Gameplay

User:XScruffyDaSasquatchx/Sandbox3

From Halopedia, the Halo wiki

Placeholder

Weapon Classes

Main article: 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 that 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 those weapons share a simplified set of pistol animations. Weapons may still posses unique animations as overlays such as the correct hand position for the SMG's vertical foregrip or the shotgun's staged reload.

Halo Infinite formalized weapons classes as information presented to the player through the use of the game's user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.

Melee

Weapons apart of the melee category do not possess firing animations, relying solely on their melee capabilities. There are two subcategories that exist for player use 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.

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

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 beginning with Halo 4 can also be thrown. Originally comprising of just the oddball, the class now includes the assault bomb, throwable fusion coils, and power seeds.

Flag

  • Pole shaped multiplayer weapons used for CTF gamemodes. Flags are dual wielded with magnums in Halo 4 and Halo 5: Guardians.


Pistol

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 low damage per shot to the explosive power of the target locator and sticky detonator.

Rifle

Rifles are projectile weapons held with two hands, one supporting the barrel from underneath. It is the most common weapon class and as such has been divided into numerous subcategories.

Assault Rifle

  • Mid-ranged weapons lacking scopes, offering performance that fills a niche in between tactical rifles and SMGs.

Tactical Rifle

  • Mid-ranged, headshot capable weapons featuring magnified optics.

SMG

  • Short-ranged weapons with high rates of fire.

Shotgun

  • Short-ranged weapons that fire multiple projectiles at once in a spread pattern.

Sniper Rifle

  • Long-ranged, headshot capable weapons that deal considerably high damage.


Launcher

Also known internally as `support_high` and `missile` weapons, launchers typically have been any weapon carried over the player's shoulder. 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

Also known internally as `support_low` weapons, they 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 been directly inspied 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, would 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 have their animations built using the rifle class 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

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 the inherent restrictions, to make the player more vulnerable while encouraging cooperative play in escorting teammates to objectives.

Damage Types

Main article: Damage Groups

In addition to weapon classes, weapons may also be categorized by the type of damage they deal.

Melee Weapon

Melee weapons are any weapon that does not fire a projectile, instead only being able to perform melee attacks. All weapons belonging the melee weapon class and multiplayer weapon class fall under this melee damage category.

Kinetic Weapon

Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosive projectiles, kinetic weapons are the most common form of projectile damage. Most often kinetic weapons deal consistent damage against a variety of different surfaces and materials but usually lack in performance vs vehicles. However exceptions do exist such as a nerf to shield damage in Halo: Combat Evolved and Halo 3: ODST, and the sniper rifle dealing extra damage vs vehicles in Halo: Reach and the Reclaimer Saga games.

Precision Weapon

The Sniper Rifle, a precision weapon, in action during a match of Firefight.

"Particularly useful against delicate equipment—like brains."
Halo: Reach manual description[1]

In the context of the Halo games, a precision weapon is any weapon which is capable of instantly killing a character upon hitting a region of there model marked as the head. As the name suggests this is the head of most characters, however there are exceptionas. Certain enemies such as the 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 precision weapon will instantly kill them, regardless of how much health they had remaining. Starting with H5 weapons with headshot multipliers are introduced, and Halo Infinite's shock rifle features a headshot multiplier that still applies while shields are active.

Automatic Weapon

While not exclusive to the kinetic damage type, automatic weapons are typically used to describe full auto bullet based weapons when they appear as starting weapons in the auto slayer playlist, in contrast to the typical precision weapon starts.

Plasma Weapon

Plasma weapons are covenant weapons that are greatly effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive againt other characters.

Hardlight Weapon

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

Shock Weapon

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.

Anti-vehicle Weapon

Anti-vehicle weapons deal considerable damage, explosive or otherwise, and are ideal for taking out heavily armored targets.

Weapon Sets

Placeholder

  • Pistols (Magnum, Pistol, Plasma Pistol)
  • Plasma Weapons (Plasma Pistol, Plasma Rifle, Brute Plasma Rifle)
  • Dual-wield Weapons (Plasma Weapons, Magnum, SMG, Suppressed SMG, Needler, Mauler, Spiker)
  • Rifles (Assault Rifle, Battle Rifle, DMR, Carbine, Plasma Rifle, Storm Rifle, Light Rifle, Sentinel Beam, Suppressor)
  • Sniping Weapons (Sniper Rifle, Beam Rifle, Focus Rifle, Binary Rifle)
  • Heavy/Power Weapons (Melee Weapons, Shotguns, Sniper Rifles, Launchers, Detached Turrets, SAW)

Loadout Weapon

Placeholder

Primary Weapon

Placeholder

Secondary Weapon

Placeholder

Utility Weapon

Placeholder

Dual-wield Weapon

Placeholder

Power Weapon

Placeholder

Weapon Tiers

Placeholder

Tier-1

Placeholder

  • Loadout Weapons
  • Plasma Rifle
  • Sentinel Beam

Tier-2

Placeholder

  • Melee Weapons
  • Shotguns
  • Grenade Launchers
  • Plasma Pistol
  • Needler
  • Hydra

Tier-3

Placeholder

  • Sniper Rifles
  • Launchers
  • SAW

Weapon Variant

Placeholder

Sources