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| {{Status|Gameplay}} | | {{ratings}} |
| {{Center|For the full list of weapons see [[:Category:Weapons]].}} | | {{Era|FOR|CH|TCP|HW|H1|TF|FS|HGN|H2|GOO|H3R|UP|H3|LE|}} |
| The '''weapons''' from the [[Halo universe|''Halo'' universe]], available in campaign and [[multiplayer]] gameplay, form the basis of [[wikipedia:First-person shooter|first-person shooter]] gameplay within the Halo games.
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| == Overview ==
| | :''For the full list of weapons see [[:Category:Weapons]]'' |
| The player is allowed to use weapons from many races, such as [[UNSC|humans]], [[Covenant]], and [[Forerunner]]s, often turning the enemy's firepower against them.
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| Human weapons tend to use bullets, explosives, coil/rail guns and lasers. [[Covenant weapons]] are generally [[plasma]] or energy based. [[Brute]] weapons use spikes or explosives. All plasma weapons use charge. All weapons run out of ammunition or charge when used extensively. Plasma weapons typically overheat if fired continuously for long periods of time, which causes the player's weapon to become temporarily unresponsive while it cools down.
| | The '''weapons''' from the [[Halo Universe]], available in campaign and [[multiplayer]] gameplay, handheld, form the basis of First Person Shooter Gameplay within the Halo games. |
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| == Gameplay == | | ==Origin== |
| An extensive array of weapons are available within the gameplay, with each weapon operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit their tastes, in terms of power, speed, range, kickback and/or feedback.
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| === Usage ===
| | The player is allowed to use weapons from many races, such as [[UNSC |Humans]], [[Covenant Empire|Covenant]], and [[Forerunner]], often turning the enemy's firepower against them. |
| ''[[Halo: Combat Evolved]]'' limited the number of weapons players could carry to two (of which only one could be used at any one time), forcing players to carefully select their preferred armament.<ref name=gamespotreview>[http://www.gamespot.com/xbox/action/halo/review.html '''GameSpot''' - ''Halo: Combat Evolved review'']</ref> Players fight with ranged and [[Melee#Use in gameplay|melee]] attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of ''Halo''",<ref name="golden">Bakken, Lars, et al. [[Wikipedia:Marketing for Halo 3#Developer documentaries|Is Quisnam Protero Damno!]], [[Bungie]], Washington 2007</ref> which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both [[Hit Points|hit points]] and a continually recharging energy shield.<ref name=gamespyreview>[http://archive.gamespy.com/reviews/november01/halo/ '''GameSpy''' - ''Review of Halo: Combat Evolved for the Xbox'']</ref> The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death.
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| ''[[Halo 2]]'' introduced new gameplay elements, most notably the ability to hold and fire two weapons simultaneously, known as "[[dual wielding]]". The health system was altered in this game, with the player no longer having hit points as well as shields. Also, the [[MA5B assault rifle|Assault Rifle]] was not included in this game.<ref name="ugo halo2 retro">[http://www.ugo.com/games/halo-retrospective/?cur=halo-2 '''Ugo''' - ''Halo Retrospective: Halo 2'']</ref>
| | Human weapons tend to use bullets, explosives, rail guns, and lasers. [[Covenant weapons]] are generally [[plasma]] or energy based, with the exception of [[Brute]] weapons which use spikes or explosives. All plasma weapons use charge. All weapons run out of ammunition or charge when used extensively. Covenant weapons typically overheat if fired continuously for long periods of time, which causes your weapon to be unresponsive. |
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| ''[[Halo 3]]'' adds to the series new weapons, and a class of items called [[equipment]]. The [[MA5C assault rifle|Assault Rifle]] returns in this incarnation, albeit with a decreased magazine capacity, but with more damage per hit.<ref name="ignburning">[http://uk.xbox360.ign.com/articles/812/812177p1.html '''IGN''' - ''Burn, Baby! Burn!'']</ref>
| | To know more about the weapons from each set of races: |
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| ''[[Halo 3: ODST]]'' adds sound-suppressed weapons, namely the [[M7S SMG|Silenced SMG]] and the [[M6C/SOCOM|Silenced Pistol]], which replaces the [[BR55 battle rifle|Battle Rifle]] from ''Halo 3''. Also, the game does not contain dual wielding, and equipment is no longer usable by players; Equipment can now only be used by enemy Brutes. ''Halo 3: ODST'' also marks the return of the [[Kewu R'shi'k-pattern plasma rifle|Brute Plasma Rifle]], replacing the regular version, and is also used by [[Yanme'e|Drones]].<ref>[http://halo.bungie.net/projects/odst/guide.aspx '''Bungie.net''' - ''ODST Guide: "ordnance, stealthy weapons of Halo 3: ODST"'']</ref>
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| ''[[Halo Reach]]'' replaces quite a few weapons with different variants, like the [[M392 DMR|DMR]], replacing the BR, and the [[Gadulo-pattern needle rifle|Needle Rifle]] replacing the [[Vostu-pattern carbine|Carbine]] from ''Halo 2'' and ''Halo 3''. It also goes over a massive overhaul with the Assault Rifle, as it is now an [[MA37 assault rifle|MA37]] rather than an MA5B. It also adds a play off of equipment called [[armor abilities|Armor Abilities]]. These can be used repeatedly with a brief "cool down" time added.
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| ''[[Halo 4]]'' adds a new group of Forerunner weapons that fire hard light used by the [[Promethean]]s. The [[MA5D assault rifle|Assault Rifle]], [[BR85HB battle rifle|Battle Rifle]], and [[M395 DMR|DMR]] return while the Plasma Rifle is replaced by the [[Kelos'vaarda-pattern storm rifle|Storm Rifle]].
| | {|cellspacing="5" cellpadding="2" |
| | |style="text-align: center;"| |
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| | ![[UNSC Weaponry]] |
| | ![[Covenant Weaponry]] |
| | ![[Forerunner#Weaponry|Forerunner Weaponry]] |
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| | |<imagemap> |
| | Image:Whitebkgrdrifle.jpg|thumb|240px|A '''UNSC''' [[BR55 Battle Rifle|Battle Rifle]] |
| | default [[UNSC Weapons]] |
| | desc none |
| | </imagemap> |
| | |<imagemap> |
| | Image:Plasma Rifles.jpg|thumb|230px|Two '''Covenant''' [[Plasma Rifle]]s |
| | default [[Covenant Weapons]] |
| | desc none |
| | </imagemap> |
| | |<imagemap> |
| | Image:Sentinel_beam_white.jpg|thumb|right|170px|A '''Forerunner''' [[Sentinel Beam]] |
| | default [[Forerunner#Weaponry]] |
| | desc none |
| | </imagemap> |
| | |}</center> |
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| ''[[Halo 5: Guardians]]'' introduces variants of weapons in the game: for loadout weapons, these include attachments like [[Kinetic Bolts]] and [[Stabilization jets|Stabilization Jets]], as well as new scopes (e.g. [[Morph sight]], [[Holoscope|Hybrid sight]]); and for power weapons, there are usually two upgraded variants, an improved one and an advanced one. [[Mythic weapon]]s are also introduced, with these weapons being extremely rare but powerful and historically significant (e.g. ''[[Oathsworn]]'' by [[Kelly-087]], ''[[Nornfang]]'' by [[Linda-058]]). The new weapons introduced are the {{Pattern|Tufasumo|plasma caster}}, which replaces the [[Elo'Nakada-pattern concussion rifle|Concussion Rifle]], and the [[MLRS-1 Hydra|Hydra Launcher]], which is a spiritual successor to the [[Kopasa'mada-pattern plasma launcher|Plasma Launcher]]. All of the Forerunner weapons have been drastically overhauled as well.
| | ==Gameplay== |
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| ''[[Halo Infinite]]'' introduces shock weapons that deal electrical damage over time with consectutive hits and stun vehicles. Several weapons are replaced with new ones, possibly in an attempt to make each gun feel significantly different. Weapon ammo is classified in 5 types (Kinetic, [[Plasma]], Shock, [[Hard light|Hardlight]] and Power), and can be replenished in appropriate Ammo Dispensers. Battery weapons can now replenish their ammo by taking it from discarded weapons. Equipment returns in a different form, now being pickup items with a set number of charges in Multiplayer, or switchable on the fly in Campaign. Finally, [[Fusion coil]]s can be picked up and thrown, and come in 4 types like weapon damage types.
| | An extensive array of weapons are available within Gameplay, each operating differently. This allows players to take different approaches and sometimes forces a change in tactics depending on the strengths and weaknesses of each weapon. Each player will also find a weapon to suit his or her tastes, in terms of power, speed, range, kickback or feedback. |
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| === Aiming === | | ===Usage=== |
| [[File:H2 weaponszoom.jpg|thumb|500px|A few weapons as displayed in-game, with icon and name. Screenshots per weapon are when normal, firing, and when in scope/zoomed view. All in ''Halo 2''.]]
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| The typical arrow cursor is hidden within gameplay, and replaced with a blue targeting reticle that stays locked to the center of the screen, when in first person and third person views. The reticle turns red when a shot will hit an enemy target, and green for allies.
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| Many weapons are '''scoped''' and have the capability to zoom 2× or 5× into any area, with some long range weapons even capable of reaching up to 10× magnification such as the Sniper Rifle. These always show the reticle and continue scoping after shots are fired.
| | ''[[Halo: Combat Evolved]]'' limited the number of weapons players could carry to two (of which only one could be used at any one time), forcing them to carefully select their preferred armament.<ref name=gamespotreview>{{cite web| last=Fielder| first= Joe| date=2001-11-09| url=http://www.gamespot.com/xbox/action/halo/review.html| title=''Halo: Combat Evolved'' review at GameSpot| publisher= [[GameSpot]]| accessdate= 2006-08-02}}</ref> Players fight with ranged and [[Melee#Use in gameplay|melee]] attacks, as well as a limited number of grenades. Bungie refers to the "weapons-grenades-melee" format as the "Golden Triangle of ''Halo''",<ref name="golden">Bakken, Lars, et al. [[Wikipedia:Marketing for Halo 3#Developer documentaries|Is Quisnam Protero Damno!]], [[Bungie]], Washington 2007</ref> which has remained fundamentally unchanged throughout the trilogy. The player character's health is measured in both hit points and a continually recharging energy shield.<ref name=gamespyreview>{{cite web| last=Accardo| first=Sal| date=2001-11-15| url=http://archive.gamespy.com/reviews/november01/halo/| title=GameSpy's review of ''Halo: Combat Evolved'' for the Xbox| publisher=[[GameSpy]]| accessdate=2006-09-02}}</ref> The energy shield absorbs a significant portion of enemy fire until it becomes depleted, after which the player character will sustain damage, potentially causing death. |
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| While wielding '''non-scoped''' weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticle when in the zoomed view, returning to the normal view after every shot, making them inefficient for sniping. However, skilled players can use this in online gameplay to keep a good eye on enemies or destinations. In ''Halo 5: Guardians'', the smart scope feature is introduced, allowing players to increase the accuracy or range of all their weapons.
| | ''[[Halo 2]]'' introduced new gameplay elements, chief among them the ability to hold and fire two weapons simultaneously, known as "dual wielding". The health system was altered in this game, with the player no longer having hit points as well as shields. The Assault rifle was not included in this game.<ref name="ugo halo2 retro">{{cite web|year=|url=http://www.ugo.com/games/halo-retrospective/?cur=halo-2|title=''Halo'' Retrospective: Halo 2|publisher=[[UGO Networks]]|accessdate=2008-02-19}}</ref> |
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| === Types === | | ''[[Halo 3]]'' adds to the series new weapons, and a class of items called [[Equipment|Equipment.]] The Assault rifle returns in this incarnation, albeit with a decreased magazine capacity.<ref name="ignburning">{{cite web |url = http://uk.xbox360.ign.com/articles/812/812177p1.html |title = Burn, Baby! Burn! |accessdate = 2007-08-10 |author = Goldstein, Hilary |date = 2007-08-10 |work = [[IGN]] |pages =1-2}}</ref> |
| The types of available weapons follow the basic standards present in real life; Assault, Battle, and Sniping.
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| [[Grenade]]s are frequently made available, primarily for anti-infantry combat. Some grenades can stick and some grenades are stronger than others. | | ''[[Halo 3: ODST]]'' adds stealthier weapons, namely the Silenced SMG and the Suppressed Auto Mag. Hit points returned in this game. Also, the game does not contain the battle rifle, equipment or dual wielding. Halo 3: ODST also marks the return of the Brute Plasma Rifle replacing the regular version.<ref>[http://www.bungie.net/projects/odst/guide.aspx Bungie.net], ordnance, stealthy weapons of Halo 3:ODST</ref>. |
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| [[:Category:Melee weapons|Melee]] attacks are always available; if the player is able to get in range of an enemy, that can cause heavy damage. And melee attacks are very dangerous when you hit an enemy in the back, this will kill almost any enemy. Most times, a single melee attack is sufficient to completely deplete an enemy's shields. These are also used to take control of an enemy vehicle, by Melee attacking the craft, then planting a grenade to kill its driver.
| | ===Aiming=== |
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| Heavy weapons, such as [[turrets]], are also present within ''Halo'' levels, either stationary, or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held [[Support Weapons]], but it makes the player move slower and gives the turrets limited ammunition. Only when driving a vehicle, controlling the Flamethrower, and controlling a turret, does the game switch into third-person view. Some vehicles, such as the [[Karo'etba-pattern Ghost|Type-32]]/{{Pattern|Karo'wark|Ghost}}, [[Scorpion Tank]], and [[Banshee]] allow the driver to directly control mounted weapons while driving the vehicle. Other multi-occupant vehicles such as the [[M12 Warthog|Warthog]] require the player to remain in the weapon seat to control fire, and driving seat to control navigation.
| | [[Image:H2_weaponszoom.jpg|thumb|right|500px|A few weapons as displayed in-game, with icon and name. Screenshots per weapon are when normal, firing, and when in scope/zoomed view. All in [[Halo 2]]. ''(Click to enlarge)'']] |
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| [[:Category:Explosives|Explosives]] and large scale weapons, [[:Category:Missiles|missiles]], [[nuclear weapon]]s, and [[Halo Array|Halos]] are usually involved in the plot of every game, though not usually playable.
| | The typical arrow cursor is hidden within gameplay, and replaced with a blue targeting reticule that stays locked to the center of the screen, when in first person and third person views. The reticule turns red when a shot will hit an enemy target, and green for allies. |
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| === Availability ===
| | Many weapons are '''scoped''' and have the capability to zoom 2x or 5x into any area, with some long range weapons even capable of reaching up to 10x magnification like the Sniper Rifle. These always show the reticule and continue scoping after shots are fired. |
| [[File:H2 covweaponcache.jpg|thumb|150px|A Covenant Supply Case, holding two [[Sulok-pattern beam rifle|Beam rifles]].]]
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| Within campaign levels, the player's character ([[John-117|Master Chief]], [[Thel 'Vadam|the Arbiter]], [[Alpha-Nine|any members of Buck's squad (excluding Veronica)]], [[SPARTAN-B312|Noble Six]], [[Blue Team]], or [[Fireteam Osiris]], depending on the game played) usually begins with two weapons, and will always have access to weapons lying around, either near corpses or within weapon caches and stores.
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| Killed enemies or allies can be robbed of their dropped weapons as well. In ''Halo 2'' and every game that follows, the player can exchange weapons with allied AI when requested, making it unnecessary to kill them only to use their weapons, although grenades still cannot be traded. In ''Halo 5: Guardians'', John-117 or [[Jameson Locke]] can order AI-controlled Spartans to pick up weapons. However, AI-controlled Spartans can never drop their weapons upon death.
| | While wielding '''non-scoped''' weapons, the player's armor has the capability to zoom, to a minimal extent. These hide the reticule when in the zoomed view, returning to the normal view after every shot, making them inefficient for sniping. However, skilled players can use this in online gameplay to keep a good eye on enemies or destinations. |
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| Weapons can be reloaded by collecting [[:Category:Ammunition|ammunition]] or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon.
| | ===Types=== |
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| Certain weapon types usually have more or less ammunition available. For instance, sniper rifles typically have less ammunition lying around then assault or battle rifles, which are intended as primary/multipurpose weapons.
| | The types of available weapons follow the basic standards present in real life, [[:Category:Held Weapons|Assault, Battle and Sniping]]. |
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| === Common tips ===
| | [[Grenades]] are frequently made available, primarily for anti-infantry combat. Some grenades can stick and some grenades are stronger than others. |
| * Shooting a players' weapon will cause them to take damage, and even kill them. Players can also stick their weapon with a grenade in addition to this.
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| * A good trick to find snipers is to watch for the smoke left behind from the weapon's tracer bullets.
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| * A tactic to staying aware of enemy campers is to watch for their gun barrels sticking out from behind walls, barriers, etc.
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| * Simply running towards your enemy and shooting at the same time is not a good tactic. Try strafing too.
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| * Try shooting the head, not the body when using headshot capable weapons.
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| * Shoot at the feet of the opponents with explosives, as a body shot could be easy to evade.
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| * Snipers that stay in tight spaces will be vulnerable to explosives and grenades due to lack of room to move.
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| * Fire in short bursts with automatic weapons, such as the assault rifle, as it is a good way to maintain accuracy and overpower enemies from afar.
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| == Trivia ==
| | [[:Category:Melee Weapons|Melee]] attacks are always available; if the player is able to get in range of an enemy, that can cause heavy damage. And melee attacks are very dangerous when you hit an enemy in the back, this will kill almost any enemy. Most times, a single melee attack is sufficient to completely deplete an enemy's shields. These are also used to take control of an enemy [[Vehicles|Vehicle]], by Melee attacking the craft, then planting a grenade to kill its driver. |
| The [[Marathon]] symbol can be observed on many human weapons in ''Halo'' games published by [[Bungie]], it is very small and often blends in, and it is better observed very zoomed in. For example, it can be found being on the butt of the MA5C Assault Rifle, it can also be found on the [[Sniper Rifle]] near to the gun's trigger. They are all best observed in the ''[[Halo Encyclopedia (2009 edition)]]''.
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| == Gallery ==
| | Heavy weapons such as [[Turrets]] are also present within ''Halo'' levels, either stationary or mounted on Vehicles. Some turrets can be removed from their stands and used as hand held [[Support Weapons]], but it makes the player move slower. Only when driving a vehicle, controlling a Missile pod, controling the Flamethrower, and controlling a turret, does the game switch into third-person view. Some vehicles, such as the [[Type-32 Rapid Assault Vehicle|Ghost]], [[Scorpion Tank]], and [[Banshee]] allow the driver to directly control mounted weapons while driving the vehicle. Other multi-occupant vehicles such as the [[Warthog]] require the player to remain in the weapon seat to control fire, and driving seat to control navigation. |
| <gallery>
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| File:Armoryoc8.png|A list of UNSC weapons in ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'' shown to scale.
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| File:CovenantWeaponChart.gif|A list of Covenant weapons in ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'' shown to scale.
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| File:Ammo -UNSC.png|Different types of ammunition used by UNSC weapons.
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| </gallery>
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| == Sources ==
| | [[:Category:Explosives|Explosives]] and large scale weapons, [[:Category:Missiles|Missiles]], [[:Category:Nuclear Weapons|Nuclear]], and [[:Category:Halos|Halos]] are usually involved in the storyline of every game, though not usually playable. |
| {{Ref/Sources}}
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| [[Category:Lists]] | | ===Availability=== |
| [[Category:Weapons (gameplay)| ]] | | |
| | [[Image:H2_covweaponcache.jpg|right|thumb|150px|A Covenant weapons cache, holding two [[Covenant Carbine|Carbines]]]] |
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| | Within campaign levels, the player's character ([[Master Chief]] or [[Thel 'Vadam|The Arbiter]]) usually begins with two weapons, and often has access to weapons lying around, either near corpses or within weapon caches and stores. or in secret areas in multiplayer. The two weapons are the Carbine, and the battle rifle. |
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| | Killed enemies or allies can be robbed of their dropped weapons as well. In Halo 2 and onwards, the player can exchange weapons with allied AI when requested, making it unnecessary to kill them only to use their weapons. |
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| | Weapons can be reloaded by collecting [[:Category:Ammunition|ammunition]] or swapping the player character's weapon with a loaded dropped weapon. If the player is already wielding the same weapon, they can swap if the new weapon is loaded or charged more than the wielded weapon. |
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| | ===Trivia=== |
| | *Shooting a players' weapon will cause them to take damage, and even kill them. |
| | *A good trick to find snipers is to watch for the Vapour Trail left behind the enemies shot. |
| | *A trick to kill enemy campers is to watch for their gun barrels sticking out from behind walls, barriers, etc. |
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| | ==References== |
| | <references/> |
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| | ==External Links== |
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| | *[http://www.wikihow.com/Snipe-in-Halo-2 How to Snipe in Halo 2] is a wikiHow guide that describes strategies for sniping in Campaign and especially Multiplayer. |
| | [[Category:Halo Universe]] |
| | [[Category:Weapons]] |