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Okarda'phaa-pattern plasma rifle: Difference between revisions

From Halopedia, the Halo wiki

(updating article. Content coming very soon.)
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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.



Revision as of 00:57, December 31, 2010

Template:Ratings

Were you looking for the Brute-preferred variant of the Plasma Rifle used in Halo 2 and Halo 3: ODST?

Template:Weapon

"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 Bravo Kilo's head with one—the things are built tough."
— Anonymous Serviceman

The Type-25 Directed Energy Rifle,[1] more commonly known as the Plasma Rifle, is a Covenant infantry weapon.

Design Details

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.[2] 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.[3] The Type-25 DER like most Covenant weapons are smooth and aerodynamic, almost organic in appearance.[2] 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.[4]

The Type-25 DER is the primary weapon of the Covenant’s officer corps,[1] 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.[5] It is still the primary weapon of the of the Sangheilian armed forces.[1]

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.[6][7] Body fluids would be subjected to flash vaporization, inducing a strain or a shock on the body after impact[8], 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,[9] close range impacts can also cause dismemberment of limbs.[6] 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.[10][11] 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.[12] Generally two hits from either a Plasma Pistol or Plasma Rifle will kill a light or unarmored target.[9]

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.

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 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 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 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

Halo: Combat Evolved

The Plasma Rifle in Halo: Combat Evolved is far more powerful than its Halo 2 and Halo 3 counterparts; also the weapon holds the unique ability to stun opponents that were hit by high amount of plasma rounds: this effect greatly reduces the victim's ability to move and dodge the incoming projectiles and allows 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, especially if it is an Elite or Hunter. Despite this drawback, the stun ability is a useful and potent feature in the hands of an experienced user. Beware that the Plasma Rifle decreases in accuracy while heating up. However, firing in bursts can counteract this and is much more useful over longer ranges. In the campaign, the Plasma Rifle is best used against the Sentinels and Elites. Fully charged Plasma Rifles can be obtained by killing Elite Combat Forms or killing Elites riding on Ghosts and Banshees.

Changes From Halo: Combat Evolved to Halo 2

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 Brute Plasma Rifles, is introduced.

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 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 Spiker.

Changes from Halo 3 to Halo: Reach

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 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.

Tactics

Campaign

  • In Halo: Combat Evolved, it is good to carry the 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 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.
  • 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 Forms 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.

Multiplayer

In all of the Halo games, plasma-based weapons such as the Plasma Rifle are the best weapons to deplete the enemy shields, especially overshielded players. Although its range limits the weapon to close-quarter and medium range firefights, if used properly a player can quickly dispose of a distant enemy. It is recommended that players use the Plasma Rifles first to eliminate the opponents' shields and finish them off with a human weapon such as the Assault Rifle, Battle Rifle or SMG. In Halo: Combat Evolved, the Plasma Rifle has the ability to stun opponents, enabling players to quickly incapacitate their opponents quickly with a quick melee when close-by. In Halo 2 and Halo 3, dual-wielding increases the combined rate of fire and damage.

  • In close-quarters, like all other weapons, it is preferable to just take out the opponent's energy shield with a few rounds, followed by a melee attack.
  • Like all plasma-based weaponry, it is great against shields, but it takes a slightly longer time to take down an unshielded opponent compared to ballistic weapons like the Assault Rifle.
  • In Halo 2 and Halo 3, dual-wielding in conjunction with a weapon that does high flesh damage (i.e. SMG or Mauler) can be very effective if the Plasma Rifle is first used to deplete the target's shields, followed by the next weapon used to secure the kill. Keep in mind that accuracy of both dual-wielded weapons will be reduced.

UNSC Remarks

  • “The Type-25 DER has no recoil to speak of; it tears up shields and you can shoot the thing all day long—it's on the heavy side though.”
  • “I realize that it uses a battery instead of a magazine, but nobody has figured out how to swap it or recharge it yet? Don’t we have scientists working for us or something?”
  • “It’s got no sight-line, it’s awkward to hold, and if it overheats it’ll cook the hair right off of your wrists.”
  • “You know, it looks delicate and so you feel like you need to hold it kind of gingerly—but then you see an Elite crack a Bravo Kilo's head with one—the things are built tough.”
  • “Yeah, and I’ve seen some Elites swinging two of them around like it was nothing—scary shit.”
  • "These things are huge—but I guess the Elites are, too—so it sorta makes sense."

Trivia

  • In Halo: Combat Evolved The Plasma rifle and the Plasma Pistol use the same sound file.
  • In Halo 2, the Brutes normally wield the Brute Plasma Rifle, except in "The Great Journey", where you find that the Brutes driving vehicles wield the normal Plasma Rifle. Also in the level "Sacred Icon" you can see that a few dead Brutes have Plasma Rifles beside their corpses.
  • If your character remains idle for a minute in Halo: Combat Evolved, he'll inspect the weapon on both sides; in Halo 2 he'll open the cooling vents; in Halo 3, he'll pull on the top.
  • Like most Covenant weapons, the Plasma Rifle has no sights. It appears to rely entirely on the user's HUD reticule for aim assistance.
  • Laser Tag maker Jasman Toys produced a Plasma Rifle Laser Tag model. There is also a Plasma Pistol model, both of which use the same targeting frequency and are compatible. The Plasma Rifle has full automatic fire, but "overheats" after 20 rounds and the player must wait for it to "cool off" and close the thermal vents.
  • In Halo: Combat Evolved, the Plasma Rifle has 2 shots per 1% charge, totaling 200 shots. In Halo 2 and 3, it has 4, totaling 400 shots.
  • Modified Plasma Rifles appeared in Halo: Cole Protocol. They featured ammo readouts with Arabic numerals and pop-up sights, and were sold to Humans from Kig-yar black markets in The Rubble. This was discovered by the rest of the Covenant and seen as heresy.
  • In Halo 2, when you play as the Arbiter, if you look carefully at the Plasma Rifles your allies carry, they are in "overheat" mode.
  • In the Halo: Combat Evolved instruction booklet there is a Plasma Rifle picture over a picture of the Needler.
  • In Halo 3 some Brutes (especially Jiralhanae Stalkers) still use the Type-25, despite being virtually entirely replaced with the Spiker and Mauler.
  • There is a Brute variant of the Plasma Rifle in Halo 2 and Halo 3: ODST called the Brute Plasma Rifle

Gallery

Sources

  1. ^ a b c Cite error: Invalid <ref> tag; no text was provided for refs named plas1
  2. ^ a b Halo: The Cole Protocol page 64
  3. ^ Halo: The Cole Protocol page 65
  4. ^ Dr. Halsey's personal journal November 22nd, 2535
  5. ^ Bungie.net's Halo: Reach ordnance guide
  6. ^ a b Halo: The Cole Protocol page 77
  7. ^ Halo: The Fall of Reach pages 328
  8. ^ Halo: The Flood page 22
  9. ^ a b Halo: The Cole Protocol page 76
  10. ^ Halo: Ghosts of Onyx page 19
  11. ^ Halo: The Fall of Reach page 315
  12. ^ Halo: The Cole Protocol page 15

Related pages

Template:Covenant Weapons