Editing Weapon types

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{{Status|Gameplay}}
{{Status|Gameplay}}
{{Series/Gameplay/Sandbox}}
[[File:HGN - Lorraine.png|thumb|x300px|[[UNSC]] weapons and ammunition featured in the ''[[Halo Graphic Novel]]'', all based on in game models.]]
Many different weapons exist across the [[Halo (disambiguation)|''Halo'' video games]], all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.
Many different weapons exist across the [[Halo (disambiguation)|''Halo'' video games]], all of which can be grouped together and classified in numerous ways. The following is an overview of classifications created by or officially recognized by the developers of ''Halo'', and how they affect gameplay.


==Weapon Classes==
==Weapon Classes==
{{Main|Weapon class}}
{{Main|Weapon class}}
[[File:HGN - Lorraine.png|thumb|x300px|[[UNSC]] weapons and ammunition featured in the ''[[Halo Graphic Novel]]'', all based on in game models.]]
 
[[File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons [[tag]] folder of the ''[[Halo 3 Editing Kit]]''.]]
[[File:H3EK-tags-objects-weapons.png|thumb|300px|The weapons [[tag]] folder of the ''[[Halo 3 Editing Kit]]''.]]
'''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 supported by their own set of third person 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 [[Halo: Combat Evolved Pistol|human pistol]]. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the [[SMG]]'s vertical foregrip or the [[M90 shotgun|shotgun]]'s staged reload. ''[[Halo Infinite]]'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
'''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 supported by their own set of third person 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 [[Halo: Combat Evolved Pistol|human pistol]]. Weapon classes remove this restriction by having these three weapons share a simplified set of pistol animations. Weapons may still posses unique animation overlays such as an adjusted hand position for the [[SMG]]'s vertical foregrip or the [[M90 shotgun|shotgun]]'s staged reload. ''[[Halo Infinite]]'' formalized weapons classes as information presented by the user interface. In this context the use of weapon classes describes the intended role of a weapon, combining its appearance with its functionality.
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==Damage Types==
==Damage Types==
[[File:HI DamageTypes.png|thumb|300px|Clockwise from top-left: the [[Weapon_types#Kinetic|Kinetic]], [[Weapon_types#Plasma|Plasma]], [[Weapon_types#Shock|Shock]], and [[Weapon_types#Hardlight|Hardlight]] damage types from ''[[Halo Infinite]]''.]]
{{Main|Damage types}}
{{Main|Damage types}}
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
In addition to weapon classes, weapons may also be categorized by the type of damage they inflict.
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===Kinetic [[File:HI Kinetic.png|x23px|link=]]===
===Kinetic [[File:HI Kinetic.png|x23px|link=]]===
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, '''kinetic weapons''' are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against [[shields]], and in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games the [[sniper rifle]] deals extra damage against vehicles. In ''Halo Infinite'' kinetic weapons can be refilled with kinetic ammo.
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, '''kinetic weapons''' are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. In ''Halo: Combat Evolved'' and ''Halo 3: ODST'' bullet damage is reduced against [[shields]], and in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games the [[sniper rifle]] deals extra damage against vehicles.


===Plasma [[File:HI Plasma.png|x23px|link=]]===
===Plasma [[File:HI Plasma.png|x23px|link=]]===
'''Plasma weapons''' are [[Covenant]] or [[Banished]] weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against the health of other characters. In ''Halo Infinite'' plasma weapons can be refilled with plasma ammo.
'''Plasma weapons''' are [[Covenant]] or [[Banished]] weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.


===Hardlight [[File:HI Hardlight.png|x23px|link=]]===
===Hardlight [[File:HI Hardlight.png|x23px|link=]]===
'''Hardlight weapons''' are [[Forerunner]] in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the [[covenant carbine]], having no bonus against any material but able to destroy [[Kig-Yar point defense gauntlet|Jackal shields]] and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and [[Promethean]] weakspots. In ''Halo Infinite'' hardlight is now purple, can kill vehicle occupants without destroying the vehicle itself, and can be refilled with hardlight ammo.
'''Hardlight weapons''' are [[Forerunner]] in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the [[covenant carbine]], having no bonus against any material but able to destroy [[Kig-Yar point defense gauntlet|Jackal shields]] and deployable cover. In ''Halo 5: Guardians'' they now deal bonus damage to vehicles and [[Promethean]] weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.


===Shock [[File:HI Shock.png|x23px|link=]]===
===Shock [[File:HI Shock.png|x23px|link=]]===
First introduced in ''Halo Infinite'', '''shock weapons''' are extremely weak per shot but can chain damage to multiple targets, as well as [[EMP]] vehicles. Shock weapons can be refilled with shock ammo.
First introduced in ''Halo Infinite'', '''shock weapons''' are extremely weak per shot but can chain damage to multiple targets, as well as [[EMP]] vehicles.


===Headshot Damage===
===Headshot Damage===
[[File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of [[Firefight (Halo 3: ODST)|Firefight]].]]
[[File:Romeo Firefight Lost Platoon.jpg|thumb|300px|The Sniper Rifle, a precision weapon, in action during a match of [[Firefight (Halo 3: ODST)|Firefight]].]]
{{Quote|Particularly useful against delicate equipment—like brains.|''Halo: Reach'' manual description{{Ref/Game|Id=HRManual|HR|[[Halo: Reach Manual|manual]]}}}}
{{Quote|Particularly useful against delicate equipment—like brains.|''Halo: Reach'' manual description{{Ref/Game|Id=HRManual|HR|[[Halo: Reach Manual|manual]]}}}}
'''Precision weapons''', sometimes called "anti-materiel" weapons{{Ref/Reuse|Id=HRManual}}, are any weapon capable of instantly killing a character with a headshot. Depending on the character they may not actually have their head region marked as vulnerable and are thus immune, such as [[Drones]] in ''Halo 2'' or the [[Warden Eternal]], while other body regions may be marked as headshot vulnerable like the exposed backs of [[Hunters]] in ''Halo: Combat Evolved''. In all games prior to ''Halo 5: Guardians'' precision weapons will always instantly kill when scoring a headshot on an unshielded enemy, regardless of how much health they had remaining. ''Halo 5: Guardians'' introduced weapons with headshot multipliers that deal bonus damage without performing instant kills. In ''Halo Infinite'' the [[shock rifle]] features a headshot multiplier that still applies while shields are active. With the introduction of these additional headshot parameters the term precision weapon is still used to describe weapons that can kill with a single unshielded headshot. Any form of headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives can cause headshot damage.
'''Precision weapons''', sometimes called "anti-materiel" weapons{{Ref/Reuse|Id=HRManual}}, are any weapon capable of instantly killing a character upon hitting an area of the body marked as "head". As the name suggests this is the actual head of most characters, although there are some exceptions. Certain enemies such as [[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 headshot capable weapon will instantly kill them, regardless of how much health they had remaining. Starting with ''Halo 5: Guardians'' weapons with headshot multipliers were introduced, and in ''Halo Infinite'' the [[shock rifle]] features a headshot multiplier that still applies while shields are active. The term precision weapon is retained to describe weapons that can still kill with a single unshielded headshot. Headshot damage can be applied to kinetic, plasma, hardlight, and shock weapons. Even the impact damage of some explosives cause headshot damage.


===Explosive===
===Explosive===
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===Utility Weapon===
===Utility Weapon===
'''Utility weapons''' are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by [[343i]], utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike{{Ref/Site|Id=WaypointTuning|URL=http://www.halowaypoint.com/en-us/news/halo-5-weapon-tuning-test|Site=Halo Waypoint|Page=Halo 5 Weapon Tuning Test|D=19|M=09|Y=2017|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/halo-5-weapon-tuning-test.html}}{{Ref/Site|Id=WaypointRanked|URL=https://www.halowaypoint.com/news/ranked-competitive-reveal|Site=Halo Waypoint|Page=Halo Infinite Ranked Competitive Reveal|D=07|M=12|Y=2023}}. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually any range has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons{{Ref/Reuse|Id=H5GForge}}{{Ref/Site|Id=WaypointSupport|URL=https://support.halowaypoint.com/hc/en-us/articles/6882880281364-Halo-Infinite-Weapon-Equipment-and-Vehicle-Inventory-|Site=Halo Support|Page=Halo Infinite Weapon, Equipment, and Vehicle Inventory|D=05|M=05|Y=2023}}
'''Utility weapons''' are a contentious role, both in terms of their gameplay balance as well as the designation of the role itself. Originating from the ''Halo'' community and adopted by [[343i]], utility weapon now officially describes any starting, mid-ranged, scoped, headshot weapon that remains viable both at close and long ranges alike{{Ref/Site|Id=WaypointTuning|URL=http://www.halowaypoint.com/en-us/news/halo-5-weapon-tuning-test|Site=Halo Waypoint|Page=Halo 5 Weapon Tuning Test|D=19|M=09|Y=2017|LocalArchive=https://archives.halopedia.org/waypoint/www.halowaypoint.com/en-us/news/halo-5-weapon-tuning-test.html}}{{Ref/Site|Id=WaypointRanked|URL=https://www.halowaypoint.com/news/ranked-competitive-reveal|Site=Halo Waypoint|Page=Halo Infinite Ranked Competitive Reveal|D=07|M=12|Y=2023}}. While other weapons possess utility functions such as the plasma pistol and its ability to emp shields and vehicles, weapons like the battle rifle instead provide players themselves with utility by allowing the user to deal consistent damage across multiple engagement ranges. This ability to contest at virtually range any has made weapons like the battle rifle viewed as essential in multiplayer. For the weapons that have alternative utility functions, they have sometimes been described as "specialized" or "specialist" weapons{{Ref/Reuse|Id=H5GForge}}{{Ref/Site|Id=WaypointSupport|URL=https://support.halowaypoint.com/hc/en-us/articles/6882880281364-Halo-Infinite-Weapon-Equipment-and-Vehicle-Inventory-|Site=Halo Support|Page=Halo Infinite Weapon, Equipment, and Vehicle Inventory|D=05|M=05|Y=2023}}


===Dual-wield Weapon===
===Dual-wield Weapon===
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*Pistols (Pistol, Magnum, Plasma Pistol)
*Pistols (Pistol, Magnum, Plasma Pistol)
*Plasma Weapons (Plasma Pistol, Plasma Rifle, [[Brute Plasma Rifle]])
*Plasma Weapons (Plasma Pistol, Plasma Rifle, [[Brute Plasma Rifle]])
*Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, [[Silenced SMG]], [[Mauler]], [[Spiker]])
*Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, [[Suppressed SMG]], [[Mauler]], [[Spiker]])
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, [[DMR]], [[Storm Rifle]], [[Lightrifle]], [[Suppressor]], Sentinel Beam)
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, [[DMR]], [[Storm Rifle]], [[Light Rifle]], [[Suppressor]], Sentinel Beam)
*Sniping Weapons (Sniper Rifle, [[Beam Rifle]], [[Focus Rifle]], [[Binary Rifle]])
*Sniping Weapons (Sniper Rifle, [[Beam Rifle]], [[Focus Rifle]], [[Binary Rifle]])
*Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
*Heavy Weapons (Launchers, Flamethrower, Detached Turrets)
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==Power Level==
==Power Level==
'''Tiers''', also known as '''power level''', is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and [[warzone]]. Power level is also represented by a point system in warzone. Players can [[Requisition system|requisition]] more destructive weapons via the points they have accumulated during the warzone match.
'''Tiers''', also known as '''power level''', is a categorization method utilized by ''Halo 5: Guardians'' which scales weapons by lethality. This also generally serves as a measurement of desirability, informing players to grab higher level weapons in order to become more effective damage dealers in multiplayer and [[warzone]]. Power level is also represented by a point system in warzone. Players can [[Requisition system|requisition]] more destruction weapons via the points they have accumulated during the warzone match.


===Tier 1===
===Tier 1===

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