Pistol (Campaign Only)
The pistol was once considered to be a very powerful weapon in the multiplayer version of the original Halo, thanks to its great accuracy and ability to get headshots from a distance with its scope. However, it was significantly neutered in its sequels…that is, until now. That's right, the pistol's finally back, with zooming capabilities and all. As such, it is now a powerful weapon for both close and long-range combat. Also, it's now equipped with a silencer, making it ideal for stealth takedowns.
Magnum (Multiplayer Only)
The magnum is similar to the pistol, except that it lacks a scope, making it near-useless for only long-range encounters. You can still nab headshots with the magnum, but you probably won't want to use this if you have any better weapons available.
Submachine Gun (Dual Wield in Multiplayer)
The SMG is a close-range weapon that can be dual-wielded in multiplayer. Its primary weaknesses including poor accuracy and a tendency to induce recoil when fired in automatic mode for a bit. Its weapon fire also isn't particularly powerful, but the weapon has a large clip, allowing you to fire for quite a while without needing to reload. The reload times are fairly quick, besides, and you can carry around a ton of ammo, so this is a decent backup weapon, especially against Grunts.
This high-capacity automatic rifle can fire up to 32 rounds per magazine before having to reload, but each round does a fairly small amount of damage, and if you attempt to fire for too long you'll also lose a lot of accuracy. In short, small bursts, you can hit enemies a good distance away with the assault rifle, but on higher difficulties, you'll want something that does more damage. On Heroic or above, you can use the assault rifle to take out enemy Grunts, particularly when they're fleeing, grones, who have pretty low health amounts. But mostly, we suggest only retaining this weapon until you can find one more useful.
The sniper rifle is a powerful single-shot weapon that's designed to quickly and permanently eliminate foes that are far away from you, although of course it can be used on enemies close to you with devastating results as well.. You can fit four bullets into a clip, and can hold 24 bullets in total. The rate of fire isn't great, but again, in general, this should be a one-shot kill on most enemies.
Headshots are important for most weapons, but with the sniper rifle, you really want to learn how to nab them, especially at long range. On heroic difficulty, anything up to and including a jackal should be a one-hit kill, even if you hit them in the body, but Brutes and hunters will of course require more hits. Low-level Brutes (the blue ones) will still die in one hit from a headshot, but the upper-level Brutes will probably require at least one headshot to knock off their helmets before you can kill them.
Shot to the dome! The battle rifle returns and is as desirable a weapon to have as ever. The USNC counterpart to the Carbine, this little guy will let you bust out three shots in a tight grouping with great accuracy at long distances, making it perfect for nabbing headshots. You can burn through ammo relatively quickly if you use it on tougher enemies or against large groups, but if you can set the terms of an engagement, firing on your foes from a distance and use cover to hide, this will be your best friend for a large portion of the game. We almost always had one on our person during our playthrough, excepting when it ran out of ammo or when we fought against Flood forces.
The shotgun won't be found very often in the game, and even when you do find it, you probably won't want to use it very often on Heroic or higher difficulties. While it does plenty of damage at close range, it will still leave enemies standing an uncomfortably large portion of the time. It's great when used against unshielded enemies and can be useful for pounding the rear sides of Hunters when they turn around. Apart from that, you probably won't want to keep it in your inventory very often.
The rocket launcher is a dependable method of dishing out the hurt, especially to enemy vehicles, but the speed of the rockets is a concern; they're fairly slow, if not quite as slow as the fuel rod gun charges seem to be. That said, they pack quite a punch, and this is sure to be a highly desired weapon in multiplayer maps, so learn where they spawn and get used to checking the location every once in a while.
The launcher can only hold two rounds of ammo at a time, making each miss somewhat of a harsh penalty, since it takes a while to reload after firing the weapon. Get your shots on target and make sure they stay there by firing at close range, at least when going after vehicles. In multiplayer, you can fire on vehicles that are stationary without too many problems (perhaps from a distance when you see an enemy about to enter them), or simply use the rocket launcher as an antipersonnel weapon. Its splash damage will be good enough to kill almost anyone if you manage to hit close enough to them. Just remember the old Quake rule: aim at their feet, not at their bodies. That'll increase the likelihood that you'll get them with splash damage, even if you happen to miss them. Don't even bother trying to hit someone unless you can see their feet; i.e. no shooting at people on ridges above you. You'll miss 99% of the time if they move away from you, and you'll simply waste a rocket.
One of the major weapons returning from Halo 3 is the Spartan laser, a powerful beam weapon that can toast just about anything in the game in one blow. It's arguably the most powerful hand-held weapon in the game, but requires a lot of skill to use properly, even more than the sniper rifles.
When you pull the trigger on the Spartan laser, nothing happens. It'll take five seconds or so for the weapon to charge itself completely; check the aiming reticule, and look for the small arrow to rotate from the bottom to the top. When it does reach the top, a wide and very powerful laser will shoot out, toasting anything in its path. This'll be a one-shot kill on any moving target, and will also one-shot most vehicles excepting Wraiths or other high-armor targets; these move so slowly, however, that they'll be easy to shoot twice.
So basically, the Spartan laser is a super-powered beam rifle that requires five seconds to charge. The catch is that your target has to be in your view at the end of that countdown; if someone seems you aiming at them with a Spartan, they're pretty sure to duck under cover, which will waste your shot. You can always just let go of the button to stop the countdown, but that will cause the arrow to revert back to its starting position, meaning that you'll have to charge it all the way up before you can fire again.
The countdown makes the Spartan basically worthless for close-quarters combat, unless you can completely get the drop on an opponent; any decent enemy will close on you when they see the laser in your hands, and will be able to stick you with a grenade or otherwise kill you before you can fire. (In these situations, though, you can always try to use a melee swing; like most big weapons, the Spartan deals a heavy punch in melee combat.) In open maps, though, if you can find a laser (it's predictably rare), you can wreak havoc with it. Try firing it on high-priority targets like the slow-moving flag carrier or a Warthog that's loaded up with your enemies. Since your range is virtually limitless, it's also great for taking out opposing Wraiths or Scorpions that are sitting back and shelling you from afar.
Table of Contents
- Combat Training
- Xbox 360 Achievements