Gameplay

H5G:Assault Rifle

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Assault Rifle
A render of the MA5D assault rifle.
Gameplay role

Counterparts:

Human (UNSC)
SMG
Covenant
Brute Plasma Rifle
Storm Rifle
Forerunner
Safeguard Sentinel Beam
Suppressor
Weapon stats

Damage:

Default: 7.8 (2x headshot)

Tuning: 6 (6x headshot)

Damage type (?):

bullet_slow

Projectile speed:

1500 wu/s

Hitscan range (?):

50 wu

Max range:

100 wu

Rate of fire:

Default: 10 rounds per second

Tuning: 10.5 rounds per second

Spread (?):

Default: 0.15 to 2.3 degrees
(0.05 degrees min error)
(0.09 to 1.38 degrees zoomed)

Tuning: 0.15 to 2 degrees
(0.05 degrees min error)

Magazine size:

36

Reserve ammo capacity:

216 rounds (6 magazines)
324 rounds with Ammo Mod

Zoom:

1.4x magnification
(projection sight)

Melee damage (?):

strike_melee

Tag name (?):

assault_rifle

Variants and attachments

Halo 5 REQ variant(s):

None

Scope options:

Attachments:

 

The Assault Rifle is a weapon featured in Halo 5: Guardians. As with all prior iterations of the weapon, the Assault Rifle is a fully-automatic loadout weapon that is commonly available in both campaign and multiplayer. The biggest changes from prior games are the inclusion of Smart Scope functionality, allowing the weapon to aim in for increased range and accuracy, and the addition of headshot multipliers—both new to Halo 5.

Universe and lore[edit]

Main article: MA5D assault rifle

In Halo 5, the Assault Rifle featured is the MA5D assault rifle; a 7.62x51mm rifle in the MA5 series utilised by the United Nations Space Command. It is the successor to the MA5B model and MA5C models featured in prior games.[1][2]

Gameplay[edit]

Counterparts[edit]

Campaign[edit]

In the campaign of Halo 5: Guardians, the Assault Rifle is the default primary weapon for players playing as either Master Chief (on Blue Team levels) or Buck (on Fireteam Osiris levels). A notable exception is the first level of the game, in which Buck starts with a Shotgun and Tanaka instead has the Assault Rifle.

It can also be seen in the hands of the Liang-Dortmund mining security forces in the levels set on Meridian (Glassed, Unconfirmed, Meridian Station, and Evacuation), who will use them to fight the Prometheans.

Multiplayer and Warzone[edit]

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In Halo 5 multiplayer, the Assault Rifle is one of the default loadout weapons in most gametypes, with the exceptions being Breakout and SWAT. Ranked Arena would later drop the Assault Rifle in favor of Magnum-only starts.

In Warzone, Assault Rifles are the standard weapon used by Marines.

Unlock and acquisition requirements[edit]

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Changes[edit]

Changes from Halo 5: Guardians Multiplayer Beta to Halo 5: Guardians[edit]

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  • Magazine capacity raised from 32 to 36.
  • Damage reduced from beta to final release.
  • Smart-scope accuracy decreased from beta to final release.
  • Headshot multipliers decreased from beta to final release.

Changes from Halo 5: Guardians to Weapon Tuning Update[edit]

In the Weapon Tuning Update for Halo 5 (released as part of the Overtime patch in late 2017), 343 Industries rebalanced the Assault Rifle with the goal of giving the weapon more depth to use. The final changes lowered the weapon's overall damage-per-second by approximately 19%, raising the amount of shots required to drop an enemy's shields from 9 to 12, and the amount needed to remove a player's health from 15 to 20. Alternatively, the weapon went from needing 24 to 32 rounds to kill a player with full health and shields. In return, however, the weapon's headshot damage multiplier was doubled, making the weapon more effective if used at medium ranges.[3] Full changes included:

  • The outer reticle effectiveness was reduced by 7% in size compared to the original default AR – this slightly reduces how forgiving it is for aim assist and magnetism.[3]
  • The inner-reticle value of the AR was modified to be less forgiving and generous for registering headshots – thus requiring more accuracy on the part of the player. This value was reduced by approx. 99%.[3]
  • The effective magnetism range was reverted to the default AR value while the close-range impact of magnetism was reduced by approx. 20% (making it a little less “sticky” on close range targets).[3]
  • The rate of fire for the AR has been increased by approx. 5%[3]
  • The headshot damage multiplier bonus has been increased by approx. 200%. compared to the original AR value.[3]
  • Base damage per bullet has been reduced by approx. 23%.[3]

Skins[edit]

Main article: List of REQ cards/Weapon Skins

As with all other weapon skins in Halo 5: Guardians, skins for the Assault Rifle can be acquired by unlocking REQ cards.

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Gallery[edit]

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Sources[edit]