Sniper Rifle System 99D-Series 2 Anti-Matériel

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Sniper Rifle System 99D-Series 2 Anti-Matériel
H3-SRS99DS2AM-SniperRifleSide.png
Production overview

Manufacturer:

Misriah Armory

Model series:

SRS99 Series

Type:

Anti-matériel sniper rifle

Specifications

Length:

187.5 centimeters

Ammunition type:

14.5x114mm APFSDS (Armor-piercing, fin-stabilized, discarding sabot rounds)

Feed system:

4-round detachable box magazine

Operation:

Gas-operated

Effective range:

2300 Meters

Service history

Affiliation:

United Nations Space Command

 
"What the hell am I supposed to do with this inside a Covenant ship?"
Kojo Agu[1]

The Sniper Rifle System 99D-S2 Anti-Matériel, abbreviated SRS99D-S2 AM, is an anti-personnel weapon system used by the United Nations Space Command.[2] It is produced by Misriah Armory as part of its SRS99 Series.

Contents

[edit] Design details

SRS99D-S2 AM sniper rifles being assembled at Misriah Armory on Mars.
Main article: SRS99 Series

The SRS99D-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 SRS99D is about 187.5cm long and is completely modular.

The SRS99D has some notable changes from the SRS99C models. First off, it is fitted with a 5x and 10x optic that shows realtime images in infrared vision when not looking through it. When looking through it, the scope shows a target's distance and elevation. The SRS99D also has an altered foregrip and stock as well as an altered body and sports a trigger guard. The barrel also now has an iron sight. This weapon does not possess a safety and has a frame that serves as a carrying handle as well as a scope protector and a folding bipod located in front of the magazine on the underside of the rifle.

[edit] Gameplay

[edit] Advantages

The Sniper Rifle System 99D-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 99D-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.

[edit] Disadvantages

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 99D-Series 2 Anti-Matériel is also largely ineffective against most Flood forms, due to their body organization; damage done by the Sniper Rifle System 99D-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 99D-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.


[edit] Changes

[edit] Changes from the SRS99C (Halo 2)

  • Overall higher damage and slower fire rate.
  • New muzzle brake with front iron sight.
  • Handguard, body, and stock has been altered.
  • The scope now shows real-time with an LCD screen and infrared vision.
  • It now has a trigger guard.
  • The SRS99D-S2 AM now has a new flat matte black color finish to it.
  • Recoil affects aim.

[edit] Gameplay tactics

Main article: Sniping

[edit] Campaign

  • In the mission Sierra 117, there is a downed Pelican at Rally Point Alpha. There is a UNSC supply box with two sniper rifles. These can be useful when you get to the dam.
  • After the Hunter encounter on The Storm where you must face a hammer wielding Brute Chieftain the room to the far left contains a sniper rifle. Breaking the window will allow you to snipe Covenant forces.
  • Because the sniper rifle is extremely powerful, but has a small combat load, it is not good practice to use this weapon against weaker enemies (i.e. Grunts, Jackals). However, the sniper rifle's penetration capabilities and superb, long range accuracy make it excellent for killing higher ranking enemies at long range like Brutes and Hunters, which, in turn, disorganizes and demoralizes the enemy troops, making combat against a large ground force easier.
  • Sniping fallen grenades when enemies are close by is also an effective strategy.

[edit] Multiplayer

  • If an enemy will be very difficult to snipe, don't waste a round on them. Wait until they're an easier target, or just switch your attention to another target.
  • Have a sniper set their sights on the enemy base in a CTF match, as they can take out enemy snipers and other defenders. That way, their team mates can swoop in and grab the flag.
  • If you can get a couple of players to cooperate, you can get to hard to access areas on maps like Valhalla, Longshore and Last Resort and snipe without worry that close range weapons like the shotgun flush you out.
  • The Sniper Rifle shot can be used in close combat as a shield remover, followed by a melee which will kill your opponent.
  • Always take your shots carefully with the sniper rifle. If you are unable to perform headshots, always aim for the body. The key to sniping is simply getting the kill, not getting a headshot every time.
  • Always carry a secondary close ranged weapon such as an Assault Rifle or SMG. Even more preferable are a shotgun or a Battle Rifle.
  • When playing Team Snipers, take your shot and then move elsewhere, so your location is not given away.

[edit] Trivia

  • Unlike the SRS99C-S2 AM Sniper Rifle, the more recent sniper rifles lack a night vision function. This may be because of the differences in the weapon or because this version is not intended for use at night.
  • When you melee the rifle, the LCD screen, if watched a second before it stops moving, will still be pointing the direction you're facing, not where the scope is facing.
  • The max range of the scope's range-finder is approximately 275m. The max distance the reticule will turn red on enemies is approximately 142m.
  • The Laser Designator uses the SRS99D's stock and handle/grip in the production of Halo: Landfall.
  • When throwing a piece of equipment, such as a Tripmine or Power Drain, the biped will appear to sink into the rifle and disappear until the throwing animation is finished.
  • In Halo: Combat Evolved and Halo 2, a cyan logo identical to the "trinity" emblem can be found on the stock of the Sniper Rifle System 99C-S2 AM. However, in Halo 3, the emblem is absent from the SRS99D. In part 1 of the Arms Race video trilogy, the SRS99D can be seen being made at Misriah Armory on Mars. However, the "Trinity" logo is seen on the rifle in the Halo 3 game booklet as well as in the Arms Race Part 1, where it is found on the stock of the "second" rifle in the magazine, and in part 3, it is visible on the stock of the rifle when T. Rymann uses it to kill the Brutes.

[edit] Gallery

[edit] List of appearances

[edit] Sources

  1. ^ Halo 3: ODST, campaign level, Prepare to Drop
  2. ^ Halo 3 manual

[edit] See also