Okarda'phaa-pattern plasma rifle: Difference between revisions

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<center>''Were you looking for the [[Brute]]-preferred variant of the [[Brute Plasma Rifle|Plasma Rifle]] used in [[Halo 2]] and [[Halo 3: ODST]]?''</center>
<center>''Were you looking for the [[Brute]]-preferred variant of the [[Brute Plasma Rifle|Plasma Rifle]] used in [[Halo 2]] and [[Halo 3: ODST]]?''</center>
{{Weapon
{{Weapon
| image=[[File:Plasmarifle.png|290px]]
| image=[[File:Plasmarifle.png|290px]]
| name=Type-25 Directed Energy Rifle
| name=Type-25 Directed Energy Rifle
| manufacturer=[[Covenant Empire|Covenant]]
| manufacturer=[[Covenant Empire|Covenant]]
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| cost=unknown
| cost=unknown
| size=Handheld, Single Handed ([[Dual Wield]]able)
| size=Handheld, Single Handed ([[Dual Wield]]able)
*length (o/a): 66 cm (26 in.)
*length: {{Convert|66|cm|in}} <ref name="plas1">'''[http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmarifle Bungie.net's in-depth look at the plasma rifle]'''</ref>
*width: 17.7 centimeters
*width: {{Convert|17.8|cm|in}} <ref name="SloftusPlas">'''[http://halo.bungie.org/misc/sloftus_covweapons/ Steven Loftus analysis of Covenant Weaponry]'''</ref>
*height: 37.8 centimeters
*height: {{Convert|37.9|cm|in}} <ref name="SloftusPlas"/>
*weight: 5.8 kg (13 lbs)
*weight: {{Convert|5.9|kg|lb}} <ref name="plas1"/>
| damage per hit=Medium
| damage per hit=
*10 DU (Halo 1)<ref>http://www.bungie.net/Games/HaloPC/page.aspx?section=Guides&subsection=WeaponsVehiclesPages&page=2</ref>
| magazine=100 Battery Units
| magazine=100 Battery Units
*''[[Halo: Combat Evolved]]'': 200 shots
*''[[Halo: Combat Evolved]]'': 200 shots
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| ammotype=Superheated Plasma
| ammotype=Superheated Plasma
| operation=All Purpose
| operation=All Purpose
| rate of fire=High, 360~540 shots/min
| rate of fire=360~540 shots/min <ref name="plas1"/>
| velocity=126 m/s (413 f/s)
| velocity=126 m/s (413 f/s)<ref name="plas1"/>
| accuracy=Moderate
| accuracy=Moderate
| range=Short to Medium Range
| range= {{Convert|50|m|ft}} <ref name="plas1"/>
*50 meters (155 ft)
| era=
| era=
| counterpart=
| counterpart=
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{{Quote|You know, it looks delicate and so you feel like you need to hold it kinda gingerly—but then you see an [[Elite]] crack a [[Jiralhanae|Bravo Kilo's]] head with one—the things are built tough.|Anonymous Serviceman}}
{{Quote|You know, it looks delicate and so you feel like you need to hold it kinda gingerly—but then you see an [[Elite]] crack a [[Jiralhanae|Bravo Kilo's]] head with one—the things are built tough.|Anonymous Serviceman}}


The '''Type-25 Directed Energy Rifle''',<ref>http://www.bungie.net/projects/halo3/content.aspx?link=h3plasmarifle</ref> more commonly known as the '''Plasma Rifle''', is a [[Covenant Empire|Covenant]] infantry weapon.
The '''Type-25 Directed Energy Rifle''',<ref name="plas1"/> more commonly known as the '''Plasma Rifle''', is a [[Covenant Empire|Covenant]] infantry weapon.


==Design Details==
==Design Details==
[[File:Plasma-rifle 02.png|thumb|left|160px|A Plasma Rifle's schematics.]]
[[File:Plasma-rifle 02.png|thumb|left|160px|A Plasma Rifle's schematics.]]
The '''Plasma Rifle''' is a Covenant [[Directed Energy Weapon]] that uses a superheated ionized gas called [[Plasma]] instead of projectile ammunition. The weapon's inner workings is comprised of several components, a power cell that keeps the weapon active, power the magnetic containment field, and carry out the firing cycle. The weapon has a power output of 100-150 KV @ 2~3 dA, and can fire 360~540 rounds per minute. Unlike the [[Type-25 Directed Energy Pistol]], the plasma rifle is capable of semi-automatic and full automatic fire. The plasma rifle consists of two large semiautomatic weapons welded together one on top, the other beneath. The pair of curved bodies were mated via the trigger guard, and then at the front with a second guard.<ref name="PLAS2">'''[[Halo: The Cole Protocol]]''' ''page 64''</ref> Placed atop one another, these projectors fire in a "stagger" pattern taking the slow automatic fire of each individual collimator and combining it, this design allows a faster rate of fire and more rounds per second. The side of the weapon has a small temperature gauge this visually informs the wielder how close the weapon is to overheating.<ref>'''[[Halo: The Cole Protocol]]''' ''page 65''</ref> The Type-25 DER like most Covenant weapons are smooth and aerodynamic, almost organic in appearance.<ref name="PLAS2"/> Unlike human technology Covenant weapons like the plasma rifle have no instrumentality, none of the surface controls or triggers connect in any way humans can understand.<ref>'''[[Dr. Halsey's personal journal]]''' ''November 22nd, 2535</ref>


Like most Covenant firearms, the Type-25 DER is a directed-energy weapon that uses a superheated, ionized gas called [[Plasma]] instead of projectile ammunition. The weapon has a power output of 100-150 KV @ 2~3 dA, and can fire 360~540 rounds per minute. Unlike the [[Plasma Pistol]], the plasma rifle is capable of semi-automatic and full automatic fire; this is thanks in part to its dual plasma collimator design. Placed atop one another, these collimators fire in a "stagger" pattern, taking the slow automatic fire of each individual collimator and combining it, this design allows a faster rate of fire and more rounds per second.  
The Type-25 DER is the primary weapon of the Covenant’s officer corps,<ref name="plas1"/> and is standard issue to [[Sangheili]] and [[Jiralhanae]], lower caste species within the Covenant who have attained significant rank within the Covenant military have been known to wield this weapon. The Type-25 DER was one of the earliest and most frequently encountered Covenant plasma weapon. It occupies a role very similar to the human assault rifle.<ref>'''[http://www.bungie.net/projects/reach/article.aspx?ucc=ordnance&cid=28439 Bungie.net's Halo: Reach ordnance guide]'''</ref> It is still the primary weapon of the of the Sangheilian armed forces.<ref name="plas1"/>


Taking fire from the Type-25 DER can cause severe second, third, and fourth-degree burns. The weapon's plasma vaporizes tissue on contact and sears the surrouding flesh, the wound being cauterized instantly by the heat. Even near misses will produce severe burns and heat trauma. Against UNSC infantry, the Type-25 Rifle's lethality is considerably greater than its sidearm counterpart, the [[Type-25 Directed Energy Pistol]], due to the faster rate of fire. Generally, two hits from either a Plasma Pistol or Plasma Rifle will kill a light or non-armored target. Like its counterpart, extended periods of firing will overheat the weapon, causing it to become unusable for a short period of time while it discharges plasma. In the context of the ''Halo'' games, all plasma weapons' strength and lethality are compensated for both the sake of ESRB rating and gameplay.
The lethality of the Type-25 Directed Energy Rifle is extreme. Injuries inflicted to a victim are severe third-degree burns, this type of injury destroys the outer layer of skin and the entire layer beneath; the wound is cauterized instantly upon impact.<ref name="plas3">'''[[Halo: The Cole Protocol]]''' ''page 77''</ref><ref>'''[[Halo: The Fall of Reach]]''' ''pages 328''</ref> Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact<ref>'''[[Halo: The Flood]]''' ''page 22''</ref>, fluids trapped in organs or arteries in addition to the rapid expansion of heat would cause ruptures or small explosions causing additional damage to the target. At close range two bursts from the Type-25 DER have enough thermal transfer and kinetic energy to pass through victims with ease,<ref name="plas4">'''[[Halo: The Cole Protocol]]''' ''page 76''</ref> close range impacts can also cause dismemberment of limbs.<ref name="plas3"/> Near misses can also cause injury to the target, as they produce severe burns to the area they pass, this can also cause heat trauma or heat stroke from the extreme temperatures of the bolt.<ref>'''[[Halo: Ghosts of Onyx]]''' ''page 19''</ref><ref name="reach">'''[[Halo: The Fall of Reach]]''' ''page 315''</ref> Should the plasma impact an object, the impact can cause splash damage creating debris both non-heated and heated that may come into contact with a target, with a crippling or lethal effect.<ref>'''[[Halo: The Cole Protocol]]''' ''page 15''</ref> Generally two hits from either a Plasma Pistol or Plasma Rifle will kill a light or unarmored target.<ref name="plas4"/>


===Advantages===
===Advantages===
The Plasma Rifle is a close to medium range weapon, and as such can inflict very high damage at range. The Plasma Rifle can also be used at long range if the user fires slowly and aims carefully by leading the target. The rifle is extremely efficient at killing "soft" targets, while doing lethal amounts of damage to a heavily armored target. Enough infantry equipped with Type-25 Rifles can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. SPARTAN-IIs and Elites have the ability to dual-wield plasma rifles, doubling their efficiency in close to medium range combat situations. The plasma rifle's high velocity bolt coupled with its kinetic impact to a target can temporarily stun a target like a SPARTAN-II.
The plasma rifle is a close to medium range weapon, and as such can inflict very high damage at range. The plasma rifle can also be used at long range if the user fires slowly and aims carefully by leading the target. The rifle is extremely efficient at killing "soft" targets, while doing lethal amounts of damage to a heavily armored target. Enough infantry equipped with Type-25 rifles can halt enemy infantry advance with its ability to deliver harassing suppressive fire; this tactic is also reflected in the Covenant's combat doctrine: destroy enemy morale with harassing fire from distant or hidden snipers and intimate exposure to the alien-ness of their infantry. SPARTAN-IIs and Elites have the ability to dual-wield plasma rifles, doubling their efficiency in close to medium range combat situations. The plasma rifle's high velocity bolt coupled with its kinetic impact to a target can temporarily stun a target like a SPARTAN-II.


===Disadvantages===
===Disadvantages===
The Plasma Rifle, when fired continuously, overheats very quickly because of the rapid cycling, loading, ignition, and release sequence of energy; to prevent the weapon from being damaged, the Type-25 DER temporarily shuts down and opens heating vents to allow the excess heat to dissipate before the weapon reactivates. This process briefly leaves the weapon inoperable and useless. The vented plasma can also burn unwary users when the weapon overheats.  
The plasma rifle, when fired continuously, overheats very quickly because of the rapid cycling, loading, ignition, and release sequence of energy; to prevent the weapon from being damaged, the Type-25 DER temporarily shuts down and opens heating vents to allow the excess heat to dissipate before the weapon reactivates. This process leaves the weapon inoperable and useless. Careless infantry who are not aware of the function of the Plasma Rifle can get themselves killed because of this.  


Human military experts and scientists have little understanding how Covenant plasma weapons work or how they are recharged; as such, when the battery is depleted, the rifle must be discarded or replaced. At 10% charge level, the plasma rifle will begin to misfire, hampering the operator's use of the weapon.
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 rifle must be discarded or replaced. At 10% charge level, the plasma rifle will begin to misfire, this is due to the power cells inability to deliver enough energy to start and complete the ignition and release phase of operation, hampering the operator's use of the weapon.  


Although the Plasma Rifle can strike a target at longer 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 magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with longer travel distance.
Although the plasma rifle can strike a target at longer ranges, it is not suited for long range combat, due to two distinct properties of the weapons 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 magnetic field begins to weaken, causing the temperature of the bolt to cool before the magnetic field becomes unstable and finally dissipates. The bolt also loses velocity and kinetic impact with longer travel distance.  


==Changes==
==Changes==
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===Changes From Halo: Combat Evolved to Halo 2===
===Changes From Halo: Combat Evolved to Halo 2===
* The ''Halo 2 ''Plasma Rifle is not as powerful as its predecessor and lacks the ability to stun. It is also noticeably less accurate, especially at long range. These drawbacks are compensated by a higher rate of fire and the ability to dual-wield, allowing it to be paired with a wide variety of other weapons. It is best paired with an [[M7 Caseless Submachine Gun|SMG]] or [[M6C Magnum]].
The Plasma Rifle in ''Halo 2'' is not as powerful as its predecessor and lacks the ability to stun. In addition it is also noticeably less accurate, especially at long range. These drawbacks are compensated by a higher rate of fire and the ability to dual-wield, allowing it to be paired with a wide variety of other weapons. The changes done to the weapon are directly related to the inclusion of dual-wielding for balancing purposes. The Plasma Rifle, along with many other weapons from ''Halo: Combat Evolved'', has been tweaked to better fit the new game engine. A Plasma Rifle is much more efficient at taking out the shields of an opponent compared to ballistic weaponry, but it is less efficient against flesh. This version of the Plasma Rifle behaves more as an SMG rather than a rifle. The Plasma Rifle now has a new firing sound effect to give it along with other plasma weapons a distinct sound to distinguish it easier. In addition to that a new variant, the [[Type-25 Directed Energy Rifle/Jiralhanae Variant|Brute Plasma Rifles]], is introduced.
 
*The changes done to the weapon are directly related to the inclusion of dual-wielding and higher rate of fire. For purposes of balance, the Plasma Rifle, along with many other weapons from ''Halo: Combat Evolved'', has been tweaked to better fit the new game engine. A Plasma Rifle is much more efficient at taking out the shields of an opponent compared to ballistic weaponry, but it is less efficient against flesh. This version of the Plasma Rifle behaves more as an SMG rather than a rifle.
 
*The sound effects for the Plasma Rifle have been changed, to give each weapon a distinct sound to distinguish it easier.
 
*A new variant, the [[Type-25 Directed Energy Rifle/Jiralhanae Variant|Brute Plasma Rifles]], are introduced.


===Changes from Halo 2 to Halo 3===
===Changes from Halo 2 to Halo 3===
*The Plasma Rifle in ''Halo 3'' is much more powerful than its ''Halo 2'' counterpart, but is still weaker than the ''Halo: Combat Evolved'' Plasma Rifle. Like most of the plasma weapons featured in ''Halo 3'', they have the same overheating rate as their predecessors.
The Plasma Rifle in ''Halo 3'' is much more powerful than its ''Halo 2'' counterpart, but is still weaker than the ''Halo: Combat Evolved'' version. Like most of the plasma weapons featured in ''Halo 3'', they have the same overheating rate as their predecessors. To better balance the the weapon the Plasma Rifle now fires as fast as the Brute Plasma Rifle did in ''Halo 2''. Plasma bolts fired by the Plasma Rifle and all other plasma weapons in Halo 3 have been graphically redesigned to have a more vivid look. The bolts now seem to travel faster than from previous games, reducing the need to lead the shots at mid-to-long ranges. However it takes fewer shots of constant fire for the plasma bolts to become very inaccurate. It is considerably harder to come across the Plasma Rifle in ''Halo 3 campaign'', because of the lack of Elites and the introduction of new Brute weapons such as the [[Type-25 Carbine|Spiker]].
 
*The Plasma Rifle now fires as fast as the Brute Plasma Rifles in ''Halo 2''.
 
*Plasma bolts fired by the Plasma Rifle and all other plasma weapons in Halo 3 have been graphically redesigned to have a more vivid look. The bolts now seem to travel faster than from previous games, reducing the need to lead the shots at mid-to-long ranges.
 
*The weapon is more accurate than from ''Halo 2'', but still not as accurate as its ''Halo: Combat Evolved'' incarnation.
 
*It takes fewer shots of constant fire for the Plasma Rifle to become very inaccurate.
 
*It is considerably harder to come across the Plasma Rifle in ''Halo 3 campaign'', because of the lack of Elites and the introduction of new Brute weapons such as the [[Type-25 Carbine|Spiker]].
 
*In ''Halo 3'' multiplayer, it takes eighteen plasma bolts when not dual-wielding to kill a fully shielded opponent.
*It seems to have a scale-like pattern on it.


===Changes from Halo 3 to Halo: Reach===
===Changes from Halo 3 to Halo: Reach===
*It appears to have more of a cyan blue as opposed to the dark blue of older versions.
In Halo: Reach the plasma rifle, like the other plasma weapons in the game, have been dramatically redesigned and retooled to function closer to their ''Halo: Combat Evolved'' versions. The plasma rifle makes a very prominent appearance in the campaign and is wielded by Sangheili and Unggoy. The weapon is available in Forge but is not placed on any multiplayer map by default. The weapon appears to fire faster but still not as fast as the [[Type-51 Directed Energy Rifle/Improved|Plasma Repeater]]. The weapons animations are far more detailed and are meant to give it a more menacing and dangerous look. Like the plasma pistol the design of the weapon has changed considerably from previous games, The grip has been altered, and appears to be more ergonomic and now sports a more darker blue color.
*Damage is noticeably increased.
*Appears to fire faster but still obsolete to the plasma repeater.
*Overheating and melee animations are changed to make the weapon feel more powerful.
*The grip has been altered, and appears to be more ergonomic.
*Does not appear in multiplayer unless placed there in [[Forge]].


==Tactics==
==Tactics==
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*In [[Halo: Combat Evolved|''Halo: Combat Evolved'']], it is good to carry the [[M6D Personal Defense Weapon System|M6D pistol]] as a secondary weapon. Use the Plasma Rifle to take down Elite or Jackal shields, and use the pistol to secure headshots on unshielded opponents, Grunts and Hunters. However, an [[MA5B ICWS Assault Rifle|Assault Rifle]] works better on [[Flood]]-based levels.
*In [[Halo: Combat Evolved|''Halo: Combat Evolved'']], it is good to carry the [[M6D Personal Defense Weapon System|M6D pistol]] as a secondary weapon. Use the Plasma Rifle to take down Elite or Jackal shields, and use the pistol to secure headshots on unshielded opponents, Grunts and Hunters. However, an [[MA5B ICWS Assault Rifle|Assault Rifle]] works better on [[Flood]]-based levels.
*In [[Halo 2]], dual-wielded Plasma Rifles work extremely effective against a Hunter's back. It seems to stop and "stun" a [[Hunter]] from using its back melee on the player. This is very useful on higher difficulties.  
*In [[Halo 2]], dual-wielded Plasma Rifles work extremely effective against a Hunter's back. It seems to stop and "stun" a [[Hunter]] from using its back melee on the player. This is very useful on higher difficulties.  
*On [[Flood]]-based levels in ''Halo 3'' Campaign, dual-wielded Plasma Rifles work as well as the [[Brute Shot]] over longer ranges and pick off more distant Forms, especially [[Ranged Form]]s and [[Combat Forms]]. By zooming in, and looking at the bottom of the [[heads-up display]], you will see red numbers indicating their distance - Plasma Rifles works best against hostiles within 50 meters. Opening short bursts of fire will immobilize them easily, as they flinch and cease fire when being shot.
*On [[Flood]]-based levels in ''Halo 3'' Campaign, dual-wielded Plasma Rifles work as well as the [[Brute Shot]] over longer ranges and pick off more distant Forms, especially [[Ranged Form]]s and [[Combat Forms]]. By zooming in, and looking at the bottom of the [[heads-up display]], you will see red numbers indicating their distance - Plasma Rifles works best against hostiles within 50 meters. Opening short bursts of fire will immobilize them easily, as they flinch and cease fire when being shot.


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