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Halo
Guide/weapons
What good would combat be without weapons? The Humans and Covenant each
have radically different weaponry, and different strategies can be applied
to them. The Master Chief is able to use most of the weapons he finds around,
with the notable exception of Fuel Rod guns, which are either permanently
attached to their carrier, or explode violently after detachment. Strictly
speaking, you may only carry two weapons at a time, so pick your weapons
carefully.
| Pistol | Assault Rifle | Shotgun
| Sniper Rifle | Rocket Launcher | Frag
Grenade |
| Plasma Rifle | Plasma Pistol | Needler
| Fuel Rod Gun | Plasma Grenade | Melee
attacks |
-Human Weapons-
Human weapons fire solid-state ammunition, and are quite powerful. Human
weapons balance power with range, having access to sniper weapons and rockets,
as well as others suited to close-combat. However, unlike most Covenant
weapons, Human weaponry must be reloaded, and finding ammo for them in some
levels can be extremely difficult (there's nothing worse than being stuck
with an empty Rocket Launcher and Shotgun in the reactor room in The Maw).
Be careful with scoped weaponry, as being hit will deactivate the scope.
Familiarize yourself with the Human weapons, as at some point or another
you'll have to use them. :)
-M6D Pistol
Magazine size: 12
Capacity: 120
Range: close-long
Damage: med
Rate of Fire: med-high
Ammo Frequency: med
This pistol is a recoil-operated, magazine-fed handgun. It is issued with
a smart-link scope capable of 2x magnification (press in the Right thumbstick).
It fires 12.7mm semi-armor-piercing, high explosive rounds. It can shoot
either semi-automatic or automatic fire.
Shot placement is very important. The only shot that guarantees immediate
and total incapacitation is one roughly centered in the head, above a horizontal
line passing through the ear opening and below the crown of the alien skull.
Notes: A fantastic weapon in multiplayer, though not quite as effective
in campaign. The Pistol is a one of the best all-round weapons in the game,
capable of killing many enemies with single shots from long range, provided
the aim is right. :) Its scope makes it perfectly suited to ranged combat;
though don't expect to win against an enemy skilled with a Sniper Rifle.
The Pistol is particularly effective against Grunts and Jackals, as well
as your opponents in multiplay. It is also the best weapon in the game against
Hunters. While the Pistol is weak against Elite's shields in campaign, it
can be deadly if used in conjunction with a Plasma Pistol. In multiplayer,
aim for the head to take down your opponent's shields. When sniping with
it, try to hammer the trigger instead of holding it, as this is more accurate.
-MA5B Assault Rifle
Magazine size: 60
Capacity: 600
Range: close-med
Damage: low
Rate of Fire: v/high
Ammo Frequency: high
This rifle is gas-operated and magazine-fed. It fires 7.62mm armor-piercing
rounds. Rate of fire is limited by a soldier's ability to aim, fire and
change magazines. Short, controlled bursts are more accurate than fully
automatic fire.
The MA5B's integrated computer displays rounds left in the magazine and
the relative direction of the gas giant, Threshold, for point of reference.
This feature is particularly useful for orienting you in areas where it's
easy to get turned around and lose your sense of direction.
Notes: Overrated by n00bs and underrated by veterans, the AR is a decent
gun, pretty good against tight groups of Grunts. It has a good melee attack,
which helps against Jackals. Though it has a high rate of fire, the AR deals
pathetic damage, and it takes forever to take an Elite or Hunter down with
it. Use it in conjunction with a Plasma Pistol or Plasma Rifle to take down
their shields, then spam them while they're stunned. While the 'compass'
is useful at times, when you get to know the levels you don't need it anyway.
A nice feature is the ammo display on the LCD, a useful feature in combat,
as a quick glance will keep you informed on the amount of pain available
for dishing. It's innacuracy makes it all but useless for long distance
combat, though if you must use it in such engagements, try to fire in rapid
bursts to increase accuracy. It's a good weapon in campaign, just don't
touch it in multiplayer. Don't despair if you're stuck with one; just drop
it for something better when you next have the chance (unless it's essential
for your weapons combo).
-M90 Shotgun
Magazine size: 8
Capacity: 60
Range: v/close-med
Damage: med-high
Rate of Fire: slow
Ammo Frequency: med-low
The shotgun is a pump-action magazine-fed (dual tubular non-detachable type)
weapon. It fires 8 gauge magnum (3.5") rounds. This weapon is very effective
against targets at close range and may be used to engage several targets
simultaneously at medium and long range.
Notes: How I love the Shotgun. It does enough damage at close range to take
down an Elite with one or two hits, and can cause havoc in multiplayer.
If you can, it's best to wait for your target to come up close (read: within
melee range) before firing this, though you can take down groups of Grunts
or Jackals at medium range with a couple of shots if you have to. In multiplayer,
it's extremely satisfying to sneak up behind someone and blast him to death
in the back before he can turn around. It is also good at close range against
vehicles such as Ghosts and Banshees, and quite good against Scorpions in
multiplayer if you can sneak into their dead zone. A Shotgun and a Pistol
make a devastating combo. Just remember to keep the chamber full - it takes
a while to fully reload.
-S2 AM Sniper Rifle
Magazine size: 4
Capacity: 24
Range: med-very long
Damage: high
Rate of Fire: med
Ammo Frequency: low
This rifle is a gas-operated magazine-fed weapon. It is issued with a smart-linked
scope with two levels of magnification (press in the Right thumbstick one
for 2x, press again for 10x, and once more to deactivate). Also, while still
in zoom mode you can press the White button to activate light amplification.
It fires 14.5mm armor-piercing fin-stabilized discarding-sabot rounds.
WARNING: The 14.5x 114mm APFSDS round is an anti-materiel munition. It can
easily over-penetrate several armored soldiers. Be sure of what is on the
other side of your target before firing.
Notes: The Sniper Rifle is extremely good at what it's designed for. The
scope provides excellent magnification, has a good rate of fire, and it
deals heavy damage to unprotected targets. Be careful in combat, as it has
a small clip and will need constant reloading. In the lower difficulties,
a headshot will kill anything but a hunter (the head's pretty much where
you should always aim), though a hit above the waist will kill a Grunt,
as well as pretty much anywhere with a Jackal (if they are going defensive,
you can aim into the gap in their shields where they stick their Plasma
Pistols out and hit there). In Legendary, it becomes somewhat more complicated,
as you *always* have to aim for headshots (excluding Elites, which take
two hits, and Hunters, of course). In multiplayer, a good marksman can liquefy
the opposition, as a single headshot will kill (unless the target has an
Overshield). Just avoid being hit, as it will disable your scope. Be sure
to kill your targets, as the small clip size and slow reload will leave
you vulnerable. Don't forget about the over-penetration factor - hitting
a line of Grunts can take the whole row out.
-M19 SSM Rocket Launcher
Magazine size: 2
Capacity: 8
Range: med-long
Damage: ü/high
Rate of Fire: v/slow
Ammo Frequency: v/low
The M19 SSM is a man-portable and shoulder-fired rocket launcher. It has
two major components, the launcher and the magazine. The magazine (the expendable
part of the system) contains two 102mm shaped-charge, high-explosive rockets.
It is designed for fast, easy detachment from the launcher. The launcher
contains the sighting and fire control systems.
Notes: The RL is the favorite weapon of tank hunters. It deals high damage
with a good splash radius, making it proficient against tight groups of
enemies or close vehicles (direct hits will kill most of the crew, splash
will flip most vehicles). Use it on larger enemies like Elites in Campaign
as opposed to smaller enemies such as lone Jackals, unless you really have
no other option (or it's the end of the level), as ammo can be very scarce.
With rockets, height is advantage, so it's best to try and get atop hills,
ramps and cliffs before firing. That way, the rocket can't hit anything
on the way to its target. Try to keep your engagements at medium range,
as a rocket up close will hurt, and there is a considerable cooldown time
in which the second rocket cannot be fired. Try to use the second rocket
only when you have to, as the reload takes forever. In combat against enemies
on foot, aim for the ground in front of the target rather than the target
itself, and get used to the rocket's somewhat low speed. Also, make sure
no allies get caught in the blast. ;)
-M9 HE-DP Grenade
Capacity: 4
Damage: high
Rate of Fire: med
Frequency: med
The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device.
Use it to suppress or disable vehicles, except tanks. It can be thrown,
rolled, bounced or ricocheted into places direct fire weapons can't reach.
Increase the angle of the throw to toss it farther, or to get it over obstacles.
Be careful not to throw it too close to your own location.
Notes: My preferred grenade due to its shorter fuse, the Frag Grenade is
somewhat harder to see than its Covenant equivalent. In campaign, Frag Grenades
are also somewhat more scarce - conserve them. When using them, try not
to throw them too close to you, as you lower your chance of escaping with
a shield (or in many cases, limbs). However, if you're about to be gunned
down, aim at your feet and chuck a grenade (this will kill your assailant
if you're lucky. Try not to do this unless you know you're effectively dead
- that suicide penalty can really put you behind). Frag Grenades are useful
for reaching far-away enemies by increasing the throwing arc, and bounce
around and spark a lot when they hit things. Good against clustered enemies,
a couple can wreak havoc against vehicles.
-Covenant Weapons-
The Covenant relies largely on plasma weaponry for their forces. These
weapons have a high rate of fire and deal more damage than many human weapons.
Furthermore, Covenant weapons do not need to be reloaded, with the exception
of the Needler, though prolonged use can cause them to overheat. It is a
good idea to swap your Plasma Rifles and Pistols if you find others with
fuller batteries (you will not be prompted to switch weapons if your current
weapon has more charge) as these weapons cannot be recharged.
-Plasma Rifle
Shots per full battery: 200
Range: close-med
Damage: med
Rate of Fire: high
Weapon Frequency: high-med
This is a directed energy weapon. It s capable of either semiautomatic or
automatic fire (pull and hold the Right trigger for automatic fire). Continuous
rapid fire overheats the weapon - this in turn depletes the weapon's power
core. We currently do not understand how to replace or recharge a power
core.
Notes: The Plasma Rifle is a good all-round weapon, sporting high damage
coupled with a fast rate of fire. It can bring down shields quickly, and
is pretty much a good complement to any arsenal, excelling in close-mid
range combat. Fire in bursts so as not to overheat the gun, but if you do,
try and find some cover or switch to another weapon. Of course, another
tactic is simply to charge at your opponent while firing and melee him when
the Plasma Rifle overheats (which lasts for quite a while). If you like
getting into the thick of it and feel confident about coping with overheats,
this is your weapon of choice.
-Plasma Pistol
Shots per full battery: 250
Range: close-long
Damage: med
Rate of Fire: med-high
Weapon Frequency: v/high-med
This weapon is a semi-automatic directed energy weapon. If you pull and
hold the Right trigger, the weapon may become overcharged; when the Right
trigger is released the bolt is launched. After the over-charged bolt is
launched the weapon temporarily stops functioning as it dumps waste heat.
Use of the over-charge capability rapidly depletes the weapon's power core.
We currently do not understand how to replace or recharge a power core.
Notes: Ah, the Plasma Pistol. One of my favorite weapons, it can fire extremely
fast, and packs the same punch as the Plasma Rifle, with the added ability
to charge shots. A charged bolt will fully take down the shields of anything
hit (including Overshields), allowing you to switch to another weapon to
take out the enemy with ease while the overheat period expires (though it
takes nowhere near as long as the Plasma Rifle to cool down). Charged bolts
can also be used to hit things at long range, as the bolts have the ability
to track their targets to a degree. As a bonus, Plasma Pistols are pretty
common in campaign, and you respawn with a full one in cooperative (in many
multiplayer games you spawn with one also).
-Needler
Magazine size: 30
Capacity: 80
Range: close-med
Damage: low-high
Rate of Fire: v/high
Weapon Frequency: med-low
Very little is known about this weapon other than that it is a magazine
fed weapon capable of automatic fire. Its projectiles penetrate soft targets
no matter what the angle of impact. They ricochet off of hard surfaces at
oblique angles, however, and are always deflected by energy fields, the
only exceptions to this being the shields generated by the MJOLNIR battle
suit and the Elite's combat armor. The composition and energy signature
of its projectile is unknown. The manner in which the projectiles home in
on their target is also unknown.
Notes: The Needler. What's to say? It fires slow-traveling needles. If you
empty enough of them into an enemy, they explode after a couple of seconds,
and the target may die. Get too close to the exploding target, you may die
as well. The needles do a fair degree of tracking allowing you to hit slower
or unaware targets, though the moment your target gets behind an energy
shield the needles ricochet back at you. It's somewhat useless in multiplay,
as a smart enemy will no doubt figure out how to strafe them (unless they
can't, being trapped in a tight corridor or something), and the needles
have no effect on vehicles if they miss the crew. On the plus side, it's
good against Elites and groups of Grunts, and the needles can hit enemies
as they enter vehicles, making them useful for taking out Ghost pilots and
the likes. The Needler is really a spammer's weapon. Point it in the general
direction of an enemy and hold down the trigger. Laugh as they scream and
explode, maiming and killing their adjacent comrades. Just watch that ammo
meter - the Needler chews through ammo like a dog.
-Fuel Rod Gun
Range: med-long
Damage: high
Rate of Fire: ü/slow
The Fuel Rod Gun is a single-shot repeating ballistic weapon employed by
the Covenant. Its rounds detonate on impact, creating enough force to invert
smaller vehicles. The source of the rounds is not known at this time. We
do not know the dangers associated with prolonged exposure to this weapon.
Notes: This weapon is the primary armament of Hunters and secondary weapon
of Banshees, so you'll get used to the sound of exploding fuel rods. The
Fuel Rod Gun fires in an arc, something you learn to compensate for in a
Banshee. It does somewhat less damage than a rocket, but can be fired over
obstacles. Be careful, as some Grunts in Two Betrayals and the Special Forces
Grunts in Keyes and The Maw carry these heavy weapons, much to the detriment
of your shields. If you take out one of these Grunts, stay away from his
gun - they explode after detachment. For various reasons, the Master Chief
cannot wield the Fuel Rod Gun, though he can use the version mounted on
the Banshee.
-Plasma Grenade
Capacity: 4
Damage: high
Rate of Fire: med
Frequency: v/high-med
This weapon is similar to the human hand grenade in that it is a thrown
anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism
that allows it to distinguish between targets and background. For example,
it will stick to a soldier or vehicle, but not a tree or wall. it has a
three-second fuse that is activated after it sticks to a target or otherwise
comes to a rest.
Notes: Plasma Grenades are extremely fun. If one hits a surface after being
thrown it falls directly to the ground (useful against enemies in cover
or behind shields). Throw it at an enemy and it will stick to them. Throw
it on an enemy's face and watch him run around frantically. Good in levels
such as Pillar of Autumn and Truth and Reconciliation, where tagging a Grunt
with a Plasma Grenade will often make him run back into his teammates (this
makes those Elites in Legendary seem a lot easier). It's also good against
vehicles; a single Plasma Grenade will destroy a Banshee (plus a Pistol
shot or two) or Ghost (or at least kill its pilot), though getting them
on is the hard part. Plasma Grenades are particularly good against Scorpions,
as they move slowly and take forever to bail form, and Warthogs, which can
potentially kill everyone on board (the grenades will stick to anywhere
but the windscreen). Just beware the long fuse - if you need to take out
a bunch of enemies quickly, use Frag Grenades instead.
-Melee Attacks-
Melee attacks involve smashing opponents with your weapons,
as opposed to firing them. Damage varies depending on how you're moving;
you do the least damage standing still, more while running, and the most
when near the apex of a jump. All weapons do the same damage, though some
are better than others in terms of speed and range. I've found the best
weapon for melees to be the Plasma Pistol, followed by the AR and Plasma
rifle. Surprise! The Needler is the worst of the bunch (boy, don't you feel
like fighting with one of those now :P). While melee attacks should never
be your primary attack, it's a good idea to use them up close for an added
punch. Hitting an enemy from directly behind will kill with a single hit,
particularly useful against Elites, fleeing Grunts, and snipers in multiplay.
Melees are also a good solution to those pesky overheats with plasma weapons. |