Halo 3, Halo 2 and Halo Forum and Community
Reply
 
LinkBack Thread Tools Display Modes
Old 12-21-2007, 02:37 AM   #1 (permalink)
Itz_demond
Junior Member
 

Join Date: Oct 2007
Posts: 12
Itz_demond is on a distinguished road
Credits: 2,634


Default Weapons Shall we!?

I Don't know if this has been posted I have not seen it so sorry if it has but here Is the list of all the weapons and there Info that I have had on my computer for a while.
Weapons -
============================
As most gamers know, if you give them a gun, they will kick butt in the name
of their character. Every FPS is about weapons. Depending on your weapon,
enemies will either fall in a painful death, be blown to pieces, suffer
poisons from unexplorable realms, or simply be knocked out forever. Halo 2
features MANY weapons, of two different races (Covenant and Humans). You'll
also find variations of these weapons during multiplayer games, and on
vehicles. This section will rate the weapons and describe them in detail. Just
so you know, I won't be giving them their TECHNICAL names, but rather what
most people refer to them as. Ratings are based on a 1-5 * scale, with 5 being
the best.

_____________________
<.> HUMAN WEAPONS <.> (500 years later, and we still have bullets...)
=====================

|}@ PISTOL @{|
-000000000000-
[ POWER: ***
[ RANGE: **
[ DUAL: YES
[OVERALL: **

- The typical UNSC sidearm, the Pistol is great for packing some whallop with
limited punch. Unfortunately, this weapon got a huge downgrade from the
original Halo. It no longer has a long scope, and it does about half as much
damage as it did before. Players from the original Halo remember the Pistol as
almost a mini-sniper rifle, capable of mowing down occasional threats with
ease. This is more of a secondary, and should NOT be relied upon. Personally
though, Dual Pistols can be useful, and can inflict heavy amounts during
Slayer games.

^ COUNTER: Use a Rapid-firing gun, preferably 2 SMGs or a combo PR/SMG. Many
players will rarely use pistols, unless dualed together, or sided
with an SMG. Shouldn't be a problem at all.


|}@ BATTLE RIFLE @{|
-000000000000000000-
[ POWER: ****
[ RANGE: ****
[ DUAL: NO
[OVERALL: ****

- The Battle Rifle is an absolute beast when wielded correctly. It is designed
as an infantry support weapon, mainly for long range fire, and has the ability
for upclose battles with its burst fire technique. Clip is somewhat large, and
it does reasonable damage per shot. On multiplayer, these guns can absolutely
rape an opposing team if used correctly. Find a solid spot with a height
advantage that is fairly close to the battlefield. From here, you can wear
down your opponents' shields, and make easy kills with the scope on damaged
opponents. Unfortunately, it does take about 12 shots to really put an
opponent down, but these are useful nonetheless.

^ COUNTER: Sniper Rifle, or another Battle Rifle seem to work. Battle Riflemen
at ranged positions are quite a hectic problem to deal with. The
idea is to prevent them from scoping you for headshots, or to
kill them before they get a 5-second interval to kill you. Never run
straight towards a Battle Rifle.


|}@ SMG @{|
-000000000-
[ POWER: **
[ RANGE: **
[ DUAL: YES
[OVERALL: **

- The Sub Machine Gun, or SMG, is one of the most common weapons during the
game. It's basically the typical primary weapon for every human Marine, but
it's also the one you spawn with on ALMOST every matchmaking game during X-BOX
Live. It features a fairly large clip, has a high rate of fire, but does not
do much damage. Depending on your range, it usually takes an entire clip to
wear a shield down and/or kill someone. Thankfully, when dual wielded with
another SMG, or Plasma Pistol, it can become lethal. However, these only seem
to have appeal for knocking down the Flood during campaign, and just a typical
machine gun. Nothing rare or exceptional about em'. For maximum effectiveness,
combine with a Plasma Rifle or Plasma Pistol.

^ COUNTER: Pretty much any weapon can counter a SMG with exception to the
Pistol. Getting 2 SMGs can "easily" outmatch someone with a lone
weapon. Due to its common spawning as a primary amongst all players,
SMGs are by far the most common you'll see. Try to move away from
the opposing player to make each bullet do less damage, and become
less accurate.


|}@ SNIPER RIFLE @{|
-000000000000000000-
[ POWER: *****
[ RANGE: *****
[ DUAL: NO
[OVERALL: *****

- Regardless of what anyone says, the Sniper Rifle is quite possibly the most
influential gun in the game (besides the RPG). This is exactly what it states,
a sniper rifle with huge calibre bullets. It only can hold 4 bullets at a
time, and must be shot in semi-automatic mode, however, these bullets upon
entry automatically kill the opponent, or disable their shield. Awesome for
killing on multiplayer, and also for long-range with a huge 2x scope. While it
has limited ammo, always get this gun on multiplayer maps. Hold a spot on
defense, or get a high advantage with a Banshee, land somewhere, and prove
otherwise.

^ COUNTER: Battle Rifle, Covenant Carbine, or an opposing sniper will do.
Simply keep a steady rain of fire down on the Sniper, but make sure
to be moving while doing so. You'll want to prevent your sniper from
scoping you, which can only be accomplished by strafing while
while firing. The Rocket Launcher can be applied into long-range
scenarios, aka Headlong (one of the upper buildings), or a wedged
hill.


|}@ ROCKET LAUNCHER @{|
-000000000000000000000-
[ POWER: *****
[ RANGE: ****
[ DUAL: NO
[OVERALL: ****

- The Rocket Launcher is a rocket-propelled weapon (also known as RPG, even
though it doesn't shoot grenades). You can launch explosive masses at people
with this thing. The rockets can lock-on to vehicles by holding down the
firing button over a vehicle. Please note that if the target is out of range,
you will NOT see a range reticle around the vehicle. The Rocket has extremely
limited ammo (4 rockets initially), but on multiplayer maps, it spawns at set
locations. The RPG is another decisive weapon in taking down tanks, warthogs,
and banshees. It can also instant kill opponents when launched and exploded
near them. A good strategy is to leap in the air and fire down at the ground
where your opponent is. Stay near the vicinity of where the rocket ammo
spawns. Keep getting more ammo, and kicking more butt.

^ COUNTER: One of the most common tactics of any Rocket Launcher personnel is
to jump, and fire at the rocket at the peak of the jump (to minimize
their own taken damage). Simply time your jump with their's, and
perform it an angle to avoid taking direct damage. Since they'll be
aiming at your feet, try to keep them distracted, or off-balance.
The Battle Rifle, dual combos, or a quick sniper kill makes them
raw meat. The higher you are, the better, as it makes it tougher
for your RPGer to hit you near the feet.

Last edited by Itz_demond : 12-21-2007 at 02:43 AM.
Itz_demond is offline   Reply With Quote
Old 12-21-2007, 02:43 AM   #2 (permalink)
Itz_demond
Junior Member
 

Join Date: Oct 2007
Posts: 12
Itz_demond is on a distinguished road
Credits: 2,634


Default Re: Weapons Shall we!?

|}@ SHOTGUN @{|
-0000000000000-
[ POWER: ***
[ RANGE: *
[ DUAL: NO
[OVERALL: ***

- The Shotgun is a specialty weapon, designed for close-quarters specifically.
This can instant kill somebody, the closer you are, or nail their shield down
quite efficiently. Sadly enough, it can barely do any significant damage past
the 10 feet range, making it horrible in long range scenarios. This IS the
ultimate defensive weapon, especially when guarding the flag or a bomb site.
Be careful though, your opponents that come in first on rushes will usually
knock out initial guards with these. Note that it can only carry a limited
amount of shells, and they must be reloaded manually.

^ COUNTER: This is the only gun you "truly" cannot counter against, unless you
have 2 SMGS, a PR/SMG, or PP/SMG. Since it's extremely tough in close
range, the idea is to move AWAY from the attacker while laying down
hundreds of bullets. The BR can be effective at times, but you'll find the
area to hunched to zoom in. Try to get their shields down as quick as
possible with grenades, then hail down the bullets as they charge.


|}@ FRAG GRENADE @{|
-000000000000000000-
[ POWER: ****
[ RANGE: ***
[ DUAL: n/a
[OVERALL: ***

- The fragmentation grenade is the human's version of pure chaos. These babies
can be tossed into corridors, bounced off walls, and have a metallic surface.
They'll be a tad more resistant than normal. They can explode, killing anyone
who is already damaged, or eliminate shields. Unfortunately, they DO NOT stick
to opponents, and lose a seeming edge in battle. Their range is slightly
longer than the Plasma grenade though, along with splash damage upon
detonation.

^ COUNTER: Use physics. Watch how high, and listen for bounces when a frag is
tossed at you. Sometimes you'll anticipate the frag rolling under
you, when it really bounced off of an adjacent wall, and explodes
directly in front of you. Remember that frags are tossed slightly
to the right from the opposing player (all grenades are tossed from
the left hand, most of the time...).

________________________
<.> COVENANT WEAPONS <.> (500 years into the future, and Plasma kicks butt)
========================

|}@ PLASMA PISTOL @{|
-0000000000000000000-
[ POWER: *
[ RANGE: ***
[ DUAL: YES
[OVERALL: ***

- At a first glance, the Plasma Pistol is useless. It barely fires any
significant damage, and doesn't seem to really hurt any opponents during LIVE
play. However, combine this weapon with another gun (or Battle Rifle), and you
have a beast. If you hold down the fire button, it will charge up. Release the
shot at an opponent, and it will do a semi-lock towards the person. A charged
up plasma pistol can INSTANTLY knock out any opponent's fully charged plasma
shield. This is great for exposing key players. Unfortunately, you have to
wait while it seeks the person. If you miss someone when firing a charged
shot, then you're bound to lose the battle. DO NOT use this as a primary
though.

^ COUNTER: Any long-range weapon will make the Plasma Pistol a waste. The
easiest evasion technique is to simply use any map structure as
cover. When a shot is fired at you, the Plasma charge will zoom in
on you. Simply stand behind a pillar, wall, or little barrier to
diffuse the charge. Then, counter while your opponent is armed with
a singular weapon of their choice. In open areas, you are TOAST
against a Plasma Pistol.


|}@ PLASMA RIFLE @{|
-000000000000000000-
[ POWER: ***
[ RANGE: **
[ DUAL: YES
[OVERALL: ***

- Plasma Rifles are the "Battle Rifle" of the Covenant army. These guns are
high firing, automatic rifles that pulsate lots of energy out in a small
amount of time. They cannot be charged, although they can overheat. These are
most effective in taking down opponent's plasma shields, but do little damage
when the person has no shield. Try to combine these with another PR, an SMG,
or something to do combined attacks. Fairly effective when matched correctly.

^ COUNTER: Either a Plasma Pistol combo, or Battle Rifle will do. While Plasma
Rifles are uncommon, they're useful for depleting shields fast.
Your main focus is to remember that Plasma shots "move like bubbles"
as in, they do not move like an instant hit. The bullet velocity is
slow enough to move out of the way from. Try to get ahead of the
direction your opponent is moving, then pelt them away as you're too
far to be hit.


|}@ NEEDLER @{|
-0000000000000-
[ POWER: **
[ RANGE: **
[ DUAL: YES
[OVERALL: **

- Needlers are like fragmentation guns. They shoot out a bunch of energized
crystals which pierce and penetrate your opponent's shielding systems. The
great thing about these is that if you connect enough of them into an
opponent, the person will receive a minor internal explosion instantly killing
them. Needlers have a fast firing rate, but fairly small clip, and SLOW
movement after being fired. They seek towards people, but the slow firing rate
limits range. They're truly only effective when paired up with another
Needler. In the original Halo, these were one of the worst guns to have.

^ COUNTER: Again, much like the Plasma Pistol, use ground structures to deflect
away shots, combined with rushing diagonally towards the needles.
You can rush at an angle where the needles are moving too fast to
cut a sharp turn and hit your body. Use a Battle Rifle to easily
take them out.

|}@ COVENANT CARBINE @{|
-0000000000000000000000-
[ POWER: ***
[ RANGE: ****
[ DUAL: NO
[OVERALL: **

- The Covenant Carbine shoots out green lasers which do basic energy damage,
sort of like a Rail Gun. Their damage is not as great as it should be, and
they can only carry a few rounds per clip. I rarely use these because they're
bulky, and don't seem fitting for combat. You'd be better off with a Plasma
Rifle. Great for campaign mode though, especially when taking out Brutes.
Excellent range for taking out immobile targets. Have fast penetrative shots.

^ COUNTER: Only a BR, or Sniper Rifle can counter these. Carbines are effective
beyond degree when your opponent aims near the head of yourself.
Try to get a nice comboed weapon, and hope for the best. The
bullet velocity is extremely fast, making it impossible to avoid.-
Itz_demond is offline   Reply With Quote
Old 12-21-2007, 02:45 AM   #3 (permalink)
Itz_demond
Junior Member
 

Join Date: Oct 2007
Posts: 12
Itz_demond is on a distinguished road
Credits: 2,634


Default 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)/
-=-=-=-=-=-=-=-=-=-=-=-=-=-=
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.
Itz_demond is offline   Reply With Quote
Old 12-21-2007, 02:45 AM   #4 (permalink)
Itz_demond
Junior Member
 

Join Date: Oct 2007
Posts: 12
Itz_demond is on a distinguished road
Credits: 2,634


Default Re: Weapons Shall we!?

Meaning KEY:
SMG = Sub Machine Gun
PP = Plasma Pistol
PR = Plasma Rifle
BR = Battle Rifle

|\\\\\\\\\\\\\\\\\|
|%| Magnum/Magnum |%|
|=================|
RATING: ***
\
"Not only is this combo rare to attain, but even dual-wielding pistols can
be tough to yield quick kills. The Magnums provide quite a whacking punch
per shot, but that can only travel so far with a limited cartridge of 12
bullets per gun. Very effective on Dawn of the Dead maps, but the scarcity
and lack of rapid fire (without rapidly clicking the triggers) makes them
only an average combo."

|\\\\\\\\\\\\\\|
|%| Magnum/SMG |%|
|==============|
RATING: *****
\
"Probably the second best combo in the game, the SMG/Magnum mix is quite
common as well. Basically, the Magnum is designed to be aimed at the head of
the opponent, while you lay down a constant reign of fire with the SMG.
While it doesn't "seem" as powerful as the dual Magnums, simply keep the
reticle aimed high, and you'll be amazed at how quickly you kill your
opponents. All you really need is a random Magnum anywhere on the map to be
a threat. Unfortunately, it suffers from the "one-kill" syndrome, as this
combo tends to only be able to kill one person, then MUST be reloaded. Don't
expect multi-kills. Useful on assaults."

|\\\\\\\\\\|
|%| SMG/PR |%|
|==========|
RATING: ***
\
"Another fairly common, yet fairly above average combo that is rarely used.
For starters, the PR/SMG combo gives you the ability to constantly knock
someone's life down, just not as quick as you'd expect. While the PR is
great for reducing shields, and the SMG to finish them off, this combo
strictly lacks range, which is necessary against players with BR's, and so
forth. This is a decent combo on defense, but not recommended as there are
better ones out there."

|\\\\\\\\\\\|
|%| SMG/SMG |%|
|===========|
RATING: **
\
"A very common combo that is only effective against killing people who spawn
with one SMG, or against a warrior with a Sword. Two SMGs lack range, but
have a decent amount of firepower up close. Fortunately, it does take a bit
of time to wear the shields down, then hope you have enough ammo left to
nail the final shots for the kill. You will find this combo overused in the
game, because you would believe two Uzis is better than two Needlers. You be
wrong."

|\\\\\\\\\\|
|%| SMG/PP |%|
|==========|
RATING: ****
\
"This is a very good combo in the game. The Plasma Pistol combined with a
SMG (or pistol if you're good) can really kill anybody in almost
instantaneous proportions. Simply charge a plasma shot up, release it at
somebody, watch their shield instantly get removed, then fire away with
the SMG. A good tip is to fire with the SMG constantly right after launching
the Plasma Pistol shot, as the first reaction of a player is to turn towards
you, rather than ignoring the Plasma Charged shot. You will rack up almost
instant kills, and can even take out people with extreme weapons or
Overshields with ease. The only combo that can counter this is an Energy
Sword, or SMG/Magnum."

|\\\\\\\\\|
|%| BR/PP |%| /
|=========|
RATING: *****
\
"While this isn't a dual wielding combo, it's certainly one of the more
commonly used single-wep combos you'll see during matchmaking. The idea is
to get a Plasma Pistol and Battle Rifle. Now, shoot somebody with the PR to
remove their shield, then quickly switch your Battle Rifle and lay down 1-2
burst fires. It's an instant kill. This combo can rape on maps with wide
open space, especially where you have the height advantage (Coagulation,
Midship). It's even easier if you have a teammate who only holds the Plasma
Pistol, and sticks with you, to make it easier to pop targets down. Really,
the only disadvantage is the delay time between switching from the PP to
BR."

|\\\\\\\\\|
|%| PR/PR |%|
|=========|
RATING: ***
\
"While most players don't quite love this combo, I DO. Two Plasma Rifles is
like buttering up toast, and giving it one hell of a ride. Basically, this
ALMOST instantly takes a player's shield down in close quarters combat,
especially on defense. Simply lay down an overwhelming amount of firepower
on the player, and now, you can either keep firing at their shieldless body,
whack them, toss grenades, or get allies to finish them off. One of the more
remarkable facts is that you can aim these at long range by firing ahead of
enemy targets, and watching the firepower intercept their paths. Try to NOT
overfire them in automatic mode, but rather, burst fire, and keep it at a
constant rate not to go overboard. The batteries in Plasma Rifles also have
a remarkable amount of ammo. You can fire them straight across as
projectiles on smaller maps, and literally annoy opponents as long as you
don't overcharge. Try doing it on Midship, and it can be just as effective
as using a Battle Rifle."

|\\\\\\\\\\\\\\\\\\\|
|%| Needler/Needler |%|
|===================|
RATING: ***
\
"One of the worst weapons in the original Halo can actually turn out to be
an effective combo in Halo 2. The Needlers upgrade in power and accuracy
makes them a well-warranted combo, especially in dual mode. Simply get two
Needlers, dual wield, and fire away. There are some keen strategies that you
must be aware of to use them effectively. When firing the Needlers, try to
stand still, and aim straight away without rotating the reticles. You'll
notice the shots move faster, and actually home better onto targets. Even if
your reticle doesn't turn red, just get the player's name to appear, and the
needles will still zoom towards the target. Always move away from players
rushing you, and fire while moving backwards. You'll notice the shots slow
down, but will still pelt the approaching enemy. The only disadvantage of
dual Needlers is the fact that you can easily get overpowered in close
combat, not to mention bad needle velocity while rotating your reticle
around. Also, try getting a height advantage and firing these. Needles don't
work well in areas with rocks and pillars protruding out of the ground."

-<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>--<>


(Sorry About Cutting it up I didn't know what to do)

Itz_demond is offline   Reply With Quote
Old 12-21-2007, 07:49 AM   #5 (permalink)
VeNoM
Moderator
Location: New York, NYC
 
VeNoM's Avatar
 

Join Date: Dec 2006
Location: New York, NYC
Posts: 908
VeNoM is an unknown quantity at this point
Credits: 5,211


Default Re: Weapons Shall we!?

Nice write up.


Did you do that yourself?
__________________

HalOmega.com
I Play Halo 3! msg me
Tell your friends!

VeNoM is offline   Reply With Quote
Old 12-21-2007, 10:40 AM   #6 (permalink)
Atrocity
Junior Member
 

Join Date: Dec 2007
Posts: 2
Atrocity is on a distinguished road
Credits: 242


Default Re: Weapons Shall we!?

Nice write up! This will be good for new online players.
Atrocity is offline   Reply With Quote
Old 12-21-2007, 11:28 AM   #7 (permalink)
Itz_demond
Junior Member
 

Join Date: Oct 2007
Posts: 12
Itz_demond is on a distinguished road
Credits: 2,634


Default Re: Weapons Shall we!?

Some of it, but my friend helped on most of it. We kind of split all the weapons in half and then put it together.
Itz_demond is offline   Reply With Quote
Old 12-21-2007, 02:08 PM   #8 (permalink)
MerKuRiaL
Is Tina's
Location: Florida
 
MerKuRiaL's Avatar
 

Join Date: May 2006
Location: Florida
Posts: 2,860
MerKuRiaL is on a distinguished road
Credits: 36,923
Send a message via AIM to MerKuRiaL


Awards Showcase
Default Medal Well Connected! Freakin' Rich! 
Total Awards: 3
Default Re: Weapons Shall we!?

That... Is..



A lot of reading.


Good write up
__________________

THIS IS MY HALOMEGA SIGNATURE. THERE ARE MANY LIKE IT, BUT THIS ONE IS MINE. JAKE IS A BEAST.

MerKuRiaL is offline   Reply With Quote
Old 12-21-2007, 07:32 PM   #9 (permalink)
Trade
Senior Member
Location: H-Town
 
Trade's Avatar
 

Join Date: Dec 2007
Location: H-Town
Posts: 282
Trade is on a distinguished road
Credits: 4,976
Send a message via AIM to Trade


Default Re: Weapons Shall we!?

Coolio

THanks for posting
__________________



"Not now chief, I'm in the f.ckin zone."~My New Haircut
Trade is offline   Reply With Quote
Reply
Tags: weapons shall we




Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On

Similar Threads
Thread Thread Starter Forum Replies Last Post
halo weapons romewarrior c95 Halo 3 Discussion 12 12-26-2007 10:36 PM
Halo 3 weapons Hero Halo 3 Discussion 8 05-07-2007 10:01 PM
so these are all the weapons in halo 3 we kno about. austinclarka Halo 3 Discussion 14 11-05-2006 09:05 AM
new weapons in halo 3 the hell freak Halo 2 Discussion 2 10-15-2006 11:20 PM
Halo 1 weapons in H3? I LeKoLA I Halo:CE 9 09-09-2006 12:33 PM

All times are GMT -4. The time now is 12:27 AM.
Powered by vBulletin® Version 3.6.10
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.0.0