. Halo Guide - Shade
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Halo Guide/Shade

Crew: 1 operator
Armament: Light Anti-Infantry Plasma Gun
Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses it almost exclusively for the anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear.

Notes: The Covenant uses Shades to protect their ground forces, which are typically deployed in strategic locations, such as hills and cliffs. Grunts tend to man these turrets, though Elites are capable of operating them, should the need arise. The plasma weapon fires three shots simultaneously, and is capable of inflicting heavy damage to both infantry and vehicles. One thing to remember with Shades is that, while the turret itself is indestructible, the operator isn't. The Master Chief can operate the Shade in many missions.

With:
Shades are good, though the fact that they can't move makes them somewhat less useful than a Ghost. However, if you're on foot and you need a quick solution to that Elite, hopping in a Shade isn't a bad idea. Their blasts do enough damage to drop enemy shields quickly, and the spamming nature of the shots makes the Shade and effective weapon against tight groups of Grunts. Note that Elites armed with Energy Swords can't kill you in these, useful on the first bridge in Assault on the Control Room. ;)

Against:
Your weapons of choice against Shades are scoped weapons or explosives. When the turret is turned away, there is little between a sniper round and the operator's hippocampus. If the turret is turned toward you, you can still hit the gunner, by hitting them to either side of the cannon in the kidneys (try not to be hit by the plasma, as it will deactivate your scope). A grenade will flip the turret and kill the operator, as will a rocket or Fuel Rod. If you must attack a Shade up close, use a Shotgun or plasma weapon (notice I didn't mention the AR - that's because it's okay against Grunts, but not particularly great if an Elite jumps in). A Needler isn't too bad, provided it locks onto the operator. Remember, you don't have to hit the operator to kill him - it just saves a lot of ammo.

© 2003 Jack Campbell and Chris Barrett. All rights reserved.