| List Of Weapons In Halo 2 |
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NOTE: Some of this information was taken from the ''Halo 2 Official Guide''. The below discussion of ''Halo'' with a BR55 Battle Rifle]] HUMAN WEAPONS In Halo, human weapons are still largely based on ballistics and explosives from chemical reactions. Of course, one needs to take into consideration the power of the weapons, for they are still very formidable against an advanced alien race. Though they are less effective against shields and need to reload periodically, they still are stronger than plasma weaponry when shields are down. Many of the weapons here have undergone radical changes from their previous appearances in the first game. The developers admitted that some of the human weapons served roles meant for other types of weapons, for example, the Assault Rifle was used as if it was an SMG. M6C Magnum Official designation: M6C Magnum Sidearm Projectile type: 12.7mm x 40 Semi Armor Piercing (16.5mm in the books) Dual-wield: Yes Damage: Low Range: Close-Medium Accuracy: Medium Rate of fire: Fast Autofire capability: No Magazine capacity: 12 bullets Ammunition (additional): 48 (4 magazines) Reload speed: 1.5 s single wield, 5 s dual Melee attack: low Scope: No Advantages: The magazine of this handgun can hold 12 bullets and has moderate stopping power. In close quarters and dual-wielded, it can be surprisingly effective when employed against unshielded foes. It is one of only three human weapons that can achieve headshots. Disadvantages: A stripped-down version of the M6D Pistol equipped by the crew of the Pillar of Autumn during their battle with the Covenant on Installation 04, the Magnum does not have a scope - and therefore lacks the very feature that made its counterpart so deceptively deadly in . Another disadvantage is that the rounds do not contain the small high explosive charge the M6D rounds were equipped with. (Semi Armor Piercing High Explosive rounds were only issued to the personnel on the ''Pillar Of Autumn'') Over longer distances, the lack of scope and modest magazine capacity render the Magnum largely ineffective. It is also rather slow to reload. Multiplayer Role: Without a scope, the new Magnum is useless in sniping although it makes a good backup weapon at close range. New players can be deceived by its lack of power compared to its Halo 1 equivalent, but when using dual wielding it is very effective at close range. An SMG/Magnum combo is easily obtainable (seeing as on most maps the player spawns with an SMG) and does more damage than the SMG/SMG combo. A Plasma Pistol/Magnum combo is the quickest way to take down a player at close range - although it is rather difficult. A charged plasma bolt takes down the shields in one hit, and a magnum head-shot kills. Although many players have labled this "cheap" calling it the noob combo. Due to the update, the magnum has lost power and accuracy. 13 headshots on a fully shielded opponent are required to kill. However, the magnum gains even more potency against unshielded opponents with its higher firing rate. With the Halo 1.1 update, the automatic headshot (regardless of where a player was hit) glitch that occurred when a Magnum was dual-wielded was eliminated. The 1.1 patch also made the Magnum rate limited; before it was not, and so one could fire as fast as they could pull the triggers on the controllers, resulting in almost instantaneous death if the player was dual wielding Magnums and could pull fast enough. M7 SMG Official designation: M7/Caseless Sub Machine Gun Projectile type: 5mm x 23 Caseless Dual-wield: Yes Damage: Low Range: Close Accuracy: Low Rate of fire: High Autofire capability: Yes Magazine capacity: 60 bullets Ammunition (additional): 180 (3 Magazines) Reload speed: 2 s single wield, 5 s dual wield. Melee attack: Low Scope: No Advantages: The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by players. When dual-wielded, it allows the wielder to drown targets in a torrent of projectiles. The rounds also lack the tracer rounds featured in the Battle Rifle, meaning that firing this weapon does not automatically give away one's position. The SMG is also more accurate at longer range than the Magnum when using controlled bursts. One of the best tactics when dual-wielding is to shoot one gun while the other one reloads, this gives no rest to stationary or moving enemies. The tactic of "pumping" the trigger, or firing short bursts successively, is popular for keeping the fire rate reasonably high while yet maintaining a reasonable accuracy. The SMG can be quite useful when coupled with grenades or dual wielded, but alone it should be avoided. Disadvantages: The SMG has a number of shortcomings - it is considered by many to be the worst gun in the game, being less accurate and less powerful than the magnum; that is, simply worse. The high rate of fire will make you burn through all of your ammo in less than a minute of pitched combat. Its accuracy renders the gun useless except in close range combat. Furthermore, its full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting aim, though firing in bursts counters the recoil effect. If there's no cover available to hide behind while reloading in your current area, you may be better served by another weapon. Multiplayer role: The SMG is not a very effective weapon, but as it is the starting weapon on most multiplayer maps, it cannot be avoided. When combined with more powerful weapons (e.g. plasma rifle, charged plasma pistol, magnum) it can be relatively effective at close range against foes with less powerful combos. It takes down shields the third fastest, coming in behind the plasma pistol and rifle. Against flesh, it is second to only one, being marginally weaker than the human magnum. However in the hands of askilled player the SMG can be used to with devastating effect at close range. Also by retreating backwards it is best against the shotgun if the player avoids grenades used by the Shotgunner. Since the update, the SMG+Plasma rifle combo has become slightly more powerful. Influences: The design strikingly resembles Heckler & Koch's new MP7 PDW (submachine gun). BR55 Battle rifle Official designation: BR55 Rifle Projectile type: 9.5mm x 40 (M634: Experimental High Power Semi-Armor Piercing (X-HP-SAP)) Dual-wield: No Damage: Medium Range: Medium (With Scope: long) Accuracy: High Rate of fire: Medium Autofire capability: 3 shot burst Magazine capacity: 36 bullets Ammunition (additional): 108 (3 Magazines) Reload speed: 2 s Melee attack: Low Scope: 2x Basic Information The BR as it is commonly known can be one of the most powerful weapons in Halo 2 in the hands of an experienced player. It is without a doubt the most versatile weapon in the game. Its true power mainly shows against mid to long ranged targets. This is aided by its 2x's zoom capability. Since Halo 2's auto update way back when this gun's accuracy has seen a significant increase. The BR is different from most other weapons in the way it fires. It fires in bursts of 3 rounds at a semi-automatic rate. Since only one of the 3 rounds needs to hit an unshielded opponent in the head to result in a kill this weapon is ideal for easy headshots. Also, this makes hitting moving targets over long-range easier. The BR takes a minimum of three 3 round bursts with the last one hitting the head to kill an enemy on its own. This takes practice and won't come easy, however there are a few tricks to make the BR a quick killer. One of these is the BXR tactic. This requires the BR wielder to get within melee distance of a target and initiate a melee then following up with the reload button "X" and then quickly pressing fire. The melee will leave them with one headshot in them. Then by pressing "X" you will bring your gun back quickly for the speedy headshot. This all happens in a fraction of a second and works wonders at close range. For easy distant kills players may preffer "The Combo." This combo is performed by charging a Plasma Pistol, striking the foe with the green bolt, then putting them down with a headshot from your BR. This can all be completed in a fraction of a second as well. Then of course there are more common techniques such as lobbing a grenade at the foe and finishing them with a BR headsot or sniping someone in the body once only to shut them down with a BR blow to the head. One thing BR fans might want to make use of is the rapid reload glitch. By pressing "Y,Y" during a timed reload animation you can save time while on the reload and enable yourself to get multi-kills more frequently. Also as with all headshot capable weapons a small red dot will appear as the reticule is over the opponents head. As far as appearance goes the BR resembles a standard FAMAS bullpup rifle with a scope, but it has a digital ammunition counter beneath the rear of the scope. As for ammo it holds a max of 108 rounds on back up and 12 bursts in a single magazine. You really shouldn't run dry on ammo during a battle unless you're really inaccurate. Strafing is the key to aiming this weapon, just try to leave the right thumbstick alone as much as possible during most BR fights. Advantages: The Battle Rifle fills the role of ; both have a 2x zoom facility, which allows players to make accurate hits, even headshots, over fairly long distances, both can be fired twelve times before reloading (the Battle Rifle fires three-round bursts), both deal average damage, and both serve as an effective all-around weapon. However, even at utmost efficiency, the Rifle generally requires four pulls of the trigger (three bursts to wear down the opponent's shields, one for a headshot) to kill an opponent, where the pistol could do it in three. Also, the Battle Rifle fills the role of human anti-sniper weapon. This is due to the fact that its triple shot spread and repeating fire can be used over medium and long distances to force a sniper out of his scope again and again. And over medium or long range, with a useless sniper rifle or beam rifle, taking scattered hits, the player has no choice but to run for cover or die. Disadvantages: The Battle rifle is less effective (though not by much) in close quarters. Short of using the BXR glitch to do lethal damage, there are better things to use at close range. Multiplayer role: The best way to use the Battle Rifle is to use it over medium-long range. Since the Battle Rifle only takes 4 bursts to kill, whoever starts firing first will likely emerge the victor in a one on one Battle Rifle fight. The best way to use the Battle Rifle is in combination with a charged Plasma Pistol burst. Once the burst knocks the shields down, it is easy to shoot for the head and pick up an easy kill. This is considered "cheap" in multiplayer arenas, however, because it requires relatively little skill; it is colloquially known as the " Noob combo" or "bitch combo." A melee attack followed by a headshot will also yield a very quick kill, but this is not disparaged in the same way, as melee attacks are not as easy to use. A Battle Rifle, like the Covenant Plasma Rifle, "stuns" the enemy when its rounds land. It should also be noted that the bullets do have some "spread" when sniping, and one cannot rely on all three bullets in a burst striking the opponent. Influences: The design of the rifle with the forward carrying handle and bullpup layout resembles the French FAMAS rifle (minus the magazine) and The Steyr AUG (Armee Universal Gewehr - Universal Army Rifle). In all but the magazine placement, it closely resembles the XM8 rifle, and also shares a bit of common appearance with the CR-21 and the FN P90 or FN PS90 . Suicide for another chance: If you kill yourself in this manner, you are killed by The Guardians and suffer no point loss. This is most effectively done by grenading yourself (but not completely losing your shields in the process otherwise this WILL count as a suicide and a point loss with an additional 5 seconds added onto your respawn) and then RRYing. This is useful primarily for getting out of bad spawns, and can also be abused by gaining the lead in a team slayer game and RRYing until time runs out. RRY shoots a "delayed" burst, which is fired from the point you were standing at when you hit the second R, after you have taken out your weapon-- this allows you to hit yourself with your own BR burst. Hit your shooting trigger twice and switch weapons before your first burst is finished. Run forward at the same time. You should get hit by the second burst despite not having your BR out. Easter Egg The Battle Rifle has the words " The Monkey King " written on its right side in the Kanji Script. Its meaning and relevance to the game is a matter of speculation. M90 Shotgun Official designation: M90 Shotgun Projectile type: 8-Gauge Magnum 3.5 in (89 mm) Dual-wield: No Damage: High (Damage decreases greatly as distance increases) Range: Close Accuracy: Medium Rate of fire: Low Autofire capability: No Magazine capacity: 12 shells Ammunition (additional): 36 (3 Magazines) Reload speed: Slow Melee attack: Low Scope: No Advantages: A weapon that has barely changed since it was first conceived, the shotgun is a close-range firearm that can stop any Human, Covenant or Flood in its tracks, even a Hunter if it is shot in the orange part. Deadly at short distances, it is a weapon that even Elites should fear: it can overload some shields in a single shot, including an overshield which is 3 times the normal shield. With it, you can make aggressive charges towards foes, punching through flesh and armor before they have the opportunity to return fire. It can also be, in turn, a great means of defense. When pinned down under cover - or having ducked behind a corner to allow the Master Chief's shields time to recharge - any Covenant soldier with the tenacity to rush your position should meet with a venomous rebuke from your M90. The range of the Shotgun has been significantly diminished compared to Halo CE. Disadvantages: Due to the high spread of its projectiles, the shotgun is useless over any distance other than point-blank. It should always be complemented by a secondary weapon that addresses this major weaknesses (a typical side weapon to this one is the battle rifle). Additionally, the M90 is reloaded one cartridge at a time, giving it the highest total reload time of all weapons, but the quickest per shot reload. Note that you can interrupt the process of loading the shotgun by firing or melee attacking at any time. Also, many players have reached severe levels of frustration due to the specific to Halo 2 "Pellet Randomizer", which causes damage randomization from the shotgun, though this also functions as an advantage occasionally. Multiplayer Role: Shotguns can be extremely effective in multiplayer combat (due to connection and latency) , due to their large damage potential. It is best not to reveal this weapon until you need it, unless you have an irresistible urge to be run over by your enemies or gunned down from a distance. To hide this weapon, you should primarily use it as a backup until you see someone close. The shotgun is a potent defensive weapon, mostly in 'choke points' where the enemy must pass, or in situations where the enemy must get close to you, and it becomes all the more potent as more enemies try to pass. The shotgun is one of the two feared close-range weapons (the other being the energy sword). However, the user must be able to judge the proper distance between him and his target. If he shoots when he is too far, the blast is ineffectual. Because of its long loading time, if you should ever need to reload it in close quarters, it is recommended to simply switch to another weapon for the rest of the confrontation, then reload after the skirmish (that is to say if one survives). Many players regard the Energy Sword as superior to the Shotgun due to its ability for lunging across surprisingly large distances and infinite usage, but in one-on-one combat the Shotgun has proven itself an equal, if not superior arm to a Sword. With good timing one can shoot a lunging swordsman out of the air before taking any damage. Also, the Sword takes some time to achieve a "lock" for the wielder to lunge with, and without lunging, it will generally take two slashes at the enemy to beat them down. The shotgun does not need to lock onto opponents, and so a shotgun user who ambushes a swordsman from around a corner will have no trouble blasting the swordsman to pieces, though the winner in this contest is who ambushes the other. However, in a larger, more open area with more opponents the sword is the better choice of the two because, simply, it has a longer range, does not need to be reloaded, and, as an added bonus, you will be "flying around" and therefore will be quite hard to hit. If one posses the innane ability to dodge swordman, it can be done, the shotgun would be superior to the sword. The other mode of using the shotgun is to trap your enemy in between you and a well placed grenade where escape is impossible. It is a suprisingly effective offensive attack. Influences: Bears some outward resemblance to the Benelli M3 , both in shape and operation (but not ammo capacity). The mechanical design is similar to South African Neostead shotgun, in ammo capacity and forward-back pump operation. S2 AM Sniper rifle Official designation: S2 AM Sniper Rifle Projectile Type: 14.5mm x 114 Armor-Piercing, Fin-Stabilized Discarding Sabot (APFSDS) Dual-wield: No Damage: High Range: Mid-Long Accuracy: High (With Scope) Rate of fire: Fast Autofire capability: No Magazine Capacity: 4 bullets Ammunition (Additional): 20 (5 Magazines) Reload speed: 2 s Melee attack: Low Scope: 5x, 10x Advantages: The sniper rifle is equipped with a scope that offers two levels of magnification: 5x and 10x. A lethal armament when equipped by a proficient marksman, it enables you to pick off enemy forces from afar with impunity, unless your opponents have their own snipers. Always (with the exception of Hunters and Flood) aim for headshots to inflict the maximum possible damage or an instant kill. Even the mightiest Elite can be dispatched with one to four such shots as the sheer power of the 14.5mm rounds pierce their energy shields. Disadvantages: Ammunition for the Sniper Rifle is rare, so conserve it carefully and make every shot count. It is slow to reload, so always try to have at least two bullets available at all times, and be sure to reload whenever possible. During multiplayer matches, it takes considerable skill to keep an enemy in your sights at 10x zoom. Try finding a spot that will require your opponents to approach you directly. Always have a good secondary weapon to equip if discovered, as the sniper rifle is not a wise choice at close range. Though limited ammunition and reloading time hinder close-quarter combat efficiency, skilled snipers may be able to use this weapon in close combat (known as "no-scoping"). The zoom does not include the motion detector, so be sure to get out of scope and check the immediate area every so often. Also be aware that the bullet leaves behind a smoke trail(Tracer), thus giving away your position. In the campaign, the Sniper Rifle is 100% worthless against the Flood. It does no damage whatsoever, and bullets simply continue on through the Flood as they charge you and eventually beat you silly. Multiplayer Role: Aim for the head when possible, as it will ensure a kill. Two shots to the body are required for a kill; if you are attacking a group, then you will only be able to hit two targets before having to reload. Some targets are easier than others, so don't waste ammo on a target that is unlikely to be hit. Choose carefully and focus on players controlling turrets, players camping, snipers not focusing on you, players sneaking, and players running in an open space. In short, everyone. When you are able to snipe a group of players, select a single target at a time, preferably one in the back of the group or a target offering a clean head-shot. If you kill a player in the back, the group is likely to suspect the attack came from the opposite side which might give the vapor trail time to dissipate before they spot it. Incurring damage disables the scope, so spamming needler ammunition and SMG rounds in the general direction of a sniper can help. Also, erratic strafing will increase your chances of the enemy sniper missing his shots. The sniper rifle is key to winning battles on larger maps, such as Coagulation, Waterworks, and Burial Mounds, among others. Aside from its normal purpose, it is also good for close quarters. If you are facing a direct enemy charge stand stil, aim at the enemy (he should be about two meters away), and take them down with a shot to the head. Note: If a player is using an elite as opposed to Spartan, the chances of attaining a headshot are greatly improved, as the area designated for a headshot are much lower (mid shoulders). Influences: South African Mechem NTW-20 . ( http://world.guns.ru/sniper/sn55-e.htm ) The 'Arm Slot' at the back, plus some superficial design elements, appear to have been influenced by the SVD Dragunov. M19 SSM MAV/AV Rocket launcher Official designation: M41 SSR MAV/AV Projectile Type: 102mm High-Explosive, Anti-Tank (HEAT) Dual-wield: No Damage: High Range: Any Accuracy: High (Charged: Homing) Rate of fire: Medium Autofire capability: No Magazine Capacity: 2 Rockets Ammunition (Additional): 6 (3 Magazines) Reload speed: Slow Melee attack: Medium Scope: 2x The portable Rocket Launcher (a.k.a. "The Spanker", from the letters 'SPNKr' stenciled on either side, or otherwise the Jackhammer) fires explosive missiles with a homing capacity. More commonly, rockets are simply known as "rocks" in the online multiplayer slang terminology. Its basic point-and-launch functionality remains the same, though: simply aim and pull the trigger. The rockets are slow and noisy; they give a distinct audio cue that will warn all nearby enemies of the incoming danger. As a rule of thumb, it's best to aim the SPNKr at the feet of infantry targets or a nearby wall in close range situations (but be careful - many a careless player has blown himself up as well as his opponent). Its rockets have a large blast radius and can be devastating when used against groups of assailants. It is also an anti-vehicular weapon of great potency. The Rocket Launcher has a homing feature. If you are targeting an enemy vehicle and your reticule is red, you can hold the right trigger to lock on. Once the trigger is depressed and held, a circular crosshair will appear. Then release the trigger to fire a homing rocket. The rocket will follow the target in a corkscrew pattern, making it near-impossible for a slow-moving vehicle to avoid, but possible for a Banshee to evade with a barrel roll. To cancel the targeting process, press "Y" to switch to another weapon, or wait for the lock to cancel after a few seconds. The rockets move much faster than in the original Halo. However, the rockets are still relatively slow, and the rocket launcher is still a close range weapon (except in the case of anti-vehicular combat) for the most part. One possible long-range use of rockets is against an unaware stationary target, such as a "scope-locked" sniper. While falling, with version 1.1, if one melees an opponent, the target no longer killed. Many players were dismayed by this, as beating opponents down at close range was an efficient way to conserve ammo. Multiplayer Role: When using a rocket launcher, jump up and aim for a wall or ground near the target to maximize the effectiveness. If possible, target an area in the path of the intended target, allowing them to walk into it. At close range it is best to aim away from your opponent and into an area nearby to deal enough splash damage to him (to prevent hurting yourself). When at the reciving end of an oppenent's rocket, jumping may be ineffective to the average-aimed rocket due to the upward "splash" damage, so try to make a jump while strafing. Try to obtain an overshield or withdraw, increase your ability to avoid incoming fire. Take cover, but avoid staying too long-it can serve your opponent if they use the cover to ensure a detonation. If one is unfortunate enough to have a rocket tailing them in a small vehicle, it doesn't matter, give luck a try and at least attempt to outrun it. Trying to get out of a vehicle after realizing impending doom about half-second ago will only end with a charred corpse lying beside an exploded vehicle, that or 2-5 meters from it. If any one should jump out, it's the passangers. If the driver should survive, he or she can signal with the horn. Some people, however, think that rockets should be used "more sparingly," e.g., more rockets used on vehicles than on players on foot. Taking the whiners' advice, keep one or a few rockets (according to your judgment on your accuracy) spare for the event you should find a vehicle (unless there are none present, of course). While playing on a team in Capture the Flag (or of the like), don't forget you can draw out the rocket-carrier(s) with a rouge vehicle. In game modes akin to CTF, remember that the score of "who killed who" doesn't matter, leading to more various strategies. M9 Frag grenade Official designation: M9 High-Explosive Dual Purpose (HE-DP) Fragmentation Grenade Damage: High Range: Any Ammunition (Additional): 4 Grenades The Frag Grenade is the primary anti-infantry grenade issued to UNSC Marines. The secret behind its destructive power is the fact that it uses only a tiny amount of high explosive. This blast propels shrapnel everywhere, seriously wounding or killing any unit in the blast radius. It is an anti-personnel weapon that can introduce chaos and carnage to even the most well-drilled group of infantry, and is also effective against vehicles. When thrown, its timer begins on first impact with a surface; detonation follows 0.5 - 2 seconds afterwards. This feature makes it ideal for disrupting (or eliminating) well-armed or entrenched enemies from a position of relative safety. If you aim it at a wall, you can judge its bounce to drop it in the desired spot. The Frag Grenade isn't as effective against shielded or especially hardy foes as it ideally could be - think Elites, Brutes and Hunters - so you should use a couple when facing strong enemies. A good tactic is to soften up a few assailants with a grenade, then follow up with a burst of automatic fire. It can also be deployed on the ground to facilitate a hasty retreat. Try throwing one while backpedaling or before turning to run. Following enemies will be in for a rather nasty surprise or, alternatively, simply deterred from giving chase. Alternatively use the grenade to force the player into running in a new direction. This is most useful when you are chasing the enemy with a close range weapon such as the shotgun or energy sword. By throwing a grenade behind them, their instinct will be to run forward as to avoid damage directly into your oncoming sword lunge. The frag grenade has significantly more bounce and significantly less splash damage than it did in the first Halo title. Contrary to the beliefs of some gamers, in multiplayer, a kill from a single frag grenade does not occur when a player's shields are fully charged. However, due to the Version 1.1 update, like Plasma Grenades, players can now die from a single frag grenade, but only if the player is standing on one or less than five feet away. Alternatively, use the grenade long- range on stationary vehicles when players are near to potentially harm, kill or at least confuse them. Another tactic worth mentioning is the grenade jump. This is done by throwing a grenade onto the floor and jumping above it, so the blast will send you higher than a normal jump. This is a great way to get to heights which otherwise would not be reachable. For example, in the bases of Beaver Creek one can shoot the glass in the ceiling, and grenade jump out onto the roof. Be warned this will obviously cost you in the form of half or all your shield. Turrets Projectile Type: 7.62mm x 51 Damage: Medium-High Range: Long (Less effective with distance) Accuracy: Medium (high if bursts are used) Rate of fire: High Autofire capability: Yes Ammunition: Unlimited Scope: No Manning a turret is similar to using a vehicle: hold "X" ("E" on the computer) to take control, and hold "X" again to relinquish it. There are two human and two Covenant turrets. The human turrets are high-powered machine guns found in two sizes - portable and fixed. Their two Covenant equivalents fire scorching blasts of superheated Plasma . These gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps. While using one you are extremely exposed to enemy fire: you immediately become a target that all good commanders will order neutralized with haste. With a fixed field of fire, the effectiveness of a human turret depends on the direction that your enemies are approaching from. Still, with unlimited ammunition at your disposal, they are very handy for thinning out an advancing force, and will even cause the drivers of vehicles no small amount of anguish. A very misunderstood fact with the human turrets are that they are accurate when properly manned. The turrets will begin to fire wildly off target if they are in full auto for more that 10 seconds. They way to make the shots more accurate and concentrated is by bursting the gun. In other words tapping the fire button instead of just holding it down. The heavier of the two human turrets is basically the same as the lighter one, but more upright. It is revealed on boxes in the multiplayer map ''Headlong'' that the caliber is 7.62mm x 51, that it is gas-operated, and uses a linkless ammunition belt fed through a flexible chute. The light version is just as powerful, but has a smaller stand, providing a smaller profile for the operator. It is most commonly found near a group of Marines - although the Marines in question may be dead, indicating that it is not a very strategic option. In multiplayer, it is possible to "destroy" a turret with a fragmentation grenade, but still have it function. An enemy attack will see the turret, apparently destroyed, and charge. However, on occasion one can use the "stick" that remains and promptly dispatch the enemy. COVENANT WEAPONS Covenant weapons are better suited for reducing shields, and typically fire faster than their human counterparts. Many Covenant weapons will overheat if fired too often, after which, they must be given time to cool down before they can be used again. Covenant weaponry takes longer to ready than human weaponry. Any plasma weapon has a battery instead of a magazine. This power source cannot be recharged. After it is exhausted, the weapon operates like any other weapon out of ammunition - it only can be used for melees. There are several Covenant weapons that are new to Halo 2, including the Covenant Carbine, Particle Beam Rifle, Brute Shot, Energy Sword, and Fuel Rod Gun. Plasma pistol Ammunition Type: Superheated Plasma Dual-wield: Yes Damage: Low (While charged it deals high damage against shielded opponents) Range: Close- Mid- Semi Far Accuracy: Medium (Charged: Homing) Rate of fire: Slow (Charged shots), Average (Rapid single shots) Autofire capability: No Energy per round: 0.5% (Charged: 15%) Max Energy: 100% Overheating: 7% per shot, cools down approximately 25%/s Melee attack: Low Headshot Capability: No Scope: None As a rule of thumb, the Plasma Pistol is equipped by lower-ranking Covenant. Its primary form of fire is inefficient against large groups or stronger foes, even in a dual-wield configuration. Attempts to imitate automatic fire by pulling the trigger quickly will soon lead to overheating. The Plasma Pistol's secondary fire ability is what brought it to prominence in ''Halo: Combat Evolved''. Depressing the trigger will form a large ball of plasma at the muzzle of the pistol. This charged blast travels slower than most munitions, homes onto a close-medium range opponent, saps 15% from the battery, and overheats the weapon once released, but will completely eliminate an enemy's shields (including overshields). An overload shot will also instantly destroy unshielded Sentinels (beware of the explosion effect radius of a disabled Sentinel), however, does not damage flesh nearly as severely. Because UNSC weapons and Carbines are excellent at damaging flesh, it's recommended to bring one along, since the target has no shields to protect them anymore. It should be noted that much about the operation of the Plasma Pistol was drastically altered from its former glory in Halo: Combat Evolved. In Halo, you could rapidly tap the trigger to fire what would seem like a fully automatic stream of shots- a delay between shots has been added to Halo 2 making this impossible. It is also basically impossible to kill an opponent with the overcharge shot, as the bolts deal a minuscule amount of damage to a player's health (although it does eliminate all shields). In Halo: Combat Evolved, a few overcharged shots could kill almost any opponent. In Halo 2, a player can be hit with literally dozens of overcharge shots and live. These changes were most likely made to allow a player weilding a plasma pistol and another weapon to dominate, while players attempting to use only the pistol will be quickly put out of commission. Similar down-grading has been applied to the human pistol (renamed "Magnum"). It should be noted that when melee is used while wielding this weapon, the player will punch with his left fist instead of attacking the enemy with the weapon. A suggested combo is the SMG/Plasma Pistol dual wield; overcharge shot takes out the shield and the SMG, being very effective on flesh, finishes off the opponent easily. The overcharged-blast/headshot combo is often referred to as the "n00b combo" by players on the receiving end, since it is perceived as requiring little skill. Bungie has since removed this Covenant weapon from select maps where this combo is abused. Plasma Rifles (Elite or Blue Plasma Rifles) Ammunition Type: Superheated Plasma Dual-wield: Yes Damage: Medium (against unshielded opponents damage decreases) Range: Short Accuracy: Medium Rate of fire: High Autofire capability: Yes Energy per round: 0.5% Max Energy: 100% Overheating: 2.5% per shot, cools down approximately 33%/s Melee attack: Low Headshot Capablility: No Scope: None (Brute or Red Plasma Rifles) Ammunition Type: Superheated Plasma Dual-wield: Yes Damage: Medium Range: Short Accuracy: Medium Rate of fire: High Autofire capability: Yes Energy per round: 1% Max Energy: 100% Overheating: 5% per shot, cools down approximately 33%/s Melee attack: Low Headshot Capablility: No Scope: None The Blue Plasma Rifle is a staple of Covenant troops, and is mainly brandished by Elites due to its large size. It fires blue-white plasma at high velocity and can be fired automatically (Which doesn't reduce accuracy when wielded alone. Dual wield has poor accuracy.) It is inclined to overheat rapidly, and is limited by a built-in failsafe system that kicks in once its temperature reaches a certain level. As with all hand-held plasma weapons, you should always give it time to cool when necessary. Short, successive bursts of fire tend to work best, particularly against the energy shields of Jackals and Elites. When its battery is exhausted the plasma rifle must be replaced by another. Elites also use the weapon's bulged bottom part as a crude club to melee their enemies. Brutes have their own version of this weapon: the Brute Plasma Rifle. Red in color and typified by faster fire rate, this variation is even more prone to overheating and is slightly less accurate. In multiplayer, this weapon reduces shields very quickly, second only to a plasma pistol overcharge. Also it is a good idea to rush at an enemy while shooting, and when overheating occurs, using 2-3 successive melee attacks will dispatch the enemy quickly. When used in tandem with a human SMG, one can rip through enemy players at close range; this combo can even take down seemingly implacable energy sword wielders. This weapon is a very effective one, and really the only thing that stops it from being unstoppable save for against swords and rocket launchers is that it overheats very quickly. It is recommended that it can be coupled with another rapid fire weapon in terms of dual wielding, instead of another plasma rifle. One very good tactic to bypass overheating is to dual-wield plasma rifles and fire one until it overheats, then alternate to the other one. Needler Ammunition Type: Crystalline Projectiles Dual-wield: Yes Damage: Low (individual needles) High (needler explosion) Range: Close-Medium Accuracy: Low (Slight homing) Rate of fire: High Autofire capability: Yes Magazine Capacity: 30 Rounds Ammunition (Additional): 90 (3 Magazines) Reload speed: Fast Melee attack: Low Headshot Capablility: No Scope: None Many players did not realize the true function of the Needler in until they attempted the Legendary skill setting. On the default Normal level, the Needler appeared underpowered and eclipsed by better options. Legendary players, though, christened it the "Elite Killer": a weapon specifically suited to dispatching the Master Chief's most intelligent opponents. For ''Halo 2'', the Needler has been upgraded. It is now a far more effective and entertaining weapon in general combat, especially when dual-wielded. It is also a very effective weapon against Brutes, due to the nature of damage described below. The Needler fires crystalline projectiles that home in on targets over considerable ranges and bounce obliquely off obstacles. These needles are embedded on impact and detonate in an often deadly explosion of shards that, in the books, have devastating effects on Marines. If there are at least eight needles in a target, the explosion can be as deadly as a grenade. Similar to a plasma grenade, a needler explosion can also set off nearby grenades. This function is useful against Elites and Brutes, because the needles will penetrate the Elite's shield and the resulting explosion is an instant kill against most enemies. Due to the Brute's resilience to most weapons, this is an advantage. The Needler uses a small, American football-shaped crystal that seems to function as the "clip." This "clip" is seen only once in Halo: Combat Evolved, in the level ''343 Guilty Spark''. In multiplayer, this weapon is somewhat useless, as the slow moving needles can be easily dodged by any player who knows what they're doing. However, dual needlers can be entertaining; the player can spam the entire map with 60 pink needles. The most effective and entertaining way of using needlers is to dual wield two and attack from behind an opponent. This is especially practical on the map ''Beaver Creek.'' However, it is worthy of note that so many needles soaring and bouncing around will cause an awe-inspiring amount of lag. Called by a select few the "Kaze," the needler is loved by the newer players. Because of the ability to home, and (especially if dual-weilded) its ability partially blind its victim, the needler is a disorienting weapon to be struck by. The "Kaze" refers to Kamakaze suicide pilots, because the needler weilder will most likely be killed, but the resulting explosion will take out the victim as well. This one-for-one stragety works well in indoor areas, because it can set off grenades, killing or disorienting the garrisoned players. Though the needler is poor in multiplayer combat, it can be very effective at finding hidden players in games of hide and seek due to its homing capabilities. It is also effective in taking out long range enemies that are unaware of your presence. It can also be useful as an anti-sniping weapon, as it can foul an enemy sniper's vision and allow an attacker to approach, cover for advancing allies, or kill the sniper outright. The needler is an okay weapon to have, particularly dual-wielded. It is basically a more powerful SMG: it does more damage and has a limited homing capability. When shooting an enemy, it is best to let out a stream and then run, it may not seem to do damage at first, but the projectile will explode after a few moments. Even from very far away needlers can be very lethal, the shield can be depleted in merely five rounds. From far away you can scan out an entire area with fire and it's very likely you will kill or seriously wound your target. The only thing that really makes the needler a bad choice is that it is slow to reload, it runs out of ammo rather fast due to its fast firing, and it can give away your position viewed from an angle or from the side. The needles are also slow to reach the target, making it particularly hard to hit them since they may see it coming. This can also be bad during quick fire fights, as it takes a while for your opponent to die, during which time it can fire off several more rounds. It's speculated by some that the Grunts invented the Needler during the Grunt rebellion. This stems from the fact that its ammunition is not plasma based and the Heretic Grunts will only use this weapon. Carbine Ammunition Type: High-speed Radioactive Projectiles Dual-wield: No Damage: Medium Range: Medium-Far Accuracy: High Rate of fire: High Autofire capability: No Magazine Capacity: 18 Projectiles, clip fed Ammunition (Additional): 72 (4 Magazines) Reload speed: Average Melee attack: Low Headshot Capablility: Yes Scope: 2x Compared with other examples of the Covenant's armory, the Carbine is somewhat unusual: its high speed radioactive ammo is powerful, but its single-shot design and clip feeding instead of batteries seem strangely old-fashioned. Don't misjudge its strength. When used by a professional, the Carbine is an accurate weapon reminiscent of a cross between the Sniper and Battle Rifles. With a 2x zoom facility, it's possible to make lethal headshots from afar. The Carbine's only real shortcoming is that your position is betrayed by a green trail with each shot. When you get your hands on one, be sure to take advantage of it. This weapon is superior to the human battle rifle if one is able to get headshots, due to its greater rate of fire and larger magazine capacity. Also for close range the Carbine is much better than the Battle Rifle. However, the battle rifle requires less aiming, is more accurate by about a 0.5 degree deviation, and is much more commonly available. Keep in mind though the Battle Rifle out shines the Carbine on single player as the three shot burst enables easier head shots, and in some cases multiple headshots on numerous unshielded opponents. Case in point, up to three grunts can be killed in one burst quite easily for a skilled combatant. Carbine ammo is also generally in short supply. The Carbine fills the role of covenant anti-sniper, due to its fast fire rate and relative long and medium range accuracy. One can pelt a sniper with bolts, forcing him out of zoom, mabye even killing him if he is far away from cover. The Carbine is hidden in most levels it is in: e.g. in Ivory Tower it is placed behind some stacked crates and in Waterworks, it is to the right of either base on path on the wall to the teleporter exit. Particle Beam Rifle Ammunition Type: Accelerated Particle Beam Dual-wield: No Damage: High Range: Mid-Far Accuracy: High (With scope) Rate of Fire: Fast Autofire Capability: No Energy per Round: 5% to 6% Max Energy: 100% Overheating: 55% per shot; cools down approximately 11%/s Melee Attack: Low Headshot Capablility: Yes Scope: 5x, 10x The Particle Beam Rifle is the Covenant equivalent of the UNSC Sniper Rifle, with identical zoom capabilities and similar stopping power. It can be used to deliver headshots with its accelerated particle beam. The Beam Rifle has an integral battery that is limited to eighteen shots; like other Covenant weapons, it overheats with repeated fire. Similarly, its weaknesses are identical to those of the Sniper Rifle, but instead of reloading, it overheats if fired too quickly. Its scoped view is slightly more convoluted as well, making the Sniper Rifle a more sought after weapon. It does have some upsides; if used in evenly spaced trigger pulls, one never needs to zoom-out and reload, also, the beam rifile can double fire almost simultaneously, allowing for easy execution of shielded enemies. The Beam Rifle's projectiles are slower than those of the Sniper Rifle, making them almost completely useless against mobile forces. However, it is effective at dispatching Drones in Halo 2 (particularly on legendary) because they will often stop moving for periods of time, and because most other weapons need repeated hits to kill. These rifles are abundant in Halo 2 . Jackals will sometimes wield this weapon instead of having a plasma pistol and shield, though if a player gets close to them, they drop the rifle and run, whipping out a plasma pistol in the process. (only in Halo2) This rifle is also handy for the last level if you want to get the battle with Tartarus over quickly. It is the only weapon able to lower Tartarus's bizarre body shield, so on Legendary it can be handy to shoot him once with the Beam Rifle, quickly switch to the Shotgun or some other powerful weapon, and lay into the Brute before his shield reappears. In Multiplayer, this weapon should be fired slowly, as to not overheat it. In close range, aim for the head, and remember that most enemies strafe from your right to left. Fuel Rod Cannon Ammunition Type: Radioactive Fuel Rods Dual-wield: No Damage: High Range: Mid-Far Accuracy: Low/Medium Rate of fire: Medium/Fast Autofire capability: No Magazine Capacity: 5 Projectiles, clip fed Ammunition (Max): 25 (5 clips) Reload Speed: Slow/Average Melee attack: Medium Scope: 2x The Halo 2 version of the Fuel Rod Gun, now known as the Fuel Rod Cannon, is not available in Multiplayer. It features a 2x scope, and its projectiles move slower than those of the original FRG. The projectiles do not appear to have retained their signature ballistic arc from Halo 1, but instead seem to move linearly, similar to the Rocket Launcher. In Halo 2, the FRG is clip-fed, with a five-round clip. It is handy in some situations, for example, it will kill a Hunter in two or three shots, and a Brute in just one. In Halo 1, this weapon was restricted to Grunts and Hunters, and the Grunts had a Dead-man Switch . In Halo 2, at least one Elite can be found using this weapon and it can be traded to both Covenant and UNSC players and allies during the course of the game. Many Grunts are depicted wielding the weapon; it is highly destructive and has great potential as a door-stopping weapon. Five rounds of "Green death" will annihilate enemies charging through a door. When the Fuel Rod Gun has fired rapidly or for a long time, the fail safe kicks in, exploding with the force of a fragmentation grenade. This feature is present in "First Strike," but not in the game. This weapon is not available in multiplayer due to frame rate issues, and because its overwhelming power would unbalance the other weapons. Brute Shot Ammunition Type: Explosive Shells Dual-Wield: No Damage: Medium (High damage with direct hits) Range: Medium Accuracy: Medium/High (projectile can bounce into strategic positions) Rate of Fire: Medium/Fast Autofire Capibility: No Magizine Capacity: 4 grenades, belt fed Ammunition (Additional): 12, (3 clips) Reload Speed: Medium/Fast Melee Attack: High(due to attached bayonet) Scope: None Mainly used by Brute Captains, the Brute Shot is a grenade launcher that fires frag grenades that hit their targets or are deflected by an object. It has a blade at the bottom that is used for melee attack. The Brute Shot has a 4-round capacity, with a maximum of 12 additional grenades. The projectiles have a tendency to bounce, but explode on contact with opponents and vehicles. It takes two grenades to kill directly, one grenade via headshot, and usually 5 hits with splash damage. The Brute Shot, due to its signature blade, has a melee damage comparable to that of the Energy Sword and Rocket Launcher. It can kill with two melee hits, just as an Energy Sword can when not locked on. A grenade and a melee will kill a fully shielded opponent; a melee made during a jump or a fall on an opponent is also fatal. Although useful in single-player, against Flood and Covenant, those unfamiliar with it should avoid this weapon in multi-player. Although it does have a two-hit melee kill comparable to the flag/bomb/skull, the grenades, while powerful, are notoriously difficult to aim and prone to splash both you and your enemy. This is why the Brute Shot has earned the slang title by players online who call it "the worthless shot". Online players have also called it "the snail shot" for its circular swirl that looks like a snail's shell as well as its melee blade that looks like a snail's head. Furthermore, even the ammo for the Brute Shot looks more like little slugs than grenades, adding to the overall effect and the slang name of this weapon. While some players have a mastery over the Brute Shot, the grenades that it fires can easily be avoided by simply jumping away from ricochets or direct hits. If you get a handle on the aim, though, then it can certainly be a deadly weapon, especially after the update to 1.1, which significantly increased the power of grenades (as well as the melee damage). A headshot is available, as the shells do more damage to the face than the body. This weapon is good for both close and long range combat, particularly when facing multiple foes at once, a shot from very close range will devastate your opponent. Also, the best tactic for this weapon is to fire a shot and then dive-melee. This will take some practice but it is a highly effective maneuver. It should also be noted that if you are running and melee an opponent in the head, you can get a 1 hit kill using the brute shot without having to do a jumping melee. Scarab Gun Ammunition Type: A large greenish-blue beam (Scarab rounds) Dual Wield: Yes (can only get 2 on Metropolis) Damage: Instant kill (also called Instagib) Range: If caught within approx. 14 feet of contact point, player will be killed. Accuracy: Very High (be careful of people near where you're shooting, especially yourself) Rate of Fire: Non-stop (as long as trigger is held) Autofire Capability: Yes Energy per Round: None Overheating: Never Max Energy: Infinite Melee Attack: Medium Headshot Capability: No Scope: None This all-powerful gun can be found on the Scarab Covenant Vehicle. This Vehicle can not be "hijacked" or driven. This weapon can not even be found on regular grounds. The Scarab Gun, when found, looks like a Plasma Rifle, and is a hidden secret or Easter Egg , a challenge to those who adventure. As powerfully seen when used by the Scarab, the blast on this gun is greenish-blue and completely annihilates any enemies. The Scarab Gun is hidden on the Metropolis level and most easily obtained in Co-op mode. At the beginning of the level proceed across the bridge and destroy every enemy and marine. Near the end of the bridge Cortana will say "that's quite a welcome party". Destroy the three Banshees and Ghosts that appear. When two Wraiths and two Banshees appear, destroy the Wraiths and one Banshee. Player 1 should remain outside to distract the remaining Banshee, while Player 2 enters the tunnel. Follow the tunnel to the area with the circular opening kill the sniper Jackal and return to Player 1. Get the Banshee to follow both players into the tunnel but do not board it yet. It may take several tries to get the Banshee to fly into the tunnel. Coax the Banshee over the next two road blocks. When it is past the second one, have both players stand near the entrance of the room where Player 2 killed the Jackal. It should fly forward and get stuck. Shoot off both the Banshee's wings so it can fit through the opening. Have Player 1 walk slowly in front of the Banshee, making it follow him. Player 2 should be behind it, gently pushing it. Take it to the left and get ready to board it. At the checkpoint the Elite in the Banshee will immediately disappear and after a second the Banshee will also disappear. Both players should hold the X button quickly to board the Banshee. If done correctly, one of the players will be flying the Banshee. Take the Banshee outside and directly up. Very high in the sky are two skyscrapers with two bridges connecting them. In the middle closest bridge, there is something that looks like a plasma rifle above an orange "warning" cone. This is the handheld Scarab Gun. It has infinite ammo. It is not available in Multiplayer. Plasma Grenade Damage: High (within 30m), Instant kill (if stuck or within 10m of it in multiplayer) Range: Any Ammuntion (Max): 4 grenades The Covenant plasma grenade is one of the more clever weapons in the game. The plasma grenade has the ability to distinguish between organisms and scenery. A plasma grenade will stick to organisms and explode three seconds after contact with that organism. It is also able to stick onto vehicles, but will not stick to glass, such as the Warthog's windshield. The plasma grenade will also explode three seconds after coming to rest. In Halo 2, the Plasma Grenade will kill anything that it is stuck to, with the exceptions of Hunters, vehicles (excluding Ghosts and Banshees), Brute Captains (Legendary only) and SpecOps Elites (Legendary only). Its splash damage and shield-draining capacity have been significantly reduced from the original. However, this weapon will blind and confuse hunters. The amount of time they will be dazed depends on the difficulty, but this enables the player to easily shoot the orange-spot shots needed to dispatch the hunter. In multiplayer, it is possible to survive being stuck if you have a full overshield and if the "damage resistance" option is turned on. After the auto-update, you can even die in one hit if it explodes at your feet, regardless of whether it stuck you or not (assuming you don't have an overshield). It is extremely effective in online gameplay when it lands near (or is stuck to) multiple enemies. If they are close enough together, it can result in multiple kills. Logic Behind the Plasma Grenade- The use of the plasma grenade is a small electronic device that once activated in the hand of the user begins to glow and after it is tossed will attach itself to any person or vehicle, but not to life forms like plants. The only logical cause for this is for it to be simply a "Static Grenade" it is a grenade that once activated starts making a static charge. While in the hand of the user it is grounded and cannot have its own charge yet. But after it leaves the hand of it's user it has friction with the air and other factors that would change the charge of grenade and that is why AFTER it is tossed it can stick to the owner. Why does it not attach it's to trees, solid walls, ground? All those are grounded or have their own charge that could be predicted. That or the only thing it attaches to is vehicles and (non-flora) life forms so it might also be the electrons in living tissue to recognize its target. As for vehicles, they have the DC battery installed onto their frame so that may explain why it also attaches to vehicles. If that was the case then it would be able to weld/attach itself to the object it was thrown at. Energy sword Single-Player: Damage: High Energy per Round: 10% per kill (non-kills don't take energy) 3% per flood (living or dead) Max Energy: 100% Multiplayer: Damage: High Energy per Round: None Max Energy: Infinite A electromagnetic field, within which is encased lethal plasma, has been called by both sides the energy sword. Called the Plasma Sword by fans before the official name was released, only the Stealth and Commander Elites (in Halo: CE) wield the sword and they had a dead-man fail-safe if dropped. Halo 2 allows the Master Chief and the Arbiter to pick it up and use it. In campaign mode, the sword degrades with each hit until it is useless (although a player can use the hilt to beat enemies into submission, using it as brass knuckles), however energy swords in multiplayer games last forever. A person who wields the energy sword can either lunge at the opponent, or execute a normal melee. A lunge is performed when the reticule has locked on to the enemy target, a successful hit instantly kills a victim, unless they have an Overshield. A swipe of the energy sword will also permanently destroy the Combat form Flood, preventing it from being revived later by the Infectious forms. Note: on the harder difficulties in campaign, the energy sword will not always instantly kill. In multiplayer games, the sword is highly regarded in base defense and assaults. The lock-on feature of the Energy Sword has also been used for a trick known as Sword Flying, which enables the player to fly extremely long distances. In order to fly, the player must sit in the side seat of a vehicle (either the Spectre or Warthog) with the Sword, have an opponent come near until the Sword's reticule turns red, pull the right trigger, then have the opponent run as far away as desired in a direction without any obstructions to flight. Then, the player must exit the vehicle, and will immediately begin flying. This trick is also possible using other weapons, with the Rocket Launcher being the most useful. For this version, the player must aim the Rocket launcher at something and get the reticule to turn red, then press "Y" to switch to the Sword, and immediately hit the trigger before the reticule changes. If timed correctly, this fools the game into thinking that the Sword was locked on, and will enable the player to fly to the target. If mistimed, the player will either do nothing or will fire a rocket. However, due to the auto-update for glitches and cheating, both of these abilities have been taken out of multiplayer; it is still usable in the Campaign, but largely for exploring. Also, there is a "glitch" in the campaign and multiplayer dubbed by players as the "sword cancel" where a player with a sword can use the swords lunge ability to reach semi tall buildings, to do this a player must lock-on and press "X" right after you press the trigger to avoid killing your partner. One major disadvantage of the energy sword is the fact that it has a very short range (a player cannot perform the lunge attack past a distance of about 30 feet). When it is not coupled with a powerful second weapon, a rocket or several sniper shots can defeat the plasma sword. Though in close range combat, only another sword, a shotgun, or a rocket launcher (or possibly a Brute shot with melee) can adequately match the energy sword. On a similar note if a player times it right a shotgun can stop a lunge. You can help diminish this weakness through the use of a backup ranged weapon, such as the sniper or Battle Rifle . Fire a few shots while running close, and a quick change to the sword can easily kill your opponent. It is possible in several cases to dodge a lunging foe. Turning in a counter-clockwise direction and to the left (if the attacker is directly facing you) will give a good chance that your opponent will fly past you. However useless a move, during sword lunges one can throw plasma grenades, allowing for the player to dash up to the opponent, and 'stick' the grenade on the opponent's head or chest area. This can possibly help conserve sword energy in campaign mode, but there probably is no practical reason to do this in multiplayer. Also, there is a glitch in the transition between certain levels, namely Cairo Station (possible as you can force an elite to drop an energy sword)>Outskirts>Metropolis, Arbiter>Oracle, Delta Halo>Regret, and Sacred Icon>Quarantine Zone. If you complete the first level carrying a fully discharged sword, the next level you will start with a sword with an invisible blade that never runs out of power. Turrets The lighter covenant turret is basically the same as the light human turret, but it fires small bursts of plasma similar to a plasma rifle, except faster. The heavy one, a modified version of Halo 1's Shade, requires the operator to sit in a chair. It fires slow-moving balls of plasma in two-shot bursts, and has a rechargeable shield on the front to protect the operator. Its shots, although not very high damage, have an explosive effect that causes the controller to violently vibrate in multiplayer, which can sometimes distract an enemy, and the bursts of light can occasionally blind an opponent on foot. FORERUNNER WEAPONS Forerunner weaponry is used by two types of Sentinel robots; the Sentinel (orange beam for silver armored, blue beam for gold armored), and the Enforcer (Needler-type weapon, explosive missiles). Enforcers also have an interesting 'Claw' weapon for attacking vehicles. It descends on the victim and grasps it in its 'Claws'. It squeezes, and extremely high damage is done. However, only one type of weapon is usable by the player, the Sentinel Beam. Sentinel Beams are most effective against the Flood and unshielded targets. In Multiplayer, it melts shields very quickly and kills a player with normal or no shields very fast under constant fire from it. They are powered by a battery, which is expended faster than Covenant weapon batteries. Also, they tend to overheat faster, making them better suited for short battles. Sentinel beam Used by Sentinels, the Sentinel Beam emits a red-orange or blue beam that can take out energy shielding. The blue Sentinel Beam is more powerful than the red/orange one. It is generally ineffective against shielded targets but is effective against other Sentinels and the Flood. The weapon is most often found with the destroyed bodies of Sentinels. It fires much like Covenant weaponry, using one large "battery" of ammo, and overheats if not allowed to cool down. It is generally believed that the Sentinal beam is of limited use in multiplayer combat, because extended fire is required to do enough damage, and gives away your position very easily. It is, however, effective at hosing down an area from far away- particularly if several people are concentrating fire. It can also be used as a signal for teammates because of its highly visible beam, indicating targets or other areas of interest, although this gives away your position as well. It is worth noting that a burst from the Sentinel beam followed by a melee attack can kill opponents fairly quickly, although this limits the effective range of the weapon. Head shots will also inflict more damage. The shield will be quickly depleted, and the small amount of latent health can be dissipated with a burst of your secondary weapon or a melee from the beam weapon. The Sentinel Beam is also the basis for a gametype, which is played with only Sentinel Beams available, either with or without shields, and is called "Showers." The only multiplayer map with Sentinel Beams on it (in standard configuration) is Backwash (in the maptacular map pack) where there is one in each base. BALANCE Halo 2 expanded on the weapon selection in the original game by adding new weapons to fill niches in the opposing Covenant and human militaries, while also limiting some of the older examples. For instance, players of the first Halo game will notice that the Magnum pistol of Halo 2 is considerably less powerful than the pistol available in Halo. This was done to create a more balanced selection of weapons on both sides, with each human weapon roughly having a Covenant counterpart, with some exceptions. Human & Covenant Counterparts Human Comparison Human Weapon Comparison Covenant Comparison Covenant Weapon Comparison The player is still limited to carrying two weapons (or three if you are dualing and have another in reserve) at a time, in addition to up to 8 grenades (four fragmentation grenades and four plasma grenades), but the option to "dual wield" two one-handed weapons adds another combat strategy. It is noticeable that human AI characters always carry weapons with two hands, and therefore cannot dual wield, while the covenant AI hold weapons with one hand where possible, and therefore can dual wield. Also, it is possible to wield three of the same type of dual-wieldable weapon. If you wanted to have three Pistols, you would have a Pistol 'in reserve', and any other type of dual-wieldable weapon wielded. You would then pick up a Pistol (by dual-wielding it), then simply change your right-hand weapon for a third Magnum. By filling these with ammo, you get quite a lot (12 in each + 144 reserve) due to having three pistols. This also works with Plasma Pistols, Plasma Rifles, Needlers and SMG's. If you drop the third Magnum in the aforementioned scenario, you can also have a single Pistol in each 'weapon slot', therefore being able to fire 24 rounds without the need to reload (only needing to change weapons, with the Y button on the Xbox). SEE ALSO
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