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These are suggestions for you to improve your gameplay, so I don't have to be sonstantly playing neubs.

HUMAN WEAPONS INTRO

Human weapons technology in the future described by Halo, is built around the honing of projectile-based weapons - weapons that human forces believe are more reliable, practical and powerful than Covenant energy weapons, across a wider range of eventualities, and are usefully immune to EMP (Electro Magnetic Pulse) bursts. Human weapons rely on excellent hand-eye coordination and lack the homing features found in some Covenant guns. Obvious flaws in this strategy include limited ammunition, and reliance on constant re-supply. In capable hands however, human weapons are more than a match for any alien technology.

 

 

M9 HE-DP Grenade

AVAILABILITY: Plentiful
DETONATION TIMER: 0.5 seconds
HIT DAMAGE: 80-120
SPLASH DAMAGE RADIUS: 22.5 feet

The M9 high explosive, dual purpose grenade, or pineapple for short. Toss it, cram it or wing it, but make sure you're not around when it bears fruit. This human grenade is one of the most versatile weapons in the game. It can be hurled over obstacles, down holes and through foliage. The timer starts after the first bounce, so bear that in mind for long throws. It can be artfully bounced off a wall, or simply flung into a crowd. Use it to scatter foes in open landscapes, or inflict massive harm in closed environments. Splash damage can disable, destroy or upend smaller vehicles, including Warthogs and Ghosts. In frenetic combat, tossed grenades add an element of chaos to even the most well-planned strategy. Enjoy 'em, but be careful.

INSIDER TIP: You can use grenades to distract defenders in CTF - simply throw them as far away from your position as possible, and watch as your opponents are distracted while you sneak to a better position.

 

M6D Pistol

AVAILABILITY: Common
ZOOM: 2.5x
ROUNDS - DEFAULT: 60
ROUNDS LOADED PER USE: 12
MAX AMMO CAPACITY: 120
ROUNDS FIRED PER SECOND: 3.5
RELOAD TIME: 2.17 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 25 DU
HEADSHOT: 1-shot kill (with 0 shields)

Newbies hate it, but pros swear by it and guess who wins in a fight? The standard issue human sidearm may seem underpowered on a purely visual and auditory basis, but like a real pistol, it's every bit as vital as the body part you aim it at. In this case, we recommend the head. Three headshots on a fully shielded human will drop him or her like a sack of burning crap. Why? Because - and not a lot of people know this - the pistol does lethal one-shot headkills. The reason fools don't drop more readily is that unlike the sniper rifle, pistol shots are blocked slightly by shields - but once the shield is gone - a single pop to the head should suffice. Thanks in no small part to its 12.7 mm, semi-armor piercing, high-explosive rounds; it will even come in handy as you take on vehicles by foot.

INSIDER TIP: Although accurate pistol shots will bring down foes very quickly, the effect of two or more teammates using pistols on the same target is devastating. If you have a buddy who'll cooperate, you can take out vehicles and pedestrians almost instantly and from great range. You could also combo with a Plasma Pistol - one overcharge shot followed immediately by one pistol shot to the head is lethal to any shielded foe.

 

 

 

 

 

 

MA5B ASSAULT RIFLE

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 240
ROUNDS LOADED PER USE: 60
MAX AMMO CAPACITY: 600
ROUNDS FIRED PER SECOND: 15
RELOAD TIME: 3.4 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 10 DU per round

A gas-operated, magazine-fed, fully automatic assault rifle, fires continuously, but is much more accurate in short, sharp bursts. A compass shows a fake "North" (actually it points to the nearby Gas Giant called Threshold) to help you navigate, and a neat little display also shows you how much ammo you have left. It's very useful at short range, if all the rounds are pummeling a single target, but its efficacy diminishes rapidly with distance.

INSIDER TIP: In Campaign mode, that built-in compass is actually useful, especially in the Library and the swamp level. The assault rifle is also remarkably effective against Flood infection forms.

 

M90 SHOTGUN

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 24
ROUNDS LOADED PER USE: 12
MAX AMMO CAPACITY: 60
ROUNDS FIRED PER SECOND: 1
RELOAD TIME: 0.4 seconds/round
MELEE RATING: 40-60 DU
HEADSHOTS: Causes more damage on headshots
HIT DAMAGE: 8-25 DU per pellet

Of all the weapons in Halo this one is the least hi-tech. Identical in most respects to a modern combat shotgun, the M90 fires 3.5', 8 gauge magnum rounds. Like any shotgun, the round, once fired, disperses shot pellets in an ever widening cone. This means that it works great close up, but loses power with distance as the volume of shot lessens. But up close - it's devastating. Another disadvantage is the long reload times - make sure you have enough rounds before you get into anything major.

INSIDER TIP: In CTF games, this is a great weapon for in-base attack and defense, since it's almost as devastating in an opponent's face as a rocket, but without the suicide potential.

 

S2 AM SNIPER RIFLE

AVAILABILITY: Rare
ZOOM: 2x, 8x
ROUNDS - DEFAULT: 12
ROUNDS LOADED PER USE: 4
MAX AMMO CAPACITY: 24
ROUNDS FIRED PER SECOND: 2
RELOAD TIME: ??
MELEE RATING: 40-60 DU
HEADSHOTS: One-shot-kill
HIT DAMAGE: 101 DU
MAX EFFECTIVE RANG: 1.8 miles

Certainly one of the most popular weapons, the Sniper rifle is a powerful gun, but also a useful tool. Magnification steps from 2X up to 8X and it can be used as a spotting scope on bigger levels for the more strategic among you. Its 14.5mm armor piercing rounds are fin-stabilized for accuracy and speed, and a headshot from this weapon is always lethal. Two rapid hits to any other body part are equally deadly. Ammo is scarce too, so use it wisely.

INSIDER TIP: Although you can take your time in Campaign mode sniping, in Multiplayer a good trick is to squeeze off two shots in rapid succession. If they hit a torso, that'll kill instantly, and lessen the chance of a defender spotting your perch.

M19 SSM ROCKET LAUNCHER

AVAILABILITY: Rare
ZOOM: 2x
ROUNDS - DEFAULT: 4
ROUNDS LOADED PER USE: 2
MAX AMMO CAPACITY: 8
ROUNDS FIRED PER SECOND: 0.5
RELOAD TIME: 5 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 80-300 DU
SPLASH DAMAGE RADIUS: 20 feet

It helps that Master Chief is seven feet tall and built like a brick outhouse. Not only can he handle the recoil from 102mm shaped charge explosive rockets, he can actually use an empty rocket launcher as a club. 2X magnification can be useful sometimes, but the explosion and subsequent splash damage means you don't have to be that precise. Loading the launcher with rockets is s-l-o-w so think ahead, and ammunition is always scarce.

INSIDER TIP: It takes practice but the rocket "lead" times are very predictable. With a little patience you should be able to anticipate an intersect path for any vehicle and blast 'em from all the way across a map.

 

FLAMETHROWER

AVAILABILITY: Multiplayer Specific
ZOOM: NA
ROUNDS: Limited Fuel Supply FUEL UNITS - DEFAULT: 300
FUEL UNITS LOADED PER USE: 100
MAX FUEL UNIT CAPACITY: 600
FUEL UNITS BURNED/SEC: 12
RELOAD TIME: 3.4 seconds
MELEE RATING: 40-60 DU
HIT DAMAGE: 18-23 DU per burst

A new multiplayer weapon found only in the Mac and PC versions of Halo, the Flamethrower is unique among the weapons in that its range of fire is limited to just a few feet in front of the player. It's also unique in that its effects last longer than the moment of impact. A burning opponent will continue to take damage basically until the flames subside. The user should be careful however, that he or she not walk into their own fan of flames, since it causes the same damage to good guys as to bad.

INSIDER TIP: The bloom of flame is a pretty good visual shield and if you're retreating from a sniper, the wall of flame can prevent you from being head-shot. It's also very, very useful to run backwards when being chased, leaving a deadly trail of flame behind you to deter pursuers.

 

COVENANT WEAPONS INTRO

Although the Covenant weapons use familiar forms, such as pistol and rifle shapes, this is due in large part to the common bipedal shape of the Covenant species' and client races. The actual technology employed by these weapons remains something of a mystery, and while human scientists can measure power, force and impact, there are some mysteries - such as how the power supplies function, or why Plasma grenades stick to some surfaces and not others. The nature of the Covenant - its wide range of species - means that it uses an equally wide range of weapons tech - from the simple plasma blast of a pistol, to the complex ballistics of the Needler. Generally speaking, all plasma based weapons prove to be extra efficient at eliminating enemy shields.

 

PLASMA GRENADE

AVAILABILITY: Common
DETONATION TIMER: 2 seconds
HIT DAMAGE: 80-120 DU
SPLASH DAMAGE RADIUS: 22.5 feet

The only good news about Covenant troops or other players lobbing plasma grenades at you, is that they're a whole lot easier to see coming than human ones. The bad news is that they stick to lots of different surfaces, including hair, skin and armor, so once you've got one, it's with you until it explodes. Very, very effective against big targets like tanks, but somehow the grenade "knows" not to stick to trees or walls. Its timer starts when the grenade stops moving - and it stops moving if it's stuck to your face...

INSIDER TIP: If you're fighting vehicles on foot, try tossing two grenades instead of one. They go off seconds apart, but will kill anything up to a Scorpion tank.

 

PLASMA PISTOL

AVAILABILITY: Common
ZOOM: NA
CHARGING TIME: 0.6 seconds
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 10-20 DU

If you've ever played R-Type, then you're familiar with the concept of a charging gun. Although this shoots neat little blobs of plasma, its real power comes when you hold down the trigger for a few seconds. A powerful plasma surge builds in the barrel, unleashed when you release the trigger. The bonus is that the surge is partially homing, and will follow moving targets.

INSIDER TIP: A fully charged blast should completely deplete a shield, so quickly switch to a projectile weapon (human pistol, for example) or melee attack to finish 'em off.

 

PLASMA RIFLE

AVAILABILITY: Common
ZOOM: NA
ROUNDS FIRED PER SECOND: 7-10
RELOAD TIME: NA
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 10-14 DU

This powerful, stocky Covenant rifle can be very powerful when used correctly, but lacks flexibility. Firing in fully automatic mode, or semi-automatic bursts, it launches bolts of superheated plasma at up to 600 rounds per minute. Long spells of automatic fire will overheat the rifle however, rendering it and you helpless for a few seconds while it cools. Once its charge is spent, the gun is just another paperweight, so replace it whenever you can.

INSIDER TIP: Circle strafe, in short bursts, from a medium distance, or approach quietly from behind and get close to take out an opponent as quickly as possible. And replace it as often as possible.

 

NEEDLER

AVAILABILITY: Common
ZOOM: NA
ROUNDS - DEFAULT: 80
ROUNDS LOADED PER USE: 20
MAX AMMO CAPACITY: 80
ROUNDS FIRED PER SECOND: 3-10
RELOAD TIME: 1 second
MELEE RATING: 40-60 DU
HIT DAMAGE: 10 DU/needle

A very strange weapon, even for the Covenant. It fires tiny needle-like projectiles in swarms, which will ricochet off any hard surface, but plunge, porcupine-like into anything soft - like your face for example. This weapon is as mysterious as it is weird, but slow and weak over distance. Much better used at close quarters in tight spaces.

INSIDER TIP: This weapon is surprisingly damaging to Elites, since their combat armor provides very poor shielding against that type of projectile. But don't even think about anything as hefty as say, a Hunter.

 

FUEL ROD GUN

AVAILABILITY: Multiplayer Specific
ZOOM: NA
ROUNDS - DEFAULT: 12
ROUNDS LOADED PER USE: 4
MAX AMMO CAPACITY: 24
ROUNDS FIRED PER SECOND: 10 (subject to overheating)
RELOAD TIME: 5 seconds
OVERHEAT COOLDOWN TIME:
MELEE RATING: 40-60 DU
HIT DAMAGE: 40-75 DU
SPLASH DAMAGE RADIUS: 15 feet

Introduced as a new multiplayer weapon in the PC and Mac versions of Halo, the Fuel Rod Gun is in most ways the Covenant equivalent of a rocket launcher - certainly in terms of power - but it has a neat twist. The Fuel Rod gun launches explosive burning bolts in a ballistic arc, so it can be used at a distance over obstructive objects such as hills and buildings. Naturally it takes some finesse to aim, but it works fairly well at close distances too. Although it fires rapidly, the Fuel Rod Gun can and will overheat.

INSIDER TIP: Take full advantage of the ballistic arc. Find a nice safe spot near where the gun spawns, and just start lobbing green death far across the map. Communicate with team members in Multiplayer though, since you don't want to ruin their days too.

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