Sniper Rifle System 99C-Series 2 Anti-Matériel
|Sniper Rifle System 99C-Series 2 Anti-Matériel|
Anti-matériel sniper rifle
14.5x114mm APFSDS (Armor-piercing, fin-stabilized, discarding sabot rounds)
4-round detachable box magazine
 Design details
- Main article: SRS99 Series
The SRS99C-S2 AM is a semi-automatic, gas-operated sniper rifle that fires 14.5mm x 114mm APFSDS rounds from a 4-round magazine. It is, alongside its primary Covenant counterpart, the Type-50 particle beam rifle, the most accurate and arguably the most powerful small-arms weapon in either arsenal. The rifle features a barrel about 187.5cm long and is completely interchangeable.
 SRS99C-S2 AMB
The Sniper Rifle System 99C-S2 Anti-Matériel B, abbreviated as SRS99C-S2 AMB Sniper Rifle, is a configuration of the SRS99C-S2 AM Sniper Rifle. The AMB variant includes a different scope and a better designed grip for stability and accuracy. It is slightly shorter than the base model (of 187.5 centimeters), measuring to 168.5 centimeters.
The Sniper Rifle System 99C-Series 2 Anti-Matériel is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. 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 shielding system.
By far, one of its most useful applications is taking out higher-ranking targets from long range to destabilize their squad's discipline and morale. A headshot will kill any Covenant infantry except a high-ranking Elite or Brute. Hunters fall from two shots to their unarmored torso or neck. This does not account for The Flood, however, due to their morphology. The Flood can, however, be rendered harmless by removing their limbs or by placing a round into the embedded infection form. In multiplayer, the Sniper Rifle System 99C-Series 2 Anti-Matériel can be highly effective at close range in the hands of a skilled operator, as the highly damaging round is just as powerful at close range; a single round followed by a melee strike will kill a hostile almost instantly.
The rifle's projectile has a slight travel time at great distances, and requires practice to use effectively at range. When used in close quarters, its 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. The Sniper Rifle System 99C-Series 2 Anti-Matériel is also largely ineffective against most Flood forms, due to their body organization; damage done by the Sniper Rifle System 99C-Series 2 Anti-Matériel is minimal to the Flood forms and would only cause the Flood form to flinch for a moment. It is often recommended for operators to simply switch to other weapons should they encounter a Flood form.
Rounds fired by the Sniper Rifle System 99C-Series 2 Anti-Matériel leave a trail that could be traced back to the sniper's location. The rifle is fatally ineffective against even light-skinned and unarmored vehicles (belying its designation as an anti-matériel weapon) unless a shot can be taken on the vehicle's occupants, except for Wraiths.
 Changes from Halo: Combat Evolved to Halo PC
- Maximum telescopic zoom reduced from 10x to 8x.
 Changes from Halo: Combat Evolved to Halo: Combat Evolved Anniversary
- Replaced by the SRS 99 AM from Halo: Reach. Performs identically in gameplay.
- Reticule is significantly larger.
 Changes from Halo: Combat Evolved to Halo 2
- Minor cosmetic changes and shorter overall length. Rifle identified as "AMB" variant.
- Decreased max magazine capacity down from 28 to 24.
- Medium telescopic zoom increased from 2x to 5x.
- Night vision function has been removed.
 Gameplay tactics
- Main article: Sniping
The SRS99C-S2 sniper rifle is extremely powerful, but with a small combat load, it is not good practice to use this weapon against weaker enemies (i.e. Grunts, Drones). However, the sniper rifle'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.
- 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 Grunts or shield-bearing Jackals since ammo is usually scarce and you can kill them easily with other weapons too. Even from a distance, the pistol can usually take care of them in one headshot.
- A good setup in Covenant levels is to take sniper rifle for longer range and difficult foes, such as Elites. A secondary weapon can be anything you feel good to take out minor foes like Jackals and Grunts. The M6D pistol is an excellent secondary weapon, because of the accuracy, stopping power and zoom function. This pistol negates the need of sniper rifle for short range combat, thus saving its scarce ammo, so you can use it against Zealots, Ultras, Major Elites, etc.
- In Flood levels, the sniper rifle should be ignored, as the rounds pass through combat and carrier forms, doing little to no damage at all. However, in levels that include both enemies (Covenant and Flood units), one could bring the sniper rifle for Covenant enemies and the M90 Close Assault Weapon System (or other weapon that the player feels good to use against flood), to maximize damage against both foes.
- The sniper rifle is more than capable of killing in one or two shots on its own. One headshot from either weapon can kill an unshielded enemy (more shots from the pistol may be required for higher-ranking enemies, but its higher rate of fire and more plentiful ammo compensate for this).
- In Halo: Combat Evolved, effective use of the sniper rifle 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 an 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 M6D Pistol which can, when shot accurately dispose of an enemy in 3 shots regardless of shield. Its 2x zoom make it the perfect partner for the SRS99C-S2 AM.
- 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 14.5x114mm rounds 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. Find something to hide behind while you reload, and reload when not in a firefight. Good snipers cover teammates and kill anyone who is chasing the person on your team with the flag (note: this is only for CTF).
- 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."
- 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 down 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.
 List of appearances
- ^ Halo: The Fall of Reach, page 80