his teammates with vital information. |
| {{Linkbox|gameplay=yes|gallery=yes}}
| | Another- perhaps the most important part of sniping- is countersniping. A Sniper's very first duty is to terminate an enemy sniper as quickly as possible without being killed in the process. shown here is a diagram for effective relocation and flanking, just one part of the dynamic role of countersniping. |
| *During an interview, [[William O'Brien]], an animator for ''Halo 2'', said, "Robert McLees is definitely the go-to guy for the gun stuff. I wanted to come up with an animation for the sniper scope, an 'idle cycle'. If you activate the scope, and then sit too long without doing anything, the animation would kick in periodically, just to keep things interesting... Simple, right...? He replied, 'No way. If you adjust your scope in the field, you're dead. Snipers don't do that.' That's how detailed his weapon designs are -- not just guns, but how they work, and how a sniper would fire them. Amazing."{{Ref/Book|The Art of Halo: Creating a Virtual World|Page=100}}
| | [[Image:Effective_relocation_and_flanking.JPG|left|type|500px|<div style="text-align: center;border:none">Flanking an enemy sniper in the Map Blood Gulch</div>]] |
| *In ''Halo: Combat Evolved'', enemy NPCs do not acknowledge the sniper rifle's shot if they do not see the sniper, despite its loud ''crack'' in close-medium quarters. If the player downs an enemy with the sniper rifle, some will note the fallen AI, but will not search for the player as they would if the player fired with any other weapon. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of [[Truth and Reconciliation]], and is essential to getting the achievement [[All According to Plan]] in ''Halo: Anniversary''
| | Remember too that a sniper must always keep moving in outdoor maps. Never allow the enemy to pin you in, and always position yourself to view the most of the battlefield. You must keep the enemy guessing, and fearing wherever you may be. The Snipers role is almost as much a phsyclological one as a physical one. If the enemy fears walking into your view then you have succeeded. An effective sniper can change the entire tone of a match. |
| *In the original [[Xbox 360]] version of ''[[Halo: Combat Evolved Anniversary]]'' the sniper rifle's [[reticule]] is far larger than it is in the original ''[[Halo: Combat Evolved]]'' on [[Xbox]] and PC. In the ''[[Halo: The Master Chief Collection]]'' version of ''Halo: Anniversary'', the reticule returns once again to its original size.
| | In indoor maps, camping is somewhat effective, but must be done with an easy escape route and a suitable secondary weapon. |
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| ==Gallery== | | ==Influence== |
| ===''Halo: Combat Evolved''===
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| <gallery>
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| File:SRS99C Sniper Rifle.png|A first person view of the SRS99C-S2AM in ''Halo: Combat Evolved''.
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| File:HCE-SRS99CHUD.png|First-person view of the SRS99C on [[Blood Gulch]].
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| File:HCE-SRS99Czoom2x.png|The 2× zoom
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| File:HCE-SRS99Czoom10x.png|The 10× zoom.
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| File:HCE TwoBetrayals Sniper.jpg|John-117 using the SRS99C in combat.
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| File:HCE TaR Rescue.jpg|Front view of the SRS99C.
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| File:HaloCE-SRS99C-2xScope-screen.png|The 2× scope of the SRS99C-S2AM in ''Halo PC''.
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| File:HaloCE-SRS99C-8xScope-screen.png|The 8× scope of the SRS99C-S2AM in ''Halo PC''.
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| File:HaloCE-SRS99C-NightVisionScope-screen.png|The night-vision function of the scope of the SRS99C-S2AM in ''Halo PC''.
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| File:1220655987 Crosshair.png|The SRS99C-S2 AM's targeting reticule in ''Halo PC''.
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| File:HCE-TimberlandSnipers.jpg|Two Spartans using the SRS99C on [[Timberland]].
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| </gallery>
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| ===''Halo 2''===
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| <gallery>
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| File:H2 Sniper Rifle.jpg|Side view of the SRS99C-S2.
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| File:H2 - SniperHUD.png|A first person view of the SRS99C-S2.
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| File:Sniperteam.png|A marine using the SRS99C-S2.
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| File:H2 Waterworks Sniper.jpg|A Spartan with the SRS99C-S2 on [[Waterworks]].
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| </gallery>
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| ===''Halo Legends''===
| | The sniper rifle appears to heavily inspired by (if not directly copied from) the Barrett .50 caliber rifles (most notably the M82 [[Wikipedia:M82 (rifle)| Barret M82]] )and the South African [[Wikipedia:Mechem NTW 20 mm Anti-materiel rifle|NTW-20 ]] including the muzzle brake, anti-material rifle]]. The african rifle is chambered for both the 20mm x 83.5 round and the 14.5mm x 114 cartridge. Many of the features present in the ''Halo''-version are included in both weapons, the recoil-dampening piston, the general look of the receiver; and for the Barrett the magazine placement, muzzle brake, and many other attributes such as the semi-automatic firing mode. |
| <gallery>
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| File:Homecoming_SniperRifle_Concept.png|Concept art of the SRS99C-S2 in ''[[Homecoming]]''.
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| File:HL Homecoming sniper.png|[[Hauser]] with the SRS99C-S2 in ''Homecoming''.
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| File:HLeg O'BrienSnipe.png|[[O'Brien (Heian)|O'Brien]] with the SRS99C-S2 in ''[[The Babysitter]]''.
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| </gallery>
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| ===''Halo Infinite''=== | | ==Multiplayer Role== |
| <gallery>
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| File:HINF VeteranSRS99 HUD.png|First-person view of the Veteran SRS99.
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| File:HINF VeteranSRS99 1.png|A Spartan sprinting with the Veteran SRS99.
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| File:HINF VeteranSRS99 2.png|A Spartan carrying the Veteran SRS99.
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| File:HINF VeteranSRS99 3.png|A Spartan takes aim with the Veteran SRS99.
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| </gallery>
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| ==List of appearances==
| | Sniping, both moving and from a fixed location ([[camping]]), is very popular in ''Halo'' multiplayer. Uses for the sniper rifle include teleport coverage and picking off enemy players in Warthogs and Scorpion tanks (note: sniping an enmy out of a Scorpion will only work in Halo 1). Network lag is a serious problem for this weapon, as even a small error makes the difference between a hit and a miss. When using the Sniper rifle, an enemy can easily sneak up from behind and melee the shooter's back for an instant kill, because the motion tracker is not shown when zoomed in. Use audio clues to help defend yourself. (Note that motion trackers are only disabled when zoomed in [[Halo 2]]. In Halo 1 it is prudent to glance at your motion tracker often when zoomed in.) A useful tactic, called "injection" or "no-scoping," involves using the sniper rifle at close range to quickly incapacitate an opponent. Although very effective, this requires practice. If a successful no-scope is performed, a follow up melee attack will often finish the foe. |
| {{col-begin}}
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| {{col-2}}
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| *''[[Halo: The Fall of Reach]]'' {{1st}}
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| *''[[Halo: Combat Evolved]]''
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| *''[[Halo: The Flood]]''
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| *''[[Halo: First Strike]]''
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| *''[[Halo 2]]''
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| *''[[Halo Graphic Novel]]''
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| **''[[Armor Testing]]''
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| *''[[Halo: Ghosts of Onyx]]''
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| *''[[Halo: Contact Harvest]]''
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| {{col-2}}
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| *''[[Halo: The Cole Protocol]]''
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| *''[[Halo Wars]]''
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| *''[[Halo Legends]]''
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| **''[[Homecoming]]''
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| **''[[The Babysitter]]''
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| *''[[Halo: Fall of Reach]]''
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| **''[[Halo: Fall of Reach - Boot Camp|Boot Camp]]''
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| **''[[Halo: Fall of Reach - Invasion|Invasion]]''
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| {{col-end}}
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| ==Notes== | | ==Effective Against== |
| {{Ref/Notes}}
| | *All [[Covenant]] |
| | **[[Elites]]: One-hit headshot, Gold Elites two-hit headshot, white elites 3-hit headshot. (note varies dramatically according to difficulty.) |
| | **[[Grunts]],[[Drones]]: One-hit kill if headshot or bodyshots on yellow grunts on "Easy". |
| | **[[Jackals]] One hit kill for headshots and shots through the pistol opening in the shield |
| | **[[Hunters]]: Aim for weak points on abdomen or neck (note: neck shots sometimes do not register) |
| | **[[Brutes]]: 2 shots- one to knock away a helmet and one for a kill shot. |
| | *[[Humans]] / [[Spartans]] ([[Multiplayer]]: Head shot is always effective unless overshiled is present on Spartan. |
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| ==Sources==
| | *NOT effective against ANY [[Flood]] forms |
| {{Ref/Sources}}
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| {{UNSC rifles}}
| | [[Category:UNSC]][[Category: Weapons]] |
| [[Category:Rifles]] | |