Interesting Halo 4 Plasma Pistol Statistics

Hey whatsup everybody. I’ve got some information comparing all four starting Rifles being paired with a Plasma Pistol secondary. Now that the embargo’s over, I figured I’d share lol.

Since the Plasma Pistol’s charge shot’s tracking has been severely nerfed, the Pistol’s strength may now lie in it’s normal, uncharged shots. This information therefore compares the Rifles’ abilities to take advantage of uncharged Plasma Pistol shots.

The following information for each Rifle lists a number of Plasma Pistol shots landed on a full shield Spartan, plus the minimum number of Rifle Shots to finish the kill with a headshot.

Examples:

2 PP + 2 BR means that 2 Plasma Pistol shots will leave a full health Spartan two-shot to a BR.

3 PP + 1 BR means that 3 Plasma Pistol shots will leave a full health Spartan one-shot to a BR.

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Test Results:

Battle Rifle:

1 PP + 4 BR
2 PP + 2 BR
3 PP + 1 BR

DMR:

1 PP + 4 DMR*
2 PP + 2 DMR
3 PP + 2 DMR
4 PP + 1 DMR

Carbine:

1 PP + 6 Car
2 PP + 4 Car
3 PP + 2 Car
4 PP + 1 Car

Light Rifle:**

1 PP + 3 LR
2 PP + 2 LR
3 PP + 1 LR

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Notes:

  • 1 PP + 4 DMR may be incorrect; it may be 1 PP + 3 DMR. Confirmation is needed.*

  • Scoped Light Rifle shots were not tested. Confirmation is needed.**

  • From this data, it seems that that out of the four Rifles, the Light Rifle has the most synergy with the Plasma Pistol. 3 shots from the Plasma Pistol leave a spartan one-shot to a LR or BR, but not to a Carbine or DMR. However, a single Plasma Pistol shot leaves a Spartan 4-shot to a BR, but only 3-shot to a LR. This is a curious phenomenon, because the BR actually does more damage per bullet than the LR.

  • Use of the Dexterity perk will improve kill times for all of these stats across the board, since a weapon switch animation is required to execute these combinations.

  • Get used to YY-ing when you spawn, because there is a slower weapon switch animation the very first time you switch to the Plasma Pistol each life.

  • It is worth noting that if these weapons had bleedthrough, the Carbine would be 3 PP + 1 Car, and the DMR would be 3 PP + 1 DMR.

  • While 3 Plasma Pistol shots still leaves a Spartan 2-shot to a Carbine, the Carbine’s fast rate of fire makes the Carbine more effective with the Plasma Pistol than the stats may lead you to believe.

  • While the DMR has the fastest non-scoped kill time of the four Rifles, it has the weakest synergy with the Plasma Pistol according to these stats.

  • It should be understood that the Plasma Pistol has bloom. Spamming the Plasma Pistol to achieve these shot combinations diminishes in effectiveness with range because the Plasma Pistol has bloom.

> You may want to include that 1 pp shot (uncharged) counts as 2% of your battery, instead of the usual one.

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Hopefully everybody can find these stats of use. I am personally a huge fan of Plasma weapons, so I look forward to using the Plasma Pistol + Light Rifle + Dexterity combo in matchmaking.

The PP and the carbine looks like a beast combo!

[deleted]

> the Plasma Pistol has bloom.

Mfw

> Where did you get these stats?

My friend has the game, I did the tests myself.

[deleted]

[deleted]

You may want to include that 1 pp shot (uncharged) counts as 2% of your battery, instead of the usual one.

> > > Where did you get these stats?
> >
> > My friend has the game, I did the tests myself.
>
> Thanks for the stats. They should be very useful.
>
> Which loadout would you choose?

My current loadouts (lvl 26):

Loadout 1:

Light Rifle
PP
Frags
+
Regen
AA Efficiency
Dexterity

Loadout 2:

Carbine
PP
Frags
+
Jetpack
Mobility
Dexterity

Loadout 3:

DMR
PP
Frags
+
Regen
AA Efficiency
Dexterity

=======================================

Note that I change these up a lot depending on what my opponents are doing. I love flight abilities in shooters, so I like using the Jetpack.

Regen + AA Efficiency is awesome because the Regen normally lasts for 10 seconds and has a 30 second cooldown. This means 10 seconds of Regen, 20 seconds of cooldown. With AA Efficiency, the cooldown is only 15 seconds. This means 15 seconds of Regen, 5 seconds of cooldown. You constantly have a Regen available with that combo.

> You may want to include that 1 pp shot (uncharged) counts as 2% of your battery, instead of the usual one.

Thanks.

Thank you for your informative posts MLG Hitzel, a good worthwhile read is hard to find these days on the forum :))

I updated the OP with the 2% battery thing.

if you really want plasma pistol kills, i recommend playing regicide. If you aren’t the king its easy to get the jump on someone. The maps adrift, haven, and abandon also help in this. my loadout consists of storm rifle, plasma pistol, pulse grenade, autosentry, grenadier, and dexterity. Ideally frag grenades work better, but i need pulse grenade kills as well. anything you can do to get the drop on your opponent before peppering with your pp will help. overcharged does not do much damage once shields are down, so its almost pointless. but, storm rifle or grenades will drop a shield fast. then just switch to pp to get your kill (dexterity also reduces overcharge time and, and increases the amount of shots you can fire before overcharge). i only average about 4-5 pp kills with this loadout per match, depending on what everyone else is using, but i am also not a five star player. but, much of the time i can at least break even as far as kills go. i hope my advice helps anyone out there trying to master the pp. if anyone has better advice let me know.

One time I blew up a warthog for a double kill with an overcharged PP

I knew it was a shield -Yoink!-, but I honestly only use it for vehicles.