How to Halo

Place to post regarding any mods or scripts in Halo PC.
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VØLTÅG£
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How to Halo

Post by VØLTÅG£ »

Well would you look at this gorgeous looking thread, but what's it here for? I'll tell you, this is a thread discussing all things related to Halo weaponry.

"Well, why should I care about Halo weaponry?"; you may foolishly ask. Well, I'll tell ya. Plain and simple, you need to be well versed in Halo weaponry to be half decent online. You don't need to be a Halo super Jesus and be awesome at every weapon, but you should experiment with every weapon, on every map, figure out what weapons you like, and what situations you feel comfortable using them in. Being "good" in Halo isn't being able to snipe someone in the face 1,000 yards away. Being "good" in Halo is finding a few weapons best suited for your playing style and mastering them. Knowing how many shots of what you need to kill someone, judging the distance between you and your opponent and how effective your shots will be from varying distances, anticipating movement learning how to find your lead and adjusting it in accordance with your ping and your opponents, avoid dying by strafing, and capitalizing on opportunities before your opponent does. To do this successfully takes years of practice. This thread won't teach you how to be a god-tier player, but it will cover the first step on the road to bettering your game; finding a few weapons best suited for your playing style and mastering them.

In this thread, I'm going to teach you about each and every weapon and power-up in this game: It's ammo clip, accuracy, advantages, disadvantages, clip size, everything you could possibly need to know to get you on the right track so here we go.

-------------------- Human Weapons --------------------[/b][/color]
M6D Pistol
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● Clip size: 12 rounds
● Max Ammo: 12 rounds
● Special Features: 2x Zoom, Semi-automatic
● Reload time: ~1.8 seconds

This gun is arguably the best weapon in the game. Point. Blank. Period. It is extremely versatile, able to be used in short, mid, and partially long-range battles. It is the staple for anyone's arsenal. It is capable of dropping someone in 3 shots to the head (3sk) with full shields and health (2 shots to pop the shields, 1 for the headshot kill). It has good clip capacity, a 2X zoom scope for semi-sniping, and its bullets are particularly powerful, considering it's a handgun. The M6D Pistol is semi-automatic and recoil operated. If used correctly it can be the best back up weapon in the game, especially when you are sniping and only land one shot, the pistol is an excellent backup to finish the job. It has been said to be one of the most effective weapons in the game, as it is fast, accurate, and deadly in the hands of a professional. If you can even be halfway decent with a pistol, it will increase your game several fold and make you a valuable asset to your team, because you can efficiently control a multi-purposed and multi-ranged weapon on the battlefield. A downside to this weapon is that it's melee is rather slow in comparison to other weapons. The pistol is *the* gun for any skilled player, so spend lots of time practicing the pistol as your main weapon of choice. A couple training tips: When fighting with a pistol, you must force yourself to aim at only the head of your target. Getting into the habit of shooting nothing but head shots will allow you to kill quicker. One of the largest factors of pistol accuracy is whether or not you are using full-automatic mode. Holding the trigger down activates full-automatic mode, meaning as long as you have the trigger held down, the pistol will shoot for you. Initially, it seems to make aiming slightly easier, but in reality it can't serve any compromise since semi-automatic mode greatly degrades the accuracy of your shots. In other words, never hold down the trigger on a pistol to fire, otherwise your shots' accuracy will vastly impair your ability to hit a target (think of it as a stripped-down sniper rifle).

Example of varying accuracies between firing modes:

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*All shots were fired from the same position*
Left = full auto
Middle = single shots, fired at a slow/moderate speed
Right = single shots, fired as fast as possible

MA5B ICWS Assault Rifle
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● Clip size: 60 rounds
● Max Ammo: 600 rounds
● Special Features: Compass, Digital Ammo Counter, Full automatic
● Reload time: ~2.7 seconds

It's not all that powerful, nor is it all that accurate, being an automatic weapon. It's best used as a close-ranged weapon to finish the job that you could not do with your primary weapon. It is a decent all around weapon, with one of the faster melees in the game and has good maneuverability. Downsides to this weapon are its accuracy and long reload time. Don't use it trying to kill something 800ft away, you won't do much of anything other than riddle the surrounding landscape with bullet holes. Accuracy improves greatly if the weapon is fired in short bursts, rather than continuously. It's melee attack is fast (only the Plasma Pistol is faster).

Example of varying accuracies between firing modes:

Image

*All shots were fired from the same position*
Left = full auto
Right = shots fired in bursts

M90 Shotgun
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● Clip size: 12
● Max Ammo: 60
● Reload time: Depends on how much ammo you've depleted in your clip.

In terms of close-ranged weapons, this is arguably the best weapon for up-close and personal kills. With a well-placed shot, you can kill a target with full shields and health in one shot. The shotgun fires a burst of 15 pellets, causing enemies in close range to be completely decimated in less than a second. Medium range is not so effective, and long range is useless altogether. Its close range capabilities are unmatched and are what makes it so effective as an assault weapon in close quarters and on small maps. The most distinguishing aspect of the shotgun is it's reload mechanism: unlike other weapons, you can interrupt a shotgun while it's reloading and still benefit from the rounds loaded during the reload animation. The plasma pistol can be used side by side with the shotgun; simply charge a shot at an opponent to take down it's shields and finish it off with the shotgun. With lots of room for innovation, the shotgun can serve in many critical circumstances where you or your opponent is low on health and you need a quick kill. Always aim for the head or upper torso with this gun to deliver devastating damage. The shotgun also has excellent melee accuracy and decent melee speed.

M19 SSM Rocket Launcher
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● Clip Size: 2
● Max Ammo: 8
● Special Features: 2x zoom
● Reload Time: ~3 seconds

The Rocket Launcher is a devastating piece of equipment when used correctly. The Rocket Launcher will kill anything with one direct hit unless the target has overshield (OS). It is the second most accurate weapon in the game, right behind the sniper rifle. The rocket launcher deals an immense amount of damage, making it the weapon of choice for taking down vehicles, shielded enemies, and groups of enemies. The projectile moves fairly slowly, which means you need to advance your cross-hair against your target relative to their speed and distance to get a good hit. However, it's rather large blast radius can make the rocket launcher a bad choice for a situation where you or your team mates will also be taken out in the explosion (most scrimmages enable friendly fire). The rocket launcher's projectile travels a little faster than a warthog, meaning with wise foresight a rocket can catch up to a warthog on the run. With good timing and aim, you can stop someone on the run with the flag or an incoming enemy. It is also a great "surprise attack" weapon. If you have it as a secondary weapon and an enemy on foot or in a vehicle starts charging towards your position, you can quickly swap in your rocket launcher, making a swift one shot kill. Do not keep it out as a primary in open fields because it becomes rather difficult to bait an enemy into coming toward your position if they see you toting that thing around everywhere. There is also no sense in walking around with such a cumbersome weapon as it blocks a decent part of your view. The rocket launcher can be utilized to force the enemy to move in a certain direction. For example, if you fire to the left of an enemy, you can safely assume he will move to his right to avoid the projectile, where you can throw a grenade to the opponent's left, and finish him with a pistol. Combined with an invisibility shield, the rocket launcher is a deadly sabotage and ambush tool.

Sniper Rifle System 99C-S2
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● Clip Size: 4
● Max Ammo: 24
● Special Features: 2x zoom, 8x zoom, night vision, armor piercing rounds, capable of shooting through multiple enemies
● Reload Time: ~2.5 seconds, slightly more if empty

With a two-shot body kill, 2 head shot kill on someone with overshield, and one shot head kill, it's indisputable that the sniper rifle is an unbelievably powerful weapon. It is one of *the* best weapons in the game period. A good sniper is the bane to any enemy team and an awesome asset to a team; capable of providing powerful, long-ranged cover, suppressing fire, an eliminating enemies from a safe distance. A good sniper also serves as a scout for the team, often taking position in areas with great fields of vision, notifying team members of enemy positions. Although it is not made for close-combat, in the heads of someone with excellent aim, it serves as a devastating short-ranged weapon, either removing an enemy's shield in one shot, or potentially killing them with a well placed shot to the face. Like the pistol, the sniper rifle's projectiles are jet-propelled to arrive instantaneously on target. That's good, right? Only half of the time. Those jet-propelled rounds leave a grey line of smoke behind their paths, which easily gives away your position to the opposition. Always use the rounds conservatively, as sniper rifles respawn very slowly and are sought after by all of your team mates and enemies. Also remember to bring a ranged weapon such as the pistol with you, because in the event you run out of ammo in the middle of Blood Gulch with only an assault rifle, shotgun, or other short-ranged weapon, any idiot with a pistol can make short work of you if they keep their distance. Remember to always aim at head level. Not only does a head shot save ammo and boost your morale, but it also helps to keep your position from being revealed to the deceased. The leading principle that applies to the pistol also applies here. Just because the round appears to travel at the speed of light, that doesn't mean you don't need to advance your cross-hair against a moving target.

M7057/Defoliant Projector (Flamethrower)
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● Clip Size: 100
● Max Ammo: 600
● Special Features: Ammo counter
● Reload Time: ~ 3.1 seconds

This weapon is good for assault situations, going into areas highly populated by enemies, keeping enemies at bay, counteracting enemies with power ups (steadily depleting overshield and making an invisible enemy unable to cloak while under the influence of the flames. It i can produce a steady stream of projectile flames for ~3.9 seconds before overheating (when the ammo count depletes from 100 to 30). It is also a good weapon to use in close range when your primary runs out of ammo and you need something to finish the job. The flamethrower is not all that effective but can be useful in some rare situations. You will almost never find yourself in need of a flamethrower on spread-out maps where you're doing scouting work (unless, for example, you're camping your team's flag or camping a teleporter.) Keep in mind the flames emanate out of the device with a delay, so if the weapon is swept in a direction the flames' maximum range won't catch up with the new direction until a second or so later. Because of this complexity, the flamethrower's bursts may appear invisible on servers with lag, however this can actually be used as an advantage as an opponent won't know whether they're out of the range of the flames. The flamethrower also seems to deal a small amount of burning damage, so firing in bursts may actually be more efficient. Be warned that this weapon can overheat. Do not run forward while using this weapon, or else you may run into your own flame and kill yourself with it. Instead, use it running backwards to lure them into the flames. Use ammo conservatively with this weapon. Take caution when a passenger on a warthog is equipped with a flamethrower, as it's oddly enough an effective drive-by weapon. In most circumstances, it can be a straight answer to battling incoming warthogs.

M9 High-Explosive Dual-Purpose Grenade (Fragmentation grenade)
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● Max Ammo: 4 grenades
● Kill Radius: 5 meters
● Maximum Area of Effect: 15 meters
● Timer: 2 seconds (starts on first bounce)

The technically named M9 HE-DP grenade, more commonly known as a Frag Grenade, will easily kill anything without a shield. HE-DP stands for High-Explosive Dual-Purpose. This designation means that it is designed to be effective against infantry and lightly armored vehicles. Its bounciness gives it the edge in distance over the Plasma Grenade and it also packs a lot of force and splash damage. This means it is useful for Grenade Jumps. One of two types of grenades you can find. These will bounce around corners and explode in a fairly large radius, killing whatever happens to be near. Frag grenades are essential in multiplayer, especially in smaller maps and skirmishes.[/color]


-------------------- Covenant Weapons --------------------[/b]
[/color]

Type-25 Directed Energy Pistol (Plasma pistol)
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● Clip Size: N/A
● Max Ammo: 100% battery charge
● Special Features: Overcharge capability, homing capability when firing overcharged shots
● Reload Time: No reload
● Overcharge time: 1.4 seconds before you can fire again
● Overheat time: ~1.0 seconds before you can fire again

Not going to lie, I hardly ever pick up this weapon; it's just not for me. Nevertheless, it still has its uses. The Plasma Pistol is a directed energy weapon that fires bolts of superheated ionized gas otherwise known as plasma. Continuous application of the firing mechanism will allow a buildup of plasma, called overcharging that, when fired, will instantly and completely deplete shields regardless of strength. An overcharged Plasma Pistol also has a limited tracking ability, which can be useful to take down opponents mid to long range who are for the most part stationary, unless you are REALLY good at leading shots and predicting movement. When an overcharged shot is fired from the top of the red base on Blood Gulch towards blue base, it stops just shy of the red portal exit. It has two firing modes: little semi-auto bolts of plasma and a charged up shot. Overcharged shots are charged by holding the trigger for a second, and firing them by releasing the trigger. In theory, if there were five overshielded Spartans on a tank, one overcharged bolt of the plasma pistol on the tank would take out all of their shields and then a quick spray of assault rifle would finish each and every one of the Spartans instantly. Overcharged shots overheat the gun once firing them, leaving your time for another shot hindered by 2 seconds. They easily hit an unsuspecting person, but can be easily dodged if seen. On the other hand, semi-automatic bolts can by fired by a plasma pistol simply by pressing the trigger repeatedly. When the Plasma Pistol's semi-automatic bolts hit a target, they stun and slow the target for a short period of time, which can be useful if you are chasing an opponent and, once stunned, wish to melee the target on the back (highly recommended, as the Plasma Pistol's melee is the fastest in the game). Semi-automatic mode also suffers from overheating, as shooting a Plasma Pistol too quickly will also cause it to overheat.


Type-25 Directed Energy Rifle (Plasma rifle)
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● Clip Size: N/A
● Max Ammo: 100% battery charge
● Reload Time: No reload
● Overheat time: 2.8 seconds before you can fire again

The Plasma Rifle has a high rate of fire and deals out a moderate amount of damage. A Plasma Rifle with a shotgun makes a good combo, Plasma Rifle for medium range and shotgun for close range. It's not quite as good as the Plasma Pistol, in that it cannot be charged and the Pistol's semi-auto fire is slightly faster. However, the Plasma Pistol requires much attention (and fast trigger fingers) by the player to achieve its higher firing rate, while the Rifle can simply fire full auto. The Rifle is more useful in situations where you need to concentrate on moving around. Be warned that this weapon (like all hand held plasma weapons) can overheat. Good qualities of the plasma rifle is it's rather outstanding melee capability; the plasma rifle's melee speed and accuracy are both excellent. Another great thing about this weapon is that it has "stun" ability, which will stun the opponent and freeze them in place with sustained fire, even more-so than the plasma pistol because the rifle version fires faster, therefore stunning an enemy more. I prefer the plasma rifle over the assault rifle due to its higher accuracy, melee abilities, and stun capabilities.

Type-33 Guided Munitions Launcher (Needler)
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● Clip size: 20
● Max Ammo: 80
● Special Features: Homing capability, explosive ammunition
● Reload Time: ~1.5 seconds

The Needler fires semi-homing crystal shards that explode approximately ten seconds after being launched. While one explosion produces fairly light damage, several crystals exploding in succession can multiply the damage to fatal levels, and even more crystals in the same enemy will produce a large explosion. The Needler is an odd weapon that doesn't have much use in the multiplayer world of Halo, and is found much more useful in campaign mode. Due to the Needler's slow-traveling projectiles and having to go extra lengths to obtain a Needler, it really hasn't received much attention anywhere else besides campaign mode. Generally, you'll never want to use this weapon unless you're on Battle Creek or some other closed-off map and even then, you'll probably get killed before you manage to eliminate them.

Fuel rod Gun
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● Clip Size: N/A
● Max Ammo: 100% battery charge
● Special Features: Explosive ammo fired in arcs that create splash damage on impact
● Reload Time: No reload

A battery-powered mortar launcher that is great for taking out players in vehicles, or shooting over obstacles. Each shot depletes 3-4% of its battery. It is an excellent assault and defense weapon. In comparison to the rocket launcher that fires powerful, but slow focused blasts with limited ammo, the fuel rod gunned can be shot multiple times in succession before overheating. Two Shots can kill an enemy with full shields and health, as opposed to the one shot with the rocket launcher. It's also very useful for taking out vehicles both oncoming and incoming.

Type-1 Antipersonnel Grenade (Plasma or "sticky" grenade)
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● Max Ammo: 4 grenades
● Kill Radius: 4 meters
● Maximum Area of Effect: 12 meters
● Timer: 3 seconds (starts on throw)

The Covenant Plasma Grenade is one of the most ingenious weapons in the game. Once activated, its outer layer converts to plasma, enabling it to fuse/stick to whatever it impacts (except for most walls and Warthog windshields). It generates an electro-magnetic pulse that drains instantly any kind of shielding, no matter how strong it is. These are slightly more powerful than Frags, but they don't bounce as much and will stick quite easily to enemies and friends alike if hit directly with them. It is most useful in areas with concentrated amounts of enemies of stopping vehicles and killing its occupants. Another, unconventional use, is throwing a sticky grenade onto a team member and sending them into an enemy to kill or severely damage them (mostly used when friendly fire is not enabled, for obvious reasons).
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