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{{Status|Gameplay}}
{{Status|Gameplay}}
Many weapons exist across the [[Halo (disambiguation)|''Halo'' video games]], all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
{{references}}
{{disambig header|the gameplay mechanic|the ''Halo 2'' medal|Bone Cracker}}
[[File:Melee Render.gif|thumb|A strong arm, a key asset in the melee attack.]]


==Weapon Classes==
A '''melee''' is the act of physically attacking an enemy by hitting them with a weapon. In the ''[[Halo universe|Halo]]'' series, the majority of melee attacks involve using a ranged weapon as a bludgeon, while there are a few weapons that are melee-only.  
{{Main|Weapon class}}
'''Weapon classes''' are the means by which the ''Halo'' video games group together different weapons with similar animations. Characters can only hold weapons that belong to weapon classes which are supported by their own set of third person character animations. Grunts can carry pistols and launchers but not rifles, marines can carry rifles but not support weapons, and so on.


Before being introduced in ''[[Halo 2]]'' each weapon required its own set of animations per character. As such grunts in ''[[Halo: Combat Evolved]]'' could carry plasma pistols and needlers, but not the human pistol. Weapon classes remove this restriction by having all three of these weapons share a simplified set of pistol animations. Weapons may still posses unique animations as overlays such as an adjusted hand position for the SMG's vertical foregrip or the shotgun's staggered reload.
== Overview ==
Melee attacks are stealthy and conserve ammunition. The close-range attack causes damage to the target's bones and tissues, allowing an attacker to injure a target without using ammunition. A melee from behind functions by breaking the target's neck or spine, and is sufficient to kill virtually any enemy in the games, regardless of how much shielding or armor they happen to be wearing (with the exception of Hunters and Flood forms). Also, one melee against a sleeping [[Unggoy]], regardless of difficulty or their rank, will kill them instantly.


''[[Halo Infinite]]'' formalized weapons classes as information displayed by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
In ''[[Halo: Reach]]'', a new melee feature called an [[assassination]] was added. The player must hold the melee input while being behind the enemy, and upon doing so, will be presented with a third-person animation involving their character killing their enemy through a scripted sequence.


===Melee===
In campaign, melees are classified as "silent".
Weapons apart of the '''melee''' category do not possess firing animations. There are two subcategories that exist for players although more exist exclusive to NPCs.


'''Energy Sword''' - Swords are melee weapons that can perform powerful lunge attacks in addition to dealing increased cutting damage when performing a regular melee attack. <br>
Melee attacks are commonly used in multiplayer matches, where only a few blows are needed to kill an opponent; they allow one player to kill another without the sound of gunfire revealing their location or the weapons they are carrying. Melees are more efficient when used from behind.
'''Gravity Hammer''' - Hammers are melee weapons that create explosions in front of the user without inflicting self harm. Their increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.


===Multiplayer===
Occasionally, two players with depleted or near-depleted shields will hit each other at around the same time, resulting in both players dying.
Essentially the same as melee weapons, '''multiplayer weapons''' are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.


'''Ball''' - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''[[Halo 4]]''. Originally comprised of just the oddball, the class now includes the assault bomb, throwable fusion coils, and power seeds. <br>
The melee action can be executed by pressing the '''B''' button on the default controller layout for the [[Xbox]]/[[Xbox 360]] version of ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'', ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', and ''[[Halo 2: Anniversary]]'' by pressing the '''F''' key on the PC version of ''[[Halo: Combat Evolved (PC port)|Halo: Combat Evolved]]'' and ''[[Halo 2 (Windows Vista)|Halo 2]]'', by pressing the '''RB''' button on ''[[Halo: Reach]]'', ''[[Halo: Combat Evolved Anniversary]]'', ''[[Halo 4]]'', and ''[[Halo 5: Guardians]]'' with the default control setting, and by pressing the '''space bar''' in ''[[Halo: Spartan Assault]]'' and ''[[Halo: Spartan Strike]]'' with the default control setting.
'''Flag''' - Pole shaped multiplayer weapons used for CTF gamemodes. Flags are dual wielded with magnums in ''Halo 4'' and ''[[Halo 5: Guardians]]''.
== Lunging ==
{{#widget:YouTube|id=YA0HBampRQs|thumb|width=250px|caption=An example of Sword Lunging}}


===Pistol===
When wielding a melee weapon, it is possible to lunge at a distant enemy. If a target is close enough that aiming at them turns an attacker's [[reticle]] red, then the attacker can aim at them and press '''RT'''. This will cause the attacker to lunge forward before striking.
'''Pistols''' are projectile weapons held either one handed or with both hands supporting the rear grip. Despite their appearance pistols can possess any level of destructive capability, from the low damage per shot of the plasma pistol to the explosive power of the target locator and sticky detonator.


===Rifle===
A lunge delays a melee. If an attacker is wielding the Gravity Hammer and approaching an enemy, and if the attacker aims away from the target, they can swing the hammer the moment their target gets within the "blast radius", killing the victim almost instantly. If, however, the attacker aims ''at'' the target, then the attacker will lunge before striking, even if the target is already within range when '''RT''' is pressed. The lunge delays the swing, giving the target more time to react, and creating extra risk for the attacker.
'''Rifles''' are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.


'''Assault Rifle''' - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. <br>
By contrast, lunging is extremely helpful when using the Energy Sword, as it lacks splash damage.
'''Tactical Rifle''' - Mid-ranged, headshot capable weapons featuring magnified optics. <br>
'''SMG''' - Short-ranged weapons with high rates of fire. <br>
'''Shotgun''' - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. <br>
'''Sniper Rifle''' - Long-ranged, headshot capable weapons with high power scopes and considerable damage.


===Launcher===
The lunging function is present in all games for ''all'' weapons following Halo: Combat Evolved. The range of the lunge for standard weapons, however, is much smaller than that of melee weapons. Additionally, the energy sword possesses a far greater lunge distance than that of  the gravity hammer in ''[[Halo 3]]'', ''Halo: Reach'', and ''[[Halo 4]]''.
Also known internally as "support_high" and "missile" weapons, '''launchers''' have previously been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
{{clear}}


===Support===
==Gameplay==
Also known internally as "support_low" weapons, '''support weapons''' are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''[[Halo: Reach]]'', marking ''[[Halo 3]]'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam use rifle animations with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.
===''Halo: Combat Evolved'' and ''Halo: Combat Evolved Anniversary''===
Melee is introduced in ''[[Halo: Combat Evolved]]''. There is no lunge function, however, and melees are only powerful enough to deplete roughly two thirds of an enemy's shields (in [[multiplayer]]). Consequently, melees are a viable combat option only when dispatching unshielded opponents or attacking from behind.


===Detachable Turret===
In campaign, melees cause almost no damage to non-Pod infector [[Flood]]. By contrast, they are easily used to finish stray [[Pod infector]]s while conserving ammunition.
Known simply as "turret" weapons within the game files, '''detachable turrets''' are essentially very powerful support weapons that switch the player camera to a third person perspective and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and power supply featured in [[Invasion]] use turret animations, and thus its inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
{{Clear}}


==Weapon Damage Types==
In multiplayer, there are 3 levels of melee momentum that dish out different amounts of damage.
{{Main|Damage Groups}}
* A standing melee will take down an opponent's shield 75%.
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
* A running melee will completely take out an opponent's shield.
* A jumping melee will completely take out an opponent's shield + 1 bar of health.
A double running melee will take out an opponent, but both melees must be moving.


===Melee Weapon===
In addition, there are 4 tiers of weapon melee range, 1 having the longest reach and 4 having the shortest reach.
'''Melee weapons''' do not fire projectiles and rely solely on their melee capabilities. All weapons belonging the melee weapon class and multiplayer weapon class fall under this melee damage category. Certain ranged weapons also possess increased melee damage or
# Rockets
# Assault Rifle, Sniper
# Plasma Pistol, Plasma Rifle, Shotgun, Needler
# Magnum


===Kinetic Weapon===
If two players kill each other with a melee at the exact same time, one of the deaths will be attributed to The Guardians, since the game doesn’t allow a player waiting to respawn to have ownership of a melee.
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, '''kinetic weapons''' are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. However exceptions do exist such as ''Halo: Combat Evolved'' and ''[[Halo 3: ODST]]'' reducing damage against [[shields]], and the sniper rifle dealing extra damage against vehicles in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games.


====Precision Weapon====
===''Halo 2'' and ''Halo 2: Anniversary''===
[[File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The [[Sniper Rifle]], a precision weapon, in action during a match of [[Firefight (Halo 3: ODST)|Firefight]].]]
''Halo 2'''s melee system was based on three levels of player movement as well as the weapon held. A stationary melee does the least damage (with some weapons taking six melees to kill a fully shielded Spartan), a running melee taking down roughly half of the target's shields (giving some weapons a three hit kill), and a jumping melee almost completely removing the target's shields (giving some weapons a two hit kill). With a patch, this system was updated massively to buff most weapons{{Ref/Site|ID=Halo2Melee|URL=https://gamefaqs.gamespot.com/xbox/562116-halo-2/faqs/36514|SiteName=GameFAQs|PageName=Halo 2 – Melee Damage FAQ}}.
{{Quote|Particularly useful against delicate equipment—like brains.|''Halo: Reach'' manual description{{Ref/Game|HR|[[Halo: Reach Manual|manual]]}}}}
A '''precision weapon''' is any weapon which is capable of instantly killing a character upon hitting an area of their body marked as the head. As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as drones in ''Halo 2'' or the [[Warden Eternal]] are immune to headshots, while in ''Halo: Combat Evolved'' the exposed backs of hunters are susceptible to headshot damage.  


In all games up until ''Halo 5: Guardians'' scoring a headshot on an unshielded enemy with a headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''H5'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the shock rifle features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot.
With the introduction of [[dual wielding]], a new feature was added: if a player performs a melee attack while dual-wielding, they will drop their left weapon.


====Automatic Weapon====
In ''Halo 2'', melee attacks had the added benefit of canceling various animations and delays. This trait was shared by various other actions, and was exploited in the form of [[Button combo|special button combinations]].
While not exclusive to the kinetic damage type, automatic weapons are typically used to describe bullet based, fully automatic weapons that appear as starting weapons in auto slayer playlists, in contrast to precision weapon starts.


===Plasma Weapon===
Meleeing flood combat forms in ''Halo 2'' does not deal any damage and this has been used in certain levels as a way to skip large portions of the level by "flying" during a speed run.
'''Plasma weapons''' are Covenant or Banished weapons firing slower projectiles that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.


===Hardlight Weapon===
Melee attacks now have a lunge to assist in dealing blows.  
'''Hardlight weapons''' are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy jackal shields and deployable cover. In ''Halo 5'' they now deal bonus damage to Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.


===Shock Weapon===
The range of the melee attack was decreased in ''Halo 2'' from ''Halo: Combat Evolved''.{{Citation needed}}
First introduced in ''Halo Infinite'', '''shock weapons''' are extremely weak per shot but are able to chain damage to multiple targets, as well as EMP vehicles.


===Explosive Weapon===
===''Halo 3''===
'''Explosive weapons''' are any weapon that creates an area of explosive damage. Explosives can also detonate other explosive projectiles and are effected by the explosives [[support upgrade]] and grenadier [[armor mod]].
In ''Halo 3'', the attack's power increased, such that two blows to a normally-shielded opponent's body were sufficient to kill them. The attack also became more effective against some Campaign enemies, with fewer hits required to kill a [[Flood combat form]]. A ''Halo 3'' title update balanced melees; if two unshielded players melee each other, both will die, and both will receive a point.
{{Clear}}


==Weapon Roles==
The increased power of ''Halo 3'''s melee attack has led to various new tactics and techniques regarding its usage. A common tactic is to charge an opponent using an [[MA5C assault rifle|Assault Rifle]]; the attacker drains their opponent's shields with the rifle, and then uses a melee to finish them off. Melees are also used in [[Noob Combo]]s, with a common combo being the usage of a [[Type-52 Mauler]] to drain an opponent's shields, followed by a melee.
Over the years the ''Halo'' community has also created its own terminology based on the way weapons are obtained in multiplayer and their roles within the context of multiplayer gameplay. The following are notable multiplayer weapon terms both created by ''Halo'' developers and officially recognized by them.


===Loadout Weapon===
A new feature is the ability to perform a normal melee attack while using melee weapons. Such weapons have both an '''RT''' attack and a '''B''' attack; the former attack is powerful, whereas the latter is faster. The Energy Sword's '''B''' attack is a rapid swipe; when pressing '''B''' with the Gravity Hammer, a player's character will jab the butt of the hammer forward. It should be noted that this attack causes much less damage than the gravity shockwave, but costs no energy.
Placeholder


====Primary Weapon====
Assassinating an opponent in multiplayer earns the player an [[Beat Down|Assassin]] medal, while a normal melee kill yields a [[Bone Cracker|Beat Down]] medal.
Placeholder


====Secondary Weapon====
===''Halo 3: ODST''===
Placeholder
In ''Halo 3: ODST'', the power of the melee attack has been ''drastically'' reduced, because the player characters, ODSTs, are ordinary humans, much weaker than the playable SPARTAN-IIs and Elites from previous titles. Although attacking from the rear is still lethal, it can take several hits from other angles to take down even the lowly [[Kig-Yar|Jackal]], and trying to take on a [[Jiralhanae|Brute]] in hand-to-hand combat is risky, though 3-4 hits on normal difficulty is still lethal. However, it's still possible to board a tank and destroy it with a few melees. If you use the Brute Spikers/Brute Shot's "knife" melee however, you would get the same result as a Spartan's melee because of the blades underneath.{{Citation needed}}


===Utility Weapon===
=== ''Halo: Reach'' ===
Placeholder
[[File:Reach Assassination.gif|thumb|250px|A slow-motion example of one of the [[Assassination]]s in ''[[Halo: Reach]]''.]]
In ''Halo: Reach'', the melee is weaker than in previous games. Additionally, a new melee feature called an assassination was added to the game where players will be pulled into third-person view and watch an animation of their player model executing the enemy, with many of the Assassinations featuring UNSC [[Combat knife|combat knives]] (or Sangheili [[energy dagger]]s if the player is an Elite). The feature is accessible to players by holding down the melee button while behind the enemy. There are more than 40 different animations that change depending on the position, weapon, gametype, and Armor Ability used.[http://halo.bungie.net/News/content.aspx?type=topnews&link=BWU_081310] Melee attacks are also able to "clang", where if two melee hits connect, instead of both players receiving damage they bounce off of each other instead. This can be used to counter the Energy Sword's "Lunge" attack, which, in previous games, was an instant kill.[http://www.youtube.com/watch?v=p7H9_1f_KxM&feature=player_embedded#!] In addition, if an enemy is in the act of being assassinated my a member of your team, you can in turn steal their kill by quickly killing the individual being assassinated. If you can manage to do so, such an act rewards you with the "Yoink!" medal, and an immediate voice announcing so. It also important to note that when being assassinated an ally can kill the opponent attempting to kill you giving them the medal ''Showstopper!''.


===Dual-wield Weapon===
===''Halo 4''===
Placeholder
[[File:Halo 4melee.gif|thumb|250px|A player melees another player within ''[[Halo 4]]''<nowiki>'</nowiki>s [[Infinity (mode)|Infinity mode]].]]
Melee returns in ''Halo 4''. Assassinations also return, but with entirely new animations.<ref>[http://halo.xbox.com/blogs/Headlines/post/2012/03/08/The-Halo-Bulletin-30712.aspx '''Halo Waypoint''' - ''The Halo Bulletin: 3.07.12'']</ref>
{{Expand-section}}
===''Halo: Spartan Assault'' and ''Halo: Spartan Strike''===
{{Expand-section}}
===''Halo 5: Guardians''===
The classic melee and assassination mechanics are featured in the game, however the new [[Spartan abilities]] provide players with additional options. If a player is sprinting and presses the melee button, they will perform a Spartan charge. If a player jumps and holds the melee button in the air they will perform a ground pound. Melee deals the same damage as in Halo 3, allowing for 2 attacks to kill a target. Melee attacks cannot cancel [[Type-1 energy sword|energy sword]] swings, and energy swords will clash, dealing reduced damage to both attackers. If [[Gravity hammer (fiction)|gravity hammers]] clash, both will die. Gravity hammers will cancel energy sword hits. Each weapon has multiple melee animations.
{{Expand-section}}


===Power Weapon===
===''Halo Online''===
'''Power weapons''', which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the SAW).
{{Expand-section}}
{{Clear}}


==Weapon Sets==
===''Halo Infinite''===
Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on multiplayer maps. These can be by faction, role, weapon class, damage type, or any other form of organization the developers have made for the game. Some weapon sets also appear as category filters within the [[forge]] object menu of ''Halo 5: Guardians''. Below are some examples of common and reoccurring weapon sets.
{{Expand-section}}


*Human Weapons
==Trivia==
*Covenant Weapons
*In ''Halo: Combat Evolved'', a melee attack in the back can kill a Marine instantly. This was changed in ''Halo 2'' and ''Halo 3''.
*Brute/Banished Weapons
*If a player gets too close, [[Mgalekgolo|Hunters]] will use their shields as melee weapons. A common tactic in ''Halo: Combat Evolved'' was to get close to a Hunter, then duck behind them while they swing to get an unobstructed shot at the weak point on their back. In ''Halo 2'', Hunters were given rearward attacks specifically to counter this tactic.
*Forerunner Weapons
*In ''Halo 2''<nowiki />'s campaign, one melee from an Elite on [[Normal]] difficulty can instantly kill the player, Rarely, the player doesn't die; the player should not have taken any damage, and the melee was delivered in the front.
*Pistols (Pistol, Magnum, Plasma Pistol)
*In the pre-beta ([[Bungie]] employees and staff only) versions of ''Halo 3'' Multiplayer, the melee was less powerful, with a single melee failing to significantly deplete a player's shields.{{Citation needed}}
*Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
*In the ''Halo 3'' Campaign, the Arbiter can melee while dual-wielding Plasma Rifles without dropping them. Similarly, Brute Chieftains who carry {{Pattern|Pek|plasma cannon}}s can still melee the player with it, most likely due to their colossal strength. The player, who takes control of a Spartan-II, the Arbiter, or Elites in Campaign and multiplayer have the strength needed to perform such feats, however allowing this would affect game balance.
*Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
*In Halo 3, beserking Brutes will often appear to attempt to ''bite'' opponents, though damage inflicted remains the same.
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
*In ''Halo 3'', it is possible to assassinate a player through thin glass, such as that found in the bases on [[Valhalla]] and [[Snowbound]]. Also, a melee on the right shoulder will grant an Assassination Medal, the left shoulder will not.{{Citation needed}}
*Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
*In ''Halo Wars'', the Spartans will often "drop" their weapon to start meleeing a close enemy.
*Heavy/Anti-vehicle Weapons (Launchers, Detached Turrets)
*If the player melees during the right time in ''Halo: Reach'' when an enemy lunges with the energy sword, the player can survive. However, the damage performed leaves behind very little health and the next lunge will kill.
*Power Weapons (Heavy Weapons, Sniper Rifles, Shotguns, Melee Weapons, SAW)
*In ''Halo: Reach'', the [[Type-1 energy sword]] does not consume its energy when an assassination is performed.
{{Clear}}
*Marines can melee in ''Halo 2'', but the attack is weak, and is only seen when the marine is sneaking up on an unaware enemy. Their melee attacks aren't enough to kill most enemies even from behind.
*The melee description in'' Halo: Reach ''from bungie.net is "Not The Face!" possibly quoting a ''[[Red vs Blue]]'' line in which Grif cries "Not the face!" when Tex threatens to punch him.
*In ''Halo: Reach'' it is possible to "[[yoink]]" an extended assassination from a player by shooting or meleeing the player being assassinated. Killing an enemy assassin performing the same act nets a "[[showstopper]]" medal.
*The melee animations of ''Halo: Reach'' have been changed from ''Halo 3'' to more closely resemble the animations from ''Halo: Combat Evolved''. An example is that the melee with the Magnum is you hitting an enemy with the bottom of the grip while holding the gun by the barrel.
*Unlike the other games where only the Plasma Pistol melee involves a punch, in ''Halo: Reach'' a punch will be used 50 percent of the time.
*In ''Halo 5: Guardians'', Grunts and Jackals will melee the player if they are close enough.


==Weapon Tiers==
==Gallery==
Placeholder
<gallery>
 
File:Melee on halo 2.jpg|A melee performed within ''[[Halo 2]]''. It is seen from a [[First-person shooter|first-person perspective]]. 
===Tier-1===
File:Halo3holdstill.jpg|[[John-117]] melees a [[Flood combat form]]; one of the most effective methods of dealing with Flood combat forms in ''[[Halo 3]]'''s [[campaign]].
Placeholder
File:Flag kill.jpg|A player using the flag to kill another player during a game of [[Capture the flag]].
*Loadout Weapons, Plasma Rifle, Sentinel Beam
File:Melee Kill.JPEG|A player receives a melee to the back.
 
File:HaloReach-Melee--image.jpg|An assassination in ''[[Halo: Reach]]''.
===Tier-2===
File:Reach 15709855 Full.jpg|Melee is the only method of attacking other players in gametypes like [[Grifball]].
Placeholder
File:HCE-Melee-StrongArm-Attack.jpg|Punching with a strong arm while wielding a [[Type-25 plasma pistol]].
*Shotguns, Melee Weapons, Grenade Launchers, Plasma Pistol, Needler, Hydra
File:Bungienet ODST Melee.gif|The ''Halo 3: ODST'' melee attack icon from Bungie.net
 
</gallery>
===Tier-3===
Placeholder
*Launchers, Sniper Rifles, SAW, Detached Turrets
{{Clear}}
 
==Weapon Variants==
Placeholder
{{Clear}}


==Sources==
==Sources==
{{Ref/Sources}}
{{Ref/Sources}}
[[Category:Real-world terms and phrases]]
[[Category:Multiplayer lexicon]]