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Halo 1 Weapons
Halo 2 Weapons
Battle Rifle
The Battle Rifle is a new addition to your arsenal. It's an extremely versatile weapon, capable of being both a semi-automatic weapon for close range, and a sniper rifle for long range. Featuring what looks like a 2x zoom, the Battle Rifle will probably be a more advanced replacement for your pistol from Halo: Combat Evolved. Although little information is available about other weaponry, the Master Chief seems to be able to perform some type of melee combo with the Battle Rifle. It consists of a swipe left, a swipe right, and then an uppercut.
Turret
This stationary automatic machine gun looks much like a M41 LAAG, except removed from it's Warthog base. The M41 is meant to be a light anti-aircraft gun (hence LAAG), but is also devastating against ground troops. This stationary gun features an endless ammo supply as well. The Turret is great for shooting down enemies storming at you or killing a big number of enemies in a short time.
Magnum
The Magnum is the less-powerful brother of the Pistol that was wielded in Halo: Combat Evolved. It is no longer able to fire while in zoom mode, and has had body damage severely curtailed as compared to the M6D. Despite these changes, head shots with the Magnum have been rumored to be extremely devastating to an opponent; also with the weapon comes the ability to dual-wield it, making the Magnum an excellent sidearm.
Sniper Rifle
The Sniper Rifle returns from Halo: Combat Evolved. It cannot be dual wielded, and the latest Halo 2 reports indicate that several changes have been made - more specifically, the trail left by the rifle is much more diminished, and there is significant recoil in between shots; this makes being able to snipe opponents in the head a much more valuable tactic and asset to a team.
SMG
The Sub Machine Gun may possibly be the replacement for your Assault Rifle from Halo: Combat Evolved. Of course, the only way it could be a replacement was if it was better - and it is. You can carry dual SMGs, and put twice as much Covenant-killing lead in the air at one time. Of course, the SMG has a wide spread, and you're not guaranteed to hit something if you just fire clip after clip. As with the Assualt Rifle, it will probably be wise to fire in small, controlled bursts.
Fragmentation Grenade
The M9 high-explosive, dual-purpose grenade is a thrown fragmentation device. Use it to suppress or disable vehicles, except tanks. It can be thrown, rolled, bounced or ricocheted into places direct fire weapons can't reach. Increase the angle of the throw to toss it farther, or to get it over obstacles. Be careful not to throw it too close to your own location.
Plasma Turret (Shade)
Although the Shade appears to be a light anti-vehicle weapon, the Covenant uses the Plasma Turret almost exclusively in an anti-infantry role. The operator sits directly behind the gun and an armored control suite, but relies entirely on infantry support for protection to the sides and rear. A surprisingly powerful plasma weapon, the Plasma Turret (or "Shade") is an excellent anti-vehicle station. It also can be put to good use against infantry - its bursts of fully-automatic plasma fire will spread nicely at long ranges.
Energy Sword
The Covenant Energy Sword allows the beat-down to be issued. Severely. The sword has two methods of attack: when equipped, a melee attack can have some extra sting applied to it; or if a target is in range, the Master Chief can lunge with it in hand, dealing death out to foolish opponents. The energy sword can be used with both the R and B bottons on the xbox controllers. The R button is a slash upwards while the B button slashes horizontally.
Battle Cannon
When it's time for the Covenant to take out a few buildings and put the lives of humans at risk, they bring out the big guns. This beast of artillery has been presented as a weapon that could literally take down a building with just a few hits. At this present time, we do not know if humans will be able to master one of these devices, nor do we know what species of Covenant are able to control it.
Carbine
The Carbine is an energy-based Covenant weapon that is suitable for a variety of methods of combat. It is rumored that it has the ability to zoom for more accurate assault of targets at medium to long ranges -- although it is not the Covenant's answer to the human sniper rifle. Its offensive firepower also appears to be similar to the human Battle Rifle.
Brute Shot
The Brute Shot serves two purposes: an explosive projectile launcher, and a deadly melee weapon. Typically carried by Brutes, the weapon does a larger amount of splash damage than caused by a direct hit. A blade on the underside of the weapon can be pried into an enemy's skull during close-combat situations, making carriers of the Brute Shot deadly opponents.
Beam Rifle
The Covenant beam rifle appears to be the Covenant forces' answer to the Sniper Rifle. Very little information has been confirmed about this weapon or its potential capabilities. Current pre-release information purports that the weapon will not use ammunition (like most Covenant weaponry) and will overheat after four successive shots, keeping the Beam Rifle on par with the human Sniper Rifle.
Plasma Pistol
The Plasma Pistol is a semi-automatic directed energy weapon. If you pull and hold the Right trigger, the weapon may become over-charged: when the Right trigger is released the bolt is launched. After the over-charged bolt is launched the weapon temporarily stops functioning as it dumps waste heat. Use of the over-charge capability rapidly depletes the weapon's power core. We currently do not understand how to replace or re-charge a power core.
Plasma Grenade
The Covenant granade is similar to our own hand grenade in that it is a thrown anti-infantry and anti-vehicle weapon. It has some kind of internal mechanism that allows it to distinguish between targets and background. For example, it will stick to a soldier or vehicle, but not a tree or wall. It has a three-second fuse that is activated after it sticks to a target or otherwise comes to a rest.
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