Gameplay

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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 belonging to weapon classes supported by their own set of third person 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 [[Halo: Combat Evolved Pistol|human pistol]]. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the [[SMG|SMG's]] vertical foregrip or the [[M90 shotgun|shotgun's]] staged reload. ''[[Halo Infinite]]'' formalized weapons classes as information presented 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.


===Melee===
== Overview ==
'''Melee weapons''' do not possess firing animations and rely solely on melee attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
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.


'''Energy Sword'''{{Ref/File|Id=H2EKSword|H2EK|tags\objects\weapons\melee\energy_blade\energy_blade.weapon}} - [[energy sword|Swords]] are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. <br>
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.
'''Gravity Hammer'''{{Ref/File|Id=H3EKHammer|H3EK|tags\objects\weapons\melee\gravity_hammer\gravity_hammer.weapon}} - [[gravity hammer|Hammers]] are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.


===Multiplayer===
In campaign, melees are classified as "silent".
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'''{{Ref/File|Id=H2EKBall|H2EK|tags\objects\weapons\multiplayer\ball\ball.weapon}} - 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 [[Type 14 Magnetic/Anti-Tank Mine|assault bomb]], throwable [[fusion coils]], and [[Power seed|power seeds]]. <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.
'''Flag'''{{Ref/File|Id=H2EKFlag|H2EK|tags\objects\weapons\multiplayer\flag\flag.weapon}} - Pole shaped multiplayer weapons used for CTF gamemodes. [[Flags]] are [[Dual wielding|dual wielded]] with [[Magnum|magnums]] in ''Halo 4'' and ''[[Halo 5: Guardians]]''.


===Pistol===
Occasionally, two players with depleted or near-depleted shields will hit each other at around the same time, resulting in both players dying.
'''Pistols'''{{Ref/File|Id=H2EKPistol|H2EK|tags\objects\weapons\pistol\magnum\magnum.weapon}} 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 [[H-165 target locator|target locator]].


===Rifle===
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.
'''Rifles'''{{Ref/File|Id=H2EKRifle|H2EK|tags\objects\weapons\rifle\battle_rifle\battle_rifle.weapon}} 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.
== Lunging ==
{{#widget:YouTube|id=YA0HBampRQs|thumb|width=250px|caption=An example of Sword Lunging}}


'''Assault Rifle''' - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. <br>
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.
'''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===
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.
Also known internally as "support_high" and "missile" weapons{{Ref/File|Id=H2EKLauncher|H2EK|tags\objects\weapons\support_high\rocket_launcher\rocket_launcher.weapon}}, '''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.


===Support===
By contrast, lunging is extremely helpful when using the Energy Sword, as it lacks splash damage.
Also known internally as "support_low" weapons{{Ref/File|Id=H2EKSupport|H2EK|tags\objects\weapons\support_low\brute_shot\brute_shot.weapon}}, '''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.


===Detachable Turret===
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]]''.
Known simply as "turret" weapons within the game files{{Ref/File|Id=H3EKTurret|H3EK|tags\objects\weapons\turret\machinegun_turret\machinegun_turret.weapon}}, '''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 [[Covenant power module|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}}
{{Clear}}


==Damage Types==
==Gameplay==
{{Main|Damage Types}}
===''Halo: Combat Evolved'' and ''Halo: Combat Evolved Anniversary''===
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
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.


===Melee Damage===
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.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''[[Halo 3: ODST]]'', and ''Halo Infinite''.


===Kinetic Weapon===
In multiplayer, there are 3 levels of melee momentum that dish out different amounts of damage.
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. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against [[shields]], and in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games the [[sniper rifle]] deals extra damage against vehicles.
* A standing melee will take down an opponent's shield 75%.
* 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.


====Precision Weapon====
In addition, there are 4 tiers of weapon melee range, 1 having the longest reach and 4 having the shortest reach.
[[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]].]]
# Rockets
{{Quote|Particularly useful against delicate equipment—like brains.|''Halo: Reach'' manual description{{Ref/Game|Id=HRManual|HR|[[Halo: Reach Manual|manual]]}}}}
# Assault Rifle, Sniper
'''Precision weapons''', sometimes called "anti-materiel" weapons{{Ref/Reuse|Id=HRManual}}, are any weapon 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.
# Plasma Pistol, Plasma Rifle, Shotgun, Needler
# Magnum


====Automatic 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.
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===
===''Halo 2'' and ''Halo 2: Anniversary''===
'''Plasma weapons''' are [[Covenant]] or [[Banished]] weapons 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.
''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}}.


===Hardlight Weapon===
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.
'''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 [[Kig-Yar point defense gauntlet|jackal shields]] and deployable cover. In ''Halo 5'' they now deal bonus damage to vehicles and [[Promethean]] weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.


===Shock 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]].
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===
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.
'''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]].
{{Clear}}


==Roles==
Melee attacks now have a lunge to assist in dealing blows.  
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===
The range of the melee attack was decreased in ''Halo 2'' from ''Halo: Combat Evolved''.{{Citation needed}}
Placeholder{{Ref/Game|Id=HRInvasion|HR|Invasion}}{{Ref/Game|Id=H4WarGames|H4|War Games}}{{Ref/Reuse|Id=H2AMPCustom}}{{Ref/Game|Id=H5GWarzone|H5G|Warzone}}


====Primary Weapon====
===''Halo 3''===
Placeholder{{Ref/Reuse|Id=H4WarGames}}
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.


====Secondary Weapon====
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.
Placeholder{{Ref/Reuse|Id=H4WarGames}}


===Utility 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


===Dual-wield 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{{Ref/Reuse|Id=H2Custom}}{{Ref/Reuse|Id=H3Custom}}{{Ref/Reuse|Id=H2AMPCustom}}


===Power Weapon===
===''Halo 3: ODST''===
'''Power weapons''', which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2''{{Ref/Reuse|Id=CECustom}}{{Ref/Reuse|Id=H2Custom}}, are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the SAW).{{Ref/Reuse|Id=H3Custom}}{{Ref/Reuse|Id=HRCustom}}{{Ref/Reuse|Id=H4Custom}}{{Ref/Reuse|Id=H2AMPCustom}}{{Ref/Reuse|Id=H5GForge}}
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}}
{{Clear}}


==Weapon Sets==
=== ''Halo: Reach'' ===
Weapon sets are a custom game option used in multiplayer gametypes to replace weapons spawned on multiplayer maps{{Ref/Game|Id=CECustom|CE|Custom game|Custom game options}}{{Ref/Game|Id=H2Custom|H2|Custom game|Custom game options}}{{Ref/Game|Id=H3Custom|H3|Custom game|Custom game options}}{{Ref/Game|Id=HRCustom|HR|Custom game|Custom game options}}{{Ref/Game|Id=H4Custom|H4|Custom game|Custom game options}}{{Ref/Game|Id=H2AMPCustom|H2A|Custom game|Custom game options}}. 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 library{{Ref/Game|Id=HRForge|HR|Forge|Forge object library}}{{Ref/Game|Id=H4Forge|H4|Forge|Forge object library}}{{Ref/Game|Id=H2AMPForge|H2A|Forge|Forge object library}}{{Ref/Game|Id=H5GForge|H5G|Forge|Forge object library}}. Below are some examples of common and reoccurring weapon sets.
[[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!''.


*Human / UNSC Weapons
===''Halo 4''===
*Covenant Weapons
[[File:Halo 4melee.gif|thumb|250px|A player melees another player within ''[[Halo 4]]''<nowiki>'</nowiki>s [[Infinity (mode)|Infinity mode]].]]
*Brute Weapons
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>
*Forerunner Weapons
{{Expand-section}}
*Pistols (Pistol, Magnum, Plasma Pistol)
===''Halo: Spartan Assault'' and ''Halo: Spartan Strike''===
*Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
{{Expand-section}}
*Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, Suppressed SMG, Mauler, Spiker)
===''Halo 5: Guardians''===
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, DMR, Storm Rifle, Light Rifle, Suppressor, Sentinel Beam)
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.
*Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
{{Expand-section}}
*Heavy / Anti-vehicle Weapons (Launchers, Detached Turrets)
*Power Weapons (Heavy Weapons, Sniping Weapons, Shotguns, Melee Weapons, SAW)
{{Clear}}


==Power Level==
===''Halo Online''===
Placeholder
{{Expand-section}}


===Tier-1===
===''Halo Infinite''===
{{Quote|Basic starter weapons}}
{{Expand-section}}
Loadout Weapons, Plasma Rifle, Sentinel Beam


===Tier-2===
==Trivia==
{{Quote|More specialized 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''.
Shotguns, Melee Weapons, Grenade Launchers, Plasma Pistol, Needler, Hydra
*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.
*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.
*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}}
*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.
*In Halo 3, beserking Brutes will often appear to attempt to ''bite'' opponents, though damage inflicted remains the same.
*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}}
*In ''Halo Wars'', the Spartans will often "drop" their weapon to start meleeing a close enemy.
*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.
*In ''Halo: Reach'', the [[Type-1 energy sword]] does not consume its energy when an assassination is performed.
*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.


===Tier-3===
==Gallery==
{{Quote|Power weapons}}
<gallery>
Launchers, Sniper Rifles, SAW, Detached Turrets
File:Melee on halo 2.jpg|A melee performed within ''[[Halo 2]]''. It is seen from a [[First-person shooter|first-person perspective]]. 
{{Clear}}
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]].
File:Flag kill.jpg|A player using the flag to kill another player during a game of [[Capture the flag]].
File:Melee Kill.JPEG|A player receives a melee to the back.
File:HaloReach-Melee--image.jpg|An assassination in ''[[Halo: Reach]]''.
File:Reach 15709855 Full.jpg|Melee is the only method of attacking other players in gametypes like [[Grifball]].
File:HCE-Melee-StrongArm-Attack.jpg|Punching with a strong arm while wielding a [[Type-25 plasma pistol]].
File:Bungienet ODST Melee.gif|The ''Halo 3: ODST'' melee attack icon from Bungie.net
</gallery>


==Weapon Variants==
==Sources==
Placeholder
{{Ref/Sources}}
{{Clear}}


==Sources==
[[Category:Real-world terms and phrases]]
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[[Category:Multiplayer lexicon]]

Latest revision as of 18:34, January 14, 2024

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This article is about the gameplay mechanic. For the Halo 2 medal, see Bone Cracker.
A strong arm, a key asset in the melee attack.

A melee is the act of physically attacking an enemy by hitting them with a weapon. In the 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.

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.

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.

In campaign, melees are classified as "silent".

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.

Occasionally, two players with depleted or near-depleted shields will hit each other at around the same time, resulting in both players dying.

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 and 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.

Lunging

An example of Sword Lunging

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.

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.

By contrast, lunging is extremely helpful when using the Energy Sword, as it lacks splash damage.

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.

Gameplay

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.

In campaign, melees cause almost no damage to non-Pod infector Flood. By contrast, they are easily used to finish stray Pod infectors while conserving ammunition.

In multiplayer, there are 3 levels of melee momentum that dish out different amounts of damage.

  • A standing melee will take down an opponent's shield 75%.
  • 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.

In addition, there are 4 tiers of weapon melee range, 1 having the longest reach and 4 having the shortest reach.

  1. Rockets
  2. Assault Rifle, Sniper
  3. Plasma Pistol, Plasma Rifle, Shotgun, Needler
  4. Magnum

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.

Halo 2 and Halo 2: Anniversary

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[1].

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.

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 special button combinations.

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.

Melee attacks now have a lunge to assist in dealing blows.

The range of the melee attack was decreased in Halo 2 from Halo: Combat Evolved.[citation needed]

Halo 3

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.

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 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 Combos, with a common combo being the usage of a Type-52 Mauler to drain an opponent's shields, followed by a melee.

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.

Assassinating an opponent in multiplayer earns the player an Assassin medal, while a normal melee kill yields a Beat Down medal.

Halo 3: ODST

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 Jackal, and trying to take on a 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]

Halo: Reach

A slow-motion example of one of the Assassinations 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 knives (or Sangheili energy daggers 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.[1] 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.[2] 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!.

Halo 4

A player melees another player within Halo 4's Infinity mode.

Melee returns in Halo 4. Assassinations also return, but with entirely new animations.[2]

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Halo: Spartan Assault and Halo: Spartan Strike

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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 energy sword swings, and energy swords will clash, dealing reduced damage to both attackers. If gravity hammers clash, both will die. Gravity hammers will cancel energy sword hits. Each weapon has multiple melee animations.

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Halo Online

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Halo Infinite

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Trivia

  • In Halo: Combat Evolved, a melee attack in the back can kill a Marine instantly. This was changed in Halo 2 and Halo 3.
  • If a player gets too close, 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.
  • In Halo 2'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.
  • 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]
  • In the Halo 3 Campaign, the Arbiter can melee while dual-wielding Plasma Rifles without dropping them. Similarly, Brute Chieftains who carry Pek-pattern plasma cannons 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.
  • In Halo 3, beserking Brutes will often appear to attempt to bite opponents, though damage inflicted remains the same.
  • 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]
  • In Halo Wars, the Spartans will often "drop" their weapon to start meleeing a close enemy.
  • 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.
  • In Halo: Reach, the Type-1 energy sword does not consume its energy when an assassination is performed.
  • 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.

Gallery

Sources