This subject is related to the Combine era.

Overwatch Standard Issue Pulse Rifle

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This subject is related to the Combine era.

OSIPR.jpg
Overwatch Standard Issue Pulse Rifle
Production information
Faction

Combine

Manufacturer

Combine

Type

Assault rifle

Technical specifications
Damage
  • 8/pulse shot (11 in HL2DM)
  • 1000/Energy Ball (instant death to human-sized enemies)
Magazine/reload type
  • 30 pulse plugs, automatic reload
  • 1 Energy Ball, no reload
Max ammo
  • 90 pulses
  • 3 Energy Balls
Modes

Automatic

Ammo type

Pulse cells/Energy Balls

Rate of fire

High

Recoil

Low, increases with sustained fire

Spread

Low-medium

Projectile speed

Hitscan

Accuracy

Moderate

Range

Short to medium

Usage
Used by
Game information
Entity
  • weapon_ar2
    (weapon entity)
  • item_ammo_ar2
    (ammo entity)
  • item_ammo_ar2_
    large
    (ammo entity)
  • item_ammo_ar2_
    altfire
    (ball ammo entity)

The Overwatch Standard Issue Pulse Rifle (OSIPR),[1] commonly known as the Pulse Rifle or AR2, is a Dark Energy pulse assault rifle manufactured by the Combine.

Overview[edit]

Combine Soldiers fighting Zombies in the hospital with Pulse Rifles.

The Pulse Rifle is a Combine assault rifle sometimes issued to Combine Soldiers and always issued to Combine Elites. It features a unique firing mechanism: instead of using conventional cartridges, it utilizes power cells that house enough energy to fire 30 dark energy pulses. When pulling the trigger, a pin in the receiver repeatedly strikes against the rear of the chambered cell, releasing the pulse within. After draining a cell, the spent casing is ejected from the right side of the weapon while a new one is chambered by an integrated automatic loading system. The separable magazine of the rifle holds multiple cells, and can be found in Supply Crates. An underslung Dark Energy ball launcher is built into it, which shoots energy orbs capable of disintegrating almost anything they touch. Only Combine Elites fire the Energy Balls. On the body can be seen the alphanumerics "V952", which is also featured on other Combine devices.

The player first acquires the weapon at the end of Half-Life 2's sixth chapter, "We Don't Go To Ravenholm..." where one is being carried among a group of Combine Soldiers that had been fighting stray Zombies coming out of Ravenholm. A few more loose Pulse Rifles are being stored in a nearby railcar. In Episode One, it can be found in a Combine supply room in the chapter Urban Flight. In Episode Two, it is found in a doorway in the chapter Freeman Pontifex, near a small overrun Combine outpost.

Rebels can wield Pulse Rifles for their use. When a Rebel with an SMG comes over a Pulse Rifle, he or she will drop their original weapons and take it instead. Notably, a Rebel at White Forest tells his comrades that the weapon's secondary attack can be useful against Hunters, leading to the AR3 dispute.

In Half-Life: Alyx'', which takes place five years before the events of Half-Life 2, an earlier iteration of the OSPIR is seen being wielded by Combine Ordinals. The Energy Ball is never seen being used at this time. Although there are some minor cosmetic differences such as a shorter barrel, a laser sight, and a less exaggerated magazine design, it functions in a largely identical manner. However, this version of the Pulse Rifle is gene-coded, so it cannot be picked up and used by Alyx Vance.

Tactics[edit]

The Pulse Rifle's recoil is fairly strong when firing continuously. The weapon's spread is much worse when firing the weapon in automatic mode, so firing short bursts is recommended for better accuracy and ammo conservation. Furthermore, the player can only hold three full magazines (that is, one in the gun, two spare), which are easily depleted if fired in automatic mode. Pulse Rifle is best used in situations where nearby ammo is plentiful - that is, when fighting Combine Soldiers.

The cores powering the weapon's alternate fire are can be hard to come by and should be kept for specific cases. They are effective on lined up hostiles since it goes through them all before it hits an obstacle. Using it in small rooms is fairly ineffective since it bounces around and will then usually break. The cores are also known to be a one-hit-kill against even a Hunter, however the Energy Ball itself is also destroyed when it hits the Hunter. Also, Energy Balls can be used to kill Striders but they only do around a third of the damage of the RPG rockets. Energy Balls can be grabbed and deflected with the Gravity Gun.

Behind the scenes[edit]

IRifle worldmodel.

At one point in Half-Life 2's development, there were three assault rifles: apart from the Pulse Rifle, there was the AK-47 (or AR1) and the Incendiary Rifle that functioned as a Flare Gun with a five-round magazine. The Pulse Rifle was originally slated to be an OICW and would be the Combine's weapon of choice. All three weapons were finally scrapped. Instead, the Incendiary Rifle's model was turned into the Pulse Rifle, which became the only assault rifle in the final game. The Pulse Rifle's model still uses the name of the original model ("v_irifle").

Several features from the OICW were recycled for the Pulse Rifle, such as the reload animation used by NPCs: while the player reloads the weapon internally using an automatic system (with no model animation), NPCs are shown to reload manually and externally with model animations. Furthermore, the Pulse Rifle reuses OICW sounds when being fired by NPCs.

Trivia[edit]

The OSPIR bears many similarities to the Emplacement Gun, including using the same type of magazine.

Gallery[edit]

Half-Life 2[edit]

Half-Life: Alyx[edit]

List of appearances[edit]

Overwatch Standard Issue Pulse Rifle
Combine OverWiki has more images related to Overwatch Standard Issue Pulse Rifle.

Main games[edit]

Other[edit]

References[edit]

  1. Half-Life 2 Prima Guide