Wednesday 20 June 2012

Current Weapon List For Halo 4

These are the currently known weapon we can deduce from all the videos and off the official Halo 4 website, forgive me if some names are slightly wrong, this will be updated as soon as possible. Feel free to post comments about these weapons too. As it all helps.

So far confirmed are the following weapons (and grenades)

UNSC Arsenal:

Assault Rifle

The assault rifle is the bread and butter of the UNSC weapon pool, it is cheap to produce, and can fill the air with bullets. Use this for up close targets. It carries 32 rounds per magazine.



Magnum Pistol


The primary sidearm weapon of the UNSC, the Manum Pistol is great at short to mid range and can easily overwhelm a non-shielded opponent. With 12 bullets per magazine this sidearm can be switched to when a primary weapon runs out of ammunition, to finish the job as it were.



Sticky Detonator (Rocket/Grenade Pistol)

The sticky detonator is a grenade launcher type weapon that allows the user to manually hold the trigger and detonate on command. Direct hits are lethal, but require a steady aim. Useful for setting up traps on weapon drops and key choke points.



Battle Rifle

The Battle Rifle is the go-to weapon of choice for short to mid range engagements, due to it's semi-automatic burst fire and head shot capability, this accurate firearm is a deadly combination. Proving to be superior to the assault rifle and much more versatile the battle rifle is the prefered weapon for just about any engagement. Each magazine sports 36 bullets, giving the user 12 three-round burst for sustained firepower.




DMR Designated Marksman Rifle

Very similar to the battle rifle, but much more clinical in it's execution, the DMR fills the gap for a short-mid to mid- long range rifle. Sporting a single fire action means the user ideally wants to pick of distanced targets rather that a nearby antagonist. The DMR is a precision rifle for those who lean more towards the sniper side of the action. Having 15 rounds per clip means the stopping power and sustainability during combat is high.



Rocket Launcher

The rocket launcher is the support weapon of choice. A dual tube barrel allows two shots before reloading is required. New ordnance leaves behind a white smoke trail, so beware that your location is betrayed. But with this weapon in your hands, you will remain in control of the immediate area and can easily defy enemy vehicle aggressors.



Sniper Rifle

The sniper rifle is still the master of range. And with 4 bullets per magazine you will not be short of opportunity to reign death on the enemy. However you will need steady hands to obtain those important head shots. Only skilled users allowed...




Spartan Laser

The spartan laser is the deadliest beam action weapon in the UNSC. Paint a target, hold the trigger to charge for two seconds and just watch vehicles disappear. Skillful users are able to take down enemy infantry aggressors at short, mid and long range.



Fragmentation Grenade

The fragmentation grenade is your standard issue ball of death. Skilled users can predict enemy movement (or lack of) and will ricochet off walls and obstacle to land a perfect grenade at their feet.



Covenant Weapons:

Plasma Grenade

The covenant plasma grenade reduces shielding very effectively and possesses the ability to stick or cling to a target. Whether the target be a vehicle or person, once stuck the opponent is usually dead.




Plasma Pistol

The standard plasma pistol is weak on its own, but if lots of these fire at you then take cover quickly. The party piece of this weapon is its secondary fire over-charged shot, which can eradicate a target's shields entirely. The combo of draining shields and then killing the target with a head shot via a Magnum or Battle Rifle may be considered cheap, but proves highly effective.



Storm Rifle

The Storm Rifle is the spiritual successor to Plasma Repeater, yet more refined. The longer barrel and better cooling mods allow for fully automatic quick and accurate plasma suppression. Nearby enemies will evaporate to the ensuing barrage. As per all plasma based weaponry, overheating occurs from vigorous use.



CovenantCarbine

The Covenant Carbine is very similar to the Battle Rifle and DMR. Whilst firing only single shots, the carbine can be fired extremely quickly. Factoring in the high accuracy and head shot capability as well,  the carbine becomes a very effective short and mid-range weapon.



Needler

The Needler is a scary weapon in open or contained spaces. Each shot is fairly weak on it's own, however once several shards strike a target, a super-combine explosion destroys it's victim. This lethal effect and the natural ability of the shards to home-in on their target, makes the Needler an effective short to mid-range power weapon, especially if used in open spaces and internal areas with little cover.






Energy Sword

The Covenant sword is a power weapon that kills with a single strike. The lunge feature allows for a quick attack that is almost unstoppable. The sword has limited energy so can only be used for so long, although it is still very deadly non the less.





Forerunner Ordnance:

Scatter Shot

The Scatter Shot fires a direct beam of energy that kills personnel instantly. It is a close quarter power weapon that can ricochet off hard surfaces, making a precise user to be deadly without having a direct line of site with his opponent.




Saturday 16 June 2012

Friday 15 June 2012

Another weapon revealed in the Multiplayer video release was a covenant automatic weapon, apparently a successor to the plasma rifle and repeater. It acts similar to it's predecessors in that it overheats quickly if used on full auto. However check out this video for the Spartan Ops game modes and in game multiplayer action. Assassinations are still in too, check out the one on the AI Knight (cant remember full name) in spartan ops.
Enjoy!



Halo 4 E3 In-Game Mayhem

Get your Halo 4 geek modes on now...

Right, so E3 has come and gone, and this is what has been revealed. A very juicy and tantalising video for you to sink your teeth into. Yes, Halo fans, we have our first look at a campaign mission where the Master Chief is now on Requiem, the forerunner world. The chief is in pursuit of the UNSC Infinity, to where she has hit down. Check out the video to see all some of the new enemies. Which are artificial guardians of the forerunners, I believe. These artificially intelligent monsters are an interesting mix of how the covenant feel and play, but with some new little tricks up their sleeves. Tricks like throwing your own grenades back at you, whipping out a plasma riot-type shield and the ability to teleport short distances quickly.

check out what I mean, you just have to see it to believe it. And believe you will.






The start of this video shows the UNSC Infinity, and is part of the current TV commercial for Halo 4. It gives us a good idea of how it gets to Requiem and bumps into the Master Chief.

During the campaign part of the video we get introduced to what cortana calls Visor Mode, a thermal imaging display mode on Chiefs hud.  But even more interestingly we see two new weapons on show. The Light rifle, which is a type of forerunner carbine. And the scattershot, a foreruner shotgun-type weapon. Both of which are extremely badass and not to be messed with.

Tune in for another video tomorrow!

Saturday 9 June 2012

Halo Reach Vehicles


Vehicle Pool

Vehicles fall into a unique category within Halo Reach. Each class of vehicle has a certain role to play at any given time. Generally the classes are Transport, Support, and Attacking vehicles. Beside each vehicle description below will be the class it fits into and why.

Vehicles tend to draw lots of attention. As such, using vehicles too much will result in them being overcome by a determined team. Plasma pistol charge shots and the emp effect from grenade launchers can stall all vehicles.

UNSC Vehicles

Mongoose




Role: Transport (only)
Driver: 1
Passenger: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tend to roll easily. No protection for passengers.

This vehicle is for transportation only and has no offensive capability.


Warthog laag






Role: Support and Transport
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

The Warthog laag is mainly a support vehicle.
As such the LAAG will overheat if fired too much, and require cooling.



Rocket Warthog





Role: Support, Transport and Attack
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Moderate vs light arms
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

You can only see this version of the warthog in Firefight missions and Custom gametypes, but not in standard matchmaking.





Falcon

The falcon is dubbed the 'warthog of the skies'. It is generally used as a support and attacking vehicle.




Role: Support and Attack
Driver: 1
Passenger: 2 (campaign only)
Gunner: 2 (one each side)
Armaments: 2x ChainGuns
Durability/Strength: Moderate/Strong vs vehicle and light arms
Weaknesses: Large target for anti-vehicle weaponry.



Scorpion Tank


The Scorpion is one of two tanks in the halo reach vehicle pool, and possesses the most potent direct fire canon as well. As it can deal out and take a lot of punishment it's primary role is that of attacking the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (machine gun, can not be used by driver)
Armaments: 1x main canon 1x machine gun
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry.



Covenant Vehicles


Ghost

The ghost is a quick response ground support unit. It sports a boost function which redirects steering and canon power to speed around the battle field quickly. The driver is somewhat protected from the front, but the back and the sides leave a driver exposed.




Role: Support (and attack)
Driver: 1 (driver operates canons)
Passenger: 0
Armaments: Dual plasma canons.
Durability/Strength: Light: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.


Revenant

A Revenant is more of a hybrid between a ghost and a wraith, having the agility and speed of a ghost with it's main weapon being a larger version of the concussion rifle round having the arcing trajectory of a wraith tank shot.





Role: Support (and Attack)
Driver: 1 (driver operates canon)
Passenger: 1 (can shoot hand weapons)
Armaments: Plasma Caster
Durability/Strength: Moderate: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.


Wraith


The Wraith is one of two tanks in the halo reach vehicle pool, and possesses a destructive plasma canon. As it can deal out and take a lot of punishment, the wraith's primary role is to attack the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (plasma repeater canon, can not be used by driver)
Armaments: 1x main canon 1x repeater canon
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry. Weak versus banshees.




Banshee

The Banshee is the quintessential covenant aerial flier. It can boost for a long time and can strafe all targets with ease. Also expect to see operators doing fancy aerial flips to avoid attacks, even the lock on of rockets.





Role: Attack (and support)
Pilot: 1 (operates all weapons)
Passenger: 0
Armaments: Dual plasma repeater canons, 1x fuel rod gun.
Durability/Strength: Average/Moderate vs light arms
Weaknesses: Weak strength compared to Falcon, can't shoot directly underneath itself. (blindspot)

Covenant Weapons


Covenant Weapons




Plasma Pistol



The plasma pistol fires single shots and as all plasma weapons, tends to be more damaging against shielding. However the party piece of this weapon is the overcharge feature which will annihilate all of a targets shield in one hit. Very handy if used in conjunction with a DMR or Pistol for example.


Plasma Rifle




This is the standard automatic rifle for the convenant, and does very well versus shields. Has a tendency to overheat with sustained fire.


Plasma Repeater





The plasma repeater is an advanced version of the plasma rifle with a far superior rate of fire. The shots do slightly less damage than the standard plasma rifle. Constantly firing the weapon causes it to fire more slowly, in which case the user needs to vent the heat out to resume full rate of fire.



Needler




A favoured side arm, whilst individual shard 'needles' are relatively weak, after several needles hit a target a super-combination of the shards results in a pink explosion, killing the victim and damaging nearby enemies.



Needle Rifle






Similar to the needler, the shards sport a similar super-combine effect. However more akin to the designated marksman rifle in that the needle rifle is intended for mid-range targets and as such supports head shot capability. Note that individual shots tend to be weaker compared to individual DMR shot when stripping enemy shielding. But up close, just hold down the trigger for semi-automatic action.



Focus Rifle




Somewhat akin to a sniper rifle but more so to the Halo 2 sentinel beam. This weapon can shoot a beam across the map. Continuous tracking of the target is needed for a kill. And there is no instant kill or headshot capability.


Concussion Rifle






The Concussion Rifle is more akin to the Halo 3 brute shot. A grenade launcher type that shoots explosive plasma. Firing 6 shots that can blast an opponent off course is quite handy.


Energy Sword



This one hit kill slicer is still as deadly as ever. Once the reticle turns red (when within range) you will lunge through the air and kill the opponent in one go. However if take care if they have a shotgun, as you will die mid lunge.



Gravity Hammer




The brute gravity hammer causes infantry, vehicles, rockets and grenades to fly off course. It also sports a small lunge feature. Generally killing in one smash.


Fuel Rod Gun




The fuel rod gun is an anti vehicle weapon that does extremely well against infantry too. 5 shots allow the user to fill the surrounding area in a deadly hail of large explosive plasma bolts. Caution is required when using this weapon. No lock on feature included.



Plasma Launcher




The plasma launcher is an anti vehicle weapon that can be used against infantry too. With 4 shots per salvo this weapon allows the user to fill the surrounding area in a deadly hail of  explosive plasma bolts. Each shot can lock on to a person or vehicle. Requires time to charge each shot.

Halo Reach UNSC Weapons


HUMAN WEAPONS

MA 37 Assault Rifle


The standard assault rifle, your basic starting weapon. Great for short range engagements. Best  kept as a secondary weapon or switched for something else. 32 Bullets per magazine.



M6 Pistol






The primary sidearm weapon of the UNSC, the Manum Pistol is great at short to mid range and can easily overwhelm a non-shielded opponent. With 12 bullets per magazine this sidearm can be switched to when a primary weapon runs out of ammunition, to finish the job as it were.


M392 Designated Marksman Rifle (DMR)



The DMR (designated marksman rifle) is the weapon of choice in any id range battle. With deadly accuracy, a good clip and powerful damage per bullet you want this as your primary weapon. Headshot capability makes it even more deadly. 15 Bulet per magazine eans you wil be dealing a lot of damage.





Sniper Rifle






The daddy of long range and open areas. Don't mess with this. It's a power weapon with one shot kill capability. But aiming ability is needed, as missing will leave you open to attack.




Shotgun






The monster of close quarter combat. Even against a sword  you will come out victorious.


Rocket Launcher





The Spankr. The favourite power weapon of choice. Quite literally any one at the business end of this becomes toast. Care is needed so as not to suicide with it. Can also lock on to vehicles for anti-armour support.


Grenade Launcher




A great addition to the arsenal, the 'Pro Pipe' has emp type grenades which decimate shields and stalls vehicles. But if you land the grenade on a human target they will die in one shot.



Spartan Laser






The Spartan Laser or 'Splaser' is an anti vehicle weapon which blows up pretty much most vehicles in one shot or two (like tanks). But it can be used against infantry too. Charge up the shot and whatever you hit will get roasted. Simple huh.



Grenades



There are two types of grenades in Halo Reach. The fragmentation grenade (left) and the plasma grenade (right). The most notable difference is that the plasma grenade sticks to players and vehicles, and fragmentation grenades do not. Also all grenades can be shot when on the floor or in mid air once thrown by a player.