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{{Ratings}}
{{Status|Canon}}
{{Era|H1|H2|HW|FOR|TF|FS|GOO|HGN}}
{{Weapon infobox
{{Weapon
|image=  
| image=[[Image:S2 AM Sniper Rifle.jpg|300px]]
[[File:H2-SRS99CS2AM-SR-SniperRifle.png|350px]]
| name=SRS99C-S2 AM Sniper Rifle
[[File:HaloCE-SRS99CS2AM-SniperRifle.png|350px]]
| manufacturer=UNSC
|manufacturer=[[Misriah Armory]]
| model=Sniper Rifle System 99C-S2 Anti-Matériel
|series=[[SRS99 Series]]
| type=Anti Matériel Sniper Rifle
|type=Sniper rifle, anti-materiel{{Ref/Reuse|HCEM}}
| cost=
|cost=
| size=Handheld, Two-Handed<br />
|variant=
*Halo 1
|service=[[Human-Covenant War]]
**length: 187.5 centimeters
|affiliation=[[United Nations Space Command]]
*Halo 2
|weight=
**length: 168.5 centimeters
|length=
| damage per hit=Very High
|ammotype=[[14.5×114mm]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
| magazine=4 rounds
|capacity=
| maxammo=24 rounds or 6 magazines
|feed=4-round [[wikipedia:Magazine (firearms)#Detachable box magazines|detachable box magazine]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
| fire=Semi-automatic
|operation=[[wikipedia:Gas-operated reloading|Gas Operated]]{{Ref/Reuse|HCEM}}{{Ref/Reuse|H2M}}
| ammotype=[[14.5x114mm]] AP-FS-DS (Armor-Piercing, Fin-Stabilized, Discarding Sabot Rounds)
|rate=[[wikipedia:Semi-automatic firearm|Semi-automatic]]{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
| operation=Gas System
|velocity=
| rate of fire=Average, 2 rounds per second
|optics=
| accuracy=Pinpoint
|range=
| range=Medium-Very Long.
| era=
| counterpart=[[Particle Beam Rifle]]
| counterwep=*At Close Range: [[Shotgun]], [[Energy Sword]]
*At Medium Range: Dual [[Magnum]]s, [[Covenant Carbine]], Dual [[SMG]]s, [[BR55 Battle Rifle]]
*At Long Range:[[Beam Rifle]]
| affiliation=[[United Nations Space Command]]
}}
}}


The '''Sniper Rifle System 99C-S2 Anti-Matériel''' (abbreviated   '''SRS99C-S2 AM'''), otherwise known as the '''SRS99C-S2 AM Sniper Rifle''' is a [[United Nations Space Command]] firearm useable in ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]''.
The '''Sniper Rifle System 99C-Series 2 Anti-Matériel''', abbreviated '''SRS99C-S2 AM'''{{Ref/Book|AoH|Page=100}} or just '''S2 AM''',{{Ref/Book|Id=HCEM|Halo: Combat Evolved Manual|Page=18}} is a commonly-utilized [[Sniper Rifle#Halo: Combat Evolved and Halo: Combat Evolved Anniversary|sniper rifle]] in the arsenal of the [[United Nations Space Command]]. As evidenced by its designation, is part of the [[SRS99 Series]].


==Background==
==Overview==
The SRS99C is the primary Sniper Rifle used by [[UNSC]] forces and is featured in ''Halo: Combat Evolved'' . It is, alongside its [[Covenant]] counterpart the [[Particle Beam Rifle]], the most accurate and arguably the most powerful small-arms [[weapon]] in both arsenals. It is modular, with the scope, stock, barrel and firing mechanism capable of being swapped to match a mission profile.<ref>''[[Halo: The Fall of Reach]]'', page 80</ref>  This rifle is closely modeled on the [http://world.guns.ru/sniper/sn55-e.htm NTW-20] present day Sniper Rifle.
===Design details===
{{Main|SRS99 Series}}
The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful [[14.5×114mm|14.5×114mm cartridge]].{{Ref/Book|Id=H2M|Halo 2 Manual|Page=11}} Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}} As befits their sniping role, they are issued with optics, such as the [[Oracle scope|Oracle N-variant scope]].{{Ref/Novel|Id=GoO23|GoO|Chapter=23}}


===Advantages===
[[File:S2 AM Sniper Rifle.png|thumb|left|An SRS99C-S2 AM in the configuration employed by UNSC forces on [[Alpha Halo]].]]
The SRS99C-S2 AM is designed to be used at medium to long range and is equipped with an electronic scope for precisely this purpose. It has two variants - one has a 2x and 8x zooms (seen in ''Halo: Combat Evolved''). It is tremendously useful with its extraordinary range, surpassing any other weapon of comparable size and its penetration power versus Covenant [[shields]] (i.e., those of an [[Elite]].) By far, its most useful application in Campaign mode is taking out the higher-ranking enemies in a group to destabilize their squad's discipline and morale (which makes combat much easier). A headshot against any Covenant infantry except a [[Zealot]], [[Major Domo Elite]]s, [[Ultra]] Elites, [[Hunter]]s, or [[Brute]]s results in an instant kill; Hunters fall from one shot to their unarmored torso or neck and many Brutes must be shot twice in the head to get past the protective helmets they often wear. When playing in the highest difficulty, [[Legendary]], the [[Major Domo Elite]]s will take two shots to the head and the [[Zealots]] will take three. Also when the night vision function is turned on, by pressing the flashlight button (q in PC, White button in Xbox) (this is exclusive to ''Halo: Combat Evolved''), one can see an invisible (cloaked) Elite very easily. When playing online, some players use the sniper rifle to great effect when [[Camping]]. For example, skilled users may crouch inside a confined hallway and fire without the use of the scope from close range, resulting in many instant kills. And although the rifle's description claims it has a slow rate of fire, it has an actually high rate of fire for a Sniper Rifle. Bottom line: If you don't kill them with the first shot, then they'll bite the dust on the next one. As an added bonus, the Sniper Rifle has a fast melee speed. One can even take out an [[Elite]] or Brute in close quarters with the Sniper melee (exclusive to ''Halo 2'').
A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.{{Ref/Reuse|TFoRChaper9}} Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.{{Ref/Novel|Id=FS29|HFS|Chapter=29}}{{Ref/Note|In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of [[Ghosts of Onyx]]'s release in 2006 (the first depicted non-S2 variant of the SRS99 family was in [[Halo: Reach]], released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.}} One configuration of the weapon, which was deployed during the [[Battle of Installation 04]], featured a noticeably longer barrel and different optic than the configuration observed later during the [[Battle of Mombasa]] and the [[Battle of Installation 05]].{{Ref/Game|Id=HCE|HCE|Sniper Rifle in-game weapon}}{{Ref/Game|Id=H2|H2|Sniper Rifle in-game weapon}} The former version mounted an optic capable of x2 and x8 magnification,{{Ref/Reuse|HCE}} and the latter an optic capable of x5 magnification, though both optics were [[smart-linked]] and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.{{Ref/Reuse|H2M}}{{Ref/Reuse|HCEM}}


===Disadvantages===
[[File:H2-SRS99CS2AM-Angles.png|thumb|An SRS99C-S2 AM in the configuration used during the early stages of the [[Battle of Earth]] and the Battle of [[Delta Halo]].]]
Like any weapon, there is a need to lead targets if they are at extreme distances. It is hard to use at short range because its aim is so precise and its ammo volume is so small; with only four shots, there is no room at all for error. It also has a steeper learning curve than most weapons, taking significant practice to master. Ammunition for this weapon is scarce and because of that it is not good practice to waste the ammo on "lesser foes" such as [[Grunts]] and [[Drones]]. It is extremely ineffective against all forms of [[Flood]]. The way that the Sniper Rifle can be effective against the [[Flood]] is if you fire at their arms, which will fall off, leaving them harmless, or if you aim directly at the tentacle protruding from the chest cavity. The bullets leave a strong visible trail that can reveal the shooter's position to others. The rifle also performs poorly against virtually all vehicles, despite being an anti-material Sniper Rifle (unless a "weak spot", such as the [[Ghost]]'s fuel cell, is shot). The Sniper Rifle is not useful at all later in the game, except to extend your vision and know exactly what enemies you're facing next. In addition, its reload time is much slower than most weapons (ex. [[Pistol]], [[Assault Rifle]]), but only faster than the Shotgun. The melee is also not the most effective in [[Halo: Combat Evolved]], being outclassed by the Assault Rifle, Plasma Rifle, and even the Pistol. Finally, the Sniper Rifle has a much smaller scope; it is almost two times smaller than the [[Assault Rifle]]
During [[Operation: TALON]], [[Linda-058]] deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire [[.450|.450-caliber ammunition]].  Additionally, she removed any sight or scope, instead deeming to rely on an [[Smart-link|integrated link]] between the weapon and her [[HUD]] for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.{{Ref/Novel|Id=TFoRChaper9|HTFoR|Chapter=9}} She later employed the weapon in a different configuration during the [[Battle of Sigma Octanus IV]], this time with an [[Oracle scope|Oracle scope]].{{Ref/Novel|Id=TFoRChapter20|HTFoR|Chapter=20}}


== Tactics ==
The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.{{Ref/Note|The model of the sniper rifle as seen in ''Halo: Combat Evolved'' does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.}} A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on [[Installation 04]] featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
{{main|Sniping}}
The Sniper Rifle is extremely powerful, but with a small combat load, it is not good practice to use this weapon against weaker enemies ([[Grunts]], [[Drones]]).
However, the Sniper'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 easier.


===Campaign Recommendations===
===Functionality===
In ''[[Halo: Combat Evolved]]'', try to snipe out any of the [[Covenant]] before they see you. If they do, it is vital that you switch to another weapon in preparation for the Close-Quarter Battle you'll be facing, because the Sniper Rifle has a very slow melee and you won't be likely to hit any of them up close with your Sniper Rifle, and it is most likely you'll get hit before your enemies do. Eventually, the [[Covenant]] will notice you (If not, you're lucky. Keep on sniping until they're all dead.). Switch to your secondary weapon and kill the rest at close range. You can also perform an easy no-scope kill on [[Easy]] or [[Normal]] difficulty, just aim for their torso or head to perform the kill. In co-op, you can spot using a Sniper Rifle and have your friend use the [[M808B Scorpion MBT]]'s gun. Your priority for sniping should be motionless [[Elites]](in [[Ghosts]] or not) or [[Shades]]. Then, aim for the patrolling [[Jackals]]. If you are sighted, avoid using the sniper-you lose your zoom each time you get hit.
As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}
[[File:Crosshair.png|thumb|The display of the [[smart-linked]] optic mounted on an S2-AM in [[Mombasa]], targeting a [[grunt minor]]. ]]
In the case of the configuration used on [[Installation 04]], when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.{{Ref/Reuse|HCE}} In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.{{Ref/Reuse|H2}} 


In ''[[Halo 2]]'', try to save it for when you need it. If you see one or two [[Covenant]] standing somewhere, save your Sniper ammo and kill them with your secondary weapon (preferably a CQB one). A great time to snipe would be if there are lots of [[Covenant]] somewhere, then snipe them. They might not notice you until you make ONE shot, so be careful about who you shoot. Brutes or Elites are good, but Grunts and Jackals: No-no. Save the bullets. Run in and switch to your secondary weapon and kill the rest. If you are in a large, open area, find targets who are alone, and snipe them first. When in co-op, have your teammate run forward and attack with a close range weapon, while you snipe.
The [[smart-linked]] optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the [[heads-up display]] of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,{{Ref/Reuse|HCEM}} and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a [[night vision]] filter for functionality in the dark.{{Ref/Reuse|HCE}}{{Ref/Reuse|H2}}


===Multiplayer Recommendations===
===Performance===
In ''[[Halo:Combat Evolved]]'', try to start out with a CQB weapon and use that one to kill until you get to a great sniping spot. A [[Rocket Launcher]] is useful to take out people if your sniping spot isn't very high. When you're all out of ammo, snipe until you win the round! It's possible, especially if there is something to hide behind while you reload. But beware to watch out for other snipers as you will become an easy target for other snipers, you should usually get a player to watch your back while you're playing in teams. It's preferable to change locations after such kills, since people will start coming for you.You should carry a shotgun as secondary weapon, because if someone spots you and tries to kill from close distance.If someone notices you from a long distance and tries to snipe you, you can hide behind a cover or try to kill him. Killing other sniper that noticed you isn't simple. You need to keep moving at all times, but don't jump. All jumping does it prevent you from juking to the other direction, and it is a relatively easy snipe. While you are doing this, you are also trying to take him down. An alternative is to cover anyone who is chasing the person on your team with the flag (note: this is only for CTF).
While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.{{Ref/Reuse|H2M}} The [[14.5x114mm APFSDS]] ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.{{Ref/Reuse|HCEM}} The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.{{Ref/Book|Id=H2LCEM|Halo 2 Limited Collector's Edition Manual|Page=14}}


===Sniping in certain maps===
===History===
[[File:Masterchief with sniper.jpg|300px|thumb|[[John-117]], armed with an SRS99C-S2 AM during the [[Battle of Earth]].]]
SRS99C-S2 AM rifles were prominently employed by [[UNSC]] forces during the [[Battle of Installation 04]],{{Ref/Reuse|HCE}} with [[John-117]] notably deploying with one during the mission to board the ''[[Truth and Reconciliation]]'' to retrieve [[Captain Jacob Keyes]].{{Ref/Novel|Id=HTF4|HTF|Chapter=4}} They were also employed in the early stages of the [[Battle of Earth]], and the [[Battle of Installation 05]].{{Ref/Reuse|H2}} [[Spartan]] [[Linda-058]] is particularly notable for her use of this weapon, specifically during [[Operation: TALON]],{{Ref/Reuse|TFoRChaper9}} the [[Battle of Sigma Octanus IV]],{{Ref/Reuse|TFoRChapter20}} [[Operation: FIRST STRIKE]],{{Ref/Reuse|FS29}} and the [[Onyx Conflict]].{{Ref/Novel|GoO|Chapter=29}}


===[[Blood Gulch]]===
==Gameplay==
It is recommended that you should camp behind a rock or other terrain piece near the edge of the map where you can see the most part of the Gulch. Shoot only when you are perfectly sure that you won't miss. After that, hide  behind the rock again, reload, and repeat the actions described earlier. Always make sure that no one will use your camping spot or will regulary patrol the spot. For example, after each snipe, retreat behind the rock to make sure that anyone who notices the corpse(s) will think it has come from somewhere else (your base).
{{Main|Sniper Rifle}}
The Sniper Rifle is a [[Precision weapon|precision]] [[power weapon]], which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the [[Battle Rifle]] significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.


===[[Hang ém High]]===
== Trivia ==
If you manage to get the Sniper Rifle, it is recommended to get the invisibility so that you are not visible when you snipe. To get down, make sure the Health Pack is below you so that if you take damage in the fall, you can heal yourself.
{{Linkbox|gameplay=yes|gallery=yes}}
*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."{{Ref/Book|The Art of Halo: Creating a Virtual World|Page=100}}
*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 downs 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. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of [[Truth and Reconciliation]], and is essential to getting the achievement [[All According to Plan]] in ''Halo: Anniversary''
*In the original [[Xbox 360]] version of ''[[Halo: Combat Evolved Anniversary]]'' the sniper rifle's [[reticule]] is far larger than it is in the original ''[[Halo: Combat Evolved]]'' on [[Xbox]] and PC. In the ''[[Halo: The Master Chief Collection]]'' version of ''Halo: Anniversary'', the reticule returns once again to its original size.


===[[Halo 2]]===
==Gallery==
In ''[[Halo 2]]'', it is best to start out with a sniper instead of a [[CQB]] weapon. If you happen to respawn in a high spot, snipe people out, but watch your motion tracker to make sure no one sneaks up behind you and melee's you in the back.
<gallery>
File:SRS99C Sniper Rifle.png|A first person view of the SRS99C-S2AM in ''Halo: Combat Evolved''.
File:HCE-SRS99CHUD.png|First-person view of the SRS99C on [[Blood Gulch]].
File:HCE-SRS99Czoom2x.png|The 2× zoom
File:HCE-SRS99Czoom10x.png|The 10× zoom.
File:HaloCE-SRS99C-2xScope-screen.png|The 2× scope of the SRS99C-S2AM in ''Halo PC''.
File:HaloCE-SRS99C-8xScope-screen.png|The 8× scope of the SRS99C-S2AM in ''Halo PC''.
File:HaloCE-SRS99C-NightVisionScope-screen.png|The night-vision function of the scope of the SRS99C-S2AM in ''Halo PC''.
File:1220655987 Crosshair.png|The SRS99C-S2 AM's targeting reticule in ''Halo PC''.
File:H2 Sniper Rifle.jpg|Side view of the sniper rifle as seen in ''[[Halo 2]]''.
File:H2 - SniperHUD.png|A first person view of the SRS99C-S2 in ''Halo 2''.
File:Homecoming_SniperRifle_Concept.png|Views of the sniper rifle as seen in ''[[Halo Legends]]: [[Homecoming]]''.
</gallery>


==Effectiveness==
==List of appearances==
*[[Elites]]: One-hit kill headshot; [[Zealot]]s two-hit headshot; [[Ultra Elites]] 4-hit headshot.
{{col-begin}}
*[[Grunts]]: One-hit kill if headshot or bodyshot; [[Major Grunts]] can withstand 2 body shots on Legendary.
{{col-2}}
*[[Drones]]: One-hit kill in all cases.
*''[[Halo: The Fall of Reach]]'' {{1st}}
*[[Jackals]] One hit kill for headshots and 2 shots through the pistol opening in the shield
*[[Hunters]]: Aim for the bright orange skin of the body. Successfully hitting this part will bring the [[Hunter]] down in one shot.
*[[Brutes]]: 2 shots - one to knock away a helmet and one for a headshot. Note: Chieftains withstand more shots. Not effective for body shots.
*[[Humans]]/[[Spartans]] ([[Multiplayer]]: Head shot is always effective unless overshield is present.
You can also kill the driver, passenger, or gunner of a [[Warthog]], [[Ghost (vehicle)|Ghost]]. It is also possible to "cut out" driver from a [[Banshee]], but you need at least 6 shots do do that. In Halo 2 it is possible to destroy the rear panel of the [[Scorpion]] and [[Wraith]] tanks with the sniper rifle, however you cannot damage the front cockpit cover.
*[[Flood]]: It is completely useless against the Flood in ''[[Halo: Combat Evolved]]''. This is most likely due to the fact that their flesh and bone is less dense than that of humans or Covenant. In [[Halo 2]] and [[Halo 3]], a shot to the 'heart' (where there are tentacles protruding from the chest) of any Flood [[Combat Form]] will kill them, but body shots are less effective.
 
Most of these varies by difficulty.
 
==Appearances==
[[Image:24sniperrifle.jpg|250px|thumb|right|The SRS99C-S2 AMB from Halo 2]]
The sniper rifle was featured in both ''[[Halo: Combat Evolved]]'' and ''Halo 2''. The original [[Halo]]'s sniper rifle had a digital radar-like view which was green and had 4 knobs below the scope. It also had a longer shoulder guard. In ''Halo 2'', the view was replaced with a visual image of the sniper's scope in real time, and had a more compact butt-stock. This weapon has returned in ''[[Halo 3]]'' as a new variant known as the "[[SRS99D]]", which has a new design and thermal scope, but otherwise functions the same. Also, in [[Halo]] 1 the sniper rifle gives data about the target's distance and elevation. The ''Halo 2'' rifle does not.
 
===SRS99C-S2 AMB Sniper Rifle===
{{main|SRS99C-S2 AMB Sniper Rifle}}
The '''SRS99C-S2 AMB Sniper rifle''' is an upgrade of the SRS99C-S2 AM Sniper Rifle found and usable in ''Halo 2'', although in ''Halo 2'' instead of SRS99C-S2 AMB, SRS99C-S2 AM is put instead. It is properly shown to be the SRS99C-S2 AMB in ''[[Halo: Ghosts of Onyx]]''. The upgrade consists of a new scope called [[Oracle N-variant Scope]] for accuracy and a better designed and gripped handle.
 
== Ammunition ==
The Sniper Rifle has one of the most advanced ammunition types in the game. It uses [[Armor Piercing Rounds|Armor Piercing]], Fin Stabilized, Discarding Sabot rounds. These rounds are large in both length and width and are equipped with four symmetrical fins on the sides of the round, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. These sabots are used to fill in the gap in the barrel to make a plug and are ripped off of the projectile before entering the actual target, their job having been completed. [[Image:Sabot_separating.gif|thumb|The sabot round separating before hitting its target.]]
 
The rounds are described as ''being made of very hard metal'', so they are probably made of a hardened steel or titanium with a hardened core of super dense tungsten. The APFSDS round is an anti-material munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their combat system (Body [[Armor]], Energy Shields, etc)
 
The AP rounds fired by the Sniper Rifle leave behind a noticeable smoke trail, that can reveal the position of the sniper, however they can also act as an aiming aid for the sniper himself and this may be the reason for the smoke's presence.
 
It's to be noted that in the [[Eric Nylund]] novels the rifle is not limited to a four round magazine size. The reason for this in the games is to insure balanced game play. 28 rounds total (4 rounds per magazine) in ''Halo: Combat Evolved'', 20 rounds total (4 rounds per magazine) in ''Halo 2''. However, in the ''Halo: Combat Evolved'' level [[The Truth and Reconciliation (Level)|Truth and Reconciliation]] you start with a Sniper Rifle that has a 68 round load.
 
==Character Compatibility==
*[[Elites]]
*[[Spartans]]
*[[Marines]]
*[[Drones]] (have animation but not used)
*[[Flood]] [[Combat Form|Combat Form (Human)]]
*[[Flood]] [[Combat Form|Combat Form (Elite)]]
 
==Influence==
The sniper rifle appears to be heavily inspired by (if not directly copied from) the South African [[Wikipedia:Mechem NTW 20 mm Anti-material rifle|NTW-20 ]], (most notably the Denel NTW-20), the Barrett .50 caliber rifles, the [[Wikipedia:XM107/M107 Barrett rifle|M107 sniper rifle]]. Many of the features present in the Halo version are included in both weapons, such as the recoil-dampening piston, the general look of the receiver, the magazine placement, muzzle brake and many other attributes. The muzzle brake of the rifle comes directly from the Barrett line of sniper rifles, which includes not only the M107, but the M82 and M95. In addition, the Sniper round (14.5 × 114mm) is an actual rifle cartridge, developed by the Russian Army for Anti-Tank Rifles, Heavy Machine Guns, and Sniper Rifles. However, the real 14.5 mm round has a standard cartridge design, whereas the round used in Halo is an APFSDS round (Armor-Piercing, Fin-Stabilized, Discarding Sabot).
The Sniper Rifle appears to takes its APFSDS ammunition concept from the [http://en.wikipedia.org/wiki/Steyr_IWS_2000 Steyr IWS 2000]. It fires a 15.2 mm Steyr Armor Piercing Fin Stabilized Discarding Sabot.
 
==Trivia==
*[[Linda]] changes the sniper's ammo size to [[.480]]-caliber in [[Halo: The Fall of Reach]].
*"Robt McLees is definitely the go-to guy for the gun stuff," says William O' Brien, part of [[Halo 2]]'s animation team, "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."
*The Rifle in ''[[Halo: Combat Evolved]]'' has a Night vision setting on the scope but that was removed in ''[[Halo 2]]''.
*It is closely related to the [[wikipedia:Mechem NTW-20|NTW-20]].
* Sometimes, if you're lucky or skillful enough, you can take out multiple [[Covenant]] in one good shot.
*The [[Sniper Rifle]] has a scientific-inaccurate problem: its round flies straight and true, regardless of gravitational pull, humidity, temperature, wind speed, wind direction, and the [[wikipedia:Coriolis effect|Coriolis effect]] (mainly Earth maps). Also, all sniper rifles' rounds fly in an arc fashion, rather than straight across, than many people think it does. The gravitational pull pushes down the round, so the sniper would have to aim a few inches above a target to hit it.<ref>[http://shootermovie.com Shooter movie]</ref> However these factors may not noticeably affect the Sniper Rifle's rounds due to their extremely high velocity.
*In [[Halo:Combat Evolved]], one sniper hit anywhere will take out a [[Minor Elite]] but if you shoot him in the hand, it may take two hits to take him out. This will only happen sometimes on the (level) [[Truth and Reconciliation]] when the [[Elite]] appears on the hill.
*One possible reason that the [[Halo: Combat Evolved|Halo:CE]] Sniper Rifle has a night-vision setting, is that, like the rest of the equipment available on board, was upgraded for the Spartans mission. Also, Linda-058 need specialized, equipment, so the stock of snipers may have been upgraded for her.
 
== Sources ==
*''[[Halo: Combat Evolved]]''
*''[[Halo: Combat Evolved]]''
*''[[Halo 2]]''
*''[[Halo: The Fall Of Reach]]''
*''[[Halo: The Flood]]''
*''[[Halo: The Flood]]''
*''[[Halo: First Strike]]''
*''[[Halo: First Strike]]''
*''[[Halo: Ghosts Of Onyx]]''
*''[[Halo 2]]''
*''[[Halo: Graphic Novel]]''
*''[[Halo Graphic Novel]]''
**''[[Armor Testing]]''
*''[[Halo: Ghosts of Onyx]]''
*''[[Halo: Contact Harvest]]''
{{col-2}}
*''[[Halo: The Cole Protocol]]''
*''[[Halo Wars]]''
*''[[Halo Legends]]''
**''[[Homecoming]]''
**''[[The Babysitter]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Boot Camp|Boot Camp]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
{{col-end}}


<br clear="all">
==Notes==
{{WepList}}
{{Ref/Notes}}


==Sources==
{{Ref/Sources}}


[[Category:Held Weapons]]
{{UNSC rifles}}
[[Category:Human Weapons]]
[[Category:Rifles]]
[[Category:UNSC]]
[[Category:Weapons]]

Latest revision as of 19:33, January 30, 2024

SRS99C-S2 AM sniper rifle
H2-SRS99CS2AM-SR-SniperRifle.png

HaloCE-SRS99CS2AM-SniperRifle.png

Production overview

Manufacturer:

Misriah Armory

Model series:

SRS99 Series

Type:

Sniper rifle, anti-materiel[1]

Specifications

Ammunition type:

14.5×114mm[1][2]

Feed system:

4-round detachable box magazine[3][4]

Operation:

Gas Operated[1][2]

Rate of fire:

Semi-automatic[3][4]

Service history

In service:

Human-Covenant War

 

The Sniper Rifle System 99C-Series 2 Anti-Matériel, abbreviated SRS99C-S2 AM[5] or just S2 AM,[1] is a commonly-utilized sniper rifle in the arsenal of the United Nations Space Command. As evidenced by its designation, is part of the SRS99 Series.

Overview[edit]

Design details[edit]

Main article: SRS99 Series

The SRS99C-S2 AM is a gas-operated, magazine-fed sniper rifle chambered in the powerful 14.5×114mm cartridge.[2] Its rate of fire is semi-automatic, and it is typically fed by 4-round detachable box magazines.[3][4] As befits their sniping role, they are issued with optics, such as the Oracle N-variant scope.[6]

An SRS99C-S2 AM in the configuration employed by UNSC forces on Alpha Halo.

A salient attribute of the rifle is its inherent reconfigurability; the optics, stock, barrel and firing mechanism are all designed in modular sections to simplify the tailoring of the weapon to specific needs.[7] Other potential components of the weapon include gyro compensators and adaptive texture barrel sheaths.[8][Note 1] One configuration of the weapon, which was deployed during the Battle of Installation 04, featured a noticeably longer barrel and different optic than the configuration observed later during the Battle of Mombasa and the Battle of Installation 05.[3][4] The former version mounted an optic capable of x2 and x8 magnification,[3] and the latter an optic capable of x5 magnification, though both optics were smart-linked and capable of x10 magnification, and both weapons were employed firing APFSDS (armor-piercing fin-stabilized discarding-sabot) ammunition.[2][1]

An SRS99C-S2 AM in the configuration used during the early stages of the Battle of Earth and the Battle of Delta Halo.

During Operation: TALON, Linda-058 deployed her SRS99C-S2 AM with an alternate barrel designed to suppress firing report and muzzle-flash and, in order to compensate for the reduced muzzle velocity that came with this, re-chambered it to fire .450-caliber ammunition. Additionally, she removed any sight or scope, instead deeming to rely on an integrated link between the weapon and her HUD for the close-quarters environment. She also brought a supply of extended magazines to last her the engagement.[7] She later employed the weapon in a different configuration during the Battle of Sigma Octanus IV, this time with an Oracle scope.[9]

The appearance of the SRS99C-S2 AM is characteristic of Series 2 iterations of the SRS99 family. While bulky, its body is streamlined and smooth, somewhat simple in design, and possesses a matte-black or grey finish. The charging handle is positioned on the left side of the weapon, a tube-shaped protrusion with a metallic finish, and the ejection port is situated on the right.[Note 2] A square-shaped carry-handle is positioned above and in front of the scope. The configuration used on Installation 04 featured a solid stock joined to the base of the pistol grip, while the later version lacked this, and its stock had a prominent cutout. The barrel is locked into the upper receiver of the weapon by a prominent, rounded collar.[3][4]

Functionality[edit]

As with most human weapons, to fire the SRS99C-S2 AM, the index finger is used to depress a trigger positioned towards the top of the grip. After firing, no additional action is required to chamber another round, with the weapon’s gas systems serving to cycle the bolt, ejecting the spent casing and loading a new round automatically. Holding the trigger down, however, will not result in continuous firing, making it semi-automatic, as opposed to fully-automatic. When the weapon fires, a hot cloud of fiery gas is expelled from the barrel exit and the ports of the muzzle brake, and as the projectile travels through the air, it leaves a lingering trail of smoky vapor. The expended cartridge case is ejected out of the right side of the weapon as the charging handle reciprocates, before moving forward again as the next round is chambered. This process can be repeated continuously until all available rounds are expended.[3][4]

The display of the smart-linked optic mounted on an S2-AM in Mombasa, targeting a grunt minor.

In the case of the configuration used on Installation 04, when the magazine is empty, the charging handle locks back, indicating the functionality of a bolt catch. Once the magazine is exchanged, the charging handle must be nudged to release the bolt into its closed position, stripping a round from the magazine on its path and chambering it.[3] In the case of the configuration employed later, the charging handle travels forward when the magazine is emptied, but the weapon can still be immediately fired after a fresh magazine is inserted, indicating that the bolt does not close despite the movement of the charging handle, and only does so with the insertion of a fresh ammo supply. If magazines are exchanged while ammunition remains in the weapon, this process is not necessary as the cycle of the bolt is uninterrupted.[4]

The smart-linked optics commonly employed with the SRS99C-S2 AM, when initiated, will project the view of the weapon's optic on the heads-up display of the user's visor, should they possess one. This targeting display indicates projected firing point of impact via a targeting reticle, remaining ammunition quantity in the weapon and loaded magazine, and level of zoom, which can be cycled between the lesser and greater magnification (generally x2 to x8 for the first configuration, though it is capable of x10 zoom,[1] and x5 to x10 for the second). The display features notches to indicate elevation, and can be toggled with a night vision filter for functionality in the dark.[3][4]

Performance[edit]

While notably bulky and of limited use in close-quarters, the SRS99C-S2 AM is considered devastating when employed strategically, firing from a secured position.[2] The 14.5x114mm APFSDS ammunition it is most frequently utilized with has extremely vicious penetration capability, being able to pass through several armored soldiers in a row. While this is of benefit when engaging resilient armored targets, it is also cause for great caution in hectic firefights.[1] The Covenant begrudgingly considered this weapon to be both accurate and powerful, noting that headshots could result in immediate incapacitation for even energy-shielded infantry.[10]

History[edit]

John-117, armed with an SRS99C-S2 AM during the Battle of Earth.

SRS99C-S2 AM rifles were prominently employed by UNSC forces during the Battle of Installation 04,[3] with John-117 notably deploying with one during the mission to board the Truth and Reconciliation to retrieve Captain Jacob Keyes.[11] They were also employed in the early stages of the Battle of Earth, and the Battle of Installation 05.[4] Spartan Linda-058 is particularly notable for her use of this weapon, specifically during Operation: TALON,[7] the Battle of Sigma Octanus IV,[9] Operation: FIRST STRIKE,[8] and the Onyx Conflict.[12]

Gameplay[edit]

Main article: Sniper Rifle

The Sniper Rifle is a precision power weapon, which fires highly damaging projectiles at near instantaneous speeds. It features two levels of zoom, and a magazine of 4 rounds. This makes it a powerhouse at long ranges, capable of killing most enemies, including enemy players in multiplayer, with one headshot, and outranging other weapons like the Battle Rifle significantly. To compensate for its power, it is a relatively rare weapon, and ammo for it is difficult to find.

Trivia[edit]

  • 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."[13]
  • 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 downs 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. This can be most easily seen (and thoroughly used to the players advantage) during the opening sections of Truth and Reconciliation, and is essential to getting the achievement All According to Plan in Halo: Anniversary
  • In the original Xbox 360 version of Halo: Combat Evolved Anniversary the sniper rifle's reticule is far larger than it is in the original Halo: Combat Evolved on Xbox and PC. In the Halo: The Master Chief Collection version of Halo: Anniversary, the reticule returns once again to its original size.

Gallery[edit]

List of appearances[edit]

Notes[edit]

  1. ^ In the reference given for this information, the weapon in question is only described as an "SRS99C", and not by the full SRS99C-S2 AM designation. Given what has been observed of the naming schemes of the SRS99 family, it is possible that this weapon is of a different series to the SRS99C-S2 AM. However, there exists insufficient evidence to justify the creation of a new page, and in light of the real-world context that other series of SRS99 were not depicted at the time of Ghosts of Onyx's release in 2006 (the first depicted non-S2 variant of the SRS99 family was in Halo: Reach, released in 2010), this information has been assumed by this article to pertain to the SRS99C-S2 AM.
  2. ^ The model of the sniper rifle as seen in Halo: Combat Evolved does not feature a visible ejection port, but as the weapon still produces spent casings, this article assumes that this was an oversight and does not represent in-universe fact.

Sources[edit]

  1. ^ a b c d e f g Halo: Combat Evolved Manual, page 18
  2. ^ a b c d e Halo 2 Manual, page 11
  3. ^ a b c d e f g h i j Halo: Combat Evolved, Sniper Rifle in-game weapon
  4. ^ a b c d e f g h i Halo 2, Sniper Rifle in-game weapon
  5. ^ The Art of Halo, page 100
  6. ^ Halo: Ghosts of Onyx, chapter 23
  7. ^ a b c Halo: The Fall of Reach, chapter 9
  8. ^ a b Halo: First Strike, chapter 29
  9. ^ a b Halo: The Fall of Reach, chapter 20
  10. ^ Halo 2 Limited Collector's Edition Manual, page 14
  11. ^ Halo: The Flood, chapter 4
  12. ^ Halo: Ghosts of Onyx, chapter 29
  13. ^ The Art of Halo: Creating a Virtual World, page 100