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* The mortar is good for indirect fire and for single-target engagement at close range. It can be fired twice in quick succession before overheating, and two volleys are usually enough to kill an enemy. | * The mortar is good for indirect fire and for single-target engagement at close range. It can be fired twice in quick succession before overheating, and two volleys are usually enough to kill an enemy. | ||
* The charged shot is excellent for engaging targets at range (since it has unlimited range, a perfectly straight flight path, and a large hitbox and splash damage area that will one-shot any enemy within it), groups of enemies, vehicles, and clearing out tight corridors. It consumes a fourth of the weapon's battery, however. | * The charged shot is excellent for engaging targets at range (since it has unlimited range, a perfectly straight flight path, and a large hitbox and splash damage area that will one-shot any enemy within it), groups of enemies, vehicles, and clearing out tight corridors. It consumes a fourth of the weapon's battery, however. | ||
* Unlike in ''Halo 4'', the Incineration Cannon is considerably more common in the ''Halo 5: Guardians'' campaign. The Incineration Cannon is first found in ''[[ | * Unlike in ''Halo 4'', the Incineration Cannon is considerably more common in the ''Halo 5: Guardians'' campaign. The Incineration Cannon is first found in ''[[Glassed]]'', but can be missed if the player chooses to destroy the door's power generator and open the door earlier without spawning the [[Knight Commander]]s. | ||
** It later appears in every subsequent level where [[Promethean]]s appear as enemies. | ** It later appears in every subsequent level where [[Promethean]]s appear as enemies. | ||
* The Incineration Cannon, with its charged shot, can kill a campaign character and make them unrevivable until they respawn. | * The Incineration Cannon, with its charged shot, can kill a campaign character and make them unrevivable until they respawn. |