Eos'Mak-pattern plasma pistol: Difference between revisions

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[[Image:Plasma Pistol Halo 3.jpg|thumb|left|Halo 3 Plasma Pistol.]]
[[Image:Plasma Pistol Halo 3.jpg|thumb|left|Halo 3 Plasma Pistol.]]


The '''Plasma Pistol''' is one of the most versatile weapons in the Halo universe. Its ability to instantly and completely deplete and cripple shielding regardless of strength make it a very valuable [[weapon]] in [[Multiplayer]] and even more in [[Campaign]] against many shielded enemies with armor, especially [[Elites]], [[Jackals]] and [[Brute]]'s with the newfound [[Power Armor]]. Also, it's ability to render vehicles motionless is a highly effective use of the Plasma Pistol in [[Halo 3]]. It is also highly effective against [[Sentinels]], taking only a single overcharged shot to destroy a standard Sentinel, or two charged-shots to destroy a [[Sentinel Major]], one to deplete its shields and another to destroy it. A useful combo if taking out elites is a plasma pistol and a rapid firing weapon. An overcharged shot would disable their shields then using the rapid fire weapon it would be much easier to kill once the shields are gone. In addition to its standard offensive capabilities, there are also various elements peculiar to each game that enhance its effectiveness. In [[Halo: Combat Evolved]], it has the ability to briefly stun opponents via its standard firing mode. Also, the overcharged shots cause heavy damage to unshielded opponents in multiplayer as well as unshielded [[Covenant]] forces (except [[Hunters]] and other forces on legendary.A Grunt on legendary will still be alive if you shoot him with an overcharged plasma pistol). In [[Halo 2]] the overcharged shot's tracking is reduced from [[Halo 1]]. In [[Halo 3]], while the overcharged shots have reduced tracking from Halo 2, they can now temporarily disable any vehicle, rendering them immobile for a few seconds, similar to the [[Power Drain]], though the vehicles weaponry is still active. Also, an overcharged plasma bolt in  [[Halo 3]] will destroy a [[Brute]]'s [[Power Armor]], making them vulnerable to weaponry fire.
The Plasma Pistol is one of the most versatile weapons in the Halo universe. Its ability to instantly and completely deplete and cripple shielding regardless of strength make it a very valuable [[weapon]] in [[Multiplayer]] and even more in [[Campaign]] against many shielded enemies with armor, especially [[Elites]], [[Jackals]] and [[Brute]]'s with the newfound [[Power Armor]]. Also, it's ability to render vehicles motionless is a highly effective use of the Plasma Pistol in [[Halo 3]]. It is also highly effective against [[Sentinels]], taking only a single overcharged shot to destroy a standard Sentinel, or two charged-shots to destroy a [[Sentinel Major]], one to deplete its shields and another to destroy it. A useful combo if taking out elites is a plasma pistol and a rapid firing weapon. An overcharged shot would disable their shields then using the rapid fire weapon it would be much easier to kill once the shields are gone. In addition to its standard offensive capabilities, there are also various elements peculiar to each game that enhance its effectiveness. In [[Halo: Combat Evolved]], it has the ability to briefly stun opponents via its standard firing mode. Also, the overcharged shots cause heavy damage to unshielded opponents in multiplayer as well as unshielded [[Covenant]] forces (except [[Hunters]] and other forces on legendary.A Grunt on legendary will still be alive if you shoot him with an overcharged plasma pistol). In [[Halo 2]] the overcharged shot's tracking is reduced from [[Halo 1]]. In [[Halo 3]], while the overcharged shots have reduced tracking from Halo 2, they can now temporarily disable any vehicle, rendering them immobile for a few seconds, similar to the [[Power Drain]], though the vehicles weaponry is still active. Also, an overcharged plasma bolt in  [[Halo 3]] will destroy a [[Brute]]'s [[Power Armor]], making them vulnerable to weaponry fire.


The Plasma Pistol is most effective when used in conjunction with other weapons, particularly those capable of headshots, i.e. the [[Battle Rifle]], [[Covenant Carbine]], or any [[M6]] series handgun. The weapon can be used in a shot/melee Combo—first, it should be used in a somewhat close range: enough to get in a melee attack after being shot with the Pistol, the Pistol will lower the shields, leaving the target vulnerable yo any type of attack, but to finish, quickly follow up with a quick melee. It's a quick way to kill any target, but it is also pretty risky if you are up against a much more powerful weapon. Note that this weapon alone doesn't cause much damage so have a backup weapon ready. Once the player has disabled their enemy's shields with the Plasma Pistol's overcharged shot, a single headshot from any of those weapons will result in a kill. In [[Halo 2]], the colloquial term "[[noob combo]]" has been applied to the Plasma Pistol/[[Battle Rifle]] combination due to the extreme tracking abilities of the Plasma Pistol's charged shot as well as the relative ease of achieving headshots with the [[Battle Rifle]]. The "noob combo" is controversial amongst players. Some regard it as cheap while others laud it for its effectiveness. In Halo 2 and Halo 3, the Plasma Pistol is dual-wieldable, allowing the player to use its shield-breaking abilities in concert with another weapon, such as an SMG or pistol. In any Halo game, it is possible to use the Plasma Pistol in conjunction with melee for Close Quarters Combat (CQC, a.k.a. Close Quarters Battle, or CQB). The way you do this is charge up an overcharge shot, and then release it at close range just before using a [[melee]] attack. In Halo 1 and 2 (in auto-update 1.1) it should only take one or two melee attacks to kill, and you can melee right after firing. In Halo 3 it is much more effective, as a melee attack after the shields are gone will guarantee a kill. Waiting in halls or buildings which force your enemy into CQB is an effective strategy. It is also effective for a multiplayer game of Juggernaut, as one fully charged shot can deplete the [[Juggernaut]]'s shield, effectively making the Juggernaut more vulnerable to basic firepower.
The Plasma Pistol is most effective when used in conjunction with other weapons, particularly those capable of headshots, i.e. the [[Battle Rifle]], [[Covenant Carbine]], or any [[M6]] series handgun. The weapon can be used in a shot/melee Combo—first, it should be used in a somewhat close range: enough to get in a melee attack after being shot with the Pistol, the Pistol will lower the shields, leaving the target vulnerable yo any type of attack, but to finish, quickly follow up with a quick melee. It's a quick way to kill any target, but it is also pretty risky if you are up against a much more powerful weapon. Note that this weapon alone doesn't cause much damage so have a backup weapon ready. Once the player has disabled their enemy's shields with the Plasma Pistol's overcharged shot, a single headshot from any of those weapons will result in a kill. In [[Halo 2]], the colloquial term "[[noob combo]]" has been applied to the Plasma Pistol/[[Battle Rifle]] combination due to the extreme tracking abilities of the Plasma Pistol's charged shot as well as the relative ease of achieving headshots with the [[Battle Rifle]]. The "noob combo" is controversial amongst players. Some regard it as cheap while others laud it for its effectiveness. In Halo 2 and Halo 3, the Plasma Pistol is dual-wieldable, allowing the player to use its shield-breaking abilities in concert with another weapon, such as an SMG or pistol. In any Halo game, it is possible to use the Plasma Pistol in conjunction with melee for Close Quarters Combat (CQC, a.k.a. Close Quarters Battle, or CQB). The way you do this is charge up an overcharge shot, and then release it at close range just before using a [[melee]] attack. In Halo 1 and 2 (in auto-update 1.1) it should only take one or two melee attacks to kill, and you can melee right after firing. In Halo 3 it is much more effective, as a melee attack after the shields are gone will guarantee a kill. Waiting in halls or buildings which force your enemy into CQB is an effective strategy. It is also effective for a multiplayer game of Juggernaut, as one fully charged shot can deplete the [[Juggernaut]]'s shield, effectively making the Juggernaut more vulnerable to basic firepower.