Eos'Mak-pattern plasma pistol: Difference between revisions

addressing references and facts.
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{{Era|H1|H2|H3|HW|H3R|RE|FOR|TF|HGN|CH|GOO|TCP|FS|HE|LE|}}
{{Era|H1|H2|H3|HW|H3R|RE|FOR|TF|HGN|CH|GOO|TCP|FS|HE|LE|}}
{{Ratings}}
{{Ratings}}
{{Cleanup}}
{{references}}
{{Weapon
{{Weapon
|image=[[File:HaloReach - Plasma Pistol.png|300px]]
|image=[[File:HaloReach - Plasma Pistol.png|300px]]
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|cost=
|cost=
|size=Handheld, Single Handed ([[Dual Wield]]able)
|size=Handheld, Single Handed ([[Dual Wield]]able)
*Length (o/a): 34.4 cm (13.5 in.)
*Length (o/a):{{Convert|34.4|cm|in}}<ref name="bung"/>
*Weight: 3.5 kg (7.75 lbs)
*Width:{{Convert|6.4|cm|in}}<ref name="sloftus">'''[http://halo.bungie.org/misc/sloftus_covweapons/ Stephen Loftus Plasma Pistol article]'''</ref>
*Width: 6.4 centimeters
*Height:{{Convert|27.7|cm|in}}<ref name="sloftus"/>
*Height: 27.7 centimeters
*Weight:{{Convert|27.7|kg|lb}}<ref name="bung"/>
*Damage per hit: Low, Completely drains shields (overcharged)
*Damage per hit: Medium
*7 DU (uncharged) (''Halo: Combat Evolved'')
*15 DU (overcharged)<ref>http://www.bungie.net/Games/HaloPC/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2</ref>
|magazine=100 battery units (200 shots)
|magazine=100 battery units (200 shots)
|maxammo=100 battery units (200 shots)
|maxammo=100 battery units (200 shots)
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*Overcharged: Slight Homing
*Overcharged: Slight Homing
|range=Close to Medium
|range=Close to Medium
*50 meters (164 ft)
*{{Convert|50|m|ft}}<ref name="bung"/>
|era=
|era=
|counterpart=
|counterpart=
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{{Quote|The Type-25 DEP is the bread and butter of [[Covenant Empire|Covenant]] small arms — almost as common as the [[MA5 Series|MA5]] is with the [[United Nations Space Command|UNSC]]. After the [[Regret's Carrier|Covenant Carrier]] jumped there were some areas of [[Mombasa]] where plasma pistols covered the ground like leaves—that maneuver killed a bunch of dudes on both sides.|Unnamed UNSC Serviceman}}
{{Quote|The Type-25 DEP is the bread and butter of [[Covenant Empire|Covenant]] small arms — almost as common as the [[MA5 Series|MA5]] is with the [[United Nations Space Command|UNSC]]. After the [[Regret's Carrier|Covenant Carrier]] jumped there were some areas of [[Mombasa]] where plasma pistols covered the ground like leaves—that maneuver killed a bunch of dudes on both sides.|Unnamed UNSC Serviceman}}


The '''Type-25 Directed Energy Pistol''', or '''Plasma Pistol''', is a Covenant infantry firearm, carried commonly by the smaller species, such as the [[Unggoy]], [[Kig-yar]], and the [[Yanme'e]], as well as occasional sidearms for larger species' such as the [[Sangheili]] and [[Jiralhanae]].<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol</ref>
The '''Type-25 Directed Energy Pistol'''<ref name="bung">'''[http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol Bungie.net Plasma Pistol Article]'''</ref>, also known as the '''Plasma Pistol''', is a Covenant infantry firearm, carried commonly by the smaller species, such as the [[Unggoy]], [[Kig-yar]], and the [[Yanme'e]], as well as occasional sidearms for larger species' such as the [[Sangheili]] and [[Jiralhanae]].


==Design Details==
==Design Details==
[[File:Plasma-pistol.png|thumb|left|130px|A blueprint of a plasma pistol.]]
[[File:Plasma-pistol.png|thumb|left|130px|A blueprint of a plasma pistol.]]
The '''Plasma Pistol''' is a Covenant [[Directed Energy Weapon]] that uses a superheated ionized gas called [[Plasma]] instead of projectile ammunition. The weapon is powered by a battery cell and uses [[Hydrogen Fluoride]] as a source of fuel.<ref>'''[[Halo: Contact Harvest]]''' ''page 163''</ref> The weapon has a power output of 100-150 KV @ 2~3 dA, but when overcharged, the power output is 1.5 MV @ 2~3 dA.<ref name="bung"/> The Type-25 DEP is a semi-automatic weapon using a single collimator design that gives the weapon its smooth and aerodynamic, claw like appearance. The Type-25 DEPs functionality is straight forward, the rear section of the pistol has a holographic display which indicates temperature as the weapon is fired — in the center of the holographic display is a small red pad, this pad is the Type-25 DEPs safety and activation mechanism. Before the plasma pistol can be fired the user must place his thumb on the pad, the pistol than activates and can be fired. On the left side is another small red button this opens the top heating vent and allows access to the internal components of the Type-25 DEP. The Type-25 DEP is a standard-issue for lower-ranking Covenant infantry such Unggoy, Kig-Yar and Yamne'e<ref name="ency">'''[[Halo Encyclopedia]]''' ''page 320''</ref>, but is occasionally used by higher ranking species within the Covenant such as [[Ossoona]] Elites<ref>'''[[Halo: The Flood]]''' ''page 28''</ref>; as such, it is the most commonly encountered Covenant energy weapon.<ref name="ency"/>


The '''Plasma Pistol''' is a Covenant [[Directed Energy Weapon]] that uses superheated ionized gas called [[plasma]] rather than traditional [[Human]] ballistic ammunition. The weapon has a power output of 100-150 KV @ 2~3 dA, but when overcharged, the power output is 1.5 MV @ 2~3 dA. The Type-25 DEP is a standard-issue for lower-ranking Covenant infantry such Unggoy, Kig-Yar and Yamne'e, but is occasionally used by higher ranking species within the Covenant such as [[Ossoona]] Elites; as such, it is the most commonly encountered Covenant energy weapon. If fired quickly enough, the Plasma Pistol is capable of firing at the same rate of fire as the [[Type-25 Directed Energy Rifle|Type-25 DER]]. Against UNSC infantry, the Type-25 Pistol's lethality to personnel is extreme; injuries inflicted to the victim are severe third-degree burns and in some cases, fourth degree burns, with the wound being cauterized instantly upon impact. Even near misses will produce severe burns and heat trauma. Should the plasma impact an object, the impact can create molten fragments that may come into contact with a victim, with crippling or lethal effect. Generally two hits from either a Plasma Pistol or [[Plasma Rifle]] will kill a light or unarmored target. The Type-25 Pistol also has the ability to charge a single superheated bolt, which can instantly deplete almost any form of [[Energy Shield|energy shielding]] and disable [[vehicle]] mechanics temporarily, and if an overcharged bolt were to hit a flesh-based target, it will result in an instant kill. This high-powered shot makes the Plasma Pistol a formidable strategic weapon, however like its counterpart, over-extended periods of fire will overheat the weapon. In the context of the ''Halo'' games, all of the plasma weapons' strength and lethality are compensated for both the sake of ESRB rating and gameplay.
Against infantry, the lethality of the Type-25 Directed Energy Pistol is extreme. Injuries inflicted to a victim are severe third-degree burns, this level of injury causes the wound to be cauterized instantly upon impact.<ref>'''[[Halo: The Fall of Reach]]''' ''pages 328''</ref> Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact<ref>'''[[Halo: The Flood]]''' ''page 22''</ref>, fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small explosions causing additional damage to the target. Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.<ref>'''[[Halo: Ghosts of Onyx]]''' ''page 19''</ref><ref name="reach">'''[[Halo: The Fall of Reach]]''' '''page 315'''</ref> Should the plasma impact an object, the impact can cause splash damage creating debris both non-heated and heated that may come into contact with a target, with a crippling or lethal effect.<ref>'''[[Halo: The Cole Protocol]]''' ''page 15''</ref> Generally two hits from either a Plasma Pistol or Plasma Rifle will kill a light or unarmored target. The Type-25 Pistol also has the ability to charge a single superheated bolt, which can instantly deplete almost any form of [[Energy Shield|energy shielding]]<ref>'''[[Halo: First Strike]]''' ''page 116''</ref> and disable [[vehicle]] mechanics temporarily, and if an overcharged bolt were to hit a flesh-based target, it will result in an instant kill.<ref>'''[[Halo: The Flood]]''' ''page 81''</ref> This high-powered shot makes the Plasma Pistol a formidable strategic weapon, however like its counterpart, over-extended periods of fire will overheat the weapon. In the context of the ''Halo'' games, all of the plasma weapons' strength and lethality are compensated for both the sake of ESRB rating and gameplay.  


===Advantages===
===Advantages===
The Plasma Pistol is a close- to mid-range weapon, and as such can inflict high damage at range. The Plasma Pistol can also be used at long range if the user fires slowly and aims carefully by leading the target. The Plasma Pistol is extremely efficient at killing "soft" targets, while dealing large amounts of damage to a heavily armored target. Its overcharge ability is extremely dangerous to shielded infantry, and to non-shielded infantry. Because of the extreme temperatures released, a vehicle running on a hydrogen engine, or one that is lightly covered, can be damaged or disabled if the bolt hits it. When compared to the Plasma Rifle, the Plasma Pistol's non-overcharged firing mode is far more accurate at medium and long ranges, although the plasma projectiles tend to arc downward at long range. SPARTAN-IIs, SPARTAN-IIIs and Elites have the ability to dual-wield Plasma Pistols, doubling their efficiency in close- to mid-range combat situations. If fired fast enough, the high velocity bolts coupled with its kinetic impact to a target can temporarily stun a target like a SPARTAN-II.
The Plasma Pistol is a close-to medium range weapon, and as such can inflict high damage at range. The Plasma Pistol can also be used at long range if the user fires slowly and aims carefully by leading the target. The Plasma Pistol is extremely efficient at killing "soft" targets, while dealing large amounts of damage to a heavily armored target. Its overcharge ability is extremely dangerous to shielded infantry, and to non-shielded infantry. Because of the extreme temperatures released, a vehicle running on a hydrogen engine, or one that is lightly covered, can be damaged or disabled if the bolt hits it — in addition to the high temperatures, the electromagnetic bottle containing the plasma can produce an EMP which can disable any electronic device within range. When compared to the Plasma Rifle, the Plasma Pistol's non-overcharged firing mode is far more accurate at medium and long ranges, although the plasma projectiles tend to arc downward at long range. SPARTAN-IIs, SPARTAN-IIIs and Elites have the ability to dual-wield Plasma Pistols, doubling their efficiency in close- to mid-range combat situations. If fired fast enough, the high velocity of the plasma projectile coupled with the force of the kinetic impact, can knock over, or stun infantry.  


===Disadvantages===
===Disadvantages===
The Plasma Pistol, when fired continuously, or when an overcharged bolt is fired, will overheat because of the rapid cycling, loading, ignition, and release sequence of energy. To prevent the weapon from being damaged, the Type-25 DEP temporarily shuts down and opens a cooling vent to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon temporarily inoperable. Infantry who are not aware of the function of the Plasma Pistol can get killed because of this. Human military experts and scientists do not understand how Covenant plasma weapons work, or how they are recharged; as such when the battery is depleted the Plasma Pistol must be discarded or replaced. At 10% charge level the Plasma Pistol will begin to misfire, this is due to the battery's inability to deliver enough energy to start and complete the ignition and release phase of operation. As such this hampers the operators use of the weapon. Continuously holding down the trigger while in overcharge mode will rapidly deplete the energy source, and if not careful the weapon can be wasted before firing a single round. Another disadvantage is its short range which is about 10-25 meters depending on the charge level.
The Plasma Pistol, when fired continuously, or when an overcharged bolt is fired, will overheat because of the rapid cycling, loading, ignition, and release sequence of energy. To prevent the weapon from being damaged, the Type-25 DEP temporarily shuts down and opens a cooling vent to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon temporarily inoperable. Infantry who are not aware of the function of the Plasma Pistol can get killed because of this. Human military experts and scientists do not understand how Covenant plasma weapons work, or how they are recharged; as such when the battery is depleted the Plasma Pistol must be discarded or replaced. At 10% charge level the Plasma Pistol will begin to misfire, this is due to the battery's inability to deliver enough energy to start and complete the ignition and release phase of operation. As such this hampers the operators use of the weapon. Continuously holding down the trigger while in overcharge mode will rapidly deplete the energy source, and if not careful the weapon can be wasted before firing a single round. Another disadvantage is its short range which is about 10-25 meters depending on the charge level.


Although the the Plasma Pistol can strike a target at long ranges, it is not suited for long-range combat, due to two distinct properties of the weapon's operation. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt. The second factor is speed; the faster the bolt travels, the farther the bolt will go before the magnetic field becomes unstable, causing the temperature of the Plasma to cool, reducing the damage the bolt could cause. Once the bolt reaches its maximum range of 164 ft the magnetic field containing the plasma collapses, dissipating the contained plasma. As the bolt travels longer it loses velocity and kinetic energy also reducing the damage potential of the Plasma Pistol.
Although the the Plasma Pistol can strike a target at long ranges, it is not suited for long-range combat, due to two distinct properties of the weapon's operation. The first is the rate of thermal expansion which is determined by the rate of the bloom of the bolt, blooming is the result of plasma breakdown in the air at energy densities of around a megajoule per cubic centimeter. This effect causes the plasma to defocus and disperse energy into the atmosphere. It can be more severe if there is fog, smoke, or dust in the air. As the bolt is accelerated away from the "barrel" of the weapon the plasma begins to decay as a result of the weakening magnetic field. Speed also factors in to this, the faster the bolt is accelerated, the farther the bolt will travel before the temperature of plasma begins to decay and the magnetic field becomes unstable and finally dissipates. As the bolt loses velocity it also loses kinetic damage as it travels longer distances.  


===Influences===
===Influences===
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==Changes==
==Changes==
The Plasma Pistol in [[Halo: Combat Evolved]] is far more powerful and accurate than its ''Halo 2'' and ''Halo 3'' counterparts, the weapon holds a unique ability to stun opponents that are hit by high-velocity plasma rounds, thus greatly reducing the opponent's mobility and allowing the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt with continuous fire. While stunned, the weapon will often overheat before the opponent is killed. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. In Campaign, the Plasma Pistol is best used against Sentinels and Elites, as the overcharge feature will quickly deplete the energy shield of the Elite, or destroy the Sentinel.
The Plasma Pistol makes its first appearance in [[Halo: Combat Evolved]] and is far more powerful and accurate than its ''Halo 2'' and ''Halo 3'' counterparts, the weapon holds a unique ability to stun opponents that are hit by high-velocity plasma projectiles, thus greatly reducing the opponent's mobility and allowing the user to easily hold the opponent in the weapon's firing arc. However, the drawback was that this effect is only felt with continuous fire. While stunned, the weapon will often overheat before the opponent is killed. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. In Campaign, the Plasma Pistol is best used against Sentinels and Elites, as the overcharge feature will quickly deplete the energy shield of the Elite, or destroy the Sentinel. The tracking abilities of the overcharged shots have varied as well. While they have a slight homing ability in ''Halo CE'' and ''Halo 3'', they are extremely potent 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, standard shots are much weaker in ''[[Halo 2]]'' and ''[[Halo 3]]'' than in [[Halo: Combat Evolved]]. In fact, in ''Combat Evolved'' the plasma pistol does more damage than the plasma rifle, the trade-off being it's lack of full-auto fire. The tracking abilities of the overcharged shots have varied as well. While they have a slight homing ability in ''Halo'':&nbsp;''CE'' and ''Halo 3'', they are extremely potent in ''Halo 2''.


===Changes from Halo: Combat Evolved to [[Halo 2]]===
===Changes from Halo: Combat Evolved to [[Halo 2]]===
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*Overload shot contrail was removed.
*Overload shot contrail was removed.
*Rate of fire of standard shots are slower than the ''Halo: CE'' counterpart.
*Rate of fire of standard shots are slower than the ''Halo: CE'' counterpart.
*Overloads charges up noticeably slower
*Overcharge charges up noticeably slower.
*Overload is slower but tracks much better.
*Overcharge is slower but tracks much better.
*Overloads do not kick up as much dirt, dust, sparks and debris as the ''Halo: CE'' counterpart.
*Overloads do not kick up as much dirt, dust, sparks and debris as the ''Halo: CE'' counterpart.
*Overloads do no damage to unshielded targets.
*Overcharge bolt does no damage to unshielded targets.
*It can now be dual-wielded.
*The plasma pistol can now be dual-wielded.
*Standard shots are noticeably weaker.
*Standard shots are noticeably weaker.
*Green electricity is present between the "prongs" of the Plasma Pistol.
*Green electricity is present between the "prongs" of the Plasma Pistol.
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*When wielded, if you look at the shadow of the Plasma Pistol, you can see a little "cap" on the posterior end, which is actually the overheating hologram.
*When wielded, if you look at the shadow of the Plasma Pistol, you can see a little "cap" on the posterior end, which is actually the overheating hologram.
*The overcharged shot resembles the one from ''Halo: CE'', as it has a longer contrail than the ''Halo 2'' overcharged shot, albeit much more detailed.
*The overcharged shot resembles the one from ''Halo: CE'', as it has a longer contrail than the ''Halo 2'' overcharged shot, albeit much more detailed.
*The plasma pistol is ''marginally'' weaker than it was in ''Halo 2'', often requiring 1 extra shot to kill most enemies compared to in ''Halo 2'' (for example requiring 9 shots to kill a [[Major Grunt]] instead of just 8 shots).
*The plasma pistol is ''marginally'' weaker than it was in ''Halo 2'', often requiring 1 extra shot to kill most enemies compared to in ''Halo 2''.
*The plasma pistol does the same amount of damage as the assault rifle against unshielded enemies; on [[Heroic]] difficulty, both the plasma pistol and assault rifle take 5 shots to kill a [[Minor Grunt]], and 9 shots to kill a [[Major Grunt]] or [[Jackal]].
*The plasma pistol does the same amount of damage as the assault rifle against unshielded enemies; on [[Heroic]] difficulty, both the plasma pistol and assault rifle take 5 shots to kill a [[Minor Grunt]], and 9 shots to kill a [[Major Grunt]] or [[Jackal]].
===Changes from Halo 3 to [[Halo Wars]]===
===Changes from Halo 3 to [[Halo Wars]]===
*Plasma Pistols do not drain shields instantly, even when overcharged.
*Plasma Pistols do not drain shields instantly, even when overcharged.
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*Jackals are not capable of using them.
*Jackals are not capable of using them.
*Sangheili are not capable of using them.
*Sangheili are not capable of using them.
*Upon death, the Prophet of Regret doesn't drop a Plasma Pistol like in ''Halo 2''.
 
===Changes from ''Halo: 3'' to ''[[Halo: Reach]]''===
===Changes from ''Halo: 3'' to ''[[Halo: Reach]]''===
*It has a small raised section on the top, presumably an iron sight. Notably, it also resembles a trigger button, much like the ones seen on an [[Xbox 360]] controller.
*The strength of the plasma pistol has been increased and now only takes 4 shots to kill an unshielded Spartan.
*The plasma pistol has received a graphical overhaul with noticeable changes to its design.
*Overcharge bolt tracking has been reduced, however the bolt now travels faster in order to compensate to the weaker tracking.
*It has a small raised section on the top, presumably an iron sight.
*It has a much more defined grip on the lower section than in previous games.
*It has a much more defined grip on the lower section than in previous games.
*When it is fully charged, it has a slight area-of-effect damage.
*The overcharge bolt now has a minor area-of-effect damage.
*It can kill unshielded enemies faster and does more damage than the Halo 3 version.
*The plasma pistol now has a higher rate of fire doubling its efficiency.
*It has a higher rate of fire.


==Tactics==
==Tactics==
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==Trivia==
==Trivia==
*In ''Halo: Combat Evolved'', if you remain idle while wielding a Plasma Pistol, [[Master Chief]] will pull off the top off the Pistol, showing what seems to be a power cell similar to a round of the [[Fuel Rod Gun]]. In ''Halo 3'', the same will happen if you remain idle for a while; your character will flip it open and you will be able to see the internal mechanisms of the Pistol.
*In ''Halo: Combat Evolved'', if you remain idle while wielding a Plasma Pistol, [[Master Chief]] will pull off the top off the Pistol, showing what seems to be a power cell similar to a round of the [[Fuel Rod Gun]]. In ''Halo 3'', the same will happen if you remain idle for a while; your character will flip it open and you will be able to see the internal mechanisms of the Pistol.
*In the PC&nbsp;version of ''Halo: Combat Evolved'', if you have a MadCatz controller with a turbo button, you can fire the Plasma Pistol as fast as the second highest turbo setting, which is as fast as the [[MA5B ICWS Assault Rifle|Assault Rifle]]. However, it overheats extremely fast.
*In the PC&nbsp;version of ''Halo: Combat Evolved'', if you have a MadCatz controller with a turbo button, you can fire the Plasma Pistol as fast as the second highest turbo setting, which is as fast as the [[MA5B ICWS Assault Rifle|Assault Rifle]]. However, it overheats extremely fast.
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==Gallery==
==Gallery==
<gallery>
<gallery>
Image:Plasma Pistol overch..jpg|A Plasma Pistol, about to release it's overcharge shot.
File:HR Type25 study2.jpg|A study of the ''Halo: Reach'' Plasma Pistol.
Image:Plasma overcharge2 Halo 3.jpg|A Plasma Pistol, after releasing it's overcharge shot.
File:T25 Bolt Study HR Temp.jpg|A study of the plasma bolt.
Image:74697396-Full.jpg|Dual overcharged Plasma Pistols in action.
File:Ppovercharge.png|A Halo Reach Plasma Pistol overheating.
Image:Plasma Pistol Halo 3.jpg|A ''[[Halo 3]]'' Plasma Pistol.
File:Plasma Pistol Halo 3.jpg|The ''[[Halo 3]]'' era Plasma Pistol.
Image:OverheatingPlasmaPistol.jpg|A ''Halo: CE'' Plasma Pistol overheating.
File:74697396-Full.jpg|Dual overcharged Plasma Pistols in action.
Image:Ppovercharge.png|A Halo Reach Plasma Pistol overheating.
File:Plasma pistol H2.jpg|The ''Halo 2'' era Plasma Pistol.
File:Plasma pistol.jpg|The ''Halo: CE'' era Plasma Pistol.
File:OverheatingPlasmaPistol.jpg|A ''Halo: CE'' Plasma Pistol overheating.
</gallery>
</gallery>


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