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===Standard Arm Cannon Loadouts=== Another feature synonymous with Samus' Power Suit is the highly advanced multi-purpose gun that always comprises her suit's right arm. Her armament varies between games; some versions simply stack beam upgrades while other beams are mutually exclusive selections. That said, there is always a golden standard readily available to her. '''Power Beam:''' Just as the Power Suit forms the foundation for all of Samus' other suits, so too does the Power Beam for almost all of Samus' weapons. In all cases, the Power Beam is a relatively weak energy weapon that makes up for its minimal damage output with an absurdly high rate of fire and unlimited ammunition. In almost all circumstances, the Power Beam is rendered obsolete by all other beam technologies, if it's not outright upgraded into them. In the first game and zero mission, it requires the Long Beam to be able to shoot across the entire screen which also gives it a bit of a damage boost but in every other game the Power Beam seems to have the long range function by default. '''Missile:''' One of the few weapons Samus regularly uses that requires ammunition, Missiles are often utilized against moderately armored foes and to destroy various pieces of terrain or barriers barring Samus' path. In the Prime series of games, Missles are able to lock onto and track targets. This makes them modestly useful against fast and/or airborne targets. Additionally, an upgrade in Prime 2 and 3 allows Samus to fire up to 5 of them simultaneously, either in a spread, tracking up to 5 separate targets, or all 5 locked onto one single target. '''Super Missile:''' Another ammunition reliant weapon, the Super Missile is a high-powered projectile that deals heavy damage to most targets. While in most traditional games it uses an entirely separate ammo, the Prime games simply utilize 5 standard missiles in conjunction with a charged beam to fire. In the first two prime games, every Beam type has a Super-Missile variant, with the form, function and ammo cost changing based on the beam. Each is still usually a powerful blast that can hit multiple enemies with one shot, however several of these variants have limited or situational uses compared to the standard Super Missile. '''Charge Beam:''' Not necessarily a beam in its own right, this upgrade adds the functionality to focus any beam's energy into a single charged shot (as the name implies). While dramatically reducing the rate of fire, the resulting charged beam is often many times more powerful than the standard shot and usually amplifies the secondary effects the beam might cause. In Fusion, it also upgrades the base beam, making it fire crescent wave shots that do more damage and can potentially hit more than one target at a time. '''Ice Beam:''' Occasionally a direct upgrade, occasionally an alternate beam altogether, the Ice Beam is a low-to-non damaging weapon that is primarily used to immobilize hostile targets to use as either parkour platforms, or to shatter through judicious use of missiles. The Prime variant of the Ice-Beam is notable for having a Super-Missile variant called the Ice Spreader, which fires a medium-sized sheet of freezing energy over an area. The most prominent targets for this beam are the namesake Metroids Samus often finds herself hunting, with almost all sub-breeds and evolutions having a horrible weakness to it. '''Wave Beam:''' Often a direct upgrade of the Power Beam, most incarnations of the Wave Beam increase the damage of Samus' primary energy projectiles while allowing them to completely phase through most terrain and structures. In most cases, there is no additional effects tied to the beam itself, though being able to kill someone in the next room over is hardly arguable. Interestingly, the Prime version of this weapon is drastically different. With a slightly slower rate of fire than the Power Beam, and not retaining the wall penetrating aspects all other versions have, the Wave Beam is an electric-based energy weapon that will moderately track targets that Samus locks onto. Additionally, many targets hit by the charged shot are stunned for several seconds, allowing Samus to swiftly dispatch them in the interim. The Super-Missile variant unleashes a devastating torrent of energy that latches onto targets, it depletes missiles at a rapid rate in order to fuel. Also kinda gives off ghostbuster vibes while channeling it. While generally not amazingly useful for most situations, the Wavebuster combo makes an invisible drone that serves as the boss guarding the power bombs a complete joke since it automatically tracks the fucker and stunlocks it to death, sparing you from what is otherwise a difficult fight with an enemy that hits like a truck and can only be manually targeted. '''Plasma Beam:''' Usually a near-endgame upgrade, the Plasma beam dramatically increases the damage of Samus' base projectiles. In most cases, the Plasma beam also penetrates targets, allowing Samus to slaughter multiple enemies with only a few well-aimed shots. Similarly to the Wave beam, the Plasma Beam is considerably different in its Prime incarnation. With a shorter range, but same rate of fire as the Power Beam, the Plasma Beam is the strongest conventional weapon available to Samus, with the Charged shot being slightly stronger than a super-missile. Additionally, the few creatures not outright disintegrated by a charged shot are usually set ablaze afterwards. If Samus is feeling a bit like a Salamander or Sister of Battle, she can use the Super Missile variant of the Plasma beam to channel a high-powered flamethrower to roast whatever moronic creature pissed her off. *Works a bit differently in ''Prime 3'': it's a direct upgrade to the Power Beam, deals somewhat increased damage to armored Pirates, charged shots deal damage-over-time to enemies, and it can melt scrap metal and solder circuit boards to solve environmental puzzles. But besides that it deals no increased damage on its own, to force the player to keep using Hypermode instead. '''Spazer Beam:''' Alternatively known as the Wide Beam in Fusion, this direct upgrade splits Samus' projectiles into three separate shots, without sacrificing rate of fire or beam strength. It allows Samus to hit multiple targets simultaneously, or simply broaden just how much space she can fill with overpowered dakka.
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