M90 shotgun: Difference between revisions

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While highly effective at close range, the M90 is rendered useless at long range, and should therefore be used in conjunction with a medium or long range weapon. The shotgun's pattern is extremely loose, and fans out quickly; thus, at farther ranges, only one or two pellets out of the 15 might hit. The M90, being a pump-action shotgun, must be cycled after every shot before it can be fired again; the M90 must also be reloaded shell by shell and does not use any type of external magazine. This can make reloading time-consuming when in combat situations, but it is useful to be able to interrupt the reloading and shoot after you load a round. In close-quarter situations, the wide spread of the shell can potentially harm friendly infantry if the shotgun is fired at both the enemy and friendly troops. In real life, the ejection port being on top is itself a disadvantage, as the inside is partially exposed, meaning it is vulnerable to rain and other elements. This will allow the magazine tube to become damp and/or dirty, and can cause malfunctions.
While highly effective at close range, the M90 is rendered useless at long range, and should therefore be used in conjunction with a medium or long range weapon. The shotgun's pattern is extremely loose, and fans out quickly; thus, at farther ranges, only one or two pellets out of the 15 might hit. The M90, being a pump-action shotgun, must be cycled after every shot before it can be fired again; the M90 must also be reloaded shell by shell and does not use any type of external magazine. This can make reloading time-consuming when in combat situations, but it is useful to be able to interrupt the reloading and shoot after you load a round. In close-quarter situations, the wide spread of the shell can potentially harm friendly infantry if the shotgun is fired at both the enemy and friendly troops. In real life, the ejection port being on top is itself a disadvantage, as the inside is partially exposed, meaning it is vulnerable to rain and other elements. This will allow the magazine tube to become damp and/or dirty, and can cause malfunctions.


==Tactics==
===Differences among games===
===Campaign===
====''Halo: Combat Evolved''====
The M90's incarnation in ''Halo: Combat Evolved'' is arguably the strongest version. It can hold 12 rounds, and the player can carry up to 60 more rounds for a total of 72 rounds. It has the longest and most realistic effective range of all the three models, and its fifteen tungsten pellets could kill, weaken or injure targets at short to medium ranges. Although it is more likely to kill a closer ranged enemy as the shotgun is weak on further distanced enemies, the shotgun could also kill nearly any infantry target at point blank range. It even has the capabilities to take on lightly armored vehicles, such as the [[Type-32 Rapid Assault Vehicle|Ghost]] effectively. Players could hold the trigger button down for continuous fire. To melee, the player swings the shotgun up and brings the butt of the weapon on someone's head/front. If the player fires the entire magazine or if the player picks up a Shotgun without a full magazine and fires it empty, the character model will cycle the shotgun's slide after reloading, although most players usually opted to reload after every shot. It reloads more quickly than in ''Halo 2''.
 
====''Halo 2''====
In ''Halo 2'', the M90 changed significantly from its predecessor. The only aesthetic difference is that the iron sights are green instead of blue, and the overall length of the barrel is shorter. The melee attack is much faster than in the original game, and the weapon is slung horizontally instead. Its performance is also drastically different as it can not kill targets at more than a few feet away, though a quick shoot-melee combo would usually kill an enemy very quickly. The player can only carry 36 spare rounds for a total of 48 rounds. Unlike the previous version, it has little power when used against vehicles, and like before, with the range decreased, its effectiveness against the Flood was reduced slightly. The weapon's action does not cycle after reloading, unlike the previous iteration of the M90.
 
====''Halo 3'' and ''Halo 3: ODST''====
The '''M90A''' is used in ''[[Halo 3]]'' and ''[[Halo 3: ODST]]''. There are a variety of graphical and gameplay changes from the previous models. The blue iron-sights have been reintroduced, it has a longer barrel and the [[flashlight]] is now mounted on the side. Unlike the older models which had a 12-round magazine, the M90A only has a 6-round magazine. The player can carry 30 spare rounds for a total of 36 rounds. To make up for this, its effective range is far greater than that of the ''Halo 2'' incarnation, as it can kill targets at two or even three times the range, depending on their health. The slide is always cycled after reloading, despite the fact that this would eject a round if one were already chambered. Like in ''Halo: Combat Evolved'', the M90A is once again a powerful weapon for use against the [[Flood]] because of its increase in range and power, though the M90A may still require a player to shoot and melee a Flood target, depending on the type.
 
===Tactics===
====Campaign====
*One of the most dominating weapons in the Halo Trilogy, the Shotgun shows its most effective side in [[The Library (Level)|The Library]] in ''Halo: Combat Evolved'' and in ''[[Sacred Icon (Level)|Sacred Icon]]'' in ''Halo 2''.
*One of the most dominating weapons in the Halo Trilogy, the Shotgun shows its most effective side in [[The Library (Level)|The Library]] in ''Halo: Combat Evolved'' and in ''[[Sacred Icon (Level)|Sacred Icon]]'' in ''Halo 2''.
*In ''[[Halo: Combat Evolved]]'', you can perform what players call the "speed pump". In this method, the player must reload the shotgun almost instantly after firing each shot. After each time he/she repeats this procedure, the shotgun will be reloaded faster than the normal rate. As a result, the shotgun will inflict a seemingly unstoppable barrage of projectiles until there are no longer any shells left to spare. This method is extremely useful in the level, [[The Library (Level)|The Library]], as well as the remainder of the levels after it.
*This weapon is easily the best choice in the game for taking out powerful enemies such as groups of [[Flood Combat Forms]], [[Elites]], and [[Brutes]]. Even on ''Halo: Combat Evolved'' [[Heroic]] difficulty, it is possible to take out shielded Elites with as few as two rounds, and only on [[Legendary]] do the Flood become capable of surviving a direct hit from the shotgun.
*This weapon is easily the best choice in the game for taking out powerful enemies such as groups of [[Flood Combat Forms]], [[Elites]], and [[Brutes]]. Even on ''Halo: Combat Evolved'' [[Heroic]] difficulty, it is possible to take out shielded Elites with as few as two rounds, and only on [[Legendary]] do the Flood become capable of surviving a direct hit from the shotgun.
*In ''[[Halo: Combat Evolved]]'', you can perform what players call the "speed pump". In this method, the player must reload the shotgun almost instantly after firing each shot. After each time he/she repeats this procedure, the shotgun will be reloaded faster than the normal rate. As a result, the shotgun will inflict a seemingly unstoppable barrage of projectiles until there are no longer any shells left to spare. This method is extremely useful in the level, [[The Library (Level)|The Library]], as well as the remainder of the levels after it.
*Brutes, [[Councilor]]s and [[Ultra Elites]] are the only enemy that can survive a point blank shotgun blast on Normal difficulty in ''Halo 2''. Hunters can be killed by shooting directly into the exposed orange [[Lekgolo]]. However, on Legendary difficulty, any rank higher than a [[Minor Elite]]'s shielding and health can withstand a point blank shotgun blast. Beware, for the [[Flood]] can wield shotguns to devastating effect, since they have an extremely long jumping range.
*In ''Halo 2'', Brutes, [[Councilor]]s and [[Ultra Elites]] are the only ones that can survive a point blank shotgun blast on Normal difficulty. Hunters can be killed by shooting directly into the exposed orange [[Lekgolo]]. However, on Legendary difficulty, any rank higher than a [[Minor Elite]]'s shielding and health can withstand a point blank shotgun blast. Beware, for the [[Flood]] can wield shotguns to devastating effect, since they have an extremely long jumping range.
*In ''Halo 2'' Brutes also wield shotguns as trophies taken from dead humans. Use long ranged weapons to take them down on high difficulties, as a point blank range shot is fatal.


===Multiplayer===
===Multiplayer===
*The shotgun's effectiveness in multiplayer games varies depending on the terrain; indoors and in tight spaces, the shotgun is unbeatable, and some consider it superior to the Energy Sword, possibly because there is a slight delay between pressing the trigger and the slash of the sword, while the Shotgun is semi-instantaneous(There's a small gap between muzzle flash, and damaging the target). Most players can utilize this fact to earn a Bulltrue medal relatively easily, though caution should be exercised, as the timing is very difficult to master.
*The shotgun's effectiveness in multiplayer games varies depending on the terrain; indoors and in tight spaces, the shotgun is unbeatable, and some consider it superior to the Energy Sword, possibly because there is a slight delay between pressing the trigger and the slash of the sword, while the Shotgun is semi-instantaneous(There's a small gap between muzzle flash, and damaging the target). Most players can utilize this fact to earn a Bulltrue medal relatively easily, though caution should be exercised, as the timing is very difficult to master.
*You have about one shot to kill your opponent after you ambush them. If you shoot and don't succeed in killing them, your opponent has a chance of recovering and killing you, most likely taking your prized weapon away from you.
*Similar to the above, the speed-pump can also be used in ''Halo: Combat Evolved''<nowiki>'</nowiki>s multiplayer matches.
*Many players carry the shotgun and a weapon that is very effective at medium and above ranges such as the [[Sniper Rifle]], [[Beam Rifle]] , [[Covenant Carbine]], [[M6D Personal Defense Weapon System|M6D Pistol]], or [[BR55 Battle Rifle]], thus making for a more flexible arsenal.
*Continuous firing by using the magazine and loading one shell then firing does not affect the rate of fire significantly, prompting a few players to employ a tactic dubbed "shotgun sniping" as suppressive fire across medium-sized maps.
*The Shotgun can finish enemies off safely and quickly by shooting them at a decently close range, then striking them with a melee attack immediately afterward, guaranteeing an instant kill.
*The Shotgun can finish enemies off safely and quickly by shooting them at a decently close range, then striking them with a melee attack immediately afterward, guaranteeing an instant kill.
*When you have a shotgun, it is advisable to watch your team's sniper. That way you can defeat anybody that attempts to flank the sniper. It is easy to do this on The Pit.
*It is best to carry a Battle Rifle with you, or some other medium to long range weapon. If not, have a teammate with you who will have one. On the maps [[Snowbound (Level)|Snowbound]] and [[Epitaph (Level)|Epitaph]], many people prefer to wait by shield doors, preparing to ambush and instantly kill those who come through. If you're charging at at enemy while firing your [[Assault Rifle]] hoping to finish him off with a melee attack, and the enemy is charging at you but not firing, chances are he has a shotgun and plans to surprise you with it when you get within killing range, so be cautious.
*It is best to carry a Battle Rifle with you, or some other medium to long range weapon. If not, have a teammate with you who will have one. On the maps [[Snowbound (Level)|Snowbound]] and [[Epitaph (Level)|Epitaph]], many people prefer to wait by shield doors, preparing to ambush and instantly kill those who come through. If you're charging at at enemy while firing your [[Assault Rifle]] hoping to finish him off with a melee attack, and the enemy is charging at you but not firing, chances are he has a shotgun and plans to surprise you with it when you get within killing range, so be cautious.
==Differences among games==
===''Halo: Combat Evolved''===
The M90's incarnation in ''Halo: Combat Evolved'' is arguably the strongest version. It can hold 12 rounds, and the player can carry up to 60 more rounds for a total of 72 rounds. It has the longest and most realistic effective range of all the three models, and its fifteen tungsten pellets could kill, weaken or injure targets at short to medium ranges. Although it is more likely to kill a closer ranged enemy as the shotgun is weak on further distanced enemies, the shotgun could also kill nearly any infantry target at point blank range. It even has the capabilities to take on lightly armored vehicles, such as the [[Type-32 Rapid Assault Vehicle|Ghost]] effectively. Players could hold the trigger button down for continuous fire. To melee, the player swings the shotgun up and brings the butt of the weapon on someone's head/front. If the player fires the entire magazine or if the player picks up a Shotgun without a full magazine and fires it empty, the character model will cycle the shotgun's slide after reloading, although most players usually opted to reload after every shot. It reloads more quickly than in ''Halo 2''.
===''Halo 2''===
In ''[[Halo 2]]'', the M90 changed significantly from its predecessor. The only aesthetic difference is that the iron sights are green instead of blue, and the overall length of the barrel is shorter. The melee attack is much faster than in the original game, and the weapon is slung horizontally instead. Its performance is also drastically different as it can not kill targets at more than a few feet away, though a quick shoot-[[melee]] combo would usually kill an enemy very quickly. The player can only carry 36 spare rounds for a total of 48 rounds. Unlike the previous version, it has little power when used against vehicles, and like before, with the range decreased, its effectiveness against the Flood was reduced slightly. The weapon's action does not cycle after reloading, unlike the previous iteration of the M90.
===''Halo 3'' and ''Halo 3: ODST''===
The '''M90A''' is used in ''[[Halo 3]]'' and ''[[Halo 3: ODST]]''. There are a variety of graphical and gameplay changes from the previous models. The blue iron-sights have been reintroduced, it has a longer barrel and the [[flashlight]] is now mounted on the side. Unlike the older models which had a 12-round magazine, the M90A only has a 6-round magazine. The player can carry 30 spare rounds for a total of 36 rounds. To make up for this, its effective range is far greater than that of the ''Halo 2'' incarnation, as it can kill targets at two or even three times the range, depending on their health. The slide is always cycled after reloading, despite the fact that this would eject a round if one were already chambered. Like in ''Halo: Combat Evolved'', the M90A is once again a powerful weapon for use against the [[Flood]] because of its increase in range and power, though the M90A may still require a player to shoot and melee a Flood target, depending on the type.


==UNSC remarks==
==UNSC remarks==
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