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Halo
Guide/Jackal Armament: Plasma Pistols Armor: light + partial non-integrated energy shield With superior senses of sight, hearing and smell, Jackals serve as scouts and assassins for the Covenant forces. They use plasma pistols and carry a strong energy shield to compensate for their physical weakness: a well-positioned Jackal can hold his own against several Marines, though grenades are effective against them. They stand approximately 5'8" tall. Notes: A step up from the Grunt in both defence and weapons proficiency. Their shields can deflect most fire, and they use their Plasma Pistol's charged shots to great effectiveness (watch out for Jackals if you just got yourself a brand-spanking new Overshield - they can down it in a single shot). They tend to operate in units of two or more. Not too much is said about the Jackals. Much like the Grunts, the Elites and Prophet see the Jackals as an inferior race. -Jackals are extremely weak once you take out their shields. Bare in mind, just because his shield is down doesn't mean he won't still attack you. -A Jackal's shield will eventually recharge, so if you take it down, kill him! -Jackals are left handed. -If you're trying to protect allies, be sure to take out Jackals, as your teammates find getting past their shield extremely difficult. -Jackals, while faster than Grunts, are still slow runners. They rarely use cover, except for when waiting for their sheilds to recharge. Pistol: Aim for the head when it is exposed. A direct hit will kill. If his shield is proving difficult, aim for the point where he sticks his pistol out. This will cause him temporarily lower his shield, allowing you to blast him in the head. Alternatively, melees will bring the shield down, allowing you to fire. Assault Rifle: Excellent in Easy, the AR slowly loses it effectiveness as the difficulty level increases. In lower difficulties, firing will generally force the Jackal to roll, allowing you to shoot or melee him while he is unshielded. In Legendary, charge, and melee, firing when he drops his shield. Shooting them in the back tends to stun, allowing you time to charge and whack for an easy kill. Against larger groups, try and surprise them and spray half a clip into the rear of the group before ducking for cover and finding a new angle of attack. The AR has an excellent melee. If a Jackal is seriously wounded, try bash to kill him, as opposed to firing. Shotgun: A fantastic weapon as always, get up close before firing. If facing one head on, a good idea is to charge and melee while holding the trigger, the melee dropping the shield and the blast killing him instantly. Sniper Rifle: Try and get to a high vantage point before firing. Aim for the head for an instant kill. If he is acting defensive, aim for the spot where he pokes his gun out, which will either kill or wound him. Unlike Grunts, Jackals can engage you from decent range, so try not to get your scope disabled by a stray shot. Rocket Launcher: While I would recommend rationing rockets in favor of Elites, Hunters, and vehicles, spending a rocket on a large group of Jackals is never a bad idea (particularly at the end of Silent Cartographer). A shield hit is just as good as a body hit, so aim for the yellow. :) Try and jump while firing so as to allow the rocket to hit the centre of the group and prevent the rocket from hitting something prematurely. Don't rely on the RL's melee, as it is horribly slow. Frag Grenade: Your most effective weapon against them, the short fuse and large blast radius allows you to quickly dispatch entire groups of Jackals with ease. Jackals are often too slow to dodge, though if they do, lay into them with other weapons while they're stunned. The one thing you have to watch out for is the shield, which can bounce the grenade back at you. Plasma Rifle: Use AR tactics. The Plasma Rifle is quite effective against small numbers, though it's precise nature and slower rate of fire means you will need to be more careful against larger groups. On the plus side, their shields dissipate the plasma as opposed to sending it back at you. If meleeing, hold down the trigger to fire at them while they're stunned. While I wouldn't really recommend it, you can neutralize their shields by pouring enough plasma fire into them, though this consumes a lot of battery charge. Plasma Pistol: Use the charged shots to bring down his shield, then either lay into him with another weapon, or charge and melee. If you bring their shields down, they're stunned for a second or so, giving you enough time to line up a headshot with a Pistol. Be liberal with charged shots; Jackals always carry Plasma Pistols, so you can swap anytime. Needler: Probably the worst weapon to be stuck with against a group of Jackals, their shields deflect the needles back at you. If you shoot them in the back, the needles won't stun until a sufficient number explode, so you would probably be better off meleeing. If you manage to kill one, you can swap for his Plasma Pistol, in which case you gain a decent shot of killing them. Otherwise, I would suggest either using grenades or switching to another weapon. Plasma Grenade: Don't bother trying to tag them, simply throw it at their feet and head for cover. Unlike Frag Grenades, Plasma Grenades can be used to set up ambushes, by luring groups of Jackals onto well-placed grenades. Warthog: The easiest way to dispose of a Jackal is simply to run him down, as they are slow and not particularly agile. Try and swerve as to approach so that you can squish him with your rear wheels. The LAAG is pretty good against them, though it takes a while to get past the shield. If you head straight for him, he will try and doge, allowing your gunner to shoot his unprotected back. Just keep an eye out for charged bolts, as they will bring down your shields if they hit the vehicle. Scorpion: Point and blast. The cannon makes mincemeat of teams of Jackals. Don't bother with the AR turret unless you're right up close, as they simply deflect the shots. The Scorpion is capable of squishing Jackals, so if one's staring down your barrel, save some time by driving over him. :) Ghost: Circle-strafe around to avoid their fire and ensure their backs are hit. Driving over one will cause him to perform a Grunt-esque belly flop, allowing you to dispose of him duly. Keep moving to avoid their charged bolts. Banshee: Sit high and let loose a few fuel rods. Watch out for charged bolts, which track you, and their normal fire, which can seriously damage the craft. |