Sniper Rifle System 99D-S2 Anti-Matériel

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SRS99D-S2 AM Sniper Rifle
H3-SRS99DS2AM-SniperRifleSide.png
Production overview

Manufacturer:

Misriah Armory

Type:

Anti-Matériel Sniper Rifle

Specifications

Ammunition type:

14.5 x 114mm AP-FS-DS(Armor Piercing, Fin-Stabilized, Discarding Sabot)

Operation:

Gas-Operated

Effective range:

2300 Meters

Service history

Affiliation:

United Nations Space Command

 
"What the hell am I supposed to do with this inside a Covenant ship?"
Kojo Agu

The Sniper Rifle System 99D-S2 Anti-Matériel, (abbreviated SRS99D-S2 AM), is an anti-personnel weapon system used by the United Nations Space Command.

Contents

[edit] Design details

SRS99D-S2 AM sniper rifles being assembled at Misriah Armory on Mars.
A render of the SRS99D-S2 AM.

The SRS99D-S2 AM is a semi-automatic UNSC sniper rifle that fires 14.5 x 114mm APFSDS (Armor-Piercing Fin-Stabilized Discarding Sabot) from a 4-round magazine. It is designed in the conventional layout, so the magazine and operating system are located in front of the trigger. The magazine does not fit flush.

This weapon is gas-operated. The action must be cycled to chamber the first round. Once the first round is fired, the gas 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 and a new magazine is inserted, the bolt must be cycled, placing a new round into the chamber. This is not shown in-game. 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 assembly 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 optic that shows real time images in infrared vision when not looking through it. 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 rifle.


[edit] Ammunition

Main article: 14.5x114mm APFSDS

The Sniper Rifle System 99D-S2 Anti-Matériel fires the 14.5x114mm APFSDS (armor-piercing, fin-stabilized, discarding sabot) rounds semi-automatically from a standard four round magazine. These rounds are large in both length and width and are equipped with four symmetrical fins spaced equidistantly around the base of the projectile, stabilizing its trajectory to results of amazing accuracy, with a hit ratio of 97.3%. The terminal ballistics profile of the 14.5 x 114mm round is impressive; at 600 yards a round from the Sniper Rifle System 99D-S2 Anti-Matériel would go through about 13 feet of flesh and bone.[1]

The rounds are described as being made of very hard metal, with the core probably composed of tungsten or depleted uranium, like most anti-matériel ammunition today. The APFSDS round is an anti-matériel munition, meaning that it is specifically designed for use against military equipment rather than against other combatants. It performs rather poorly in this role, as rounds fired at vehicles and equipment will do no damage or ricochet. The round is best used on other combatants depending on their use of body armor and energy shields. The APFSDS rounds fired by the Sniper Rifle System 99D-S2 Anti-Matériel leave behind a noticeable white vapor trail that can reveal the position of the sniper, however they can be used as an aiming aid for the sniper himself.

The weapon can also be quickly and easily chambered to utilize other ammunition types, such as the .450 cartridge.[2] The weapon can also fire grappling hooks rather than standard ammunition.

[edit] Advantages

The Sniper Rifle System 99D-S2 Anti-Matériel is designed to be used at medium to long ranges and is equipped with an electronic scope for precisely this purpose. It is tremendously useful in its designated role, considering its extraordinary range, surpassing any other weapon of comparable size, and its incredible stopping power even against body armor and Covenant shielding system.

By far, one of its most useful applications is taking out higher-ranking targets from long range to destabilize their squad's discipline and morale. A headshot will kill any Covenant infantry except a high-ranking Elite or Brute. Hunters fall from two shots to their unarmored torso or neck. This does not account for The Flood, however, due to their morphology. The Flood can, however, be rendered harmless by removing their limbs or by placing a round into the embedded infection form. In multiplayer, the Sniper Rifle System 99D-S2 Anti-Matériel can be highly effective at close range in the hands of a skilled operator, as the highly damaging round is just as powerful at close range; a single round followed by a melee strike will kill a hostile almost instantly.

[edit] Disadvantages

The rifle's projectile has a slight travel time at great distances, and requires practice to use effectively at range. When used in close quarters, its precision nature, slow reload time, small magazine capacity, heavy recoil, and slow rate-of-fire leave absolutely no room for error. A small combat load and the relative scarcity of ammunition available for the weapon also make it bad practice to expend ammunition on smaller, less threatening combatants, such as Grunts. The Sniper Rifle System 99D-S2 Anti-Matériel is also largely ineffective against most Flood forms, due to their body organization; damage done by the Sniper Rifle System 99D-S2 Anti-Matériel is minimal to the Flood forms and would only cause the Flood form to flinch for a moment. It is often recommended for operators to simply switch to other weapons should they encounter a Flood form.

Rounds fired by the Sniper Rifle System 99D-S2 Anti-Matériel leave a trail that could be traced back to the sniper's location. The rifle is fatally ineffective against even light-skinned and unarmored vehicles (belying its designation as an anti-matériel weapon) unless a shot can be taken on the vehicle's occupants, except for Wraiths.

[edit] Influence

The Sniper Rifle System 99D-S2 Anti-Matériel appears to be heavily inspired by the 21st century South African NTW-20 and the Barrett M107 SASR. Many of the features present in the rifle are included in both these weapons, such as the recoil-dampening piston, the general appearance of the receiver, the magazine placement, muzzle brake and many other attributes.

The influence for a muzzle brake at the end of the rifle comes from many different 21st century sniper rifles, namely the Barrett M107 SASR. However on the Barrett M107, the gasses are forced out of the muzzle brake diagonally away from the barrel and towards the shooter. This helps to significantly dampen the recoil. The rifle's muzzle brake is shaped so that the expanding gasses are forced out the muzzle brake and away from the shooter. This would slow the round's muzzle velocity, and significantly increase the recoil by around forty percent.


[edit] Changes

[edit] Changes from the SRS99C (Halo 2)

  • Overall higher damage and slower fire rate.
  • New muzzle brake with front iron sight.
  • Handguard, body, and stock has been altered.
  • The scope now shows real-time with an LCD screen and infrared vision.
  • It now has a trigger guard.
  • The SRS99D-S2 AM now has a new flat matte black color finish to it.
  • Recoil affects aim.

[edit] Tactics

Main article: Sniping

[edit] Campaign

  • In the Halo 3 mission Sierra 117, there is a downed Pelican at Rally Point Alpha. There is a UNSC supply box with two sniper rifles. These can be useful when you get to the dam.
  • After the Hunter encounter on The Storm where you must face a hammer wielding Brute Chieftain the room to the far left contains a sniper rifle. Breaking the window will allow you to snipe Covenant forces.
  • Because the Sniper Rifle is extremely powerful, but has a small combat load, it is not good practice to use this weapon against weaker enemies (Grunts, Jackals). However, the Sniper Rifle's penetration capabilities and superb, long range accuracy make it excellent for killing higher ranking enemies at long range like Brutes and Hunters, which, in turn, disorganizes and demoralizes the enemy troops, making combat against a large ground force easier.
  • Sniping fallen grenades when enemies are close by is also an effective strategy.

[edit] Multiplayer

  • Sniping is easier if you turn down your look sensitivity. Unfortunately, this makes the shotgun and other close quarters combat weapons slightly harder to use in a chaotic environment.
  • If an enemy will be very difficult to snipe, don't waste a round on them. Wait until they're an easier target, or just switch your attention to another target.
  • Have a sniper set their sights on the enemy base in a CTF match, as they can take out enemy snipers and other defenders. That way, their team mates can swoop in and grab the flag.
  • If you can get a couple of players to cooperate, you can get to hard to access areas on maps like Valhalla, Longshore and Last Resort and snipe without worry that close range weapons like the shotgun flush you out.
  • The Sniper Rifle shot can be used in close combat as a shield remover, followed by a melee which will kill your opponent.
  • If you don't feel like moving to a new position after you take a shot, you should at least find a good piece of cover.
  • Always take your shots carefully with the sniper rifle. If you are unable to perform headshots, always aim for the body. The key to sniping is simply getting the kill, not getting a headshot every time.
  • A tactic performed by professional snipers today is to move from location to location after each kill or round fired, never revealing your location.
  • Catching snipers, assuming someone isn't watching their back is easy, when they are compromised, they usually panic, burning off a few rounds in an attempt to no-scope the enemy.
  • If you do camp, you should have only one person guarding your back. More than one person guarding you can look like a big threat if an enemy spots all those people.
  • If you are a good at shooting without your scope, or are simply looking for a power weapon, find the sniper on tight quarter maps like Construct, Foundry, Orbital and Ghost Town. Players will often ignore a sniper on these maps.
  • Another tactic is having one player with a sniper rifle and another with a close to mid-range weapon. The player with the close ranged weapon helps spot targets and defends the sniper from close range attacks.
  • Always carry a secondary close ranged weapon such as an Assault Rifle or SMG. Even more preferable are a shotgun or a Battle Rifle.
  • Watch your back. You can be absorbed into the little scope on your rifle, allowing someone to splatter or assassinate you.
  • Sometimes the best place to snipe is out in the open, away from the fight. However, after you fire a shot you are immediately exposed due to revealing your location.
  • 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. Another way is to melee, though this will leave you vulnerable to nearby enemies.
  • Watch the Man Cannons when holding a sniper rifle; if another player jumps on it, you can usually pull off an easy head shot.
  • When playing Team Snipers, take your shot and then move elsewhere, so your location is not given away.

[edit] Trivia

  • Currently the term "APFSDS" is reserved for large Tank mounted weapons. In small arms such as the Halo sniper rifles it is called a Flechette.
  • Seeing as the rounds of the Sniper Rifle can penetrate through opponents, it makes it possible to get multiple head shots and kills with one round.
  • Unlike the SRS99C-S2 AM Sniper Rifle, the more recent sniper rifles lack a night vision function. This may be because of the differences in the weapon or because this version is not intended for use at night.
  • When you melee the rifle, the LCD screen, if watched a second before it stops moving, will still be pointing the direction you're facing, not where the scope is facing.
  • The max range of the scope's range finder is approximately 275m. The max distance the reticule will turn red on enemies is approximately 142m.
  • The UNSC Laser Designator uses the SRS99D's stock and handle/grip.
  • When throwing a piece of equipment, such as a Tripmine or Power Drain, the biped will appear to sink into the rifle and disappear until the throwing animation is finished.
  • In Halo: Combat Evolved and 2, a cyan logo identical to the "trinity" emblem can be found on the stock of the Sniper Rifle System 99C-S2 AM. However, in Halo 3, the emblem is absent from the SRS99D. In part 1 of the Arms Race video trilogy, the SRS99D can be seen being made at Misriah Armory on Mars. However, the "Trinity" logo is seen on the rifle in the Halo 3 game booklet as well as in the Arms Race Part 1, where it is found on the stock of the "second" rifle in the magazine, and in part 3, it is visible on the stock of the rifle when T. Rymann uses it to kill the Brutes.

[edit] Gallery

[edit] List of appearances

[edit] Sources

  1. ^ Believe, Enemy Weapon
  2. ^ Halo: The Fall of Reach, page ???

[edit] See also