Weapon types: Difference between revisions

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{{Status|Gameplay}}
{{Status|Gameplay}}
[[File:HGN - Lorraine.png|thumb|x300px|[[UNSC]] weapons and ammunition featured in the ''[[Halo Graphic Novel]]'', all based on in game models.]]
{{Series/Gameplay/Sandbox}}
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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===Melee===
===Melee===
'''Melee weapons''' do not possess firing animations and rely solely on [[melee]] attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
'''Melee weapons''' do not possess firing animations and rely solely on [[melee]] attacks. There are two subcategories that exist for players, although more exist exclusive to NPCs.
 
*'''Energy Sword'''{{Ref/File|Id=H2EKSword|H2EK|tags\objects\weapons\melee\energy_blade\energy_blade.weapon}} - [[energy sword|Swords]] are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type.
'''Energy Sword'''{{Ref/File|Id=H2EKSword|H2EK|tags\objects\weapons\melee\energy_blade\energy_blade.weapon}} - [[energy sword|Swords]] are melee weapons that can perform powerful lunge attacks in addition to dealing increased regular melee damage via the cutting damage type. <br>
*'''Gravity Hammer'''{{Ref/File|Id=H3EKHammer|H3EK|tags\objects\weapons\melee\gravity_hammer\gravity_hammer.weapon}} - [[gravity hammer|Hammers]] are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.
'''Gravity Hammer'''{{Ref/File|Id=H3EKHammer|H3EK|tags\objects\weapons\melee\gravity_hammer\gravity_hammer.weapon}} - [[gravity hammer|Hammers]] are melee weapons that create explosions in front of the user without inflicting self harm. The increased physics impulses are also useful for pushing enemies off of ledges, performing splatters with physics objects, and golfing.


===Multiplayer===
===Multiplayer===
Essentially the same as melee weapons, '''multiplayer weapons''' are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
Essentially the same as melee weapons, '''multiplayer weapons''' are classified under their own category presumably for organizational purposes. Multiplayer weapons are divided up into two subcategories.
 
*'''Ball'''{{Ref/File|Id=H2EKBall|H2EK|tags\objects\weapons\multiplayer\ball\ball.weapon}} - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''[[Halo 4]]''. Originally comprised of just the [[oddball]], the class now includes the [[Type 14 Magnetic/Anti-Tank Mine|assault bomb]], throwable [[fusion coils]], and [[Power seed|power seeds]].
'''Ball'''{{Ref/File|Id=H2EKBall|H2EK|tags\objects\weapons\multiplayer\ball\ball.weapon}} - Spherical multiplayer weapons held with sports influenced animations, and can also be thrown beginning with ''[[Halo 4]]''. Originally comprised of just the [[oddball]], the class now includes the [[Type 14 Magnetic/Anti-Tank Mine|assault bomb]], throwable [[fusion coils]], and [[Power seed|power seeds]]. <br>
*'''Flag'''{{Ref/File|Id=H2EKFlag|H2EK|tags\objects\weapons\multiplayer\flag\flag.weapon}} - Pole shaped multiplayer weapons used for CTF gamemodes. [[Flags]] are [[Dual wielding|dual wielded]] with [[Magnum|magnums]] in ''Halo 4'' and ''[[Halo 5: Guardians]]''.
'''Flag'''{{Ref/File|Id=H2EKFlag|H2EK|tags\objects\weapons\multiplayer\flag\flag.weapon}} - Pole shaped multiplayer weapons used for CTF gamemodes. [[Flags]] are [[Dual wielding|dual wielded]] with [[Magnum|magnums]] in ''Halo 4'' and ''[[Halo 5: Guardians]]''.


===Pistol===
===Pistol===
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===Rifle===
===Rifle===
'''Rifles'''{{Ref/File|Id=H2EKRifle|H2EK|tags\objects\weapons\rifle\battle_rifle\battle_rifle.weapon}} are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
'''Rifles'''{{Ref/File|Id=H2EKRifle|H2EK|tags\objects\weapons\rifle\battle_rifle\battle_rifle.weapon}} are projectile weapons held with two hands, one hand supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.
 
*'''Assault Rifle''' - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs.
'''Assault Rifle''' - Mid-ranged weapons lacking scopes, which operate in a niche between tactical rifles and SMGs. <br>
*'''Tactical Rifle''' - Mid-ranged, headshot capable weapons featuring magnified optics.
'''Tactical Rifle''' - Mid-ranged, headshot capable weapons featuring magnified optics. <br>
*'''SMG''' - Short-ranged weapons with high rates of fire.
'''SMG''' - Short-ranged weapons with high rates of fire. <br>
*'''Shotgun''' - Short-ranged weapons that fire multiple projectiles at once in a spread pattern.
'''Shotgun''' - Short-ranged weapons that fire multiple projectiles at once in a spread pattern. <br>
*'''Sniper Rifle''' - Long-ranged, headshot capable weapons with high power scopes and considerable damage.
'''Sniper Rifle''' - Long-ranged, headshot capable weapons with high power scopes and considerable damage.


===Launcher===
===Launcher===
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==Damage Types==
==Damage Types==
{{Main|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}}
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.


===Melee Damage===
===Melee Damage===
{{Main|Melee}}
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''[[Halo 3: ODST]]'', and ''Halo Infinite''.
Most weapons are able to perform melee attacks, but for energy swords, gravity hammers, and multiplayer weapons this is their only means of attack. Some ranged weapons also feature increased melee damage, denoted by slow and heavy animations or by featuring blades and bayonets. The only games to feature ranged weapons with different melee damage types are ''Halo 2'', ''Halo 3'', ''[[Halo 3: ODST]]'', and ''Halo Infinite''.


===Kinetic===
===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.
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.


===Plasma===
===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 other characters.
'''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.


===Hardlight===
===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 and can kill vehicle occupants without destroying the vehicle itself.
'''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.


===Shock===
===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.
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.


===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 upon hitting an area of their body marked as the 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.
'''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.


===Explosive===
===Explosive===
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====Primary====
====Primary====
'''Primary weapons''' are comprised of loadout weapons belonging to the rifle weapon class{{Ref/Reuse|Id=H4WarGames}}. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given that the firepower [[tactical package]] is also equipped.
'''Primary weapons''' are comprised of loadout weapons belonging to the rifle weapon class{{Ref/Reuse|Id=H4WarGames}}. Whenever a match starts or a player respawns, these weapons will immediately be available within the player's hands. An additional primary weapon may also be equipped to any ''Halo 4'' custom loadout given the firepower [[tactical package]] is selected.


====Secondary====
====Secondary====
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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 have 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 any given range has made weapons like the battle rifle viewed as essential in multiplayer. For weapons with 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 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}}


===Dual-wield Weapon===
===Dual-wield Weapon===
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Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.
Introduced in ''Halo 2'', some weapons can be dual wielded to increase firepower or mixed and matched to create deadly combos without the need to switch weapons. While useful in some circumstances dual wielding is not without its drawbacks. Players cannot melee, throw grenades, or switch weapons without dropping the left hand weapon. Dual wield weapons are typically designed to be weak when used on their own, with plasma weapons having a noticeable decrease in power compared to their ''Halo: Combat Evolved'' incarnations. Even the stats of weapons are affected when held in dual wield: accuracy is decreased, damage is nerfed, and the dual wield animations use their own set separate from the weapon class, often resulting in longer reloads. In ''Halo 2'' and ''Halo 2: Anniversary'' the penalties to weapon spread and dual wield damage are only active when two of the same weapon are fired at the same time. These same penalties are always active in ''Halo 3'' regardless which weapon combinations are held or when they are firing.


===Power Weapon===
===Power Weapon [[File:HI Power.png|x23px|link=]]===
'''Power weapons''', which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2''{{Ref/Reuse|Id=CECustom}}{{Ref/Reuse|Id=H2Custom}}, are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and [[SAW]]){{Ref/Reuse|Id=H3Custom}}{{Ref/Reuse|Id=HRCustom}}{{Ref/Reuse|Id=H4Custom}}{{Ref/Reuse|Id=H2AMPCustom}}{{Ref/Reuse|Id=H5GForge}}. Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked [[weapon pad|weapon pads]].
'''Power weapons''', which were previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2''{{Ref/Reuse|Id=CECustom}}{{Ref/Reuse|Id=H2Custom}}, are any weapon with the potential to kill fully shielded players with a single shot (or extremely quickly in the case of the flamethrower and [[SAW]]){{Ref/Reuse|Id=H3Custom}}{{Ref/Reuse|Id=HRCustom}}{{Ref/Reuse|Id=H4Custom}}{{Ref/Reuse|Id=H2AMPCustom}}{{Ref/Reuse|Id=H5GForge}}. Similarly to dual wielded weapons, the advantage they offer is usually offset by a shortcoming. Slow firing speed, lengthy reloads, and limited range are some of the balancing tools used to prevent multiple one hit kills from occuring simultaneously or in quick succession. Due to their desirability power weapons are usually found at a central spawn location on multiplayer maps. ''Halo 5: Guardians'' and ''Halo Infinite'' further accentuate this by placing these weapons on marked [[weapon pad|weapon pads]]. Despite having its own icon in ''Halo Infinite'' power is not a damage type, instead it is displayed to notify players that power weapons can only be refilled with power ammo.
{{Clear}}
{{Clear}}


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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, [[Suppressed SMG]], [[Mauler]], [[Spiker]])
*Dual-wield Weapons (Magnum, Plasma Weapons, Needler, SMG, [[Silenced SMG]], [[Mauler]], [[Spiker]])
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, [[DMR]], [[Storm Rifle]], [[Light Rifle]], [[Suppressor]], Sentinel Beam)
*Rifles (Assault Rifle, Plasma Rifle, Battle Rifle, Carbine, [[DMR]], [[Storm Rifle]], [[Lightrifle]], [[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 destruction 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 destructive weapons via the points they have accumulated during the warzone match.


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