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Red vs. Blue
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<<Back
Introduction
Weapons
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Knowing
when to pick up a gun and when to leave it can make
all the difference in an intense multiplayer game.
Know your weapons. Know the advantages and
disadvantages of each weapon for each situation, and
how to use the weapons you have. That way, when it
comes time for a tough firefight, you'll have the
right weapon for the battle-- and the knowledge to
defeat your opponent with it.
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Weapons
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The
Pistol. The Pistol is one of the most useful
weapons in the game. All-around powerful, with a
good balance of range and damage. Excellent in
almost all situations at all ranges. Go for
headshots; it three shots to the head on normal
settings will full health and shields, and
roughly six body shots. Try keeping your aiming
reticule at head level. The 2x zoom is another
advantage, but this means you want to try to
keep a longer range on other players. The true
beauty of the pistol is pistol-sniping, or using
the pistol as a sniper rifle. You can get off
more shots and it's stealthier, too. The pistol
is full-auto, but firing one shot at a time is
far more accurate, especially at range, so
squeeze the trigger for each shot. The melee is
slow, but ammo is plentiful, so rarely will you
find yourself forced to use it.
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The
Sniper Rifle. Arguably the best sniper rifle
in any game ever. Take your time and go for
headshots. You only have 4 shots in a clip, and
reload is slow, so use your shots wisely. Ammo
can be scarce, another reason to be cautious.
Also, the sniper rifle has nasty contrails that
instantly give away your location if you miss.
When sniping a moving target, drop your
crosshairs somewhere in the projected path of
their head and fire when it turns red; this
tactic is called "leading the target".
The sniper scope can be an all-consuming little
world of its own, especially when zoomed in all
the way. Look at your motion trackers and keep
moving. Never strike from the exact same spot
twice; you will be found eventually. In case you
are rushed, a shotgun is a very useful thing to
have along with the sniper rifle.
The rifle is also a valuable spotting tool that
you can use to the advantage of your team,
reporting enemy movement and being aware of
approaching threats. Keep in mind that if you
fire, you may give away a good position; a pair
of snipers is often useful, one for spotting and
one for interdiction of targets. Move laterally
when trying to frustrate a sniper's efforts;
jumping just makes you a better target.
Counter-sniping is rarely a wise thing to try
unless they have expended their clip and are
reloading when you hit them.
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The
Shotgun. The shotgun is an elegantly brutal
weapon. It is best at close range, when a single
blast can penetrate shields and kill instantly.
Headshots, as with any weapon, are most powerful
if you can't get close enough to blast them at
one-hit-kill range. A useful tactic is
vehicle-hunting: toss a plasma grenade onto a
vehicle, and when the occupants scramble out to
avoid it, blast them with the shotgun. Keep a
long-range weapon with the sniper rifle; the
pistol is good to weaken them up and then finish
them with the shotgun.
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The
Assault Rifle. The AR is a fairly weak
weapon. It's best for medium range; it is too
inaccurate for long-range (burst fire helps) and
the shotgun is better at close range. It's best
in tandem with a plasma pistol-- take out their
shields and gun them down. Melee is fairly good,
which makes it a decent close-range weapon, but
still not as good as the shotgun. Full-auto fire
is the only thing that makes it really useful.
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The
Plasma Pistol. It may seem like it sucks,
and it can be frustrating when it's all you
have. But the Plasma Pistol is actually a good
weapon-- in the hands of a truly skilled player.
It will fire as fast as you can pull the
trigger, which makes it a good suppression-fire
weapon if you can flip the trigger fast.
Shooting enemies in the back is damaging and
useful, and any shot will stun them, making
their motion and aiming sluggish-- try it
against a large vehicle. It also has a very
useful overcharge feature that will drop shields
no matter what strength they are at-- even if
the enemy has an overshield. Overcharged bolts
home in on moving targets, but don't rely on the
homing too heavily, and it doesn't home in on
vehicles. Melee is incredibly fast as well. Best
to keep in tandem with an assault rifle or
pistol; take out shields and finish them off.
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The
Plasma Rifle. The plasma rifle is a
well-rounded weapon with good automatic fire.
Each burst is less powerful than a single hit
from a plas pistol, but still powerful,
especially against shields. Stun factor is also
a big help. Head shots do twice as much damage
after the shields are down. Watch the heat
meter; it takes a long time to cool off and that
pause is often enough to be fatal. The fast
melee makes it good for run n' gun tactics.
Overall, the plasma rifle is a good weapon to
keep with any other weapon.
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The
Rocket Launcher. The SPNKr is one of the
most powerful weapons in the game, with
excellent direct damage and good splash. Hitting
directly in the torso is not advisable, because
it makes it easy to miss if they dodge slightly;
aim between their knees and their feet. Jumping
is a good tactic, as it gives you a better
firing angle to hit their lower legs with; in
general, the higher the ground you control, the
better. The projectile is slow, so lead your
target; it takes time to get a feel for the
speed of the rocket. The launcher is useful in
Oddball or CTF for blasting the skull or flag
away from an enemy about to seize it. If you
miss a shot, switch weapons and finish them with
something else. The last shot is for
emergencies, and you probably won't get the time
to fire a second shot if you wait between shots
or for the horrendous reload. Watch the target
distance, as you can easily kill yourself, too.
Meleeing is slow, so don't bother unless the
target has his back to you.
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The
Fuel Rod Gun (computer versions only). The
fuel rod launcher is extremely powerful-- even
overbearingly so. It takes three or four shots
to kill (two extremely accurate ones), but the
fuel rod gun features the semi-automatic
abilities of the plasma pistol. You can fire as
fast as you can click. The rods are launched in
an arc-- kind of like a grenade, the only
indirect fire weapon in the game with the
exception of the grenades. Remember to keep away
from your target far enough that you don't get
taken out yourself. Also, the fuel rod's melee
is almost as fast the plasma pistol's. This is a
hard one to defeat and if you see someone with a
fuel rod gun it is best to either stay away
completely and snipe them (rifle or pistol) or
charge them so that they take themselves out
when they kill you.
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The
Flamethrower (computer versions only).
The Flamethrower is an excellent close-range
weapon, and can be used in situations that a
shotgun would also work in. It takes a few
seconds (maybe 2 or 3) of direct exposure to
kill with the flamethrower, but it keeps burning
after you turn off the flame, so if you can get
their shields down and take a chunk out of their
health they're pretty much dead. Watch for
lighting yourself on fire-- you will if you're
too close. If someone is rushing you with the
flamer, back off and take them on with a pistol,
AR or other medium range weapon.
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The
Needler. The Needler is amusing, and perhaps
one of the most humiliating kills. But it's not
really a very powerful weapon. It's great if
they can't dodge. The homing projectiles are
slow, but if you can pack a bunch of them into
him you will take him out. The melee is
horrendous, so don't bother, and definitely pack
something short-range. Ladders, walkways and
other tight spaces are the best locations to
find good targets for Needlers.
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The
Fragmentation Grenade. The frag grenade has
a short fuse, which makes it good for popping
off quick blasts at an advancing or retreating
enemy. Toss one as the enemy is coming around a
corner. Good for ambushes, and they're harder to
see than the plasma grenade. Throw one as you're
about to die, and sometimes you will kill
someone in the blast. The suicide grenade
becomes a reflex.
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The
Plasma Grenade. The Covenant grenades are
sticky, meaning they bond to targets, and deadly
if you can stick one. They have a longer fuse,
so they're less useful if you can't stick them,
and they have a tendency to hook to the left
when you throw them, so bear that in mind.
Accuracy is important. Plas grenades don't
bounce, so toss them into a corner where an
enemy will soon be without worrying about it
hitting you. Good against vehicles; toss one on
a Ghost or Warthog, then finish off the
passenger(s) with a shotgun as they hop out.
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The
Melee Attack. Using your gun as a blunt
club, or melee attacking, is useful when you are
out of ammo or are at extremely close range. It
can be fun and humiliating. The rate at which
you can melee varies with each weapon, but the
damage is the same. Plasma pistols and assault
rifles have among the best speeds. Hitting
someone on the back is an instant kill, so if
you're ambushing someone with a cloak, get
behind them. Running give you 50% extra damage,
and landing on them from a jump gives 75% extra,
so keep that in mind when you can't get in back
of them. Both the skull from Oddball and the
flag are melee weapons, so use them for extra
humiliation.
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