Editing ARC-920 railgun/Gameplay

From Halopedia, the Halo wiki

You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Status|Gameplay}}
==''Halo 4''==
==''Halo 4''==
* Although the ARC-920 lacks a scope of its own, one can zoom in using the [[MJOLNIR Powered Assault Armor|armor]]'s built-in 5× zoom function, where the weapon can be charged and fired, with the zoom only being broken by the shot firing. This can be used to give greater precision to long-range shots. This tactic is only effective against stationary, very large, or slow-moving targets, however.  
*Although the ARC-920 lacks a scope of its own, one can zoom in using the [[MJOLNIR Powered Assault Armor|armor's]] built-in 5× zoom function, where the weapon can be charged and fired, with the zoom only being broken by the shot firing. This can be used to give greater precision to long-range shots. This tactic is only effective against stationary, very large, or slow-moving targets, however.  
* Against more nimble targets, the ARC-920 is best used at close to medium ranges, where its non-line-of-sight charge-up and significant aim-assist make it quite deadly. The long reload between shots, however, can make it a punishing weapon to use if the first shot misses, since the user will be defenseless for a fairly long before another railgun shot is available. In this case, it is advisable to retreat or switch to another weapon.  
*Against more nimble targets, the ARC-920 is best used at close to medium ranges, where its non-line-of-sight charge-up and significant aim-assist make it quite deadly. The long reload between shots, however, can make it a punishing weapon to use if the first shot misses, since the user will be defenseless for a fairly long before another railgun shot is available. In this case, it is advisable to retreat or switch to another weapon.  
* The weapon has a very small splash radius and a very high projectile speed, so unlike most other explosive weapons it is best used by aiming directly at the target's center of mass as opposed to firing at the ground below them in order to kill via splash.
*The weapon has a very small splash radius and a very high projectile speed, so unlike most other explosive weapons it is best used by aiming directly at the target's center of mass as opposed to firing at the ground below them in order to kill via splash.
* If the user has any type of grenade, a fully charged railgun's firing can be delayed by around 1 second if said user throws a grenade. This is more efficient than switching the railgun out, which restarts the charging sequence. However, target lock must be re- acquired (if lost) in the 1 second delay.
*If the user has any type of grenade, a fully charged railgun's firing can be delayed by around 1 second if said user throws a grenade. This is more efficient than switching the railgun out, which restarts the charging sequence. However, target lock must be re- acquired (if lost) in the 1 second delay.
* The railgun is primarily an anti-heavy-infantry weapon, capable of killing Spartans, Elites and, on any difficulty below [[Legendary]], even [[Promethean Knight]]s in a single hit, but it also has some limited anti-materiel capability - it can kill [[Karo'etba-pattern Ghost|Ghosts]] in two hits, and [[Type-26 Banshee|Banshee]]s or [[M12 Warthog|Warthog]]s in approximately three. Against heavily armored vehicles like [[M808C Scorpion|Scorpions]], [[Zurdo-pattern Wraith|Wraiths]], and [[HRUNTING/YGGDRASIL Mark IX Mantis|Mantises]], it is not very effective, unless the vehicle in question has already been severely damaged by other means.
*The railgun is primarily an anti-heavy-infantry weapon, capable of killing Spartans, Elites and, on any difficulty below Legendary, even [[Promethean Knight]]s in a single hit, but it also has some limited anti-materiel capability - it can kill [[Type-32 Ghost]]s in two hits, and [[Banshee]]s or [[Warthog]]s in approximately three. Against heavily armored vehicles like [[Scorpion]]s, [[Type-26 Wraith]]s and [[Mantis]]es it is not very effective, unless the vehicle in question has already been severely damaged by other means.
* In the campaign, the ARC-920 is only found in the missions ''[[Infinity (Halo 4 level)|Infinity]]'' and ''[[Shutdown]]''.
*In Spartan Ops, the ARC-920 features an additional advantage in the fact that, unlike the [[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]], [[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] and [[Sniper Rifle System 99-Series 5 Anti-Matériel|Sniper Rifle]], a player can pick up additional ammunition from all UNSC ammo crates, giving the player a potentially unlimited supply of ammunition.
* In Spartan Ops, the ARC-920 features an additional advantage in the fact that, unlike the [[M6 Spartan Laser|Spartan Laser]], [[M41 SPNKR|Rocket Launcher]], and [[SRS99-S5 AM sniper rifle|Sniper Rifle]], a player can pick up additional ammunition from all UNSC ammo crates, giving the player a potentially unlimited supply of ammunition.
[[Category:Gameplay guides]]
[[Category:Gameplay guides]]


== ''Halo 5: Guardians'' ==
==''Halo 5: Guardians''==
* As with all weapons, the ARC-920 can now be "smart-scoped", eliminating one of the few issues with the weapon (its lack of a zoom function). This small increase in magnification can mean the difference between hitting a target and missing completely; use it liberally and without hesitation.  
*As with all weapons, the ARC-920 can now be "smart-scoped", eliminating one of the few issues with the weapon (its lack of a zoom function). This small increase in magnification can mean the difference between hitting a target and missing completely; use it liberally and without hesitation.  
* Besides that, its role and effectiveness has not changed very much. A single shot is enough to kill any Spartan-sized target (and do impressive damage to anything larger, like a Hunter) and it does impressive damage to vehicles. Use this to your advantage in Warzone, as its REQ requirement is much lower than that of a Spartan Laser.
*Besides that, its role and effectiveness has not changed very much. A single shot is enough to kill any Spartan-sized target (and do impressive damage to anything larger, like a Hunter) and it does impressive damage to vehicles. Use this to your advantage in Warzone, as its REQ requirement is much lower than that of a Spartan Laser.
* Unlike in ''Halo 4'', ''Halo 5: Guardians'' features the ARC-920 more commonly throughout the campaign. The ARC-920 is first found normally in ''[[Blue Team (level)|Blue Team]]'', but can also be obtained earlier via a Legendary-exclusive [[Flaming knives on Osiris|secret]] in ''[[Osiris (level)|Osiris]]''.
*Warzone also features two variants that split the weapon down its two lines of use; Whiplash features a faster charge time, two rounds per magazine, and airburst ammunition for anti-infantry work, and Arclight features a hard-hitting anti-armor round that can be held in ready to fire state indefinitely and does ludicrous damage to vehicles.
** It is later found in ''[[Glassed]]'', ''[[Unconfirmed]]'', ''[[Evacuation]]'', ''[[Reunion]]'', and ''[[Guardians]]''.
*Recent nerfs and changes to the Railgun have made its overall use slightly less aggressive than before; the longer charge up time required means more planning is needed for a shot before it can be taken, but the amount of time that the shot can be held helps. Plan your target, then take the shot.
* Warzone also features two variants that split the weapon down its two lines of use; ''[[Whiplash]]'' features a faster charge time, two rounds per magazine, and airburst ammunition for anti-infantry work, and ''[[Arclight]]'' features a hard-hitting anti-armor round that can be held in ready to fire state indefinitely and does ludicrous damage to vehicles.
* Recent nerfs and changes to the Railgun have made its overall use slightly less aggressive than before; the longer charge up time required means more planning is needed for a shot before it can be taken, but the amount of time that the shot can be held helps. Plan your target, then take the shot.

Please note that all contributions to Halopedia are considered to be released under the Attribution-ShareAlike 3.0 Unported license (see Halopedia:Copyrights for details). If you don't want your writing to be edited mercilessly and redistributed at will, then don't submit it here. You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)

To view or search uploaded images go to the list of images. Uploads and deletions are also logged in the upload log. For help including images on a page see Help:Images. For a sound file, use this code: [[Media:File.ogg]].

Do not copy text from other websites without permission. It will be deleted.

Templates used on this page: