10 Overpowered Video Game Weapons That Made You Rage Quit

3. Plasma Pistol - Halo 2

As the M6 Magnum had done before it, Halo 2's Plasma Pistol continued the trend of absurdly powerful sidearms in Bungie's OG sci-fi universe, only this time, it was worse.

At least with the UNSC's standard-issue pistol, Spartans were required to aim in order to secure a two-shot kill. The snot-coloured plasma emitted from the Covenant's alternative when fully charged would insult what little semblance of skill that required by immediately chasing any enemy vaguely within the weapon's sights until it hit the target, instantly stripping them of their shield and, seconds later, their life.

'So what, snipers can do that too!'

They sure can, but they're also only good at range, require pinpoint accuracy and have extremely limited ammo. In other words, Halo 2's Plasma Pistol was a sniper rifle with none of the negatives and all of the advantages. It was a starting weapon too, so yeah, you can imagine how prevalent it was.

Fortunately for our sanity, Bungie destroyed its usefulness in Halo 3 and Reach by neutering its homing capabilities, range and ability to remain charged indefinitely.

Good. Stay dead.

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Joe is a freelance games journalist who, while not spending every waking minute selling himself to websites around the world, spends his free time writing. Most of it makes no sense, but when it does, he treats each article as if it were his Magnum Opus - with varying results.