Eos'Mak-pattern plasma pistol: Difference between revisions

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m (→‎Trivia: It does that in every game.)
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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 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 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]]. 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'': ''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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*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 'aftertrail' than the ''Halo 2'' overcharged shot.
*The overcharged shot resembles the one from ''Halo: CE'', as it has a longer 'aftertrail' than the ''Halo 2'' overcharged shot.
*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]]===