Weapons
From MediaWiki
What would Halo: Reach be without weapons? There are a multitude of usable weapons in Halo: Reach, each having its own tactical advantages and disadvantages. Even small arms like the Plasma Pistol and the Magnum are powerful when under the control of a skilled player. Likewise, power weapons like the Spartan Laser and the Plasma Launcher are squandered in the hands of an incompetent player. Since the player can carry two weapons at a time, some combinations of weapons are highly effective is certain situations, and some in others. With proper usage of weapons, and a little bit of teamwork, you can easily dominate the battlefield. Below is a list of all usable weapons in Halo: Reach.
Contents |
UNSC
Human weapons are mostly ballistic-based, meaning they use solid projectiles to punch through enemy armor. They are also more suited for medium-long range combat - six human weapons are scoped and three are headshot-capable, in contrast to the Covenant's four scoped weapons and one headshot-capable weapon. As such, UNSC weapons are excellent against unshielded targets.
Magnum
The M6G Personal Defense Weapon System (Magnum) retains most of its appearance from Halo 3, but its rate of fire and firepower has been increased (approx. same damage as the DMR), and a usable, 2x-zoom scope. The magnum is an ideal close-quarters combat weapon, disabling opponents' shields before a quick headshot.
- Weapon Type: semi-automatic, pistol
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 8
- Maximum Ammunition: 40
- Range: short-medium
- Rate of Fire: medium
Advantages
- Headshot-capable, effective when used in conjunction with the Plasma Pistol.
- Rate of fire is faster than that of the DMR.
- Is equipped with a scope, increasing range and accuracy.
Disadvantages
- Weak against shields, like all ballistic weapons.
- Magazine capacity is smaller than the DMR.
- Scope has a short range (2x zoom), outranged by DMR and Sniper Rifle.
Assault Rifle
Another icon of Halo, the MA37 Individual Combat Weapon System (Assault Rifle) is another in the MA5 series of UNSC assault rifles. A different (and earlier) model, it has a slower rate of fire and decreased damage, but is slightly more accurate than the MA5B. This weapon is powerful at close range, at mid range, short, controlled bursts are recommended, and is completely useless at long range.
- Weapon Type: fully-automatic, rifle
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 32
- Maximum Ammunition: 288
- Range: short-medium
- Rate of Fire: high
Advantages
- As stated above, high rate of fire.
- Sustained fire will bring down shields at close range.
- Powerful against unshielded targets.
Disadvantages
- Weak against shields, like all ballistic weapons.
- Does not have a headshot bonus.
- Lacks a scope, severely limiting range.
Designated Marksman Rifle
A predecessor of the BR55 Battle Rifle , the M392 Designated Marksman Rifle (DMR) is a select-fire, medium range rifle used by the UNSC Army. Instead of firing in three-shot bursts like the BR, the DMR fires in single-bullet, semi-automatic shots. The DMR's bullets are more powerful than the BR's bullets and scope allows pinpoint accuracy at medium range, although this is balanced by the DMR's slower rate of fire.
- Weapon Type: semi-automatic, rifle
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 15
- Maximum Ammunition: 60
- Range: medium-long
- Rate of Fire: medium
Advantages
- Is headshot-capable.
- Has more penetration power unlike its Covenant counterpart.
- Scope has sharper magnification than the Magnum's.
Disadvantages
- Has smaller ammunition capacity than its Covenant counterpart.
- Has a lower rate of fire than the Magnum.
- Scope is outranged by the Sniper Rifle's scope.
Tips
- If you crouch and shoot, the gun is a lot more accurate. It is even more accurate if you crouch, zoom and shoot.
- Don't just shoot as fast as possible, wait for the recoil to go down before shooting again.
- If you get shot, the scope disappear and this makes a difference between life and death in long range battles.
Sniper Rifle
Arguably the best long-range weapon in the game due to the absence of the Beam Rifle, the Sniper Rifle System-99 Anti-Matériel is a weapon no experienced sharpshooter would be literally caught dead without. The Sniper Rifle's 14.5x114mm rounds can punch through the strongest shielding and tear a hole clean through an enemy's body. The SRS-99 AM also possesses limited anti-vehicle capabilites; Scorpions and Banshees are particularly vulnerable.
- Weapon Type: semi-automatic, rifle
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 4
- Maximum Ammunition: 20
- Range: long-very long
- Rate of Fire: medium
Advantages
- Only instant-kill long-range precision weapon in-game, as the Beam Rifle has been removed.
- Scope's range is superior to Covenant counterpart by 0.5x.
- Can destroy enemy vehicles in a few shots.
Disadvantages
- Low ammunition and magazine capacity, requires reloading.
- Lower rate of fire than the DMR.
- Useless at close range.
Shotgun
Instead of the M90 Shotgun is previous installments, the M45 Tactical Shotgun is used. This model has superior firepower and range compared to the M90, but harder to hit multiple enemies due to the pellets' tighter grouping. Besides the model and damage, the purpose of the shotgun is the same. In small, close quarters maps like Reflection and Cliffhanger, control of the shotgun is the key to victory.
- Weapon Type: pump-action, shotgun
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 6
- Maximum Ammunition: 30
- Range: short
- Rate of Fire: low
Advantages
- Is an instant kill at point-blank and close range.
- Highly useful in CQC maps.
- Shells can be reloaded individually, saving ammunition.
Disadvantages
- Shells have to be reloaded individually, increasing reload time.
- Low rate of fire.
- Useless at medium-long range.
Grenade Launcher
A new weapon to matchmaking (but an old weapon in UNSC service), the M319 Individual Grenade Launcher is pretty self-explanatory. It is a single-shot grenade launcher that fires one powerful grenade with high splash damage. If the trigger is held, then the grenade links to the launcher and explodes manually. Manual-fired grenades also deliver a wide EMP blast that disables most vehicles and shield systems.
- Weapon Type: variable, grenade launcher
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 1
- Maximum Ammunition: 15
- Range: short-medium
- Rate of Fire: low
Advantages
- Wide area of splash damage.
- Highly useful in CQC maps.
- Two modes of fire, useful for laying traps.
Disadvantages
- Has to be reloaded after each shot.
- Low rate of fire.
- Useless at long range.
Rocket Launcher
The destructive M41 Surface-to-Surface Medium Anti-Vehicle/Assault Weapon makes a return in Halo: Reach, still the same, two-shot rocket launcher, with several changes. The M41 no longer has pinpoint accuracy (rockets are affected by gravity), but rockets travel faster than before and their splash damage is increased. The biggest change, however, is the return of the lock-on ability, albeit only to aircraft, making it a hotly contested weapon in Matchmaking.
- Weapon Type: semi-automatic, heavy weapon
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 2
- Maximum Ammunition: 8
- Range: medium-long
- Rate of Fire: low
Advantages
- Is an instant kill to players and heavily damages vehicles, if not destroying them altogether.
- Possesses lock-on capabilities to enemy aircraft.
- More powerful and wider splash damage than Covenant aircraft.
Disadvantages
- Small magazine capacity.
- Long reload time.
- Less ammuntion capacity than Covenant counterpart.
Spartan Laser
Introduced in Halo 3, the M6 Weapon/Anti-Vehicle Grindell/Galilean Nonlinear Rifle is the one of the most powerful weapons in the game. Its blood-red laser can deal devastating blows to enemy infantry and vehicles alike. The M6 Spartan Laser is the bane of aircraft, and only one blast is needed to shoot down a Falcon or Banshee. Wraiths and Scorpions can only withstand two to three shots before succumbing to its deadly might. Another change from Halo 3 is the less efficient power core: each shot now consumes 25% of the battery, unlike the previous 20%, giving the laser only four shots.
- Weapon Type: charged-shot, heavy weapon
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 25% (4 shots)
- Range: long-very long
- Rate of Fire: very low
Advantages
- Destructive laser is an instant-kill to almost everything.
- Impressive range and pinpoint accuracy, can strike down a Banshee from across the map.
- Charging power core is less bright and noticeable than its Covenant counterpart.
Disadvantages
- Slow charge-up time (2.5 seconds).
- Tracking laser can be spotted with a keen eye.
- High battery consumption, only providing four shots before needing to be discarded.
Target Designator (Campaign/Firefight)
Only available in Campaign and Firefight, the H-165 FOM is a handheld module that spots and designates an area to be bombarded by UNSC artillery crews. Once the user finds a appropriate area, the tracking laser takes several seconds to lock on to the target. Once locked, a destructive barrage of missiles rains hell upon the targets.
- Weapon Type: charged-shot, target designator
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 7
- Maximum Ammunition: 2
- Range: long-very long
- Rate of Fire: very low
Advantages
- Extremely heavy firepower; easy way to get multikills.
- Scope for 4x and 8x magnification.
Disadvantages
- Charge-up time between salvos is very slow.
- Very low ammunition capacity.
Covenant
Covenant weapons are mostly directed-energy systems, meaning they use superheated plasma contained in a sustained magnetic field that travel towards the target in a high speed. Covenant weapons are more suited to short-medium range combat (with two Covenant melee weapons, while the UNSC has none). Some Covenant weapons still use ballistic projectiles, but are less effective than their human counterparts. Covenant plasma weaponry is excellent against shields, but is weaker on unshielded targets.
Plasma Pistol
The Type-25 Directed-Energy Pistol is a commonly-seen Covenant firearm. This compact pistol has the same purpose as the M6G: a semi-automatic small arm to supplement main weapon. Besides an aesthetic change (with the addition of a, sadly unusable, ironsight), the Plasma Pistol now has increased damage. The overcharge ability, which sends an EMP blast that disables shields and vehicles, has been strengthened, and can now damage unshielded targets. However, its tracking ability has been reduced. The Plasma Pistol is most effective when used with a headshot-capable weapon.
- Weapon Type: semi-automatic, pistol
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 1% (100 shots)
- Range: short
- Rate of Fire: high
Advantages
- Rapid-fire, can strip away shields quickly.
- Has an overcharge mode, which completely disables shields and vehicles that are hit by it, can partially track opponents.
- Effective if used in conjunction with a headshot-capable weapon.
Disadvantages
- Weak damage to shields, even for a plasma weapon.
- Overcharge travels slowly, and tracking ability is weaker than Halo 3 version.
- One energy unit per shot, overcharge consumes 15% of battery and drains 1 energy unit per second it is held.
Plasma Rifle
A signature weapon of the Elites, the Type-25 Directed Energy Rifle is to the Covenant what the M7 Submachine Gun (which has been sadly cut from Halo: Reach) is to the UNSC. The Plasma Rifle is a fast-firing rifle that hurls deadly bolts of superheated plasma at the target. The Plasma Rifle is excellent at stripping away shields, but is not so good at unshielded targets - a task better suited for ballistic weapons.
- Weapon Type: fully-automatic, submachine gun
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 0.25% (400 shots)
- Range: short-medium
- Rate of Fire: high
Advantages
- Fully-automatic and faster firing rate than the Plasma Pistol.
- Fast rate of fire combined with plasma ordnance makes it a great shielding disabler.
- Effective if used in conjunction with a ballistic and/or headshot-capable weapon.
Disadvantages
- Overheats very quickly, rendering it useless for several seconds while the weapon cools down.
- Despite higher damage and rate of fire than Halo 3 version, still obsolete to the Plasma Repeater.
- Unavailable in Matchmaking, only in Forge and Custom Games.
Plasma Repeater
The counterpart to the UNSC's MA5/MA37 series of assault rifles, the Type-51 Directed Energy Rifle/Improved is a new addition to the Halo games. This powerful, fast-firing rifle is a upgraded version of the Plasma Rifle - and twice as lethal. The Plasma Repeater is just a powerful at tearing up shields as the MA37 can tear apart unarmored targets. When used together, they are a deadly combination. A unique thing about the Plasma Repeater is that it never overheats, instead only slowing down its rate of fire (but improving its accuracy) with continuous firing.
- Weapon Type: fully-automatic, rifle
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: variable
- Range: short-medium
- Rate of Fire: variable
Advantages
- Extremely high rate of fire - tears up shields in seconds .
- Unlike other Covenant battery-based weapons, the Plasma Repeater never needs to cool down when overheated, instead slowing down in rate of fire until out of charge or vented.
- Effective if used in conjunction with a ballistic and/or headshot-capable weapon.
Disadvantages
- Rate of fire slows considerably when overheating.
- Deals less damage to unshielded targets than its UNSC counterpart.
- Highly inaccurate when fired full-auto.
Needler
The Type-33 Guided Munitions Launcher (Magnum) changes a lot Halo 3: color scheme, shape, as well as its offensive capabilities. What makes this alien weapon so unique are two things: one is that the projectiles it fires cause a massive explosion (called a supercombine) when enough needles are embedded in a unshielded target, and that the needles home in to a locked-on enemy. This allows its wielder to, say, fire half a clip into a crowd, duck, rinse, and repeat.
- Weapon Type: fully-automatic, submachine gun
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 24
- Maximum Ammunition: 96
- Range: short-medium
- Rate of Fire: high
Advantages
- Explosive ordnance: six needles sets off a supercombine within target, also earning you a medal.
- High rate of fire, can deliver multiple supercombines with two-three clips.
- Needles have homing capacity, allowing user to fire half a clip at a nearby enemy and moving on to the next.
Disadvantages
- Cannot supercombine until shields are down, wasting extra needles.
- Cannot lock-on to enemies until reticle is red; lock-on range is short.
- Weak against shields, like all ballistic weapons.
Needle Rifle
With the Carbine gone, the Type-31 Rifle has taken its place. This medium-long range counterpart to the DMR uses the same type of ammunition as the Needler, which means that the weapon can pull off supercombine explosions. This, along with its headshot capability makes it a highly potent weapon in the hands of a skilled player. The Needle Rifle does have its shortcomings, however.
- Weapon Type: fully-automatic, rifle
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 21
- Maximum Ammunition: 84
- Range: short-medium
- Rate of Fire: medium
Advantages
- Headshot-capable and supercombine-capable.
- Rate of fire is faster and magazine/ammo capacity is larger than that of the DMR.
- Fully-automatic, but low rate of fire.
Disadvantages
- Weak against shields, like all ballistic weapons.
- Magazine capacity is smaller than the DMR.
- Scope has a short range (3x zoom), outranged by the UNSC's DMR and Sniper Rifle.
Focus Rifle
The Type-50 Sniper Rifle System is gone, and the Type-52 Special Applications Rifle has taken its place. The Focus Rifle is a Covenant precision weapon reverse-engineered from a Forerunner Sentinel Beam. This long-range rifle fires a powerful beam with a near-unlimited range. Its clear, long-range scope allows for quick kills from concentrated fire.
- Weapon Type: fully-automatic, rifle
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: variable
- Range: long-very long
- Rate of Fire: high
Advantages
- Beam quickly dissolves shielding in less than a second.
- Does not need to be reloaded like the Sniper Rifle.
- Is somewhat effective at medium range as well.
Disadvantages
- The weapon overheats very quickly from sustained fire.
- The bullet trails left by the SRS-99 are fainter to see than the T52's wide, bright beam.
- The Sniper Rifle's scope outranges that of the Focus Rifle - (4.5x-9.5x compared to 5x-10x).
Spiker
One of the two Jiralhanae weapons to return in Halo: Reach, the Type-25 Carbine is a submachine gun that fires superheated iron spikes at a high speed. This oversized nailgun can inflict horrifying wounds on unshielded targets, and it has a pair of attached blades that can slice clean through flesh and bone.
- Weapon Type: fully-automatic, submachine gun
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 40
- Maximum Ammunition: 120
- Range: short-medium
- Rate of Fire: high
Advantages
- High amounts of damage against unshielded targets.
- Fully-automatic, speedy rate of fire.
- Melee power is stronger than any other weapon besides the sword and hammer.
Disadvantages
- Weak against shields, like all ballistic weapons.
- Very short range.
- Low ammunition capacity, carries only three extra magazines before running out.
Concussion Rifle
As the substitute for the Brute Shot, the Type-50 Directed Energy Rifle/Heavy, or the Concussion Rifle, is almost the same as its Jiralhanae counterpart. This counterpart to the M319 fires six bolts of superheated plasma, and strangely, uses a magazine instead of a battery. The Concussion Rifle's bolts deal high area-of-effect damage as well as a small kick to nearby players and objects.
- Weapon Type: semi-automatic, rifle
- Ammunition Type: directed-energy
- Container Type: magazine
- Magazine Size: 6
- Maximum Ammunition: 24
- Range: short-medium
- Rate of Fire: medium
Advantages
- Larger ammunition capacity than the Grenade Launcher.
- Deals more damage on shields than the Grenade Launcher.
- Semi-automatic, and does not need to reload after every shot.
Disadvantages
- Weak against unshielded hostiles, like all directed-energy weapons.
- Does not feature the secondary, manual fire of the Grenade Launcher.
- Relatively short range.
Fuel Rod Gun
With a slightly different, sleeker appearance, the Type-33 Light Anti-Armor Weapon returns as a classic Halo weapon. A shoulder-mounted artillery, these cannons fire nuclear fuel rods that ignite shortly after leaving the weapon. The Fuel Rod Gun is useful for clearing out buildings at range, without having to actually enter. This weapon is only available on the Big Team Battle playlist.
- Weapon Type: semi-automatic, heavy weapon
- Ammunition Type: ballistic
- Container Type: magazine
- Magazine Size: 5
- Maximum Ammunition: 25
- Range: medium-long
- Rate of Fire: medium
Advantages
- Rate of fire is slightly faster and magazine/ammo capacity is larger than that of the M41.
- Projectiles can ricochet off surfaces if not ignited yet.
- Very slight tracking ability.
Disadvantages
- Splash damage is weaker and smaller than the M41's.
- Does not lock-on to enemy aircraft, unlike the M41.
- Projectiles are far slower than the M41's rockets.
Plasma Launcher
A deadly new weapon, the Type-52 Guided Munitions Launcher/Explosive is the Covenant answer to the UNSC's M6 Spartan Laser. This powerful new tool charges up to four bolts of superheated plasma, which can lock on to hostile targets from a very long distance. The Plasma Launcher is an excellent anti-vehicle weapon.
- Weapon Type: charged-shot, heavy weapon
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 8.5% (12 shots)
- Range: medium-long
- Rate of Fire: low
Advantages
- Bolts inflict massive damage on whatever it lands on .
- Projectiles are capable of locking-on to and chasing down targets.
- Each individual bolt charges up quicker than the Spartan Laser.
Disadvantages
- Charging up all four bolts and locking them to a target takes significantly longer than charging up a single blast from the Spartan Laser.
- The Spartan Laser's beam strikes its targets instantly, while the Plasma Launcher's bolts travel slowly.
- The Spartan Laser's scope outranges that of the Plasma Launcher.
Energy Sword
The Type-1 Energy Weapon/Sword is a noble and ancient weapon, wielded by the strongest of Sangheili, requires great skill and bravery to use, and inspires fear in those who face its elegant plasma blade. The signature weapon of the Sangheili Generals, this unique Covenant weapon consists of a generator inside a hilt that creates a blade of plasma sustained within a magnetic field. It is capable of slicing anything that gets in its way to pieces.
- Weapon Type: non-automatic, melee
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 10% (10 strikes)
- Range: melee
- Rate of Fire: melee
Advantages
- Lunge ability ensures instant kill at close range .
- Only consumes energy when hit is a fatality.
- Quiet kills, perfect with Active Camo.
Disadvantages
- Higher energy consumption than the Gravity Hammer.
- Brightly colored, easily spotted.
- No area of effect damage, not recommended when against multiple enemies.
Gravity Hammer
The Type-2 Energy Weapon/Hammer is a mighty and sacred weapon. Only the toughest and most savage of the Jiralhanae are given the honor and privilege to wield such a awe-inspiring weapon. The trademark weapon of the Jiralhanae Chieftains, this unique Covenant weapon utilizes a generator that manipulates gravity, delivering a massive shockwave. Those foolish enough to stand against it are crushed to atomized bits.
- Weapon Type: non-automatic, melee
- Ammunition Type: directed-energy
- Container Type: battery
- Energy Units: 100
- Drain Percentage: 5% (20 strikes)
- Range: melee
- Rate of Fire: melee
Advantages
- Lunge ability ensures instant kill at close range.
- Shockwave produces area of effect damage.
- Good for hit-and-run attacks, perfect with Jetpack.
Disadvantages
- Consumes energy with every swing.
- Very large, easily spotted.
- Shockwave can kill friendlies nearby.
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