Dual wielding

Dual Wielding is a military technique where a gunner wields two weapons at once, one in each hand. This feature was first introduced into the Halo video game series in Halo 2 and is continued in Halo 3.

General Information
Dual wielding allows a player to use two weapons at once. The saying is that "two heads are better than one," and dual wielding is no different. Players often develop a liking or disliking to certain dual wielding combinations. If the dual wielded weapons are different the game will simply combine the reticles. Halo 2 is the only game where enemies are seen dual wielding, and all those enemies are Elites. The Elites are most often seen dual wielding a pair of plasma rifles or Plasma Pistols. Elites have been seen dual wielding combinations of a needler and a plasma rifle as well. Most Ranger elites dual wield plasma rifles. In Halo 3 the Brutes never dual wield, but ally elites are occasionally seen dual wielding. No Marines are ever seen dual wielding. The exception of Miranda Keyes was only during a cutscene at the end of the level The Covenant (Level).

A weapon can't be dual wielded just because it can be operated by only one hand. Elites can be given rocket launchers or fuel rod cannons which they will wield with only one hand. Neither weapon can be dual wielded by an elite in the campaign or multiplayer without mods.

Before the release of Halo 3, Halo: Graphic Novel had elites dual wielding swords. There were elements of the community who believed this could be balanced, with others believing that it would be impossible without making it anymore of a "noob" weapon than it is already considered. Ultimately, it is not known if it was ever actually considered as a feature in the actual game.

Advantages

 * 1) Enhanced Firepower: When a player is dual-wielding, the two weapons in conjunction are more powerful than a single weapon of the same type. This allows for enhanced firepower, with double the ammo capacity and fire rate.
 * 2) Greater Versatility: Two weapons wielded in conjunction can perform multiple roles at the same time. For example, a player could wield an M6G Magnum in one hand, allowing him/her to shoot accurately over longer range, and a Mauler in the other for close range firepower.
 * 3) More Effective Combos: Likewise, dual-wielding a plasma weapon and a ballistic weapon can confer a unique advantage: Plasma weapons are stronger against shields, and ballistic weapons are stronger against armor. For example, a player may choose to dual-wield a Plasma Rifle and an SMG at the same time. The Plasma Rifle can take down the shields of an opponent and the SMG can shred through the opponent's armor, allowing for a very fast and efficient kill.
 * 4) Doubled Ammo Reserve: When you dual-wield certain weapons of the same type like two SMGs or two Needlers, the player character can carry double the amount of reserve ammunition for the weapons. This is a trick also exploited when Triple wielding.
 * 5) Constant Firepower: While dual-wielding, it is possible to reload or cool-off one weapon and fire the second one at the same time. This allows for a constant barrage; it generally takes longer to empty a magazine than to reload one. The only disadvantage is when reloading your automatic or long-range weapon, you may be stuck with your alternate weapon in a life threatening situation.

Disadvantages

 * 1) Inability to Melee Attack, Throw Grenades, or Use Equipment: When a player is dual-wielding, the player must drop the left weapon in order to free a hand to throw grenades, and deploy equipment. This action of dropping a weapon takes time and is disadvantageous. But however, if you Melee while dual-wielding, the left weapon will automatically drop by itself.
 * 2) Reload/Overheat Window: When a player must reload their weapons, or if the weapons overheat, the player is vulnerable because he/she can't melee attack or throw grenades without dropping a weapon. Reloading a weapon also takes longer when dual-wielding than while single-wielding the same weapon; however, for Covenant weapons, the cooldown time remains the same, as does the Needler's reload time.
 * 3) Accuracy Decrease: Most weaponry are slightly more accurate when single-wielded than when dual-wielded, such as the Plasma Rifle and the SMG.
 * 4) Consumes Double the Amount of Ammo: While the player can carry double the amount of ammunition, the weapons also reload from the same pool, thus using up double the amount of ammunition per reload.

Changes in Halo 3
The major difference between Halo 2 and Halo 3's dual wield is that the player now can control the reloading far more accurately. In Halo 2, you had to reload the two weapons simultaneously. In Halo 3, you could reload the left, right or both, independent of each other. A minor difference is that Bungie is making it a lot less desirable by making you start out with a non-dual wieldable weapon. By doing this, multiplayer gameplay is balanced.

List of Dual Wieldable Weapons
Dual Wieldable weapons must be able to be used single-handed, and therefore are mostly those of closer range and less accuracy, as most accurate weapons, such as the BR55 Battle Rifle, are two-handed.


 * M7/Caseless Submachine Gun - Halo 2, Halo 3
 * M6 Pistol
 * M6C Magnum Sidearm - Halo 2
 * M6G Personal Defense Weapon System - Halo 3
 * Plasma Pistol - Halo 2, Halo 3
 * Plasma Rifle - Halo 2, Halo 3
 * Brute Plasma Rifle - Halo 2
 * Needler - Halo 2 (Needler can no longer be dual-wielded in Halo 3.)
 * Spiker - Halo 3
 * Mauler - Halo 3

Related Links

 * Triple wielding