Editing Legendary

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{{Status|Gameplay}}
{{Status|Gameplay}}
[[File:MCC - Legendary symbol.png|150px|thumb|The Legendary shield, as per ''[[Halo: The Master Chief Collection|Halo: The Master Chief Collection's]]'' release.]]
[[File:MCC - Legendary symbol.png|150px|thumb|right|The Legendary shield, as per ''[[Halo: The Master Chief Collection|Halo: The Master Chief Collection's]]'' release.]]
{{Quote|You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive. This is suicide.|Description from ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'', and ''[[Halo: Combat Evolved Anniversary]]''}}
{{Quote|You face opponents who have never known defeat, who laugh in alien tongues at your efforts to survive. This is suicide.|Description from ''[[Halo: Combat Evolved]]'', ''[[Halo 2]]'', and ''[[Halo: Combat Evolved Anniversary]]''}}
{{Quote|Tremble as teeming hordes of invincible alien monsters punish the slightest error with instant death... again and again.|Description from ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', and ''[[Halo 4]]''{{Ref/Note|The ''[[Halo 4]]'' description is the same wording, however it ends with an [[wikipedia:exclamation point|exclamation point]] rather than a [[wikipedia:full stop|period]].}}}}
{{Quote|Tremble as teeming hordes of invincible alien monsters punish the slightest error with instant death... again and again.|Description from ''[[Halo 3]]'', ''[[Halo 3: ODST]]'', ''[[Halo: Reach]]'', and ''[[Halo 4]]''{{Ref/Note|The ''[[Halo 4]]'' description is the same wording, however it ends with an [[wikipedia:exclamation point|exclamation point]] rather than a [[wikipedia:full stop|period]].}}}}
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==Summary==
==Summary==
[[File:Halo 3 - Legendary Symbol.png|thumb|The original Legendary shield.]]
[[File:Halo 3 - Legendary Symbol.png|thumb|The original Legendary shield.]]
In the original ''Halo'' trilogy, legendary difficulty is symbolized by an [[Sangheili|Elite]] skull with a bullet pierced on the cranium, two crossed [[Combat knife|combat knives]] and a shield bearing the ''[[Marathon]]'' symbol, though the symbol is not visible behind the skull. In ''[[Halo 3: ODST]]'', the symbol is adjusted to a [[human]] skull with two crossed [[M7S Caseless Submachine Gun|Suppressed SMGs]] in front of the same shield with the ''Marathon'' symbol, now slightly visible behind the skull. In ''[[Halo: Reach]]'' and ''[[Halo: Combat Evolved Anniversary]]'', the original legendary symbol returns, but these games, along with future titles, lack the ''Marathon'' symbol on the shield. In ''[[Halo 4]]'', the shield and the combat knives have been redesigned while the skull of a [[Promethean Knight]] replaces the previous skulls.
In the original ''Halo'' trilogy, legendary difficulty is symbolized by an [[Sangheili|Elite]] skull with a bullet-hole through one side, two crossed [[Combat knife|combat knives]] and a shield bearing the ''[[Marathon]]'' symbol, though the symbol is not visible behind the skull. In ''[[Halo 3: ODST]]'', the symbol is adjusted to a [[human]] skull with two crossed [[M7S Caseless Submachine Gun|Suppressed SMGs]] in front of the same shield with the ''Marathon'' symbol, now slightly visible behind the skull. In ''[[Halo: Reach]]'' and ''[[Halo: Combat Evolved Anniversary]]'', the original legendary symbol returns, but these games, along with future titles, lack the ''Marathon'' symbol on the shield. In ''[[Halo 4]]'', the shield and the combat knives have been redesigned while the skull of a [[Promethean Knight]] replaces the previous skulls.


Legendary is regarded as a significant challenge, even for veteran players. Overwhelming enemy firepower, superior enemy numbers, and increased enemy intelligence make up most of the challenge, but several specific changes, varying throughout games, also add to the difficulty. Most allies are practically useless aside from creating distractions. The player must play cautiously and conservatively to succeed, but even with appropriate tactics and practice, the player will die very often and may require some luck to succeed. The increased difficulty does not come without rewards; many details, such as pieces of dialogue, cutscenes, and music, can only be heard or seen on Legendary; in particular, most Halo games feature an additional scene in the ending cutscenes, which is only shown on Legendary, often referred to as "Legendary Endings". ''Halo: Combat Evolved'', ''Halo 3'', ''Halo 3: ODST'', ''Halo: Reach'', ''Halo 4'', and ''Halo 5: Guardians'' feature such endings. Several [[achievement]]s, [[challenge]]s, [[commendations]], and [[Halo Waypoint#Awards|career awards]] reward players for accomplishing various tasks on Legendary difficulty in addition to the achievements for simply completing every mission on Legendary.
Legendary is regarded as a significant challenge, even for veteran players. Overwhelming enemy firepower, superior enemy numbers, and increased enemy intelligence make up most of the challenge, but several specific changes, varying throughout games, also add to the difficulty. Most allies are practically useless aside from creating distractions. The player must play cautiously and conservatively to succeed, but even with appropriate tactics and practice, the player will die very often and may require some luck to succeed. The increased difficulty does not come without rewards; many details, such as pieces of dialogue, cutscenes, and music, can only be heard or seen on Legendary; in particular, most Halo games feature an additional scene in the ending cutscenes, which is only shown on Legendary, often referred to as "Legendary Endings". ''Halo: Combat Evolved'', ''Halo 3'', ''Halo 3: ODST'', ''Halo: Reach'', ''Halo 4'', and ''Halo 5: Guardians'' feature such endings. Several [[achievement]]s, [[challenge]]s, [[commendations]], and [[Halo Waypoint#Awards|career awards]] reward players for accomplishing various tasks on Legendary difficulty in addition to the achievements for simply completing every mission on Legendary.
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*Player shields and enemy shields recharge faster - twice as fast as when on Normal difficulty.
*Player shields and enemy shields recharge faster - twice as fast as when on Normal difficulty.
*Enemy health is doubled.
*Enemy health is doubled.
*'''[[Sangheili]]:''' Twice as many Sangheili appear as on the Normal difficulty. [[Sangheili Major]] are encountered at a ratio of about one of every three Elites encountered, improving enemy forces. An area that had two [[Sangheili Minor]] on Normal should have four to five Elites on Legendary with one or two of them being Majors. Their shields can take 28 rounds from an [[MA5B assault rifle|Assault Rifle]] before lowering.
*'''[[Sangheili|Elites]]:''' Twice as many Elites appear as on the Normal difficulty. [[Sangheili Major|Elite Majors]] are encountered at a ratio of about one of every three Elites encountered, improving enemy forces. An area that had two [[Sangheili Minor|Elite Minors]] on Normal should have four to five Elites on Legendary with one or two of them being Majors. Their shields can take 28 rounds from an [[MA5B assault rifle|Assault Rifle]] before lowering.
*'''[[Unggoy]]:''' Twice as many Unggoy appear than on the Normal setting. Around half of the Grunts encountered are [[Unggoy Major]].
*'''[[Unggoy|Grunts]]:''' Twice as many Grunts appear than on the Normal setting. Around half of the Grunts encountered are [[Unggoy Major|Grunt Majors]].
*Enemy Grunts and Elites throw grenades frequently, much faster and almost always accurately. The grenade detonation timers are cut in half.
*Enemy Grunts and Elites throw grenades frequently, much faster and almost always accurately. The grenade detonation timers are cut in half.
*'''Firing Rate :''' All enemies fire their weapons much faster and more accurately. In particular, [[Kig-Yar]] will fire long streams of 10-15 shots with high accuracy. Kig-Yar will also charge their plasma pistols much more often proving deadly in combat.
*'''Firing Rate :''' All enemies fire their weapons much faster and more accurately. In particular, [[Kig-Yar|Jackals]] will fire long streams of 10-15 shots with high accuracy. Jackals will also charge their plasma pistols much more often proving deadly in combat.
*'''Agility :''' All enemies move much faster and will rarely allow a player to stick them with [[Anskum-pattern plasma grenade|grenades]]. Sangheili will often do their dodging maneuver immediately if hit, making it very difficult to make consistent hits on them to drain their shields.
*'''Agility :''' All enemies move much faster and will rarely allow a player to stick them with [[Anskum-pattern plasma grenade|grenades]]. Elites will often do their dodging maneuver immediately if hit, making it very difficult to make consistent hits on them to drain their shields.
*'''[[Stealth Sangheili]]:''' They are always encountered in packs of four to six with few exceptions.
*'''[[Stealth Sangheili|Stealth Elites]]:''' They are always encountered in packs of four to six with few exceptions.
*'''[[Flood]]:''' The Flood are now armed 90 percent of the time. Their deadly melee attacks will drain shields by half. Many more of them wield [[M90 shotgun|Shotguns]] and [[M41 SPNKR|Rocket Launchers]] than before. Only a couple of Infection Forms can completely drain your shields, and an explosion from a Carrier Form can kill you instantly if your shields are completely or partially drained.
*'''[[Flood]]:''' The Flood are now armed 90 percent of the time. Their deadly melee attacks will drain shields by half. Many more of them wield [[M90 shotgun|Shotguns]] and [[M41 SPNKR|Rocket Launchers]] than before. Only a couple of Infection Forms can completely drain your shields, and an explosion from a Carrier Form can kill you instantly if your shields are completely or partially drained.
*'''Allies:''' [[UNSC Marine Corps|Marines]] are virtually useless. They will constantly get stuck with grenades and most are easily killed by the enemy's increased rate of fire. Their returning fire only inflicts minimal damage on enemies. Their AI is increased significantly, still to little effect.
*'''Allies:''' [[UNSC Marine Corps|Marines]] are virtually useless. They will constantly get stuck with grenades and most are easily killed by the enemy's increased rate of fire. Their returning fire only inflicts minimal damage on enemies. Their AI is increased significantly, still to little effect.
* [[Sangheili Zealot]]s appear more frequently throughout the game. Incredibly, it takes 21 shots from an M6D Pistol to remove their shields alone.
* [[Sangheili Zealot|Elite Zealots]] appear more frequently throughout the game. Incredibly, it takes 21 shots from an M6D Pistol to remove their shields alone.


===Specific differences===
===Specific differences===
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**The player has immediate access to the [[motion tracker]] and [[M9 frag grenade|Frag grenades]].
**The player has immediate access to the [[motion tracker]] and [[M9 frag grenade|Frag grenades]].
*'''[[The Truth and Reconciliation]]:'''
*'''[[The Truth and Reconciliation]]:'''
**Upon entering the loading bay, 4-6 Sangheili Zealots will ambush the player and the Marines in addition to the standard waves of Unggoy and Kig-Yar which pass through the hallways. There will also be a couple of [[Mgalekgolo]].
**Upon entering the loading bay, 4-6 Elite Zealots will ambush the player and the Marines in addition to the standard waves of Grunts and Jackals which pass through the hallways. There will also be a couple of [[Mgalekgolo|Hunters]].
*'''[[343 Guilty Spark (level)|343 Guilty Spark]]:'''
*'''[[343 Guilty Spark (level)|343 Guilty Spark]]:'''
**The shotgun is no longer available early on in the game. The only way to pick it up is to kill a [[Flood combat form]] that was holding one or from one of the dead Marines from the third room with an energy bridge.
**The shotgun is no longer available early on in the game. The only way to pick it up is to kill a [[Flood combat form]] that was holding one or from one of the dead Marines from the third room with an energy bridge.
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*Both players have "linked lives". That is, when one of the players dies, both are sent back to the last checkpoint regardless of whether or not only one of them died (Possibly to prevent players from easily reaching the status of beating Legendary on their profile or to enhance it with the general knowledge of the above statement). This effect is similar to enabling the [[Halo 2 skulls#Iron|Iron Skull]].
*Both players have "linked lives". That is, when one of the players dies, both are sent back to the last checkpoint regardless of whether or not only one of them died (Possibly to prevent players from easily reaching the status of beating Legendary on their profile or to enhance it with the general knowledge of the above statement). This effect is similar to enabling the [[Halo 2 skulls#Iron|Iron Skull]].
*Enemy fire or munitions have a faster velocity.
*Enemy fire or munitions have a faster velocity.
*Enemies will tend to use more powerful weapons earlier in the game or more often, such as [[Sangheili Ultra|Ultras]] and [[Sangheili Zealot|Zealots]] with [[Type-1 energy sword|Energy Swords]], [[Unggoy]] with [[Pez'tk-pattern fuel rod gun|Fuel Rod Guns]] and [[Type-33 needler|Needlers]], and finally [[Jiralhanae]] with [[Type-25 Brute Shot|Brute Shots]].
*Enemies will tend to use more powerful weapons earlier in the game or more often, such as [[Sangheili Ultra|Ultras]] and [[Sangheili Zealot|Zealots]] with [[Type-1 energy sword|Energy Swords]], [[Unggoy|Grunts]] with [[Pez'tk-pattern fuel rod gun|Fuel Rod Guns]] and [[Type-33 needler|Needlers]], and finally [[Jiralhanae|Brutes]] with [[Type-25 Brute Shot|Brute Shots]].
*Flood Combat Forms will frequently wield Shotguns and Rocket Launchers. A shot from a Shotgun at mid-range can kill you instantly. There are more Infection Forms present, and they will instantly revive any Combat Form if their corpses are intact.
*Flood Combat Forms will frequently wield Shotguns and Rocket Launchers. A shot from a Shotgun at mid-range can kill you instantly. There are more Infection Forms present, and they will instantly revive any Combat Form if their corpses are intact.
*Enemies will tend to stick together, and not follow the player too far from their spawn point, making it very difficult to ambush them.
*Enemies will tend to stick together, and not follow the player too far from their spawn point, making it very difficult to ambush them.
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*The [[Thel 'Vadam|Arbiter]]'s [[active camouflage]] lasts only five seconds and takes ten seconds to recharge.
*The [[Thel 'Vadam|Arbiter]]'s [[active camouflage]] lasts only five seconds and takes ten seconds to recharge.
*Enemy shields and health are almost double their Normal resistance.
*Enemy shields and health are almost double their Normal resistance.
*Virtually all Sangheili encountered are Majors. Unggoy  Majors are also far more common.
*Virtually all Elites encountered are Majors. Grunt Majors are also far more common.
*Elite Ultras are now a very common sight. The player will encounter up to four in some parts of the game. They have the most powerful energy shields in the game and can survive four head shots from a [[Sniper Rifle System 99C-Series 2 Anti-Matériel|Sniper Rifle]] or a [[Sulok-pattern beam rifle|Beam Rifle]].
*Elite Ultras are now a very common sight. The player will encounter up to four in some parts of the game. They have the most powerful energy shields in the game and can survive an astounding four head shots from a [[Sniper Rifle System 99C-Series 2 Anti-Matériel|Sniper Rifle]] or a [[Sulok-pattern beam rifle|Beam Rifle]].
*When playing as the [[John-117|Master Chief]], the player has to face large numbers of Sangheili  Zealots. They always wield Swords and can slaughter large groups of Marines with ease.
*When playing as the [[John-117|Master Chief]], the player has to face large numbers of Elite Zealots. They always wield Swords and can slaughter large groups of Marines with ease.
*Enemies are extremely adaptive and intelligent in tactical action. They rarely fall victim to being outsmarted.
*Enemies are extremely adaptive and intelligent in tactical action. They rarely fall victim to being outsmarted.
*Unggoy retreat less often when a leader is killed.
*Grunts retreat less often when a leader is killed.
*Marine allies are much stronger. They have more health and their AI is increased significantly. They are still highly vulnerable though.
*Marine allies are much stronger. They have more health and their AI is increased significantly. They are still highly vulnerable though.
**Marines can withstand one shot from a sniper jackal without dying.
*Melee attacks received from Elites and Flood combat forms are practically always one hit fatalities, however moving to the side will reduce the damage concurred from such attacks.
*Melee attacks received from Elites and Flood combat forms are practically always one hit fatalities, however moving to the side will reduce the damage concurred from such attacks.
**Melee attacks from Heretic Elites are glitched, so the player will not take any damage from them. This can be used as a saving grace in otherwise bad situations. '''''This does not apply when a Heretic Elite is holding an Energy Sword'''''.
*Enemies normally have upgraded weapons. For example, Brutes that usually had [[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]]s would now carry [[Vostu-pattern carbine|Carbines]] or have the deadly Brute Shot equipped.
*Enemies normally have upgraded weapons. For example, Jiralhanae that usually had [[Kewu R'shi'k-pattern plasma rifle]]s would now carry [[Vostu-pattern carbine]] or have the deadly Brute Shot equipped.
*Enemies will often notice the player sooner and prove to be more alert.
*Enemies will often notice the player sooner and prove to be more alert.
*[[Kig-Yar Sniper]]s will appear more often than on any other difficulty. They can kill the player with only one shot regardless of where it hits. Players should think twice before sticking themselves out into the open.
*[[Kig-Yar Sniper|Jackal Snipers]] will appear more often than on any other difficulty. They can kill the player with only one shot regardless of where it hits. Players should think twice before sticking themselves out into the open.
*Stealth Elites appear more often and travel in groups of two to four, usually with one or two dual-wielding Plasma Rifles and the others using Energy Swords.
*Stealth Elites appear more often and travel in groups of two to four, usually with one or two dual-wielding Plasma Rifles and the others using Energy Swords.
*Almost all Elite Combat Forms have shields.
*Almost all Elite Combat Forms have shields.
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==''Halo 3'' and ''Halo 3: ODST''==
==''Halo 3'' and ''Halo 3: ODST''==
[[File:Halo 3 ODST - Legendary Symbol.png|150px|thumb|The ''Halo 3: ODST'' Legendary shield.]]
[[File:Halo 3 ODST - Legendary Symbol.png|150px|thumb|right|The ''Halo 3: ODST'' Legendary shield.]]
===General differences===
===General differences===
*Shields are 50% their Normal power and a few hits even from a Plasma Pistol will drain them completely.
*Shields are 50% their Normal power and a few hits even from a Plasma Pistol will drain them completely.
*Enemies are much more resistant to damage. (E.g. The player needs three body shots or two headshots for a fully shielded [[Jiralhanae Captain|Jiralhanae Captain]] to take it down instead of one headshot or two body shots with a sniper or beam rifle).
*Enemies are much more resistant to damage. (E.g. The player needs three body shots or two headshots for a fully shielded [[Jiralhanae Captain|Brute Captain]] to take it down instead of one headshot or two body shots with a sniper or beam rifle).
*Headshots are the only means to get a quick kill on enemies like Jackals and Grunts, aside from assassinations.
*Headshots are the only means to get a quick kill on enemies like Jackals and Grunts, aside from assassinations.
*Nearly all enemy forces are promoted by one rank. This can be changed with the effects of the [[Halo 3 skulls#Thunderstorm|Thunderstorm Skull]], which promotes enemies even higher. In addition to this promotion, Brutes will not carry [[deployable cover]]s.
*Nearly all enemy forces are promoted by one rank. This can be changed with the effects of the [[Halo 3 skulls#Thunderstorm|Thunderstorm Skull]], which promotes enemies even higher. In addition to this promotion, Brutes will not carry [[deployable cover]]s.
*Enemy numbers double or sometimes triple in the case of Flood encounters.
*Enemy numbers double or sometimes triple in the case of Flood encounters.
*Enemy AI improves dramatically, enemy vehicles will be significantly harder to hijack and enemies will be nearly impossible to stick with grenades.
*Enemy AI improves dramatically, enemy vehicles will be significantly harder to hijack and enemies will be nearly impossible to stick with grenades.
*Kig-Yar Snipers, one of the rarer enemies in ''Halo 3'', will appear with greater frequency, though not nearly as much as in ''Halo 2''. Similar to ''Halo 2'', being shot by a Kig-Yar Sniper armed with a beam rifle results in instant death.
*Jackal Snipers, one of the rarer enemies in ''Halo 3'', will appear with greater frequency, though not nearly as much as in ''Halo 2''.
*Enemies fire much faster and more accurately, and toss grenades more often and with greater accuracy.
*Enemies fire much faster and more accurately, and toss grenades more often and with greater accuracy.
*Turrets, such as [[Rizsheda-pattern Shade|Shades]], are frequently encountered, even in places in which they did not appear in lower difficulties. Gunners will also fire more aggressively.
*Turrets, such as [[Rizsheda-pattern Shade|Shades]], are frequently encountered, even in places in which they did not appear in lower difficulties. Gunners will also fire more aggressively.
*Jirlahane will wield Brute Shots more often. They will fire them faster and more accurately. They will also frequently go berserk.
*Brutes will wield Brute Shots more often. They will fire them faster and more accurately. They will also frequently go berserk.
*The "linked lives" system from ''Halo 2'' is removed but can be achieved with the [[Halo 3 skulls#Iron|Iron Skull]] activated.
*The "linked lives" system from ''Halo 2'' is removed but can be achieved with the [[Halo 3 skulls#Iron|Iron Skull]] activated.
*Almost all Sentinels have shields, including allied ones.
*Almost all Sentinels have shields, including allied ones.
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*''Halo 3'':
*''Halo 3'':
**In the level ''[[Arrival]]'', there are five different random dialog lines for Johnson which are exclusive to Legendary difficulty.
**In the level ''[[Arrival]]'', there are five different random dialog lines for Johnson which are exclusive to Legendary difficulty.
**The [[Terminal (Halo 3)|Terminals]] have a different narrative on Legendary, changing from the story of the [[Didact]] and the [[Librarian]], to the story of [[Mendicant Bias]].
**The ending cutscene of the level ''[[Halo (Halo 3 level)|Halo]]'', following the game's [[Halo 3 credits|credits]], has a Legendary-only scene [[Requiem|foreshadowing]] ''Halo 4''.
**The ending cutscene of the level ''[[Halo (Halo 3 level)|Halo]]'', following the game's [[Halo 3 credits|credits]], has a Legendary-only scene [[Requiem|foreshadowing]] ''Halo 4''.
*''Halo 3: ODST'':
*''Halo 3: ODST'':
**In the level ''[[Prepare To Drop]]'', a photo of the [[Rookie]]'s girlfriend can be seen in his [[M8900 drop pod|drop pod]].
**In the level ''[[Prepare To Drop]]'', a photo of the [[Rookie]]'s girlfriend can be seen in his [[Single Occupant Exoatmospheric Insertion Vehicle|drop pod]].
**In the ending cutscene of the level ''[[NMPD HQ]]'', blood sprays out of [[Kojo Agu|Romeo]]'s chest.
**In the ending cutscene of the level ''[[NMPD HQ]]'', blood sprays out of [[Kojo Agu|Romeo]]'s chest.
**The ending cutscene of the game, at the end of the level ''[[Coastal Highway]]'' and after the [[Halo 3: ODST credits|credits]], has a Legendary-only scene.
**The ending cutscene of the game, at the end of the level ''[[Coastal Highway]]'' and after the [[Halo 3: ODST credits|credits]], has a Legendary-only scene.
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== ''Halo: Reach'' ==
== ''Halo: Reach'' ==
[[File:HR Legendary Icon.png|thumb|The ''Halo: Reach'' Legendary shield.]]
[[File:HR Legendary Icon.png|thumb|right|The ''Halo: Reach'' Legendary shield.]]
=== General differences ===
=== General differences ===
* In ''Halo Reach'', enemy AI and numbers will be scaled according to the number of players (i.e. the more players there are, the more enemies there are and the more intelligent each enemy AI is).
* In ''Halo Reach'', enemy AI and numbers will be scaled according to the number of players (i.e. the more players there are, the more enemies there are and the more intelligent each enemy AI is).
* Plasma projectiles travel faster than on other difficulties.
* Plasma projectiles travel faster than on other difficulties.
* Shade turrets fire and turn several times faster than physically possible by the player.
* Shade turrets fire and turn several times faster than physically possible by the player.
* [[Sangheili General]] appear more often, usually wielding Covenant heavy weapons.
* [[Sangheili General|Elite Generals]] appear more often, usually wielding Covenant heavy weapons.
* [[Sangheili Minor]]s seldom appear; less than five are encountered in the entire campaign, with the exception of Banshee pilots.
* [[Sangheili Minor|Elite Minors]] seldom appear; less than five are encountered in the entire campaign, with the exception of Banshee pilots.
* Similar to Elite Minors, very few [[Kig-Yar Minor]]s appear through the whole campaign.
* Similar to Elite Minors, very few [[Kig-Yar Minor|Jackal Minors]] appear through the whole campaign.


=== Specific differences ===
=== Specific differences ===
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== ''Halo 4'' ==
== ''Halo 4'' ==
[[File:Halo 4 - Legendary symbol.png|150px|thumb|The ''Halo 4'' Legendary shield.]]
[[File:Halo 4 - Legendary symbol.png|150px|thumb|right|The ''Halo 4'' Legendary shield.]]
=== General differences ===
=== General differences ===
{{Expand-section}}
{{Expand-section}}
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* Enemies deal more damage and are more resistant to damage, with Elites taking at least [[seven]] direct headshots from a [[M395 DMR|DMR]] to lose their shields.
* Enemies deal more damage and are more resistant to damage, with Elites taking at least [[seven]] direct headshots from a [[M395 DMR|DMR]] to lose their shields.
* More [[Promethean Knight]]s are featured, especially higher-ranking ones.
* More [[Promethean Knight]]s are featured, especially higher-ranking ones.
* [[Crawler Snipe]]s are more dangerous as their built-in [[Z-750 binary rifle]]s almost always kill the player in one hit, regardless of where it hits.
* [[Crawler Snipe]]s are more dangerous as their built-in [[Z-750 binary rifle|Binary Rifle]]s almost always kill the player in one hit, regardless of where it hits.
* Promethean Knights' and [[Promethean Watcher]]s' shields recharge much faster.
* Promethean Knights' and [[Promethean Watcher]]s' shields recharge much faster.
* Knights also throw [[Z-040 pulse grenade|Pulse Grenades]] even more often.
* Knights also throw [[Z-040 pulse grenade|Pulse Grenades]] even more often.
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== ''Halo 5: Guardians'' ==
== ''Halo 5: Guardians'' ==
[[File:Halo 5 Guardians - Legendary symbol.png|150px|thumb|The ''Halo 5: Guardians'' Legendary shield.]]
[[File:Halo 5 Guardians - Legendary symbol.png|150px|thumb|right|The ''Halo 5: Guardians'' Legendary shield.]]
While playing on [[cooperative play|co-op]], it is highly recommended to pick characters with precision weapons (e.g. DMR) as their starting primary weapon as part of their starting loadout, like [[Frederic-104]] or [[Holly Tanaka]], as precision weapons are more useful than fully automatic weapons in most cases.
While playing on [[cooperative play|co-op]], it is highly recommended to pick characters with precision weapons (e.g. DMR) as their starting primary weapon as part of their starting loadout, like [[Frederic-104]] or [[Holly Tanaka]], as precision weapons are more useful than fully automatic weapons in most cases.


=== General differences ===
=== General differences ===
{{Expand-section}}
{{Expand-section}}
* Enemies deal more damage and are more resistant to damage. Two shots from an enemy wielding a [[Z-250 lightrifle]] will down a player.
* Enemies deal more damage and are more resistant to damage. Two shots from an enemy wielding a [[Z-250 lightrifle|LightRifle]] will down a player.
* [[Promethean Crawler]]s' tracking shots from their built-in weapons exhibit virtually pinpoint accuracy.
* [[Promethean Crawler]]s' tracking shots from their built-in weapons exhibit virtually pinpoint accuracy.
* [[Armiger Soldier]]s use slipspace translocation even more often to confuse or avoid players and throw [[Z-400 splinter grenade|Splinter Grenades]] more often.
* [[Promethean Soldier]]s use slipspace translocation even more often to confuse or avoid players and throw [[Z-400 splinter grenade|Splinter Grenades]] more often.
* [[Knight Commander]]s wielding Incineration Cannons fire charged shots even more often.
* [[Knight Commander]]s wielding Incineration Cannons fire charged shots even more often.


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== ''Halo Wars 2'' ==
== ''Halo Wars 2'' ==
[[File:Halo Wars 2 - Legendary symbol.png|150px|thumb|The ''Halo Wars 2'' Legendary shield.]]
[[File:Halo Wars 2 - Legendary symbol.png|150px|thumb|right|The ''Halo Wars 2'' Legendary shield.]]
=== General differences ===
=== General differences ===
{{Expand-section}}
{{Expand-section}}

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