Talk:Overwatch Standard Issue Pulse Rifle

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Hay, why'd you change it back?

I doubt the information on the AR2 provided here is actually verified.
Actually, almost everything written here can be proved by simply looking close at AR2 in the game. So, I don't think this info must be deleted - it simply could be marked as "officially unverified". Discuss.
Could you guys please remember to sign your posts more often? I had to stop and think about it before I realized those were two seperate messages. :P
Anyway, I agree with the guy above me. Officially unverified but correct. --MattyDienhoff 08:19, 14 April 2008 (UTC)
Actually, it was me - I simply wasn't registered yet :) X-Ray 988.01 16:08, 14 April 2008 (UTC)

Alt-fire ammo[edit]

The ammunition spheres are called "combine's-balls" when you pick them up(at least in the G-mod text-scroll) so this may be the file name for them.SargeLIVES 03:12, November 27, 2009 (UTC)

No its not. Darkman 4 07:30, November 27, 2009 (UTC)
"at least in the G-mod text-scroll". Lol. — Unsigned comment by Klow

I've always called them Dark Energy Balls. SuperMario2 10:54, May 21, 2010 (UTC)


Can someone explain why my edits are being constantly reverted? It's my bad english or something else? Mikerakhabit 20:47, March 1, 2010 (UTC)

name AR2[edit]

Where does it come from? I know the entity is a weapon_ar2 and the models use ar2, but where did Valve get that name? i.e. What does it stand for? The best I can think of is Assault Rifle. PPortal symbol.svgrtaler (User page | talk) 06:02, 13 September 2015 (BST)

"AR" does stand for assault rifle, and the "2" designation is a followup from the previous AR1 weapon which did not survive into the final game. Marphy (talk) 16:32, 13 September 2015 (BST)

AR2(Assault rifle 2) firing mechanism opinion[edit]

I believe that the pulse ammunition are one shot and that the magazine gets replased (like many fan made animations) Also how do u think energy balls are fired?


If one looks at the source code of the game it is quite clear that the weapon's accuracy does not change based on the number of shots fired. Therefore the information in the tactics section is quite wrong. The "recoil" effect is essentially just cosmetic, since it snaps the view point back on every shot.

From weapon_ar2.h: virtual const Vector& GetBulletSpread( void ) {

 static Vector cone;
 return cone;

} In other words, 3 degrees of spread always, with no questions asked about how many shots fired.

The view kick effect is quite a lot more complicated, but the long and short of it is that the kick is always reset to the intended aim point when a new shot is fired; this effect can be seen using host_timescale 0.1.

Bouncing due to view kick still redirects where the weapon is aiming (the vectors) so shots do occasionally fly farther outside the area they'd be landing when shooting in bursts. Saying (as the article is right now) that the weapon's spread is much worse when firing the weapon in automatic mode is a bit misleading, because it's neither much worse (3° spread isn't bad enough in short or medium range, and is already bad enough at long range), and saying spread instead of accuracy can be technically wrong (but in a very nitpicky way). Overall, it matches what is happening in the game, and the advice about bursts is useful and right.
The kick snapping back to the center is unimportant technical trivia here. If you hold down the attack key, it's obvious that the kick strength accumulates and it's the amount of kick travel that really makes it grow stronger and stronger. It doesn't mean that the gun becomes accurate again on every shot, this isn't what that's about.
I think at the end of the day, the information in the tactics section is not wrong: it is better to fire it in bursts and the gun does start bouncing heavily when sustaining fire and it does negatively affect accuracy. Furthermore, it is only the first sentence of that section that can be nitpicked, the rest is about other things. The energy balls paragraph could be improved, as it says they can be grabbed and deflected by the Gravity Gun, but the former requires the supercharged GG I'm wrong about it, as your own AR2 balls can be grabbed by non-supercharged GG once they have deflected. Cvoxalury (talk) 11:18, 3 May 2024 (MSK)

Yeah I suppose it's true, I went back and looked at HL2 and the shot seems to fire before the view snaps back. So yes, the higher recoil can technically affect accuracy, although I would say it's a very small effect.