Weapons (gameplay): Difference between revisions

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===Magnification===
===Magnification===
Many weapons are scoped and have the capability to Zoom once into any area, usually 2x, and some sniping rifles even allow two magnification steps, reaching upto 10x. Some weapons exit the scope mode after a shot is fired, making them inefficient for sniping. For unscoped weapons, the player's armor has the capability to Zoom to a minimal extent.
[[Image:H2_weaponszoom.jpg|thumb|right|500px|A few weapons, when held and fired normally, and when in scope mode, in [[Halo 2]]. ''(Click to enlarge)'']]
Many weapons are '''scoped''' and have the capability to zoom 2x or 5x into any area, with some long range weapons even capable of reaching upto 10x magnification. The targeting reticule (always visible) turns red when a shot will hit an enemy target, and green for allies. These stay in the scope mode even after shots are fired.
 
While wielding '''non-scoped''' weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticule when in scope mode, returning to the normal mode after every shot, making them inefficient for sniping.


===Types===
===Types===

Revision as of 00:09, May 11, 2009

Template:Ratings

For the full list of weapons see Category:Weapons

The weapons from the Halo universe, available in campaign and multiplayer gameplay, handheld, form the basis of First Person Shooter Gameplay within the Halo games.

Origin

The player is allowed to use weapons from either of the two primary factions, Human or Alien (Covenant and Forerunner), often turning the enemy firepower against itself.

Human weapons tend to use bullets, explosives and lasers, while Covenant weapons are generally plasma or energy based (with the exception to Brute weapons). All weapons run out of ammunition or charge when used extensively.

To know more about the weapons from each major Faction:

UNSC Weapons Covenant Weapons Forerunner Weapons
A Covenant Plasma Rifle

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Gameplay

An extensive array of weapons are available within Gameplay, each operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit his or her tastes, in terms of power, speed, range, kickback or feedback.

Usage

Halo: Combat Evolved limited the number of weapons players could carry to two, forcing them to carefully select their preferred armament.[1] But players can only wield one weapon at a time. Players fight with ranged and melee attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of Halo",[2] which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both hit points and a continually recharging energy shield.[3] The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death.

Halo 2 introduced new gameplay elements, chief among them the ability to hold and fire two weapons simultaneously, known as "dual wielding".[4]

Halo 3 adds to the series new weapons, and a class of items called Equipment[5]

Magnification

A compilation of Halo 2 screenshots taken on the level Outskirts, showcasing firing and zoom effects for the BR55 battle rifle, Okarda'phaa-pattern plasma rifle, Eos'Mak-pattern plasma pistol, Sulok-pattern beam rifle, and M41B SPNKr.
A few weapons, when held and fired normally, and when in scope mode, in Halo 2. (Click to enlarge)

Many weapons are scoped and have the capability to zoom 2x or 5x into any area, with some long range weapons even capable of reaching upto 10x magnification. The targeting reticule (always visible) turns red when a shot will hit an enemy target, and green for allies. These stay in the scope mode even after shots are fired.

While wielding non-scoped weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticule when in scope mode, returning to the normal mode after every shot, making them inefficient for sniping.

Types

The types of available weapons follow the basic standards present in real life, Assault, Battle and Sniping.

Grenades are frequently made available, primarily for anti-infantry combat.

Melee attacks are sometimes available, if the player is able to sneak up behind an enemy at close range, undetected.

Heavy weapons such as Turrets are also present within Halo levels, either stationary or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held Support Weapons.

Explosives and large scale weapons, Missiles, Nuclear, and Halos are usually involved in the storyline of every game, though not usually playable.

Availability

A Covenant supply case containing two Sulok-pattern beam rifles.
A Covenant weapons cache, holding two Carbines

Within campaign levels, the player's character (Master Chief or The Arbiter) begins with two weapons, and often has access to weapons lying around, either near corpses or within weapon caches and stores.

Killed enemies or allies can be robbed of their dropped weapons as well. Halo 2 onwards, allies can exchange weapons with the player when requested, making it unnecessary to kill them only to use their weapons.

Weapons can be reloaded by collecting ammunition from, or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon.