Eos'Mak-pattern plasma pistol: Difference between revisions

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{{Weapon Infobox
{{Weapon Infobox
|image=[[File:H2A T25DEP.png|300px]]
|image=[[File:H2A T25DEP.png|300px]]
|manufacturer=[[Iruiru Armory]]<ref name="universe">[https://www.halowaypoint.com/en-us/universe/weapons/plasma-pistol '''Halo Waypoint''': Plasma Pistol'']</ref><ref name="vis">'''[[Halo: The Essential Visual Guide]]''', ''page 143''</ref>
|manufacturer=[[Iruiru Armory]]<ref name="universe">[https://www.halowaypoint.com/en-us/universe/weapons/plasma-pistol '''Halo Waypoint''' - ''Plasma Pistol'']</ref><ref name="vis">'''[[Halo: The Essential Visual Guide]]''', ''page 143''</ref>
|series=
|series=
|type=[[Directed-energy weapon|Directed-energy pistol]]<ref name="bung">[http://halo.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol '''Bungie.net''': ''Type-25 Directed Energy Pistol'']</ref>
|type=[[Directed-energy weapon|Directed-energy pistol]]<ref name="bung">[http://halo.bungie.net/projects/halo3/content.aspx?link=h3plasmapistol '''Bungie.net''' - ''Type-25 Directed Energy Pistol'']</ref>
|cost=
|cost=
|variant=
|variant=
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Although 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 dissolve 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.
Although 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 dissolve 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.


===Changes===
=== Changes ===
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[[File:PlasmaPistol-H2.png|right|300px]]
[[File:PlasmaPistol-H2.png|right|300px]]
{{Main|Halo: Combat Evolved|Halo 2}}
{{Main|Halo: Combat Evolved|Halo 2}}
*The plasma pistol can now be dual-wielded.
* The plasma pistol can now be dual-wielded.
*Melee animation changed - instead of the Master Chief holding it in his left hand and punching with his right, he holds it in his right and punches with his left.
* Melee animation changed - instead of the Master Chief holding it in his left hand and punching with his right, he holds it in his right and punches with his left.
*Overcharged shot contrail has been removed.
* Overcharged shot contrail has been removed.
*Less damage per shot, 26 shots are required to kill a fully-shielded Spartan instead of 15.
* Less damage per shot, 26 shots are required to kill a fully-shielded Spartan instead of 15.
*The overcharged bolt does no damage to unshielded targets instead of killing a fully-shielded Spartan in 3 overcharged bolts.
* The overcharged bolt does no damage to unshielded targets instead of killing a fully-shielded Spartan in 3 overcharged bolts.
*Rate of fire is slower.
* Rate of fire is slower.
*Overcharge charges up slower but has better tracking.
* Overcharge charges up slower but has better tracking.
*Overcharged shots do not kick up as much dirt, dust, sparks and debris as the ''Halo: Combat Evolved'' counterpart.
* Overcharged shots do not kick up as much dirt, dust, sparks and debris as the ''Halo: Combat Evolved'' counterpart.
*Green electricity is present between the "prongs" of the Plasma Pistol.
* Green electricity is present between the "prongs" of the Plasma Pistol.
*The color of the plasma pistol (blue) was darkened from ''Halo: Combat Evolved'''s version.
* The color of the plasma pistol (blue) was darkened from ''Halo: Combat Evolved''{{'}}s version.
*The crosshairs of the reticule move closer together when the overcharge is locked-on to a target.
* The crosshairs of the reticule move closer together when the overcharge is locked-on to a target.
*The overcharge now takes 15% battery instead of 10-11%.
* The overcharge now takes 15% battery instead of 10-11%.
*The plasma pistol has only 200-300 shots before it runs out of ammo, instead of 500.
* The plasma pistol has only 200-300 shots before it runs out of ammo, instead of 500.
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[[File:H3-PlasmaPistol.png|right|300px]]
[[File:H3-PlasmaPistol.png|right|300px]]
{{Main|Halo 3|Halo 3:ODST}}
{{Main|Halo 3|Halo 3:ODST}}
*Maintaining an overcharge without releasing decreases the battery rapidly (about 3% per second). Overcharges also drain 10% power in addition to the amount decreased when maintaining the charge.
* Maintaining an overcharge without releasing decreases the battery rapidly (about 3% per second). Overcharges also drain 10% power in addition to the amount decreased when maintaining the charge.
*Takes slightly longer to cool down after overheating.
* Takes slightly longer to cool down after overheating.
*If an overcharge impacts with a vehicle, the vehicle is temporarily disabled; same effect as the [[power drain|Power Drain]].
* If an overcharge impacts with a vehicle, the vehicle is temporarily disabled; same effect as the [[power drain|Power Drain]].
*Shorter time to charge an overcharge when holding down the trigger.
* Shorter time to charge an overcharge when holding down the trigger.
*Tracking distance has been lowered; the overcharged bolt will only seek out targets at close range.
* Tracking distance has been lowered; the overcharged bolt will only seek out targets at close range.
*Overcharged bolt has longer contrail than in ''Halo 2''.
* Overcharged bolt has longer contrail than in ''Halo 2''.
*The plasma pistol is ''marginally'' weaker than it was in ''Halo 2'', often requiring 1 extra shot to kill most enemies compared with its performance in ''Halo 2''.
* The plasma pistol is ''marginally'' weaker than it was in ''Halo 2'', often requiring 1 extra shot to kill most enemies compared with its performance 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 [[Unggoy Minor|Grunt Minor]], and 9 shots to kill a [[Unggoy Major|Grunt Major]] or [[Kig-Yar|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 [[Unggoy Minor|Grunt Minor]], and 9 shots to kill a [[Unggoy Major|Grunt Major]] or [[Kig-Yar|Jackal]].
*The plasma pistol now has 400 shots before it runs out of ammo.
* The plasma pistol now has 400 shots before it runs out of ammo.
*The plasma pistol is now purple instead of blue; it also appears to be smaller than in ''Halo 2''.
* The plasma pistol is now purple instead of blue; it also appears to be smaller than in ''Halo 2''.


<big>'''''Halo 3: ODST'''''</big>
<big>'''''Halo 3: ODST'''''</big>
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[[File:HReach-PlasmaPistolSide.png|right|300px]]
[[File:HReach-PlasmaPistolSide.png|right|300px]]
{{Main|Halo: Reach}}
{{Main|Halo: Reach}}
*The strength of the plasma pistol has been greatly increased. 10 shots are required to kill a fully-shielded Spartan instead of 26.
* The strength of the plasma pistol has been greatly increased. 10 shots are required to kill a fully-shielded Spartan instead of 26.
*The plasma pistol has received a graphical overhaul with noticeable changes to its design. Its texture appears to be more crudely metallic than in any previous game. Some other changes includes a small raised section on the top, presumably an [[iron sight]] and a more defined grip on the lower section.
* The plasma pistol has received a graphical overhaul with noticeable changes to its design. Its texture appears to be more crudely metallic than in any previous game. Some other changes includes a small raised section on the top, presumably an [[iron sight]] and a more defined grip on the lower section.
*Overcharge bolt tracking has been reduced.
* Overcharge bolt tracking has been reduced.
*The overcharged bolt creates small area-of-effect damage.
* The overcharged bolt creates small area-of-effect damage.
*The pistol produces a faint buzz after you equip it, because of its activation.
* The pistol produces a faint buzz after you equip it, because of its activation.
*The plasma pistol's rate of fire is reduced to compensate for its higher power.
* The plasma pistol's rate of fire is reduced to compensate for its higher power.
*Its battery now takes one full energy unit per shot in Multiplayer (five shots in Campaign and Firefight).
* Its battery now takes one full energy unit per shot in Multiplayer (five shots in Campaign and Firefight).
*The overcharged bolt not only disables shields, but will also damage around one third of a SPARTAN's health points.
* The overcharged bolt not only disables shields, but will also damage around one third of a SPARTAN's health points.
*The overcharge will now drain 15% of the battery per shot (10% in Campaign and Firefight).
* The overcharge will now drain 15% of the battery per shot (10% in Campaign and Firefight).
*The player will now occasionally melee with the pistol itself, instead of only using their fist.
* The player will now occasionally melee with the pistol itself, instead of only using their fist.
*Grunts can now use its overcharged function in Campaign and Firefight.
* Grunts can now use its overcharged function in Campaign and Firefight.
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[[File:H4-T25PlasmaPistol-SideRender.png|300px|right]]
[[File:H4-T25PlasmaPistol-SideRender.png|300px|right]]
{{Main|Halo 4}}
{{Main|Halo 4}}
*12 shots are required to kill a fully-shielded Spartan
* 12 shots are required to kill a fully-shielded Spartan.
*4 overcharged bolts are required to kill a fully-shielded Spartan
* 4 overcharged bolts are required to kill a fully-shielded Spartan (5 with splash damage only).
*Each shot drains 2% of the battery.
* Each shot drains 2% of the battery.
*An overcharged shot now drains 25% of the battery, which is much more than previous games.
* An overcharged shot now drains 20%-25% of the battery, which is much more than previous games.
*Orange markings on the weapon are now bright blue.
* Orange markings on the weapon are now bright blue.
*The sounds have been upgraded.
* The sounds have been upgraded.
**The normal shots sound sharper
** The normal shots sound sharper.
**The overcharge is higher pitched and no longer buzzes while it's held.
** The overcharge is higher pitched and no longer buzzes while it's held.
* 360 RPM firing rate for normal shots.
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[[File:H2A T25DEP.png|right|350px]]
[[File:H2A T25DEP.png|right|350px]]
{{Main|Halo 2: Anniversary}}
{{Main|Halo 2: Anniversary}}
*Like the original ''Halo 2'' version, the plasma pistol does not lose battery while being overcharged and cannot disable vehicles. However, it can only be overcharged for 5 seconds before the charge dissipates and loses 9% battery.
* Like the original ''Halo 2'' version, the plasma pistol does not lose battery while being overcharged and cannot disable vehicles. However, it can only be overcharged for 5 seconds before the charge dissipates and loses 9% battery.
*Less damage per shot, requires 26 shots to kill a fully-shielded Spartan.
* Less damage per shot, requires 26 shots to kill a fully-shielded Spartan.
*Cosmetically resembles the ''Halo: Reach'' and ''Halo 4'' variations, most specifically the small "sight" atop the main body of the weapon, and the raised hologram at the rear.  
* Cosmetically resembles the ''Halo: Reach'' and ''Halo 4'' variations, most specifically the small "sight" atop the main body of the weapon, and the raised hologram at the rear.  
*The overcharge is larger and emits a brighter glow.
* The overcharge is larger and emits a brighter glow.
*After overheating, the pistol emits a cloud of green steam.
* After overheating, the pistol emits a cloud of green steam.
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