Showing posts with label covenant. Show all posts
Showing posts with label covenant. Show all posts

Tuesday, 17 July 2012

Storm Rifle - Halo 4


Storm Rifle

The Storm Rifle is the spiritual successor to the Plasma Repeater, boxed in a more refined package. The longer barrel and better cooling mods allow for fully automatic fire for quick and accurate plasma suppression. Nearby enemies will evaporate to the ensuing barrage. As per all plasma based weaponry, overheating occurs from sustained use. The Storm Rifle is extremely effective at stripping a target of it's shields and finishing off what's left, especially in close quarter combat situations.


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.