Eos'Mak-pattern plasma pistol: Difference between revisions

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The '''Type-25 Directed Energy Pistol'''<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol</ref>, otherwise known as the '''Plasma Pistol''', is a [[Covenant]] ground firearm.
The '''Type-25 Directed Energy Pistol'''<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol</ref>, otherwise known as the '''Plasma Pistol''', is a [[Covenant]] ground firearm, carried most commonly by [[Grunts]] and [[Jackals]].


== Summary ==
== Summary ==
The '''Plasma Pistol''', like the [[Plasma Rifle]], is a directed energy weapon that fires bolts of superheated ionized gas (i.e. plasma) instead of traditional [[Human]] ballistic ammunition. This [[Covenant]] [[weapon]] is capable of quickly firing low-powered shots, or of charging a single high-powered blast which can instantly deplete energy shielding, even overshields. This high-powered shot makes the Plasma Pistol a formidable strategic weapon if used in concert with other infantry weapons.<ref>[http://halo3.com halo3.com]</ref> The Plasma Pistol is a standard-issue weapon for lower-ranking Covenant such as  [[Grunts]]  and [[Jackals]], but is occasionally used by higher-ranking Covenant such as [[Elites]] or [[Brutes]], according to manuals,novels etc.
The '''Plasma Pistol''', like the [[Plasma Rifle]], is a directed energy weapon that fires bolts of superheated ionized gas (i.e. plasma) instead of traditional [[Human]] ballistic ammunition. This [[Covenant]] [[weapon]] is capable of quickly firing low-powered shots, or of charging a single high-powered blast which can instantly deplete energy shielding, even overshields, and in [Halo 3]] it can stop a vehicles engine for a short time. This high-powered shot makes the Plasma Pistol a formidable strategic weapon if used in concert with other infantry weapons.<ref>[http://halo3.com halo3.com]</ref> The Plasma Pistol is a standard-issue weapon for lower-ranking Covenant such as  [[Grunts]]  and [[Jackals]], but is occasionally used by higher-ranking Covenant such as [[Elites]] or [[Brutes]], according to manuals,novels etc.


=== Advantages ===
=== Advantages ===
[[Image:Plasma Pistol Halo 3.jpg|thumb|left|Halo 3 Plasma Pistol.]]
[[Image:Plasma Pistol Halo 3.jpg|thumb|left|Halo 3 Plasma Pistol.]]


The Plasma Pistol is one of the most versatile weapons in the entire Halo universe. Its ability to instantly and completely deplete shields regardless of strength make it a valuable weapon in multiplayer and invaluable in Campaign against certain shielded enemies, especially against Elites and Jackals. It is also highly effective against [[Sentinel]]s, taking only a single supercharged shot to destroy a standard Sentinel, or two shots to destroy a [[Sentinel Major]]. In addition to its standard offensive capabilities, there are also various elements peculiar to each game that enhance its effectiveness. In Halo: Combat Evolved, it has the ability to briefly stun opponents via its standard firing mode. Also, the overcharged shots cause heavy damage to unshielded opponents in multiplayer as well as unshielded Covenant (except Hunters). In Halo 2, the greatly enhanced tracking abilities of the overcharged shots made it extremely effective, as it is nearly impossible to dodge. In Halo 3, while the overcharged shots have reduced tracking from Halo 2, they can now temporarily disable any vehicle, rendering them immobile for a few seconds, similar to the [[Power Drainer]]. Also, an overcharged plasma bolt in  Halo 3 will destroy a Brute's [[Power Armor]], making it fall apart (this is extremely helpful in [[Legendary]], when a Brute's [[shield]] is much more powerful than yours).
The Plasma Pistol is one of the most versatile weapons in the entire Halo universe. Its ability to instantly and completely deplete shields regardless of strength make it a valuable weapon in multiplayer and invaluable in Campaign against certain shielded enemies, especially against Elites, Jackals and Brute Power Armour. It is also highly effective against [[Sentinel]]s, taking only a single supercharged shot to destroy a standard Sentinel, or two shots to destroy a [[Sentinel Major]], one to deplete it's shields and another to destroy it. In addition to its standard offensive capabilities, there are also various elements peculiar to each game that enhance its effectiveness. In Halo: Combat Evolved, it has the ability to briefly stun opponents via its standard firing mode. Also, the overcharged shots cause heavy damage to unshielded opponents in multiplayer as well as unshielded Covenant (except Hunters). In Halo 2, the greatly enhanced tracking abilities of the overcharged shots made it extremely effective, as it is nearly impossible to dodge. In Halo 3, while the overcharged shots have reduced tracking from Halo 2, they can now temporarily disable any vehicle, rendering them immobile for a few seconds, similar to the [[Power Drainer]], thought the vehicles weaponry is still active. Also, an overcharged plasma bolt in  Halo 3 will destroy a Brute's [[Power Armor]], making it fall apart (this is extremely helpful in [[Legendary]], when a Brute's [[shield]] is much more powerful than yours).


The Plasma Pistol is most effective when used in conjunction with other weapons, particularly those capable of headshots, i.e. the [[Battle Rifle]], [[Carbine]], or any [[M6]] series handgun. Note that this weapon alone doesn't cause much damage so have a backup weapon ready.  Once the player has disabled their enemy's shields with the Plasma Pistol's overcharged shot, a single headshot from any of those weapons will result in a kill. In Halo 2, the colloquial term "[[noob combo]]" has been applied to the Plasma Pistol/Battle Rifle combination due to the extreme tracking abilities of the Plasma Pistol's charged shot as well as the relative ease of achieving headshots with the Battle Rifle. The noob combo is controversial amongst players. Some regard it as cheap while others laud it for its effectiveness. In Halo 2 and Halo 3, the Plasma Pistol is dual-wieldable, allowing the player to use its shield-breaking abilities in concert with another weapon, such as an SMG or pistol. In any Halo game, it is possible to use the Plasma Pistol in conjunction with melee for Close Quarters Combat (CQC, a.k.a. Close Quarters Battle, or CQB). The way you do this is charge up an overcharge shot, and then release it at close range just before using a melee attack. In Halo 1 and 2 (in autoupdate 1.1) it should only take one or two melee attacks to kill, and you can melee right after firing. In Halo 3 it is much more effective, as a melee attack after the shields are gone will guarantee a kill. Waiting in halls or buildings which force your enemy into CQB is an effective strategy. It is also effective for a multiplayer game of Juggernaut, as one fully charged shot can deplete the Juggernaut's shield, effectively making the Juggernaut more vulnerable to basic firepower.
The Plasma Pistol is most effective when used in conjunction with other weapons, particularly those capable of headshots, i.e. the [[Battle Rifle]], [[Carbine]], or any [[M6]] series handgun. Note that this weapon alone doesn't cause much damage so have a backup weapon ready.  Once the player has disabled their enemy's shields with the Plasma Pistol's overcharged shot, a single headshot from any of those weapons will result in a kill. In Halo 2, the colloquial term "[[noob combo]]" has been applied to the Plasma Pistol/Battle Rifle combination due to the extreme tracking abilities of the Plasma Pistol's charged shot as well as the relative ease of achieving headshots with the Battle Rifle. The noob combo is controversial amongst players. Some regard it as cheap while others laud it for its effectiveness. In Halo 2 and Halo 3, the Plasma Pistol is dual-wieldable, allowing the player to use its shield-breaking abilities in concert with another weapon, such as an SMG or pistol. In any Halo game, it is possible to use the Plasma Pistol in conjunction with melee for Close Quarters Combat (CQC, a.k.a. Close Quarters Battle, or CQB). The way you do this is charge up an overcharge shot, and then release it at close range just before using a melee attack. In Halo 1 and 2 (in autoupdate 1.1) it should only take one or two melee attacks to kill, and you can melee right after firing. In Halo 3 it is much more effective, as a melee attack after the shields are gone will guarantee a kill. Waiting in halls or buildings which force your enemy into CQB is an effective strategy. It is also effective for a multiplayer game of Juggernaut, as one fully charged shot can deplete the Juggernaut's shield, effectively making the Juggernaut more vulnerable to basic firepower.
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== Description and Appearance==
== Description and Appearance==
[[Image:Plasma Pistol Render.gif|left|thumb|A render of the Plasma Pistol]]
[[Image:Plasma Pistol Render.gif|left|thumb|A render of the Plasma Pistol]]
The Plasma Pistol is capable of quickly firing low-powered shots, or of firing a single high-powered blast which tracks its target to some degree. This blast is capable of immediately dissipating [[Spartans]], [[Elites]], [[Jackal Point Defense Gauntlets]] and immediately destroys the [[Brutes]] battle armor. The amount of battery power it consumes when fired depends on the firing mode used and varies from game to game. In Halo: Combat Evolved, its standard fire depletes 1% of its battery for every five shots, while one overcharge shot will deplete 11% of its battery. In Halo 2, it averages 5 standard shots for every 2% of its battery, while charged shots deplete 15% of the battery. In Halo 3, the battery continually depletes if the trigger is held down for an overcharged shot, and uses 10% upon firing. The core power output is, like the plasma rifle, 100-150 Kv @ 2-3 dA, but, when overcharged, the power output is 1.5 Mv @ 2-3 dA.
The Plasma Pistol is capable of quickly firing low-powered shots, or of firing a single high-powered blast which tracks its target to some degree depending on the game. This blast is capable of immediately dissipating [[Spartans]], [[Elites]], [[Jackal Point Defense Gauntlets]] and immediately destroys the [[Brutes]] battle armor. The amount of battery power it consumes when fired depends on the firing mode used and varies from game to game. In Halo: Combat Evolved, its standard fire depletes 1% of its battery for every five shots, while one overcharge shot will deplete 11% of its battery. In Halo 2, it averages 5 standard shots for every 2% of its battery, while charged shots deplete 15% of the battery. In Halo 3, the battery continually depletes if the trigger is held down for an overcharged shot, and uses 10% upon firing. The core power output is, like the plasma rifle, 100-150 Kv @ 2-3 dA, but, when overcharged, the power output is 1.5 Mv @ 2-3 dA.


The offensive capabilities of the weapon have varied somewhat from game to game. For example, in Halo: Combat Evolved, the standard shots were, like the Plasma Rifle, capable of briefly stunning an enemy. This ability is absent in Halo 2 and Halo 3. Also, the standard shots are much weaker in Halo 2 and Halo 3 than in Halo 1. The tracking abilities of the overcharged shots have varied as well. While they have a somewhat slight homing ability in Halo 1 and Halo 3, they are almost impossible to dodge at close range in Halo 2.
The offensive capabilities of the weapon have varied somewhat from game to game. For example, in Halo: Combat Evolved, the standard shots were, like the Plasma Rifle, capable of briefly stunning an enemy. This ability is absent in Halo 2 and Halo 3. Also, the standard shots are much weaker in Halo 2 and Halo 3 than in Halo 1. The tracking abilities of the overcharged shots have varied as well. While they have a somewhat slight homing ability in Halo 1 and Halo 3, they are almost impossible to dodge at close range in Halo 2.
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==Meleé==
==Meleé==


This weapon is delicate, and cannot withstand high impacts as the [[Plasma Rifle]] can, so, instead of using the weapon to knock the enemy out, the player delivers a punch
This weapon is delicate, and cannot withstand high impacts as the [[Plasma Rifle]] can, so, instead of using the weapon to knock the enemy out, the player delivers a punch.


The meleé action has changed through the games. In the first Halo game, the Master Chief used the right arm to punch the enemy, instead of using his free hand.
The meleé action has changed through the games. In the first Halo game, the Master Chief used the right arm to punch the enemy, instead of using his free hand.
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*In the popular machinima series [[Red vs. Blue]], Medical Officer "Doc" Dufresne uses the plasma pistol as a medical device of some kind. It seems to have the abilities of multiple medical tools rolled into one. As Doc says to Church in one instance "Yeah, it glows green for just about anything.  It's sometimes hard to tell the difference.  Like this green indicates high levels of anger stemming from suppressed feelings of inadequacy...and this green means impotency.  Oops...actually that light CAUSES impotency.  My bad, Church!"
*In the popular machinima series [[Red vs. Blue]], Medical Officer "Doc" Dufresne uses the plasma pistol as a medical device of some kind. It seems to have the abilities of multiple medical tools rolled into one. As Doc says to Church in one instance "Yeah, it glows green for just about anything.  It's sometimes hard to tell the difference.  Like this green indicates high levels of anger stemming from suppressed feelings of inadequacy...and this green means impotency.  Oops...actually that light CAUSES impotency.  My bad, Church!"
*While charging the pistol, tap B (to melee), Y (to switch weapons), or Left Trigger (to throw a grenade) to cancel the charge, so you can get back to fighting.
*While charging the pistol, tap B (to melee), Y (to switch weapons), or Left Trigger (to throw a grenade) to cancel the charge, so you can get back to fighting.
*In Halo 2, if you hit the power cell on a [[Ghost]] with an overcharge shot it will explode, destroying the vehicle and killing the driver, though it is hard to do in actual combat due to the [[Ghost]]'s high speed.
*In Halo 2, if you hit the power cell on a [[Ghost]] with an overcharge shot it will explode, destroying the vehicle and killing the driver, though it is hard to do in actual combat due to the [[Ghost]]'s high speed and manueverability.
*In [[Halo: Combat Evolved]] you can press the trigger rapidly enough to fire the weapon faster than the [[Plasma Rifle]], although it overheats at a ridiculously high rate.
*In [[Halo: Combat Evolved]] you can press the trigger rapidly enough to fire the weapon faster than the [[Plasma Rifle]], although it overheats at a ridiculously high rate.
*In [[Halo: Combat Evolved]] the [[plasma pistol]] bolts will drop over extremely long ranges.
*In [[Halo: Combat Evolved]] the [[plasma pistol]] bolts will drop over extremely long ranges.
*In [[Halo 3]], slowly releasing the trigger while overcharging will cause the weapon to stop its charge.  In [[Halo 1]] and [[Halo 2]], slowly removing the trigger to its original position does nothing, and causes the weapon to fire its bolt.
*In [[Halo 3]], slowly releasing the trigger while overcharging will cause the weapon to stop its charge.  In [[Halo 1]] and [[Halo 2]], slowly removing the trigger to its original position does nothing, and causes the weapon to fire its bolt.
*In [[Halo: Combat Evolved]] the plasma pistol can light up even when empty.
*In [[Halo: Combat Evolved]] the plasma pistol can light up even when empty.
* The plasma pistol is a [[Grunt]]'s favored weapon.
* The plasma pistol is a [[Grunt]]'s favoured weapon.
* In Halo 3 charge it up and melee kill for extra points!
* In Halo 3 charge it up and melee kill for extra points!
* In Halo 3, it is the only dual-wieldable weapon that does not cause less damage per shot when dual wielded then when single wielded. (26 head/body shots single or dual wielded to kill with normal shields; as compared to the M6G that takes 5 head or 8 body single wield but 7 head or 11 body when dual wielded)
* In Halo 3, it is the only dual-wieldable weapon that does not cause less damage per shot when dual wielded then when single wielded. (26 head/body shots single or dual wielded to kill with normal shields; as compared to the M6G that takes 5 head or 8 body single wield but 7 head or 11 body when dual wielded)