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What about weapons?
Halo's animation system allows for very
detailed weapons, with moving parts and realistic animations. They will
also feature real-life behaviors like a strong kickback and the need to
reload magazines of ammunition. Weapons can be used in combination with
grenades, and can also be used as clubs to bash enemies for a silent takedown.
Human weapons use traditional ammo, requiring magazines that must be scavenged
from the battlefield. Covenant weapons are energy-based, but tend to overheat
if used for long periods, requiring some time to recover.Because you have
enabled spoilers, these entries have additional offensive and defensive
gameplay tips.
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M6D Pistol: A small,
slow-firing human pistol. When used in the game it has a long-range
"scope" effect suitable for sniping. A pistol magazine is 12 shots;
you can carry up to 20 spares (a total of 252 rounds).
- Offense:
- Aim for the head.
- The pistol is most accurate
when firing single shots at a time.
- Defense:
- A zoomed-in pistol user has
trouble seeing his immediate surroundings.
- The pistol takes a relatively
long time to reload, and only holds 12 shots.
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MA5B Assault Rifle:
This machine gun has a variable rate of fire, which is controlled
by the Xbox's pressure-sensitive buttons. It has a built-in ammo usage
display, as well as a rudimentary compass (it shows the direction
to the gas giant Threshhold). A magazine holds 60 shots, and you can
carry 10 spares - a total of 660 rounds.
- Offense:
- The AR is most useful at short
to medium range.
- Firing in short, controlled
bursts is more accurate than holding down the trigger.
- The AR has a pretty fast melee
attack.
- Defense:
- Retreat to reduce the number
of hits you take.
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M19 SSM Rocket Launcher:
This rocket launcher is designed to take out large, hardened targets
like bunkers or big tanks. It has two barrels, and can fire two rockets
in rapid succession before it must be reloaded. This behavior is suspiciously
similar to that of the rocket launcher from Marathon. It has a 2x
zoom available. You can hold a maximum of 6 spare rocket packs (a
total of 14 rockets, counting the loaded 2).
- Offense:
- Aim for the floor or wall near
an enemy. You'll catch him in the blast even if he dodges.
- Don't try to use the RL to
hold a position, it doesn't work well against charging foes.
- Defense:
- Remember that the RL can get
off two shots in about two seconds, and then takes several
seconds to reload. Time your moves to take advantage of this.
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S2 AM Sniper Rifle:
This high-powered rifle can zoom in on its target, with a blurry depth-of-field
effect. It is capable of penetrating "thirteen feet of meat and bone",
according to the Halo Updates. It has a 2x and 10x zoom, and a night
vision mode. There are 4 rounds per magazine, and you can carry 6
spare magazines (30 shots total).
- Offense:
- You don't have a lot of shots,
so aim carefully and make every one count.
- Be ready to squeeze off an
extra shot or two if the target survives the first one.
- Don't try to follow targets,
steady your aim and wait for something to walk into the crosshairs.
- Defense:
- The sniper rifle doesn't provide
any aiming assistance. Keep dodging around.
- The trails left by sniper rounds
are a dead giveaway for the sniper's location.
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M90 Shotgun: The shotgun
was originally equipped with a built-in flashlight, but now that flashlight
is built into the Cyborg's armor.
- Offense:
- The shotgun works best at short
range, but is almost useless beyond that.
- Reloading the shotgun takes
a very long time, but you can interrupt and use the weapon
immediately by pulling the trigger.
- Defense:
- The shotgun has a slow rate
of fire. If you survive the first hit, you have a small window
during which your enemy is defenseless.
- The shotgun is ineffective
at long range.
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Grenade: Handheld
explosives. There are two types of grenade: Human fragmentation grenades,
which explode, and Covenant plasma grenades, which emit a glowing
blue blast and have a nasty way of sticking to targets.
- Offense:
- Frag grenades have a fuse of
about 1 second, plasma grenades take 3.
- Like all plasma weapons, plasma
grenades work best against energy shields.
- A stuck-on plasma grenade will
take out just about anything (but this can backfire if they
stay calm enough to charge you).
- Defense:
- Plasma grenades are easy to
spot on the ground because of their blue glow. Frag grenades
make a distinctive "bink" when they land.
- It is possible to survive a
plasma grenade stuck to you (barely) if you are at full health
and shields.
- Grunts and marines will usually
yell a warning when they throw grenades.
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Energy Sword: This
Covenant weapon glows blue when activated, and shows its two-pronged
structure through the blue nimbus that surrounds it.
- Offense:
- This weapon cannot be used
by the player, it always shatters when its owner is killed.
:(
- Defense:
- The energy sword will kill
anything with one hit.
- Kill the wielder before he
kills you.
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Fuel Rod Gun: This
gun fires powerful bolts of plasma, which explode on impact. It is
used by Hunters, the Banshee, and, later in the game, the Grunts.
- Offense:
- This gun can only be used by
a player as part of the Banshee, see the Vehicles section
for more information.
- Defense:
- The relatively slow-moving
projectiles can be dodged, if you spot them soon enough.
- Use cover effectively, and
remember that Hunters are good at nailing you even if you're
just out of sight.
- Killing a Grunt carrying this
gun will cause it to explode. It's not as strong as a grenade,
but it can easily kill any other Grunts nearby.
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Energy Pistol: This
weapon fires a stream of energy bolts, and can also be "overcharged"
to produce a much larger blast. It is not automatic, and can overheat
(requiring a cooldown period). It cannot be recharged, but it holds
about 100 small shots or 8 fully charged bolts.
- Offense:
- Fully charged bolts are very
slightly guided, enough to guarantee hits on distant enemies
who haven't spotted you yet.
- Use the charged shot to take
down an enemy's shield, then finish him off with bullets.
- This weapon has the fastest
melee attack in the game.
- Defense:
- After firing an overcharged
bolt, or firing too rapidly for too long, the weapon must
cool down for about two seconds. Use this to your advantage.
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Energy Rifle: Like
the pistol, this gun can overheat in use, and cannot be recharged.
Unlike the pistol, it is automatic, and holds 100 shots. It has no
overcharge mode.
- Offense:
- This weapon is extremely accurate,
and good for taking down shields.
- Fire in bursts to prevent overheating.
- The weapon is capable of firing
very rapidly for a few seconds, after which it must cool down.
- Defense:
- This weapon will take down
your shield very rapidly, but it doesn't hurt your armor that
much.
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Needle Gun: This nasty
weapon shoots a rapid stream of small darts or needles, which stick
into a target and explode a few seconds after impact. Needles can
track their target.
- Offense:
- Elites aren't too good at dodging
needles at very long range.
- If you get enough needles into
someone ("enough" can vary quite a bit), you will get a purple
explosion that does a great deal of damage. If you get a TON
of needles into someone, you get a string of purple explosions
that can kill a Yellow Commander outright.
- The Needler works great against
charging enemies.
- This weapon has a very slow
melee attack.
- Defense:
- Run in figure-eights to throw
off the needles' tracking systems.
- If a large stream of needles
is heading your way, hide behind something until you hear
them hit the other side.
- Individual needles don't hurt
too much, so you can shrug off a few hits while going toe-to-toe
with a needle wielder.
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