SRS99C-S2 AM sniper rifle: Difference between revisions
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==Ammunition== | ==Ammunition== | ||
[[Image:Sabot_separating.gif|thumb|The sabot round separating before hitting its target.|left|200px]] | [[Image:Sabot_separating.gif|thumb|The sabot round separating before hitting its target.|left|200px]] | ||
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses 14.5x114mm [[Armor Piercing Rounds|Armor Piercing]], Fin Stabilized, Discarding Sabot rounds. These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are forced off of the projectile by air resistance before entering the actual target, their job having been completed. | The Sniper Rifle has one of the most advanced ammunition types in the game. It uses 14.5x114mm [[Armor Piercing Rounds|Armor Piercing]], Fin Stabilized, Discarding Sabot rounds (pronounced say'bo). These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are forced off of the projectile by air resistance before entering the actual target, their job having been completed. | ||
The rounds are described as ''being made of very hard metal'', with the core probably composed of tungsten or depleted uranium, like most anti-material ammunition today. The APFSDS round is an anti-material munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body [[Armor]], [[Energy Shield]]s, etc). The APFSDS rounds fired by the Sniper Rifle leave behind a noticeable white vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself. | The rounds are described as ''being made of very hard metal'', with the core probably composed of tungsten or depleted uranium, like most anti-material ammunition today. The APFSDS round is an anti-material munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body [[Armor]], [[Energy Shield]]s, etc). The APFSDS rounds fired by the Sniper Rifle leave behind a noticeable white vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself. |
Revision as of 21:45, May 29, 2009
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The Sniper Rifle System 99C-S2 Anti-Matériel (abbreviated SRS99C-S2 AM), otherwise known as the SRS99C-S2 AM Sniper Rifle is a United Nations Space Command firearm usable in Halo: Combat Evolved and Halo Wars.
Design Details
The SRS99C is the primary Sniper Rifle used by UNSC and is featured in Halo: Combat Evolved and Halo Wars. It is, alongside its Covenant counterpart the Particle Beam Rifle, the most accurate and arguably the most powerful small-arms weapon in both arsenals. It contains a Night Vision Scope for night time accessibility. It is modular, with the scope, stock, barrel and firing mechanism capable of being swapped to match a mission profile.[1]
Ammunition
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses 14.5x114mm Armor Piercing, Fin Stabilized, Discarding Sabot rounds (pronounced say'bo). These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are forced off of the projectile by air resistance before entering the actual target, their job having been completed.
The rounds are described as being made of very hard metal, with the core probably composed of tungsten or depleted uranium, like most anti-material ammunition today. The APFSDS round is an anti-material munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body Armor, Energy Shields, etc). The APFSDS rounds fired by the Sniper Rifle leave behind a noticeable white vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself.
It's to be noted that in the Eric Nylund novels the rifle is not limited to a four round magazine size. The reason for this in the games is to ensure balanced game play. Twenty-eight rounds total (four rounds per magazine) in Halo: Combat Evolved, twenty rounds total (four rounds per magazine) in Halo 2 and Halo 3. However, in the Halo: Combat Evolved level Truth and Reconciliation you start with a Sniper Rifle and a 68 round combat load.
Advantages
The SRS99C-S2 AM is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. It has two variants - one has a 2x and 10x zoom (seen in Halo: Combat Evolved). The PC version has 2x and 8x, and the Halo 2 version has 5x and 10x. It is tremendously useful in its designated role, considering its extraordinary range, surpassing any other weapon of comparable size, and its incredible stopping power even against body armor and Covenant shields (i.e., those of an Elite.)
By far, its most useful application in Campaign mode is taking out the higher-ranking enemies in a group to destabilize their squad's discipline and morale (which makes combat much easier). A headshot against any Covenant infantry except a Zealot, Major Domo Elites, Ultra Elites, Hunters, or Brutes results in an instant kill; Hunters fall from one shot to their unarmored torso or neck and many Brutes require only two rounds to the head (one to get past the protective helmets they often wear). When playing in the highest difficulty, Legendary, the Major Domo Elites will take two shots to the head and the Zealots will take three. Also when the night vision function is turned on, by pressing the flashlight button.
When playing online, some players use the Sniper Rifle to great effect when camping. For example, skilled users may crouch inside a confined hallway and fire without the use of the scope from close range, resulting in many instant kills. In competitive games between two organized teams, both will always have a sniper. Despite it's obvious role, the Sniper Rifle is can be highly effective at close range in the hands of a skilled operator, as the highly damaging round is just as powerful close-in; a single round followed by a melee strike will kill a hostile almost instantly. This does not account for Flood, however, due to the body organization. See Disadvantages. Bottom line: If you don't kill them with the first shot, then they'll bite the dust on the next one. As an added bonus, the Sniper Rifle has a fast melee speed. One can even take out an Elite or Brute in close quarters with the Sniper melee. The Sniper Rifle is also capable of multiple rapid follow-on shots, unlike the Beam Rifle, which requires a reduction in maximum firing rate lest the weapon overheat.
Disadvantages
The Sniper Rifle's projectile has a slight travel time at great distances, and requires practice to use effectively at range. When used in close quarters, it's precision nature, slow reload time, small magazine capacity, heavy recoil, and slow rate-of-fire leave absolutely no room for error. A small combat load and the relative scarcity of ammunition available for the weapon also make it bad practice to expend ammunition on smaller, less threatening combatants, such as Grunts. It is also largely ineffective against most forms of Flood, unless the operator can land a round into the embedded infection form, or shoot combat form's limbs off at a distance.
The projectile leaves a trail that can be traced back to the sniper's location, revealing the operator's hide or drawing hostile fire. Also, the weapon is fatally ineffective against even light-skinned and unarmored vehicles (belying its designation as an anti-materiel weapon) unless a shot can be taken on the vehicle's occupants, or on the power core of some Covenant vehicles like Ghosts and Wraiths.
Appearances
The Sniper Rifle was featured in Halo: Combat Evolved, Halo 2 and Halo 3. The original Halo Combat Evolved Sniper Rifle had a digital radar-like view which was green and had 4 knobs below the scope. It also had a longer shoulder guard. In Halo 2, the view was replaced with a visual image of the sniper's scope in real time, and had a more compact butt-stock. This weapon has returned in Halo 3 as a new variant known as the "SRS99D", which has a new design and thermal scope, but otherwise functions the same. Also, whereas Halo: Combat Evolved the Sniper Rifle gives data about the target's distance and elevation, Halo 2's version of the sniper rifle does not.
SRS99C-S2 AMB Sniper Rifle
- Main article: SRS99C-S2 AMB Sniper Rifle
The SRS99C-S2 AMB Sniper rifle is an upgrade of the SRS99C-S2 AM Sniper Rifle found and usable in Halo 2, instead of SRS99C-S2 AMB, SRS99C-S2 AM is put instead. It is properly shown to be the SRS99C-S2 AMB in Halo: Ghosts of Onyx. The upgrade consists of a new scope called Oracle N-variant Scope for accuracy and a better designed and gripped handle.
Tactics
- Main article: Sniping
The Sniper Rifle is extremely powerful, but with a small combat load, it is not good practice to use this weapon against weaker enemies (Grunts, Drones). However, the Sniper's penetration capabilities and superb, long range accuracy makes it excellent for killing higher ranking enemies at long range, which, in turn, disorganizes and demoralizes the enemy troops, making combat against a large ground force much easier.
Campaign Recommendations
Take cover behind any rock or building (if any). Easily take aim and make sure you fire before the hostile sees you. Also stick to high ground (if any). Do not waste rounds on minor threats like Unggoys (Grunts) or shield bearing Kig-Yar (Jackals) since ammo is usually scarce. It usually takes 2 shots to kill a Brute Minor on all difficulties but for all other ranks, the number of headshots needed may change.
Multiplayer Recommendations
In Halo: Combat Evolved, effective use of the 99C-S2 in multiplayer takes a lot of practice. It is necessary to aim in front of a target to accommodate for server lag, how far one should aim in front depends on their angle onto the target and the amount of lag in the server. Targets are shot easiest when they are head on, moving directly toward you.
A head-shot will kill and enemy outright, regardless of shield. Night vision is best used in dark areas (obviously) but is useless in maps that have high color contrast. Good secondary weapons include the Human pistol which, when shot accurately dispose of an enemy in 3 shots regardless of shield. It's 2x zoom make it the perfect partner for the sniper rifle.
Use natural formations and buildings to snipe from, but move constantly and erratically (including jumping and crouching) to lower the effectiveness of counter-sniping. The fact that sniper rifle bullets leave a smoky trail is the weapons largest downside (apart from the small magazine capacity) it exposes one's position and alerts the enemy easily, constant position changing is advised to confuse the enemy. Also find something to hide behind while you reload, and reload when not shooting. Good snipers cover teammates and kill anyone who is chasing the person on your team with the flag (note: this is only for CTF).
Sniping is easier if you turn down your look sensitivity. Unfortunately this makes shotgun and other close quarters combat weapons are slightly harder to use in a chaotic environment.
Influence
The Sniper Rifle appears to be heavily inspired by (if not directly copied from) the South African NTW-20 , (most notably the Denel NTW-20), and the M107 Special Application Scoped Rifle. Many of the features present in the Halo version are included in both weapons, such as the recoil-dampening piston, the general look of the receiver, the magazine placement, muzzle brake and many other attributes. In addition, the round (14.5 × 114mm) is an actual rifle cartridge, developed by the Russian Army for Anti-Tank Rifles, Heavy Machine Guns, and Sniper Rifles. However, the real 14.5 mm round has a standard cartridge design, whereas the round used in Halo is an APFSDS round (Armor-Piercing, Fin-Stabilized, Discarding Sabot).
The Sniper Rifle appears to takes its APFSDS ammunition concept from the Steyr IWS 2000. It fires a 15.2 mm Steyr Armor Piercing Fin Stabilized Discarding Sabot.
Character Compatibility
- Elites
- Spartans
- Marines
- Drones(have animation but not used)
- Flood Combat Form (Human)
- Flood Combat Form (Elite)
Trivia
- Linda-058 changes the sniper's ammo size to .450-caliber in Halo: The Fall of Reach. In fact, she shoots many more rounds than simply four bullets at a time.
- In the novel Halo: Ghost of Onyx, the Spartan-IIs and IIIs utilise grapple rounds in place of standard ammunition. These rounds are described as harpoon-like shafts attached to braided monoline rope which is coiled in a bag.
- "Robert McLees is definitely the go-to guy for the gun stuff," says William O' Brien, part of Halo 2's animation team, "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." Despite the fact that Mr. McLees is wrong, and that situational adjustment and maintenance of weapon systems in the field is necessary for engaging targets at different ranges, and is one purpose of a recon or STA team pre-scouting an area, and working up variables and distances prior to engagement; and if the settings are offed somehow, they can quickly be readjusted by an experienced operator.
- The Sniper Rifle is closely related to the NTW-20.
- One possible reason that the Halo: Combat Evolved Sniper Rifle has a night-vision setting, is that, like the rest of the equipment available on board, was upgraded for the Spartans' mission. Also, Linda-058 needed specialized equipment, so the stock of snipers may have been upgraded for her.
References
- ^ Halo: The Fall of Reach, page 80
Related Pages
- SRS99D-S2 AM Sniper Rifle - A newer variant of the SRS99C.