SRS99D-S2 AM sniper rifle: Difference between revisions

It's called a tracer. Terminology corrections. The bipod isn't used in-game; that does not mean it is impossible to use. See talk page for the rest.
m (Reverted edits by 12.187.53.31 (Talk) to last version by Kreagal)
(It's called a tracer. Terminology corrections. The bipod isn't used in-game; that does not mean it is impossible to use. See talk page for the rest.)
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[[Image:Sniper Halo 3.jpg|thumb|left|A sniper rifle firing.]]
[[Image:Sniper Halo 3.jpg|thumb|left|A sniper rifle firing.]]
[[Image:Sniper collision Halo 3.jpg|thumb|left|A sniper rifle shot colliding with an obstacle.]]
[[Image:Sniper collision Halo 3.jpg|thumb|left|A sniper rifle shot colliding with an obstacle.]]
The rifle is a semi-automatic, gas-operated, magazine-fed, and long-ranged weapon. It is relatively the same as the SRS99C-S2 AM and AMB Sniper Rifle but with some design and technical changes. It still fires the [[14.5x114mm]] APFSDS (Armor-Piercing Fin-Stabilized Discarding-Sabot) round semi-automatically from a four round magazine and has a 5x and 10x scope with real-time display, which is a variation from the scope mounted to the SRS99C-S2 AM, which had a 2x and 10x zoom, but now it shows everything with an infrared/topography view of what the scope sees. Its power as well as accuracy and range are essentially the same compared to the [[SRS99C]]. Its rate of fire has slightly dropped, however, being only about one round a second. This is speculated to prevent people from quick shot ambushes at close range. It also has more recoil; forcing the user to readjust the cross hairs after every shot. Unlike the Battle Rifle if you shoot a player in the head it will instantly kill them. The armor-piercing rounds can plow through most armored opponents and any non-headshot hit will completely drop their shields (unless using an overshield) so that the target can be instantly killed by any headshot capable weapon (BR or Magnum) or a second shot from the sniper rifle. Another capability this weapon has due to its accuracy is its ability to shoot rockets which may be launched towards the user. This is very rare, however a perfectly aligned and timed shot will destroy the rocket in mid-air. It is a major weapon in the MLG playlist as well. Unlike the SRS99C from Halo:Combat Evolved, this variation does not have a night vision feature on the scope. Even though it may seem like there is a night vision from the back of the long ranged scope.
The rifle is a semi-automatic, gas-operated, magazine-fed, and long-ranged weapon. It is relatively the same as the SRS99C-S2 AM and AMB Sniper Rifle but with some design and technical changes. It still fires the [[14.5x114mm]] APFSDS (Armor-Piercing Fin-Stabilized Discarding-Sabot) round semi-automatically from a four round magazine and has a 5x and 10x telescopic sight with real-time display, which is a variation from the sights mounted to the SRS99C-S2 AM, which had a 2x and 10x zoom, but now it shows everything with an infrared/topography view of what the scope sees. Its power as well as accuracy and range are essentially the same compared to the [[SRS99C]]. Its rate of fire has slightly dropped, however, being only about one round a second. This is speculated to prevent people from quick shot ambushes at close range. It also has more recoil; forcing the user to readjust the cross hairs after every shot. Unlike the Battle Rifle, if you shoot a player in the head it will instantly kill them. The armor-piercing rounds can plow through most armored opponents and any non-headshot hit will completely drop their shields (unless using an overshield) so that the target can be instantly killed by any headshot capable weapon (BR or Magnum) or a second shot from the sniper rifle. Another capability this weapon has due to its accuracy is its ability to shoot rockets which may be launched towards the user. This is very rare, however a perfectly aligned and timed shot will destroy the rocket in mid-air. It is a major weapon in the MLG playlist as well. Unlike the SRS99C from Halo:Combat Evolved, this variation does not have a night vision feature on the scope.


[[Image:sm_h3_Sniper_Rifle.gif|thumb|right|A render of the SRS99D-S2 AM]]
[[Image:sm_h3_Sniper_Rifle.gif|thumb|right|A render of the SRS99D-S2 AM]]
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==Physical Description And Appearance==
==Physical Description And Appearance==
[[Image:HaloArmsRace4.JPG|left|thumb|300px|SRS99D-S2 AM Sniper Rifles being machine-assembled presumably at [[Misriah|Misriah Mfg.]] on [[Mars]]. ]]
[[Image:HaloArmsRace4.JPG|left|thumb|300px|SRS99D-S2 AM Sniper Rifles being machine-assembled presumably at [[Misriah|Misriah Mfg.]] on [[Mars]]. ]]
The SRS99D-S2 AM is a semi-automatic [[UNSC]] sniper rifle that fires 14.5mm x 114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) rounds from a 4 round magazine (a.k.a. the mag). It is designed in the conventional layout, so the mag and operating system are located in front of the trigger. The magazine does not fit flush.
The SRS99D-S2 AM is a semi-automatic [[UNSC]] sniper rifle that fires 14.5mm x 114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) rounds from a 4 round magazine. It is designed in the conventional layout, so the mag and operating system are located in front of the trigger. The magazine does not fit flush.


This powerful weapon is gas-operated and therefore the action must be cycled to chamber the first round. Once the first round is fired, the gases from the previous round forces the bolt back, seating a new round on its return forward, and continues to do so until the mag is empty. Once the mag is empty, the bolt (although not illustrated in-game) locks back and the mag is removed (although there doesn't seem to be a bolt catch or magazine release button on the weapon). After a new magazine is inserted, the bolt catch button must be pressed which releases the bolt forward, chambering a new round. The the charging lug is on the left side of the rifle - allowing the user to cycle the action without unseating the weapon - and is physically a part of the bolt, and travels during operation of the weapon. It appears that there is no ejection port illustrated on the weapon, though empty shell casings can be seen ejecting from the right side of the weapon during game play.
This powerful weapon is gas-operated; therefore, the action must be cycled to chamber the first round. Once the first round is fired, the gases from the previous round forces the bolt back, seating a new round on its return forward, and continues to do so until the mag is empty. Once the mag is empty, the bolt (although not illustrated in-game) locks back and the mag is removed (although there doesn't seem to be a bolt catch or magazine release button on the weapon). After a new magazine is inserted, the bolt catch button must be pressed which releases the bolt forward, chambering a new round. The charging handle is on the left side of the rifle - allowing the user to cycle the action without unseating the weapon - and is physically a part of the bolt, and travels during operation of the weapon. It appears that there is no ejection port illustrated on the weapon, though empty shell casings can be seen ejecting from the right side of the weapon during game play.


The SRS99D is about 187.5cm long and is completely interchangeable. From the barrel to the breech to the stock, everything can be changed to fit the current situation and satisfy the operator. The SRS99D in [[Halo 3]] has some notable changes from the [[SRS99C]] models. First off, it is fitted with a 5x and 10x scope that shows real time images in infrared/topography vision when not looking through it (the infrared/topography vision cannot be activated while looking through the scope). When looking through it, the scope shows a target's distance and elevation. The SRS99D also has an altered fore grip 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 posses 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 gun, though it is impossible to unfold and would not serve any purpose if it could unfold, as there is no notable unsteadiness or shaking while looking through the scope, and therefore no reason to utilize a "bipod", although a Marine using the Bipod can be seen on the "Outskirts" cutscene.
The SRS99D is about 187.5cm long and is completely interchangeable. From the barrel to the breech to the stock, everything can be changed to fit the current situation and satisfy the operator. The SRS99D in [[Halo 3]] has some notable changes from the [[SRS99C]] models. First off, it is fitted with a 5x and 10x scope that shows real time images in infrared/topography vision when not looking through it (the infrared/topography vision cannot be activated while looking through the scope). When looking through it, the scope shows a target's distance and elevation. The SRS99D also has an altered fore grip 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 gun.


The SRS99D-S2 AM Sniper Rifle offers an electronic scope that provides 5x or 10x magnification. While looking through the scope without engaging the electronic magnification, an infrared and topographic view of the surroundings is seen. However, while engaging the electronic scope, in the bottom left-hand side appears the phrases: DIST and ELEV indicating that the sniper rifle has the capability to measure such variables.
The SRS99D-S2 AM Sniper Rifle offers an electronic scope that provides 5x or 10x magnification. While looking through the scope without engaging the electronic magnification, an infrared and topographic view of the surroundings is seen. However, while engaging the electronic scope, in the bottom left-hand side appears the phrases: DIST and ELEV indicating that the sniper rifle has the capability to measure such variables.
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The SRS99D-S2 AM Sniper Rifle bears much resemblance to the Denel NTW-20, sharing many of the same features, including the stock, carrying handle/scope guard, the flash suppressor, and even the extremely large caliber.
The SRS99D-S2 AM Sniper Rifle bears much resemblance to the Denel NTW-20, sharing many of the same features, including the stock, carrying handle/scope guard, the flash suppressor, and even the extremely large caliber.


This rifle, as well as the other sniper rifles look very similar to the rifles made and produced by Barrett. Most notably, the Barrett M107. The weapon, along with its predecessor, possess large rectangular Barret M-107 style buttstocks, suggesting that perhaps Bungie had intended for the SRS99C and D to be bullpup fed, before switching to the reload animations seen in game.
This rifle, as well as the other sniper rifles look very similar to the rifles made and produced by Barrett. Most notably, the Barrett M107. The weapon, along with its predecessor, possess large rectangular Barret M-107-style buttstocks, suggesting that perhaps Bungie had intended for the SRS99C and D to be bullpup-fed, before switching to the reload animations seen in game.


The bullet will travel from the barrel to the target almost instantly, unlike modern day long-range rifles, where the bullet may take 2-4 seconds to travel over a mile. (Recent studies have shown that the newer Barrett M-107 .50 cal sniper rifle can travel almost this speed being 4 times the speed of sound.) Now confirmed by Bungie, the bullet will only travel to the target instantly under a certain distance, over that distance, it may take 2 or 3 frames to reach its target, although unnoticeable during gameplay, it can still decide between instant kill (headshot), and a miss.
The bullet will travel from the barrel to the target almost instantly, unlike modern day long-range rifles, where the bullet may take 2-4 seconds to travel over a mile. (Recent studies have shown that the newer Barrett M-107 .50 cal sniper rifle can travel almost this speed being 4 times the speed of sound.) Now confirmed by Bungie, the bullet will only travel to the target instantly under a certain distance, over that distance, it may take 2 or 3 frames to reach its target, although unnoticeable during gameplay, it can still decide between instant kill (headshot), and a miss.
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The Sniper Rifle has one of the most advanced ammunition types in the game. Its 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%. While these fins provide increased accuracy, they also prevent a seal from forming between the bullet and barrel. A sabot is used to plug up this empty space, and is forcefully discarded from the bullet upon leaving the barrel. Because of this large caliber at the muzzle, the 14.5mm APFSDS round has a muzzle velocity of 1450m/s. This is what makes the round such a good anti- material ammunition.  
The Sniper Rifle has one of the most advanced ammunition types in the game. Its 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%. While these fins provide increased accuracy, they also prevent a seal from forming between the bullet and barrel. A sabot is used to plug up this empty space, and is forcefully discarded from the bullet upon leaving the barrel. Because of this large caliber at the muzzle, the 14.5mm APFSDS round has a muzzle velocity of 1450m/s. This is what makes the round such a good anti- material ammunition.  


The rounds themselves were inspired by the 14.5 × 114 mm Russian made projectile, used primarily in HMGs and Sniper Rifles. The rounds are described as being made of very hard metal, so they are probably made of a skin of hardened steel or titanium, with a hardened core of extremely dense tungsten or depleted uranium for maximum penetration. However, despite being labeled as Armor Piercing, the Sniper Bullet is actually Anti-Materiel, meaning that it is specifically designed to destroy enemy equipment, such as munitions, light vehicles, communications, but not heavy armor plating, like that of a tank. Therefore, the weapon is entirely useless against any armored vehicles unless you have a clear head or body shot. The only reason for this is because of the [[Covenant]]s' advanced armor. Modern day weapons and ammunition used against [[Covenant]] armor and shielding systems would seem ineffective, this is why most [[UNSC]] firearms use large types of ammunition because they are mostly used for their effectiveness in armor penetration and kinetic energy. However, in both [[Halo: The Fall of Reach]] and [[Halo: First Strike]], there are several in-book references to standard [[UNSC]] personal and the Spartans using the SRS 99C-S2 even before humanity had learned of the [[Covenant]]'s existence.
The rounds themselves were inspired by the 14.5 × 114 mm Russian-made projectile, used primarily in HMGs and Sniper Rifles. The rounds are described as being made of very hard metal, so they are probably made of a skin of hardened steel or titanium, with a hardened core of extremely dense tungsten or depleted uranium for maximum penetration. However, despite being labeled as Armor Piercing, the sniper round is actually Anti-Matériel, meaning that it is specifically designed to destroy enemy equipment, such as munitions, light vehicles, communications, but not heavy armor plating, like that of a tank. Therefore, the weapon is entirely useless against any armored vehicles unless you have a clear head or body shot. The only reason for this is because of the [[Covenant]]s' advanced armor. Modern day weapons and ammunition used against [[Covenant]] armor and shielding systems would seem ineffective, this is why most [[UNSC]] firearms use large types of ammunition because they are mostly used for their effectiveness in armor penetration and kinetic energy. However, in both [[Halo: The Fall of Reach]] and [[Halo: First Strike]], there are several in-book references to standard [[UNSC]] personal and the Spartans using the SRS 99C-S2 even before humanity had learned of the [[Covenant]]'s existence.


However, as an anti-material round, the penetration and stopping power is supremely effective. It has been demonstrated as having enough power (on Normal) to punch through the torsos of two [[Brutes]] (although it only knocks off their armor) and kill a [[Grunt]] standing behind them. The round possesses enough stopping power that a quick follow-up shot will kill both Brutes.
However, as an anti-matériel round, the penetration and stopping power is supremely effective. It has been demonstrated as having enough power (on Normal) to punch through the torsos of two [[Brutes]] (although it only knocks off their armor) and kill a [[Grunt]] standing behind them. The round possesses enough stopping power that a quick follow-up shot will kill both Brutes.


The large caliber rounds make it necessary to have a small magazine size and small combat loads (28 rounds total in [[Halo:CE]] , 24 rounds in Halo 2 and in Halo 3.) However, a "full combat load" was described in [[Halo: First Strike]], and in the Halo:CE level [[Truth and Reconciliation Level|Truth and Reconciliation]] you start with a Sniper Rifle that has a 68 round load, however, this is the SRS 99C-S2.
The large caliber rounds make it necessary to have a small magazine size and small combat loads (28 rounds total in [[Halo:CE]] , 24 rounds in Halo 2 and in Halo 3.) However, a "full combat load" was described in [[Halo: First Strike]], and in the Halo:CE level [[Truth and Reconciliation Level|Truth and Reconciliation]] you start with a Sniper Rifle that has a 68 round load, however, this is the SRS 99C-S2.


The Sniper Rifle's rounds leave behind a trail of smoke.This is great if you are looking to countersnipe someone on xbox live. This also may be an unintentional result of the sabot's separation from the rest of the round. Another explanation could lie in the fact that the high speed of the round causes friction with the air, resulting in the round causing disturbances in the air like a larger hypersonic projectile would.
The Sniper Rifle's rounds leave behind a trail of smoke. This is great if you are looking to countersnipe someone.


The gun strangely ejects 7.62x51mm cartridges, the same as the MA5C's, despite the two guns having different calibers.
The weapon ejects 7.62x51mm cartridges, the same as the MA5C's, despite the two weapons using different types of rounds.


===Changes From The SRS99C Models===
===Changes From The SRS99C Models===
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*Always carry a secondary close ranged weapon such as an Assault Rifle or SMG. Even more preferably, a Mauler or Shotgun. Remember not to carry a Battle Rifle secondary as you are extremely vulnerable to close range attacks if you do not have a close ranged weapon.
*Always carry a secondary close ranged weapon such as an Assault Rifle or SMG. Even more preferably, a Mauler or Shotgun. Remember not to carry a Battle Rifle secondary as you are extremely vulnerable to close range attacks if you do not have a close ranged weapon.
* When you are in close combat with a sniper but you are in scope, a quick way to remove scope is quickly pressing the " Y Button" twice. This will remove your sniper rifle out of its scope.
* When you are in close combat with a sniper but you are in scope, a quick way to remove scope is quickly pressing the " Y Button" twice. This will remove your sniper rifle out of its scope.
* In many cases new(er) players often panic when they see an enemy at close range, most likely wasting ammo. It is much easier to either run or defend. Stay calm and pull out another weapon.
* In many cases new(er) players often panic when they see an enemy at close range, most likely wasting ammunition. It is much easier to either run or defend. Stay calm and pull out another weapon.
* Another useful tactic for campers is to have more than one sniper in multiple locations on the map allowing for them to spot and remove threat's from each other effectivly removing the dangers of close range assaults that single snipers or multiple snipers in the same place are suceptable to.
* Another useful tactic for campers is to have more than one sniper in multiple locations on the map allowing for them to spot and remove threats from each other effectively removing the dangers of close range assaults that single snipers or multiple snipers in the same place are susceptible to.


===Advantages===
===Advantages===
*Like the [[Beam Rifle]] a headshot is an instant kill unless the target has an [[Overshield]] or the rules of the game have been altered to shelter the player in any way, shape, or form.
*Like the [[Beam Rifle]], a headshot is an instant kill unless the target has an [[Overshield]] or the rules of the game have been altered to shelter the player in any way, shape, or form.
*It can also make four shots in rapid successions (which is also the number of rounds per magazine), while the [[Beam Rifle]] can only fire 2 in succession (4 if the player is skilled). It also does not have the overheating problem seen in the Beam Rifle.
*It can also make four shots in rapid successions (which is also the number of rounds per magazine), while the [[Beam Rifle]] can only fire 2 in succession (4 if the player is skilled). It also does not have the overheating problem seen in the Beam Rifle.
*You do not have to aim higher than your target, due to the fact that the game only takes bullet-drop into account for a few weapons (most notably the Fuel Rod Gun; the Brute Shot; and the Brute Spiker.)
*You do not have to aim higher than your target, due to the fact that the game only takes bullet-drop into account for a few weapons (most notably the Fuel Rod Gun; the Brute Shot; and the Brute Spiker.)
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{{UNSC Infantry Weapons}}
{{UNSC Infantry Weapons}}
[[Category:Held Weapons]]
[[Category:Held Weapons]]
[[Category:Human Weapons]]
[[Category:Human Weapons]]
[[Category:UNSC]]
[[Category:UNSC]]
[[Category:Weapons]]
[[Category:Weapons]]
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