M41 SPNKR/Gameplay: Difference between revisions

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{{Status|Gameplay}}
==Campaign==
==Campaign==
*No matter in what game, the M41 Rocket Launcher is always the best choice for passengers on any vehicle looking to wield heavy firepower. The [[M6 Grindell/Galilean Nonlinear Rifle|M6 Spartan Laser]] and [[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]] take too long to charge, while the [[Type-33 Light Anti-Armor Weapon|Fuel Rod Gun]] [[Fuel rod|projectiles]] are too slow. However, the Rocket Launcher is still very slow to fire, and missing while on the move is remarkably easy, so it is sometimes advisable to take a less powerful "spray and pray" weapon instead.  
*No matter in what game, the M41 Rocket Launcher is always the best choice for passengers on any vehicle looking to wield heavy firepower. The [[M6 Grindell/Galilean Nonlinear Rifle|M6 Spartan Laser]] and [[Type-52 Guided Munitions Launcher/Explosive|Plasma Launcher]] take too long to charge, while the [[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] [[Fuel rod|projectiles]] are too slow. However, the Rocket Launcher is still very slow to fire, and missing while on the move is remarkably easy, so it is sometimes advisable to take a less powerful "spray and pray" weapon instead.  
**A Gauss Hog with a Rocket Launcher-wielding passenger is an absolutely lethal vehicle. Stay mobile, letting your gunner and passanger take potshots at the enemy before retreating out of range of any return fire.
**A Gauss Hog with a Rocket Launcher-wielding passenger is an absolutely lethal vehicle. Stay mobile, letting your gunner and passanger take potshots at the enemy before retreating out of range of any return fire.
**In ''[[Halo 2]]'' and ''[[Halo: Reach]]'', the Rocket Launcher has the ability to lock on to enemy vehicles, and this plays a vital role when facing fast moving vehicles such as [[Type-26 Ground Support Aircraft|Banshees]] or [[Type-32 Rapid Assault Vehicle|Ghosts]]. In ''Reach'', though the rockets will only lock onto aircraft when used by the player, it will also lock onto ground vehicles and even infantry when used by an AI ally.
**In ''[[Halo 2]]'' and ''[[Halo: Reach]]'', the Rocket Launcher has the ability to lock on to enemy vehicles, and this plays a vital role when facing fast moving vehicles such as [[Type-26 Ground Support Aircraft|Banshees]] or [[Type-32 Rapid Assault Vehicle|Ghosts]]. In ''Reach'', though the rockets will only lock onto aircraft when used by the player, it will also lock onto ground vehicles and even infantry when used by an AI ally.
**In ''[[Halo 3: ODST]]'', AI characters' accuracy seems to have improved for gameplay balance. Give them the Rocket Launcher to strengthen one's allies and their firepower.
**In ''[[Halo 3: ODST]]'', AI characters' accuracy seems to have improved for gameplay balance. Give them the Rocket Launcher to strengthen one's allies and their firepower.
*In ''[[Halo 3]]'' and ''Halo 3: ODST'', the M41 Rocket Launcher loses its tracking ability, so it is not recommended to fight aerial vehicles. Use it against enemy vehicles, provided that they are close, and large groups of infantry. It is also, unsurprisingly, devastating against Hunters.
*In ''[[Halo 3]]'' and ''Halo 3: ODST'', the M41 Rocket Launcher loses its tracking ability, so it is not recommended to fight aerial vehicles. Use it against enemy vehicles, provided that they are close, and large groups of infantry. It is also, unsurprisingly, devastating against Hunters.
*In ''Halo: Reach'' [[campaign]] level ''[[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]'', it is better to save the M41 Rocket Launcher until one reaches the battle under the {{UNSCship|Commonwealth}} in the [[Aszod ship breaking yards|ship breaking yards]]. While the Sangheili will dodge the projectiles, predict where they would move to next and fire at that position. Even if the rocket doesn't hit them, use splash damage to lower their [[energy shielding]]. Once your almost out of ammo, give the weapon to an AI.
*In ''Halo: Reach'' [[campaign]] level ''[[The Pillar of Autumn (Halo: Reach level)|The Pillar of Autumn]]'', it is better to save the M41 Rocket Launcher until one reaches the battle under the {{UNSCShip|Commonwealth}} in the [[Asźod ship breaking yards|ship breaking yards]]. While the Sangheili will dodge the projectiles, predict where they would move to next and fire at that position. Even if the rocket doesn't hit them, use splash damage to lower their [[energy shielding]]. Once your almost out of ammo, give the weapon to an AI.
*In ''Halo: Reach'', the M41 Rocket Launcher can be used to get the "[[Lucky Me]]" [[achievement]] with relative ease. The best mission to do this on is Exodus, just after acquiring the jetpack to take the executive landing pad with the Bullfrogs. Grab the launcher wielded by the ODST just after you get out of the elevator, jetpack across to the other side and fire while in mid-air against the many Covenant troops milling around below you.
*In ''Halo: Reach'', the M41 Rocket Launcher can be used to get the "[[Lucky Me]]" [[achievement]] with relative ease. The best mission to do this on is Exodus, just after acquiring the jetpack to take the executive landing pad with the Bullfrogs. Grab the launcher wielded by the ODST just after you get out of the elevator, jetpack across to the other side and fire while in mid-air against the many Covenant troops milling around below you.