Okarda'phaa-pattern plasma rifle: Difference between revisions
From Halopedia, the Halo wiki
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||[[Battle Rifle]] or [[Covenant Carbine]]|| While using either of these weapons, strafe back and forth at long range while firing. The longer range of the Battle Rifle or Carbine should be sufficient to neutralize the plasma rifle user, and strafing will help combat the long streams of incoming fire or the occasional plasma grenade. | ||[[Battle Rifle]] or [[Covenant Carbine]]|| While using either of these weapons, strafe back and forth at long range while firing. The longer range of the Battle Rifle or Carbine should be sufficient to neutralize the plasma rifle user, and strafing will help combat the long streams of incoming fire or the occasional plasma grenade. | ||
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||[[ | ||[[MA5C]] || This weapon has good accuracy and a high rate of fire just like the Plasma Rifle. This weapon is more or less equal to the Plasma rifle although it cant be dual wielded. | ||
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||[[Beam Rifle]] or [[Sniper Rifle]] || Although experienced plasma rifle users will retreat to cover if they detect a sniper, it is easy to pick off unwary hostiles from long range in open cover, or to "kill-steal" while a teammate or enemy engages the plasma rifle user. | ||[[Beam Rifle]] or [[Sniper Rifle]] || Although experienced plasma rifle users will retreat to cover if they detect a sniper, it is easy to pick off unwary hostiles from long range in open cover, or to "kill-steal" while a teammate or enemy engages the plasma rifle user. |
Revision as of 17:02, August 1, 2007
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Template:Weapon
The Plasma Rifle is a ground firearm of the Covenant army. It is a common light weapon in the Covenant army, primarily wielded by Elites. The Plasma Rifle uses plasma technology instead of projectile ammunition, firing directed energy bolts. This means that the weapon draws from a power source to generate its energy projectiles rather then firing individual metal projectiles like modern guns. The core power output of these projectiles is 100-150 Kv @ 2-3 dA, and the rate of fire is 420 to 600 rounds per minute.[1] The Plasma Rifle is particularly effective against shielded bipedal opponents.
Advantages
Like other plasma weapons, the Plasma Rifle is effective at depleting shields, though not as effectively as the Plasma Pistol. The Plasma Rifle is also able to be dual wielded. The Plasma Rifle is also effective against Infection form Flood.
Disadvantages
The Plasma Rifle's high rate of fire heats the weapon up, and prolonged use will overheat the rifle rendering it useless for a brief period of time.[2] Firing in full-auto mode will cause the weapon to overheat much faster than rapidly firing in semi-auto mode. It is said that the weapon's power source can be replaced or recharged when depleted, but the humans in the Halo universe lack the knowledge to do such things.[1][3]
Because of this incapability, the Master Chief and other human users of the Plasma Rifle must abandon it when it is depleted of energy. The ability to play as the Covenant Arbiter in Halo 2 does not bring with it the ability to recharge the weapon — users must still abandon the weapon when it's out of power.[1] This weapon appears in both Halo games, although it is changed slightly.
This weapon is also horribly ineffective at fighting the Flood,[3] as it takes multiple hits to knock a Combat Form down. In Halo 2, the Plasma Rifle has been made even more underpowered, but it is balanced with faster firing and dual wielding. The Plasma Rifle, like most plasma weapons, is also quite ineffective at finishing off unshielded enemies.
Description
Halo: Combat Evolved
The Plasma Rifle in the original Halo game is far more powerful and accurate than the its Halo 2 counter-part. Furthermore, the weapon held a unique ability to stun opponents that were hit by the high velocity plasma rounds.[3] This effect greatly reduces the victim's ability to move and dodge the incoming projectiles and allows the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt when the weapon is fired in its automatic mode. While stunned, the weapon will often overheat before the opponent was completely killed. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. In Campaign mode, the Plasma Rifle is best used against the Sentinels. It should also be noted that this weapon behaved more like a rifle, having about twice the range of its successor.
Halo 2
Halo 2's Plasma Rifle is not as powerful or accurate as its predecessor and lacks the ability to stun. These drawbacks are compensated by the ability to dual wield the weapon, allowing it to be paired with a wide variety of other weapons from Halo 2 and creating powerful combinations. The changes to the weapon are directly related to the inclusion of dual wielding. For purposes of balance, the Plasma Rifle, along with many others from Halo: Combat Evolved, was tweaked to better fit the new game's fighting style. The weapon takes an opponent's shields off with five shots, but it takes many more to kill. This version of the plasma rifle behaves more as a Sub-Machine Gun rather than a rifle.
Plasma Rifles are also the basis for several other weapon systems, including the Plasma Turrets on Wraiths and Ghosts.[1] The weapon is not to be confused with the Brute Plasma Rifle, which is red instead of blue. The Brute Plasma Rifle does more damage than the Plasma Rifle, but overheats more quickly than its counterpart.[2]
Halo 3
In Halo 3, Plasma Rifles are made more powerful. Their bolts are graphically redesigned to be more vivid. The bolts seem to travel faster than those of previous versions, reducing the need to lead the shots at midrange.
A Plasma Rifle and its counterparts, the Human M7 SMG and the Brute Spiker. |
Character Compatibility
- Elites
- Spartans
- Brutes
- Grunts
- Jackals
- Marines
- Drones (have animation but not used)
- Flood Combat Form (Human)
- Flood Combat Form (Elite)
Counterweapons
Counter-Plasma Rifle Tactics | ||||
---|---|---|---|---|
Battle Rifle or Covenant Carbine | While using either of these weapons, strafe back and forth at long range while firing. The longer range of the Battle Rifle or Carbine should be sufficient to neutralize the plasma rifle user, and strafing will help combat the long streams of incoming fire or the occasional plasma grenade. | – | MA5C | This weapon has good accuracy and a high rate of fire just like the Plasma Rifle. This weapon is more or less equal to the Plasma rifle although it cant be dual wielded. |
Beam Rifle or Sniper Rifle | Although experienced plasma rifle users will retreat to cover if they detect a sniper, it is easy to pick off unwary hostiles from long range in open cover, or to "kill-steal" while a teammate or enemy engages the plasma rifle user. | |||
Energy Sword or Shotgun | While the plasma rifle may seem ineffectual to close range specialists, you must be wary of the plasma grenades that may adhere to and destroy you. The best tactic is to move in close, as the stress of battle will negate the threat of these grenades. Engagement at medium-close ranges can lead to a deadly plasma firefight that could possibly kill the inexperienced sword-wielder. | |||
M6D HE Pistol | In Halo: Combat Evolved only, the M6D is one of the most powerful weapons, and can successfully counter. |