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  1. Lord Studworthy

    Stage 3

    From the album: Halo; Reach Rocket.

    Finalising shape of rocket launcher.

    © Most rights reserved, contact me for details.

  2. Lord Studworthy

    Stage 2

    From the album: Halo; Reach Rocket.

    Adding detail to surrounding areas.

    © Most rights reserved, contact me for details.

  3. Lord Studworthy

    Stage 1

    From the album: Halo; Reach Rocket.

    Initial pencil lines.

    © Most rights reserved, contact me for details.

  4. Hey, I thought that there should be somewhere that people can talk about codes that they have spare or that they want to trade, some people don't like the looks of the Free Armor they got and some people want it. It's up to you guys, all I can say is that I am trading a CRCT Oceanic code for a FOTUS Code. (If Possible) Other than that, trade away!!!
  5. So to start off I love the idea of special skins for earning level 50 and such and should be kept this way but I think a great way to add more customization for players to have fun with is either a free or very cheap weapon and or armor skins official dlc adding camos like digital, tiger stripes, desert, etc. Id love to have more customization to play around with and if we were given around 10-15 skins I dont think Id mind paying around 100-175 microsoft points for it (around the same price as avatar items) so if anyone has ideas or feedback feel free to comment and if enough people like this maybe we can get some strength behind it and get it actually made!
  6. I created this forum to express my concern for the weapon balancing in game. I'm pretty sure you've heard this quite a bit, but I'm just going to come out and say it - the DMR is overpowered compared to any of the other guns in the starting weapon category, not to mention the underpower of my favorite weapon, the carbine. When the game was being created, I was very excited that I could throw Reach behind, because of the simple fact that the only weapon ever used in the game was the DMR. I'm not saying that this game is becoming Reach, and it's far from it, but I'm just a little worried about this unbalance. With all due respect, this needs to be fixed, because it's not very fun playing a match where everyone is using the same weapon, and I'm getting instantly killed with less than a second to react. I really hope that a solution is being formulated, and that this problem will be fixed in the very near future. I mean no disrespect to anyone or any member of the 343 team, and I just hope this will be observed. Shady
  7. Okay so I was playing me some halo 4 and al of a sudden I get completely **** on by a guy in the middle of the map with what seems to be a saw by the sound of it. So I go back to kill him with a grenade and a DMR shot but I get completely wrecked in about 3 secs again. Then a different guy comes along with what also seems to be a saw and does exactly the same thing. Then I manage to kill one of them and realise that they were using AR's.? So then I began to start using the AR in other games and basically was able to destroy everyone and I almost always had the disadvantage. I never had to melee anyone all I had to do was point and hold down the trigger and that was a kill. So what I'm asking is there anyone else who thinks that the AR maybe has a little to much juice.
  8. So I've been playing Halo 4 ever since it came out and i noticed that there is a significant balance issues when it comes to the weapons, specifically the precision rifles like the BR and the DMR. I've been messing around with the all the rifles to get a sense of how good they are and i think i came up with an assessment of how good the rifles are and i would like to hear your input about this. And i have no idea if the imbalances was on purpose by the 343 staff or not. So i think the most noticeably beastiest rifle out of the bunch is the DMR, hands down. The DMR is fast, powerful, easy to use, easy to get headshot with and is good both near and far. It will always have a red target reticle and a pretty fair distance and scope in makes it just as precise as out of the scope. The second best has to the Battle Rifle. The Battle Rifle is almost as good as the DMR but the 3 round burst makes the BR a little to slow especially against a proficient DMR player. But the BR seems to do the same amount of damage as the DMR. Also the BR target reticle doesn't seem to turn red unless your are close which might make it hard for some to get headshots. The 3rd rifle of choice would have to go to the Covenant Carbine. The Carbine is pretty fast but it lacks power. A lot of it actually. It usually takes almost the whole clip to kill somebody and usually by then I'm dead. The Carbine is only useful to take kills because it can get quick headshots or support which pretty much a DMR or BR is better for. The last rifle i would recommend is the Promethean Light Rifle. The Light Rifle is too slow and really weak. It's unpractical to use against a person using another gun, any gun. The two round burst is weak and it's what kills the weapon to be proficient. The upside to the Light Rifle is that if you zoom in the scope, the single shots actually do some damage and it takes up to 4-5 shots to kill a person but the Light Rifle also has the most zoom so if you get shot the scope might wobble a bit. Welp this is my rundown of the precision rifles on Halo 4. I hope this help most people. If you agree/ disagree just reply and we can discuss different or alternative ways of using them. Maybe somebody know how to unleash the potential in each rifle. Thanks for reading.
  9. Recovey0

    New Weapons

    I think that it would be really interesting if 343 does something like what Dice is doing for BF3 and releasing weapons with the DLC. I don't really think they would have to do a lot but maybe just one or two. They could also eventually add a UNSC flying vehicle if they wanted.
  10. Im just wondering what your all think of the various new forerunner weapons that are coming out. Boltshot, Lightrifle, Scattershot? Theres more I know but those are of the top of my head. Anyway, thoughts?
  11. Through the history of popular games such as "CallofDuty" and "LeagueofLegends", there have been multiple updates and Nerf's (decreased level of power and ability) for thousands of weapons and vehicles. As we have never experienced this through the Halo Series by Bungie, is it possible for "343 industries" to create and let an "Ordinary Halo Player" use an Over Powered Vehicle or Weapon? Thank you for checking this thread out, and with all respect, please be willing to share your own personal belief/opinion of Over Powered Vehicles and Weapons throughout any game. 1) Can rage appear through the all new Halo 4 produced by "343 industries" from Over Powered Vehicles and/or Weapons, or does the "Over Powered Weapons and Vehicles" apply to certain game modes and maps? With the first ever new "Halo 4" produced by 343 industries being released in literally less than a day with all new weapons and vehicles, will there be Over Powered equipment throughout this game that can create unfair teams and players? If so, what can it take to stop it immediately before the game continues to go on. As many people (including myself) are afraid of this, can this decrease or increase the sales of Halo 4 itself? Not only will this mess up the whole environment of halo itself, but it has the possibility to create madness and sadness throughout the "average gamer". How do you feel about Over Powered Vehicles and Weapons, and what does it take to get rid of it? Can it create debates, or can it create madness throughout the "average gamer"? Or in better words, will there even be Over Powered Weapons in Halo 4? Is this link considered "Over Powered" and will it be able to effect the Halo 4 community? Or once again, is it applied with the certain game mode and map? http://www.youtube.com/watch?v=qC_Pq-G72AI (right click and select "Open link in new tab") to create better use. Thank you LTD Velocity
  12. When I was online, playing Match Making in War Games, I noticed that the majority of the players under the rank of SR-15 are using the Battle Rifle. No doubt that they don't know how to save spartan points or choose good weapons. The Battle Rifle has a magazine of 36 bullets, and fires in bursts of three bullets, allowing it to shoot 12 times. It is overpowered in my eyes, and if feels like I only hear two shots being fired per burst. The newbies that are using the Battle Rifle really think that the Battle Rifle is a middle to long ranged weapon, where as in reality, it is a short to medium ranged weapon. I seriously don't see why so many people want to use a weapon that doesn't even resemble the Battle Rifle I used in Halo 2 and Halo 3, rather than using the DMR, which we are familiar with in Halo: Reach. Halo 2's Battle Rifle in comparison to Halo 4's Battle Rifle Halo 3's Battle Rifle in comparison to Halo 4's Battle Rifle Notice how the angle shape on the top is too elevated? It looks like a FAMAS from Call of Duty Modern Warfare 2. Notice how similiar they look? Once again, my point is valid.
  13. Dear, 343 Industries, The weapons in multiplayer / matchmaking are completely unbalanced. Every weapon in Halo 4 should be even in damage so that it takes skill to kill another player, not because he/she has a better gun. Some of the weapons are so unbalanced and under powered that you can't even kill anyone with them. I've shot players four times point blank with the scatter gun as well as the shotgun and they would still have their shield up would then turn around and killed me with a DMR. So, 343 Industries, what I am asking of you is will you please review the weapons damage and make them EVEN? Some of the weapons are very weak and under powered. Thank you so much for your time. <3
  14. Super powered weapons are a dream of mine, are they for you?
  15. As you all know, the only vehicles worth using in Halo Wars was the Vultures, a pelican with roofed heat seeking missile ports, Machine guns and missile barrages, and the Locusts, mini scarabs that shot focus beams. Since Halo 4 is right around the corner, we need to act DOUBLE FAST! so let's be general, casual forum readers and let's tell them what we think about this! First off, I would only recommend that a vulture is a neutral vehicle placed in the middle of the area, rather than every team is flying with millions of missiles at hand. And limit Locusts like wraiths, but keep them handy. Also, Locusts need to have a secondary firing option and overheating that opens the upper canopy and makes the driver vulnerable from behind. A must feature for the vulture is that when a player ejects from it, the vulture must auto-pilot back to the landing zone. Otherwise players will be able to use the vultures large mass as an obstruction or a bridge or whatever. Also, the vulture is a one man vehicle. Even if these aren't forgeable, they will still be fascinating to the 1st person view. In conclusion, this would be worth the game delay. But I'm making this thread for you guys, so what do you guys feel about adding more vehicles into Halo 4?
  16. Hey everyone! I wanted to ask you all which Halo 4 Weapons Trailer is your favorite. Go ahead and vote in the poll above and explain why it's your favorite below My favorite was the UNSC weapons trailer. All the footage is just awesome and I love the syncing in it. If you need to refresh your memory, the trailers are below. (The Limit is two media links so the Promethean Weapons Trailer will be in another post.) Halo 4 UNSC Weapons Trailer http://www.youtube.com/watch?v=s76uMzaQ120 Halo 4 Covenant Weapons Trailer http://www.youtube.com/watch?v=Z4NLJpTXOtU
  17. Take a Look at the New Promethean Weapons Trailer (With a Twist) Bravo has come out with another one of his wacky quick worded weapons trailer videos. He does a great job at telling you absolutely everything happening in the video while you also get to see the weapons in action. Note there is some swear words, but they are :bleeped out: Here is the video. http://www.youtube.com/watch?v=PU8n0Eashoo&list=UUq7AJTe2LVeTN_vanfZ5bkw&index=5&feature=plcp Video by BravoMLG It took me a while to get this one up for some reason, but here it is. Just wanted to shed some humor on our beloved Halo. Tell me what you think and like if you thought it was entertaining.
  18. Just wondering the speculation you guys have about Halo 4 weapon and Armor skins. Now lets get down to buisiness, Do you guys think that Armor skins will be armor specific (as in you will have to unlock skins for each set of armor) or do you think that once a skin is unlocked it will transfer to all other armor or might even be specific to that set alone. e.g. Forest skin is exclusive to Hazop armor, Web : CIO armor ect. (I know that would be weird with armor customization but I just want to know your thoughts as well as my own) aswell as Weapon Skins do you believe that you will have to unlock skins per weapon and some skins will be weapon specific aswell? or do you think that once a skin is unlocked it will be unlocked for all starting weapons and or all weapons have same skins but must be unlocked individually? I would like to know all your thoughts on the subject. (That is provided anyone looks at it or takes the time to comment but if you do I would like to know your opinions on the matter).
  19. So guys, what weapon will be your primary? What'll be your secondary? How bought your grenades? I mean come on everyone likes the boom! Your Armor ability? Your Support upgrade? And finally Your tactical package? Link to Armor Ablities, Support Upgrades, and Tactical Package. http://www.ign.com/videos/2012/09/21/halo-4-armor-abilities-walkthrough Link to Weapons and grenades And some helmets thrown in there because im nice!
  20. Halo 4: Covenant Weapons Trailer (with a Twist) Halo 4 has come out with two weapons trailers and both times Bravo MLG has been there to help us understand. http://www.youtube.com/watch?v=3KQk6oqszJ0&list=UUq7AJTe2LVeTN_vanfZ5bkw&index=1&feature=plcp Video By BravoMLG I hope you enjoyed. Lolz And here is the original UNSC weapons trailer. http://www.youtube.com/watch?v=5T7rb1E-gz8&feature=plcp Video Also By BravoMLG Enjoy that one as well.
  21. The following is about the Covenant weaponry in the game. There is video and much more below. Enjoy! Read below for more details From: http://blogs.halo.xbox.com/Headlines/post/2012/09/19/The-Halo-Bulletin-91912-.aspx By: Bs Angel Au is on the horizon Our eyes are bloodshot, our work areas are full of empty energy drink cans, and our beds have filed a formal request to spend more than two hours per night with us. Our spirits remain high, though, because we're almost there. Au is on the horizon … As we work around the clock to put the finishing touches on Halo 4, our studio is focused on three main things: finding bugs, fixing bugs, and arranging a cage match between Caitie and Hoop (two of our developers on services). Actually, we’re trying to arrange a triumvirate of events, which includes the aforementioned cage match, a Gangnam Style dance off, and a Nerf war but either way, my money is on Caitie. Primarily because I like the thought of keeping my money. Our PR and Marketing teams are also going full speed ahead, as they prepare to kick things into overdrive. I snuck a peek at their calendar for the next few months, and let’s just say they have more than a few surprises up their sleeves. Some of those things you will see in stores, others will aid you in your eternal quest for nourishment, and a few of them have the potential to blow your mind. (I say potential because they will blow your mind if you like awesome things, but maybe not if you don’t like awesome things. Take that as you will.) By the way, Halo 4 launches in less than 50 days. If you’re not ready, I suggest you get ready, and what better way to do that than by learning about the Covenant weapons you will soon have at your disposal? Halo 4’s Covenant Weapons The Covenant weapons in Halo 4 presented us with an interesting design challenge. Traditionally, they haven’t been as popular as their UNSC counterparts, and they get much less use across the board. From a high level, we still wanted them to feel alien, futuristic, and technologically advanced (or at the very least, foreign) when compared to human weaponry, but we also wanted them to be equally viable choices.This was not an easy problem to solve. There are a lot of gameplay specific reasons why Covenant weapons function the way they do. The blue/purple/pink color schemes and higher-pitched sound effects are intended to contrast the UNSC weapons and make enemy fire stand out. The projectiles are intentionally slower so that when fighting AI, the player is able to react and dodge them. They also tend to drain shields faster than armor health because it adds tension and creates situations where the player feels like they are escaping a fire fight by the skin of their teeth. In short, the weapons were designed to be fun to fight against, and some of these properties work against making them fun to use. So how did we resolve these issues? On the aesthetics side, we felt like the shiny textures, bright colors, and flawless models of the past made them read a bit too toy-like, so we tried to make everything slightly more grounded. We did that by showing more wear and tear (such as scuffs and imperfections) and using new textures that made the guns look like they were created from hard metallic alloys (instead of plastic). The audio for all Covenant weapons went through several iterations until they felt a bit more punchy and visceral, while still sounding alien. As far as gameplay goes, we changed the weapon properties to make them better equivalents to UNSC weaponry. For example, the projectile speeds are drastically increased when the player uses them so that they are easier to hit targets but when AI fires them at the player, they are slower so that they are still fun to dodge. Finally, we spent a lot of time on the interface components. Two such examples are the zoom scopes, which were made to have a much more alien feel when using the guns, and the digital displays and reticles use of a similar alien language. Halo 4 features nine Covenant weapons, with a mix of old and new. Take a look at them in action by watching the following (brand new!) video, and then we’ll chat a bit about how they feel when you’re using them on Halo 4’s virtual battlefields. http://www.youtube.com/watch?v=Z4NLJpTXOtU&feature=player_embedded If you’re interested in the audio side of things, get your headphones ready and crank up the volume because we'll be releasing the version without music shortly. Frank O'Connor (Franchise Development Director), David Ellis (Spartan Ops Designer), and Chris King (Lead Sandbox Designer), along with Jeff Guy, Jayce Diaz, Joel Gifford, Kynan Pearson, Ali Zandi, Alyson Szymanski, Todd Colby, Josh Lindquist, and Chris Howard joined me to share their thoughts about this particular subset of weapons. The Covenant utilizes the following base weapons: PLASMA PISTOL DESIGNATION: T-25 Directed Energy Pistol MANUFACTURER: Iruiru Armory MAGAZINE CAPACITY: N/A Directed-energy weapon capable of semi-automatic firing and a scaled-burst effect which disables electronics. How it feels: Frank - Absolute beast, tempered by the fact that you’ll deplete your charge quickly and are brutally punished for running around with it pre-charged all the time. I had it in one of my go-to loadouts on a semi-permanent basis but I’ve kind of moved away from that, except where early vehicle domination seems likely. David - Let me answer your first question: No, we’re not introducing the Halo 2 Noob Combo as a standard loadout in Halo 4. While the Plasma Pistol still strips shields, in my experience it doesn’t track nearly as much at a distance when compared to previous titles. It’s still very useful against shielded enemies (UNSC and Covenant alike) but as Frank mentioned, pay attention to your remaining charge. Chris - Don’t be deceived by the toy-ish looks. This is a powerful gun! To be effective with the normal shot, you will need to use it at close ranges because the projectiles are extremely slow relative to other weapons. And since players spawn with it from the get-go as a secondary weapon, we’ve had to retune the number of charge shots down from the past (when charging, the energy drains pretty quickly in multiplayer compared to the past). It’s still a great choice, though, especially on vehicle maps. If you are a fan of the Noob Combo, I’d recommend trying to scavenge a Magnum as a backup. The Halo 4 pistols all have faster animation timings than in the past, allowing you to switch to them faster than any other weapon in the game. Charged Plasma Shot + Magnum headshot = WIN! Jeff (Test) - The Plasma Pistol continues its role as one of the strongest utility weapons in the Covenant arsenal. Its ability to strip enemy shields or disable enemy vehicles makes it a dangerous and deceptive weapon in the hands of the right player. There’s something so satisfying about landing a charged shot against a Banshee and watching it fall from the sky, the pilot helpless to avoid his descent to an inevitable barrage of fire from your appreciative team members. The soaring green blasts in any PvP match are a reminder that you are only one good shot away from being defenseless against headshots. The sound of the charged weapon rounding the corner as the player un-crouches from cover to engage you stops your breath for a moment. The sting to a Spartan’s hands when the weapon overloads from charging too long is a bittersweet reminder that the weapon remains destined for the hands of the tactical player. NEEDLER DESIGNATION: T-33 Guided Munitions Launcher MANUFACTURER: Lodam Armory MAGAZINE CAPACITY: 18 rounds Exotic guided-munitions weapon firing crystalline shards that home in, impale, and detonate on soft targets. How it feels: Frank - The Needler is not my favorite weapon in terms of efficacy – and you’ll see that in my Reach stats, but as something I used to only use in cases of last resort, I’m finding it more and more useful in Campaign and Spartan Ops than ever before – and taking out Elites and Promethean Knights by supercombining can be a great way to break up strategic logjams in big encounters. David - Here’s some friendly advice for your Legendary Campaign runs in Halo 4: make friends with the Needler. For clearing out Elites and Knights, it has quickly become the pick-up weapon of choice at higher difficulty levels in both Campaign and Spartan Ops. Chris - The Halo 4 Needler is probably the most powerful version of the gun to date. I love the new, more mechanical firing sounds of the gun as it feels more visceral. One of the big changes this time around is that the needles stick to shields again (in Reach, the needles only supercombined when shields were down). This makes it deadly for sure. However, its effectiveness is tempered by the overall faster pace of the game, which gives players a better chance of avoiding the needles. If you catch an opponent off-guard, they are in for a world of hurt. Chris H. (SDE) - The Needler has received a damage and speed boost, which definitely makes it more powerful this time around. It’s always been a fun gun to use, but now it’s extremely satisfying and almost always a good idea to pick up if found on the battlefield. Josh (Senior SDE) - The Needler is so bad-ass, some of us call it the “noobler”. It feels like the Halo 2 Needler to me. It will wreck your -Yoink!- STORM RIFLE DESIGNATION: T-55 Directed Energy Rifle/Advanced MANUFACTURER: Lodam Armory MAGAZINE CAPACITY: N/A Fully automatic, directed-energy weapon, widely considered the successor to the traditional Plasma Rifle. How it feels: Frank - This isn’t accurate in terms of power or performance, exactly, but in a way I am reminded of the Brute Plasma Rifle from Halo 2 in terms of ferocity and sheer visceral pleasure. Of course it doesn’t work well at long range and can’t be dual wielded, but that’s my snapshot impression, if it makes any sense. David - The Storm Rifle fills a role similar to that of the UNSC Assault Rifle, but somehow the Storm Rifle is just plain more frightening to come up against. Early in development, there weren’t a lot of people using this weapon, despite how effective it was at close range. That changed overnight when the weapons effects and sounds started to come online. Chris - This is a fantastic close-range weapon, once you figure out the rhythm on the overheat. I especially love using this weapon on smaller maps or in tight areas as it’s incredibly lethal. It doesn’t have the range or accuracy of the AR but if you manage the heat well, you can continue firing for quite a while and it will give you a significant advantage over other weapons that require longer reloads. It takes some getting used to, though. If you just hold the trigger down and let the gun reach its overheat state, you are faced with a long cool down penalty. Alyson (Producer) - The first level of the campaign is set up really nicely for the Storm Rifle. Use a charged shot on the Plasma Pistol to knock down the Elite’s shields, then pop him with the Storm Rifle, and finally finish off the fodder of Grunts. Then pick up the Plasma Grenades for yourself. Mwhahahaha! Todd (UI) - Before Halo 4, I was lukewarm on Covenant weapons. I never felt like I got the meaty feedback I got from UNSC weaponry. The Storm Rifle has converted me to the Covenant arsenal – half of my loadouts are customized with it in mind. Its rapid fire rate makes it perfect for run-and-gun, and covering teammates has never been so rewarding. When I engage enemies with the Storm Rifle, it’s like I’m repeatedly slapping my opponent in the face with a thousand fruit roll-ups. Delicious victory. COVENANT CARBINE DESIGNATION: T-51 Carbine MANUFACTURER: Iruiru Armory MAGAZINE CAPACITY: 18 rounds Notable semi-automatic mid-range accuracy, firing ballistic rounds unlike most other Covenant weapons. How it feels: Frank - It’s the Carbine. I have always felt it was a perfectly good sub for BR and DMR and indeed sits somewhere between the two in terms of its utility for my style of play – but I have tended to avoid it every now and then because of the super-visible contrail. For some reason, in Halo 4 that hasn’t been much of an issue for me – or it was my imagination to begin with, but I have been using it more and more and in Campaign, it’s essential. David - I can’t decide if it’s the size of the bolts you fire or some other intangible, but the Carbine feels (to me) like the most accurate weapon in the game. I find it especially useful for when I’m waiting to launch an ambush. Against inexperienced foes, the barrage of rapid fire shots can cause enemies to panic and make mistakes… to their doom. As Chris mentions below, it’s great as a finishing weapon. I would recommend pairing it with a Plasma Pistol or Storm Rifle. Chris - Mathematically, this is the most lethal long-range rifle in the game in a one-on-one encounter. It fires extremely fast – double the rate of the other rifles. But it doesn’t have the range of the DMR or LightRifle, and each individual shot is relatively weak. A player that can land the bulk of their shots and manage their ammo well can be extremely successful with it, though. Because of its headshot capability, it is also a great weapon for playing cleanup with teammates (have them drop opponent shields and then score the headshot). I love using this weapon but I can only use it in short bursts. The firing rate is so fast, it makes my fingers tired after a while! Joel (Test) - The Covenant Carbine is an absolute terror when going up against unshielded foes. Bringing it into Spartan Ops missions against Grunts, Jackals, and Crawlers allows you to quickly drop waves of enemies, provided you can land the headshot. In PVP, it has a little trouble getting through enemy shields, but the precision and high rate of fire allow you to constantly bombard your opponent. Ali (Systems Designer) - It’s my go-to weapon on the Covenant side because it’s the anti-Grunt and Jackal weapon from a distance, and it caters to my somewhat stealthy play style. I enjoy the firing rhythm and the punch it delivers.It’s fascinating compared to UNSC rifles because the look, feel and audio feedback are unique and alien, especially when scoped in. BEAM RIFLE DESIGNATION: T-27 Special Application Sniper Rifle MANUFACTURER: Merchants of Qikost MAGAZINE CAPACITY: 10 shots Extreme-range sniper rifle, charging ionized hydrogen gas into a lethal beam of accelerated particles. How it feels: Frank - The Beam Rifle always felt a bit more solid and frightening to me than at least one or two iterations of the UNSC sniper. Now I prefer the UNSC sniper overall, both aesthetically and in terms of performance, but the sonic impact of the Beam Rifle is super satisfying. Like the Carbine, they seem to be easier to find in Campaign than human snipers. It’s also a bit easier to know where you’re being pinged from [with the Beam Rifle]. David - First off, I love that a proper Covenant sniper weapon is back for Halo 4. It’s been sorely missed. Secondly, the new HUD elements on the Beam Rifle when zoomed in really help to sell this as a piece of alien technology. As before, the meta-game of managing the heat of your rifle and firing on enemies means that every shot counts. Get too hasty and you’ll be looking down at your dead body in the flash of venting gas. Chris - I love the Halo 4 version of the Beam Rifle! This thing is ridiculously large and imposing looking, and it has a really mean firing sound. Because of its enormous size, it does have a decent amount of recoil between shots but the firing rate is the fastest of the snipers and if you manage the heat state of the gun, you can get off all shots in quick succession without an overheat or reload. One other pro-tip on this one: it’s the best sniper rifle for hip shots in Halo 4! Kynan (Lead Multiplayer Level Design) - The Beam Rifle is sick. What’s not to like about being able to clear out an enemy team with a single weapon that when used correctly doesn’t require a reload… and the sound is so satisfying. CONCUSSION RIFLE DESIGNATION: T-50 Directed Energy Weapon/Heavy MANUFACTURER: Merchants of Qikost MAGAZINE CAPACITY: 4 rounds Similar to other Covenant mortar weapons, firing explosive bolts of plasma at close-range to mid-range distances. How it feels: Frank - I have always found this weapon to be useful in close quarters combat and even against vehicles as a “confuser” – and I think the combination of fireworks and physics does a tremendous amount to add chaos and doubt to a battlefield. While I don’t use it except in desperation in Campaign, in MP I will absolutely grab it as a secondary, or when I am out of ammo on a primary. Chris - The Concussion Rifle and Brute shot have always been somewhat controversial in that players either love them or hate them – there doesn’t seem to be an in-between. The biggest change to the Halo 4 Concussion Rifle are the stronger physics impulses from the explosions along with faster projectile speed, which makes it work better in more open spaces and from a longer distance. That being said, I wouldn’t recommend trying to use this in a duel with a DMR from across the map. I love the firing rate on this weapon but IMO, the best part about it is the emergent sandbox moments you can get from the strong physics impulses on the explosion. Try drilling a speeding enemy Warthog from the side, and watch as hilarity ensues! David - I suppose you can put me in the latter of Chris’s camps as I still haven’t quite been able to wrap my brain around this iteration of the Concussion Rifle quite yet. It’s great against vehicles and the physics impulses are great, but I suppose I’m a simple man and I like blowing stuff up in a shower of fire and brimstone. Jayce (Spartan Ops Designer) - Against AI, it can topple vehicles and has a fast enough firing rate to scatter large groups, and against other players it has the uncanny ability to cause confusion and pain at a safe distance. It is the ultimate noise gun, a disruptor that can leave enemies in complete disarray before they die. Chris H. - I am impressed with the precision the AI can wield the Concussion Rifle with in Spartan Ops. They are really good at juggling my lifeless body after they obliterate me. FUEL ROD CANNON DESIGNATION: T-33 Light Anti-Armor Weapon MANUFACTURER: Merchants of Qikost MAGAZINE CAPACITY: 5 rounds Typically used against heavy armor by launching charged fuel rods which violently detonate upon impact. How it feels: Frank - A great weapon, not exactly a Covenant Rocket Launcher, but not too far off – also one of the weapons that oddly enough, really shows off some of the environment mapping on our surfaces. You really get a “feel” for whatever space you’re in based on the reflectivity and the way it catches color and light. David - For me, the Fuel Rod Cannon sits somewhere between the Rocket Launcher and the Brute Shot, with regard to how I use it. Against Covenant or Promethean forces, you can clear out the cannon fodder with relative ease, but against more evenly matched enemies, expect to need multiple hits to drop them. Chris - Traditionally, the Fuel Rod hasn’t gotten a lot of love in Halo multiplayer. This has changed in Halo 4. This is another case where I am really excited about the direction the audio and FX teams went in with the weapon. It’s not drastically different but the changes just make it feel that much more satisfying and visceral. As with the other “area of effect” weapons in the game, the projectile speeds have been increased on this one, and we’ve fine-tuned the blast radiuses just a tad. Despite the faster speeds, you will still need to land a couple fuel rod shots to finish off an opponent, as an individual blast isn’t powerful enough to kill someone. Because of the large magazine size on this one, it’s also great for area of denial as well. ENERGY SWORD DESIGNATION: T-1 Energy Weapon/Sword MANUFACTURER: Merchants of Qikost MAGAZINE CAPACITY: N/A Composed of superheated plasma, this sword remains the preferred close-quarters weapon of specialized Elites. How it feels: Frank - I am just eating it with this right now. I thought universal Sprint would give me a huge advantage, but the reality is it flattens it out for me. I used to go on crazy tears with the sword, but now I find myself being stopped short – that “gun game” thing people are referring to more and more seems to be hitting me where it counts during would-be sword sprees. I do find myself on the receiving end of it a fair amount, however. Chris - To Frank’s comment, I think one of the mistakes I see people making with our sword is that now that players move faster with Sprint by default, they assume they can just run at opponents and kill them with the lunge from far away. This is a mistake – you still need to be somewhat sneaky with it. That being said, if you can restrain yourself from going all Rambo and just use it in tight spaces, it’s as lethal as ever. Important changes include making it swing much faster than it has in the past and eliminating those pesky melee parries (no more “CLAAAAAANG!” unless the other person also has a sword). One final pro tip: when sprinting with normal weapons, if opponents shoot you, the shots will slow you down a tad. A sword wielding player is immune to this! David - It’s big, it’s made of hard light, and it will wreck your world if you’re not paying attention to your surroundings. I think Frank and Chris covered everything else. Kynan - I love the sword in combination with the Thruster Pack. There’s no better feeling than sprint jumping off the roof of a building into a crowd below and then thrusting to dodge or close distance, putting you perfectly in range to cut through them all like butter. GRAVITY HAMMER DESIGNATION: T-2 Energy Weapon/Hammer MANUFACTURER: Recovered from field (originally Sacred Promissory) MAGAZINE CAPACITY: N/A Crude yet formidable close-range Brute weapon, substantially improved by way of a powerful gravity drive. How it feels: Frank - For me, it’s kind of the opposite philosophy from a lightsaber, an inelegant weapon for a more barbaric time. I love the fact that the splash effect can buy you some distance, even when you whiff it badly. I love the fact that a direct hit is a cast-iron guarantee of success, and I love the fact that you feel almost exactly like Donkey Kong for a similar amount of swings at the “barrels” the sandbox presents you. And yes, I know Mario is the one swinging the hammer, but it’s important to make the Donkey Kong analogy sing! David - I think this says everything. Chris - The saying “If it ain’t broke, don’t fix it” applies here. This is one of my all-time favorite Halo weapons. There aren’t a ton of changes that we made to it – more like nuanced tweaks. The animation speeds are a tad quicker, the area of effect has been expanded, the damage tuning tweaked but overall, it’s pretty similar to past incarnations. Probably the biggest change comes in the form of the physics impulses – they are much more powerful now to compensate for the beefier vehicles in the game. This has the awesome side effect of making the Gravity Hammer ragdoll players and objects much more than it has in the past. In short, you should expect the hammer to function similar to past versions, but with more showboating flair! And that wraps up today’s feature about Covenant weapons. Don't leave yet, though, because we're about to breakdown the different editions of Halo 4. Join me, won't you? A breakdown of the different editions of Halo 4 On November 6, there will be several different options available for those interested in purchasing Halo 4. As this information came out in waves, there has yet to be a central location for seeing all the relevant details in one place. Until now. Below you will find the different editions of Halo 4, along with what each edition comes with. Clicking on some of the fields will open a picture or take you to an article with additional information. Completionists worrying about the fact that exclusives mean certain items may never be available to them have been noted, and we’re definitely considering ways to make the entire gamut of items available at some point in the (relatively distant, since we obviously wish to give our retail partners plenty of room) future. It's also worth noting some readers have noticed that GameStop has stopped taking Limited Edition pre-orders online – and we suspect GameStop gets the lion’s share of US pre-order Limited Edition units. Some overseas retailers have also stopped taking Limited Edition pre-orders so without jinxing it, we can confirm that this generally happens when they run out of inventory. We’ll keep an eye on that situation and keep you apprised. Halo 4 Standard Edition $59.99 USD Standard Edition Copy of Halo 4 Halo 4 Limited Edition $99.99 USD Halo 4 War Games Map Pass Launch Day Access to Six Specializations UNSC Infinity Briefing Packet Special Edition of Halo 4: Forward Unto Dawn In-Game Prime Armor Skin In-Game Prime Weapon Skin - Assault Rifle In-Game Prime Emblem Recruit Armor Avatar Costume Avatar Cryo-Tube Prop Xbox 360 Limited Edition Halo 4 Console Bundle $399.99 USD Two Exclusive Forerunner Controllers Standard Edition Copy of Halo 4 Wired Headset 320GB Hard Drive Built-in Wi-Fi In-Game FOTUS Spartan Armor In-Game Imprint Weapon Skin – LightRifle In-Game Unicorn Emblem FOTUS Armor Avatar Costume Avatar Promethean Crawler Prop Halo 4 War Games Map Pass $24.99 USD Access to Nine Competitive Multiplayer Maps (Three Future War Games Map Packs, Each Including Three Maps) In-Game Scanner Helmet In-Game Strider Helmet In-Game Falcon Emblem View full article
  22. http://www.youtube.com/watch?v=WOEXgaVVxEg First off, here is the video above. All credit goes to BravoMLG for posting it on his youtube channel Second off, what do we see here? SAW is stronger the closer you get to the enemy, on longer ranges it doesn't do much, even though it looks mean Active Camo still requires you to move slowly, but after shooting it seems to come back faster than in Reach The Light Rifle is absolutely beastly. We've seen this in other videos, but watching a skilled guy like that play makes it that much clearer The Warthog turret has a new sound, which i can't say i like. Sounds too much like throwing rocks at a plastic wall at a rapid speed Sniper Rifle is still Wall-E ~That's it for this post, feel free to discuss and add the things you noticed~
  23. http://www.youtube.com/watch?v=WOEXgaVVxEg First off, here is the video above. All credit goes to BravoMLG for posting it on his youtube channel Second off, what do we see here? SAW is stronger the closer you get to the enemy, on longer ranges it doesn't do much, even though it looks mean Active Camo still requires you to move slowly, but after shooting it seems to come back faster than in Reach The Light Rifle is absolutely beastly. We've seen this in other videos, but watching a skilled guy like that play makes it that much clearer The Warthog turret has a new sound, which i can't say i like. Sounds too much like throwing rocks at a plastic wall at a rapid speed Sniper Rifle is still Wall-E ~That's it for this post, feel free to discuss and add the things you noticed~ View full article
  24. Below is the complete list what is available to use in your custom loadouts. Read below for more details From: http://www.littleenglishhaloblog.com/ By: FlawlessCowboy Thanks to we now know all of the Weapons, Grenades, Armour Abilities, Tactical Packages and Support Upgrades that will make up our Loadouts in Halo 4. Many of these abilities and upgrades will not be available at the start of the game and will need to be unlocked using Spartan Points, nevertheless, here is the complete list: Primary Weapons • Battle Rifle • Assault Rifle • DMR • Carbine • Storm Rifle • Suppressor • Light Rifle Secondary Weapons • Magnum • Plasma Pistol • Bolt shot Grenades • Frag Grenade • Plasma Grenade • Pulse Grenade Armor Abilities Thruster Pack Enables a powerful burst of movement allowing the ability to evade or quickly close the gap. Promethean Vision Allows users to predict enemy signatures through walls and other hard surfaces. Hologram Allows users to generate an almost identical holographic decoy to to deceive enemies during combat. Jet Pack Allows users limited flight through a vertical lift propulsion system similar to that of EVA re-entry packs. Hard Light Shield Allows users to a protective barrier of hard light which stops most small arms fire and some explosives. Active Camouflage Allows users to generate a visual effect astonishingly close to invisibility. Auto-Sentry An automatic turret which can be deployed to defend its user or command a key battlefield choke-point. Regeneration Field Allows the user to release a short-range energy field that heals any nearby spartans. Tactical Packages Mobility Allows unlimited sprint. Shielding Speeds up your armors recharge rate. Resupply Allows the recovery of grenades from fallen allies or foes. AA Efficiency Increases the rate at which energy recharges for armor abilities Grenadier Increases grenade carrying capacity. Firepower Allows the use of a primary weapon in the secondary weapon slot. Fast-track Allows the user to advance quicker in rank. Requisition In modes with personal ordnance, requisition lets the player request new choices when an ordnance is granted. Wheelman Increases the long term durability of your vehicle as well as how it reacts to EMP charges. Support Upgrades Stability Steadies your weapon while being struck by incoming fire. Ammo Increases ammunition capacity for both starting weapons and ordnance drops. Dexterity Speeds up reload and weapon swapping. Sensor Increases motion sensor range. Awareness Allows the use of motion sensors while using a scope. Explosives Alters grenade performance, increasing blast radius and decreasing grenade damage received. Ordnance Priority In modes with personal ordnance, offers more frequent ordnance drops to the user. Gunner Increases how long a mounted weapon can fire before overheating as well as movement speed with detached turrets. Wetworks Allows Spartans to Sprint quietly. They also appear as an outline to players using Promethean Vision and perform quicker assassinations. View full article
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