Eos'Mak-pattern plasma pistol: Difference between revisions

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==Design Details==
==Design Details==
   
   
[[File:Plasma-pistol.png|thumb|left|160px|A render of a plasma pistol.]]
[[File:Plasma-pistol.png|thumb|left|130px|A render of a plasma pistol.]]


The '''Plasma Pistol''' is a [[Covenant]] [[Directed Energy Weapon]] that uses superheated ionized gas called [[plasma]], instead of 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 standard-issue for lower-ranking Covenant infantry such as [[Unggoy]] and [[Kig-Yar]], but is occasionally used by higher ranking species within the Covenant such as [[Ossoona]] [[Elites]]; as such it is the most commonly encountered Covenant plasma weapon. If fired quickly enough, the Plasma Pistol is capable of shooting with a very high rate of fire like the [[plasma rifle|Plasma Rifle]]. Against UNSC infantry, the Type-25 Pistol's lethality to personnel is extreme; injuries inflicted to the victim are severe third-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, 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 non armored target. The Type-25 Pistol also has the ability to charge a single superheated bolt, which can instantly deplete almost any form of energy shielding and vehicle mechanics temporarily, and if an overcharge bolt were to hit a flesh-based target, could result in instant death. 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.
The '''Plasma Pistol''' is a [[Covenant]] [[Directed Energy Weapon]] that uses superheated ionized gas called [[plasma]], instead of 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 standard-issue for lower-ranking Covenant infantry such as [[Unggoy]] and [[Kig-Yar]], 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, forth 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 non armored target. The Type-25 Pistol also has the ability to charge a single superheated bolt, which can instantly deplete almost any form of 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.


===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 most sorts of infantry. Because of the high amounts of energy being released, a vehicle running on hydrogen engines can be disabled if an overcharged bolt hits it, be it light or heavily armored. 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 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. In Halo:CE, if you press the trigger down fast enough, it can fire almost as fast as a Plasma Rifle.
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 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.


===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 and useless. 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 goes, the farther the bolt will travel before the inner magnetic field begins to weaken, becoming unstable and dissipating the contained plasma. The bolt also loses velocity and kinetic impact at longer ranges.
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.
 
The Plasma Pistol can be dual-wielded, but it is of very limited use in online Multiplayer and Campaign. It only takes one overcharged shot to be rid of an adversary's shields, and the Plasma Pistol performs dreadfully against unshielded opponents, dealing minimal damage compared to other weapons, especially on Multiplayer.  It also makes a distinct humming sound when you overcharge a shot, allowing opponents to easily hear you. Taking into consideration all these factors, the Plasma Pistol is of better use as a tool rather than a weapon.


===Influences===
===Influences===
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==Changes==
==Changes==
[[Image:OverheatingPlasmaPistol.jpg|thumb|right|A ''Halo: CE'' plasma pistol overheating.]]
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]]. 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|Halo: CE]] to [[Halo 2]]===
===Changes from Halo: Combat Evolved to [[Halo 2]]===
*The melee action has changed. In the ''Halo: CE'', the Master Chief would hold the Plasma Pistol in his left hand which in a supportive position underneath the weapon and do a quick swing with his right arm. Ironically, the third person model still punched with his left hand. It was the fastest melee in ''[[:Halo: Combat Evolved]]'', and comparably the strongest. In ''[[Halo 2]]'' and ''[[Halo 3]]'', this was changed, and the player punched with the left (free) hand, while keeping a hold on the trigger with his right hand. Also, the punch switches between a hook/swing and a direct punch.
*The melee action has changed. In the ''Halo: CE'', the Master Chief would hold the Plasma Pistol in his left hand which in a supportive position underneath the weapon and do a quick swing with his right arm. Ironically, the third person model still punched with his left hand. It was the fastest melee in ''[[:Halo: Combat Evolved]]'', and comparably the strongest. In ''[[Halo 2]]'' and ''[[Halo 3]]'', this was changed, and the player punched with the left (free) hand, while keeping a hold on the trigger with his right hand. Also, the punch switches between a hook/swing and a direct punch.
*Overload shot 'aftertrail' was removed.
*Overload shot 'aftertrail' was removed.
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*In ''[[Halo: Contact Harvest]]'', [[Dadab]] makes use of the Plasma Pistol's overcharge effect as an effective source of light, whilst he is leading a group of Grunts in the dark.
*In ''[[Halo: Contact Harvest]]'', [[Dadab]] makes use of the Plasma Pistol's overcharge effect as an effective source of light, whilst he is leading a group of Grunts in the dark.


*If the PC version of ''Halo: Combat Evolved ''is booted in Safe Mode, the "overheat hologram" will not be present.
*In ''Halo 2 Vista'', it is possible to instantly destroy a [[Ghost]] by aiming an overcharged bolt at the metal flaps on the back of the Ghost's wings.
*In ''Halo 2 Vista'', it is possible to instantly destroy a [[Ghost]] by aiming an overcharged bolt at the metal flaps on the back of the Ghost's wings.
*The Plasma Pistol's vehicular disabling effects do not work on the Elephants in ''Halo 3''.
 
*If you overcharge the Plasma Pistol and slowly release the trigger, it will not fire an overcharged shot. This can be used as a way to prevent excess battery depletion when an overcharge is fired. The Plasma Pistol in PC versions cannot do this as you are using a mouse to control the firing.
*If you overcharge the Plasma Pistol and slowly release the trigger, it will not fire an overcharged shot. This can be used as a way to prevent excess battery depletion when an overcharge is fired. The Plasma Pistol in PC versions cannot do this as you are using a mouse to control the firing.
*The plasma bolts that are shot from the Plasma Pistol in [[Halo 3: ODST|''Halo 3: ODST'']] are somewhat smaller and less pronounced than the plasma bolts seen in ''Halo 3''.
*The plasma bolts that are shot from the Plasma Pistol in [[Halo 3: ODST|''Halo 3: ODST'']] are somewhat smaller and less pronounced than the plasma bolts seen in ''Halo 3''.
* It has one of the fastest melee speeds.
 


==Sources==
==Sources==
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Image:74697396-Full.jpg|Dual overcharged Plasma Pistols in action.
Image:74697396-Full.jpg|Dual overcharged Plasma Pistols in action.
Image:Plasma Pistol Halo 3.jpg|A ''[[Halo 3]]'' Plasma Pistol.
Image:Plasma Pistol Halo 3.jpg|A ''[[Halo 3]]'' Plasma Pistol.
Image:OverheatingPlasmaPistol.jpg|A ''Halo: CE'' plasma pistol overheating.
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