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Junior Member
Join Date: Oct 2007
Posts: 12
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Re: Weapons Shall we!?
|}@ BEAM RIFLE @{|
-0000000000000000-
[ POWER: ****
[ RANGE: *****
[ DUAL: NO
[OVERALL: ****
- The other snipe rifle in the game is the Beam Rifle. This high-density
energy gun shoots out a purple stream of almost instantaneous energy that
strikes the person with high definition. These can be just as damaging and
yield an instant kill when a person is struck in the head. Unfortunately, they
can be overcharged if you fire too quickly, which limits the explosiveness of
the weapon. It also takes 5 energy per shot, meaning you only have about 20
shots. Human sniper rifle is "slightly" more damaging. Get this weapon though
if you want to control maps, especially on Burial Mounds.
^ COUNTER: To be honest, only an opposing Sniper Rifle can counter this. The
Beam Rifle's lack of a ammo restriction (besides energy) makes it
tough to attempt Battle Rifling it out. Since you cannot count the
shots fired, you'll have to do your best, and hope for an easy kill.
|}@ BRUTE SHOT @{|
-0000000000000000-
[ POWER: **
[ RANGE: ****
[ DUAL: NO
[OVERALL: *
- Great during campaign mode, horrible during multiplayer. The Brute Shot is a
basic grenade launcher, except it does less damage than it should during
online play. It can only hold 4 shots at a time, and sometimes 4 direct hits
aren't enough to take down an opponent's plasma shield. Has a considerable
melee attack that does great damage, but not worthy of a traditional weapon. A
disgrace during online play.
^ COUNTER: Combo weapons, Battle Rifles, or pretty much any combo can counter
the Brute Shot. It's 4 ammo restriction per clip, and lack of
damaging power shouldn't make it a priority at all.
|}@ ENERGY SWORD @{|
-000000000000000000-
[ POWER: *****
[ RANGE: **
[ DUAL: NO
[OVERALL: *****
- Quite possibly the most lethal weapon in all of Halo 2, the Energy Sword is
the only "designed" close combat weapon, especially for melee sequences.
Whenever you are within about 7 feet or less of your opponent, you can lock on
by holding the reticle over the person, and press the normal fire button. You
will actually "zoom" towards the person like a lock-on, and render an instant
kill if the person is hit. Sometimes it will knock their plasma shield down
all the way. Either way, the Energy Sword has UNLIMITED ammo during
multiplayer, making it almost a weapon to be reckoned with. It's perfect for
defense, as you can annihilate anyone who attempts to infiltrate the base.
^ COUNTER: Dual SMGs, PP/SMG, or PP/Pistol can really put this down for the
count. The Battle Rifle is effective too, although you'll rarely
see a Swordsman charge you full speed while you're equipped with a
long-range weapon. Dual SMGs work surprisingly well, as they "jolt"
the Swordsman from performing the Homing Uppercut. They're not
superiorly great, but sufficient enough to slow down a melee
warrior.
|}@ FUEL ROD GUN @{|
-000000000000000000-
[ POWER: ****
[ RANGE: ***
[ DUAL: NO
[OVERALL: ***
- This is the Covenant's version of the RPG. It basically launched out highly
radioactive fuel cells which detonated upon impact. They're launched out
fairly slow, but do extensive damage. Can carry five units at once, and has
more ammo "normally" than a rocket launcher. Only problem is that this weapon
is only available during single player [thanks to StarAdder007] for confirming
this.
^ COUNTER: Battle Rifle and the same height jumps used against RPGs. Remember
that Fuel Rod shots have a delayed period, right before they ZOOM
quickly towards their destination.
|}@ PLASMA GRENADE @{|
-00000000000000000000-
[ POWER: ****
[ RANGE: **
[ DUAL: n/a
[OVERALL: ****
- These, in my opinion, are much more destructive than typical frag grenades.
Plasma grenades are basically large balls of pure plasma energy, that explode
after a set amount of time on the ground (or on a target). You can "stick"
opponents by hitting them with the grenade (after pressing the fire button).
If the grenade sticks to the person, it's a guaranteed instant kill. Their
splash radius is somewhat smaller than a frag, however, it also sticks to
vehicles, yielding an instant kill. The sticking ability overrides the frags
to an extent, skill-wise.
^ COUNTER: Strafing and jumping. Plasma grenades are tossed slightly from the
right of most opponents. Don't enter predictable areas on your
radar.
____________________
/Combo Ratings (5.1)/
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Obviously, one of the newest features (weapon-wise) in Halo 2, when compared to
the original, is the ability to dual-wield weapons. Now you can be like John
McClane from Die Hard, with a literal vengeance. To dual wield, simply hold
down Y over a weapon (that's normally held with one hand), and you'll be able
to a hold a second. You can alternate guns by holding down X. It's quite a
simple process if you ask me. Anyhow, this section will basically list the best
combos in the game (based on my personal experience). You're free to disagree,
but oh well! I'd like to thank Masked_Moogle for inspiring me to write this
section.
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