LAU-65D/SGM-151 missile pod: Difference between revisions

From Halopedia, the Halo wiki

Line 35: Line 35:
Once the missile is fired, it will travel about 5 meters before becoming self-propelled and begin pursuing the target. This, along with the pod's ability to maintain a lock even when there's an obstacle (such as a small hill in [[Valhalla]]) between the pod and the target, means the wielder can fire at an upward angle, giving the missile enough vertical clearance to fly over the hill and into the target.
Once the missile is fired, it will travel about 5 meters before becoming self-propelled and begin pursuing the target. This, along with the pod's ability to maintain a lock even when there's an obstacle (such as a small hill in [[Valhalla]]) between the pod and the target, means the wielder can fire at an upward angle, giving the missile enough vertical clearance to fly over the hill and into the target.


It is also effective against foot-bound stationary targets (such as an enemy sniper); the missile's high speed means that even if the target hears the missile, he or she may not be able to react in time. This is most effective at short and medium range, mostly because it is harder to see an enemy at long ranges, much less determining if one is moving. However, using it to combat moving infantry targets has little or no effect. Also, if the enemies are clustered on the middle of the ridge in Valhalla, you can barrage the enemies with it.  However, don't forget that you only have 8 shots - make them count.  Also on Valhalla, a possible tactic is to carry the missile pod into the man cannon while fireing at an enemy.  The enemy will most likely not see you an die confused.
It is also effective against foot-bound stationary targets (such as an enemy sniper); the missile's high speed means that even if the target hears the missile, he or she may not be able to react in time. This is most effective at short and medium range, mostly because it is harder to see an enemy at long ranges, much less determining if one is moving. However, using it to combat moving infantry targets has little or no effect. Also, if the enemies are clustered on the middle of the ridge in Valhalla, you can barrage the enemies with it.  However, don't forget that you only have 8 shots - make them count.  Also on Valhalla, a possible tactic is to carry the missile pod into the man cannon while fireing at an enemy.  The enemy will most likely not see you and die confused.


[[Image:Pockettyk1.png|left|thumb|200px|The pod's missile]]
[[Image:Pockettyk1.png|left|thumb|200px|The pod's missile]]

Revision as of 21:35, February 1, 2008

Template:Weapon The LAU-65D/SGM-151[1] also known as the Missile Pod is a portable United Nations Space Command infantry weapon. It is a missile-launching weapon, holding up to eight small highly explosive missiles. The Missile Pod is capable of tracking down targets. [2][3]

Its extreme size and weight means only a Spartan or an Elite can operate it free of its tripod.

Operation

File:Missile Pod Mounted.jpg
The missile pod can also be mounted on tripods by the UNSC, but can be dismounted and hefted as a weapon by beings with great strength such as Spartans, Elites, and Brutes.

This weapon is a portable weapon (like the Flamethrower) and not a turret, but can be mounted on a stand, although the mounted version of the Missile Pod can only be seen in Campaign mode. The Missile Pod can carry eight rounds, equal to the Rocket Launcher but without having to be reloaded. In its mounted form, the Missile Pod is used by the marine teams as rocket powered mortar (by firing its missiles vertically into the sky). This allows the missiles to hit their targets from above inflicting maximum damage and leaving less time for the target to avoid the strike.

It is the only weapon in Halo 3 that can track vehicles, taking the ability away from the M41 SSR MAV/AW Rocket Launcher from Halo 2. But the ability of tracking vehicles comes at a cost; there is little splash damage to other people.

Once the missile is fired, it will travel about 5 meters before becoming self-propelled and begin pursuing the target. This, along with the pod's ability to maintain a lock even when there's an obstacle (such as a small hill in Valhalla) between the pod and the target, means the wielder can fire at an upward angle, giving the missile enough vertical clearance to fly over the hill and into the target.

It is also effective against foot-bound stationary targets (such as an enemy sniper); the missile's high speed means that even if the target hears the missile, he or she may not be able to react in time. This is most effective at short and medium range, mostly because it is harder to see an enemy at long ranges, much less determining if one is moving. However, using it to combat moving infantry targets has little or no effect. Also, if the enemies are clustered on the middle of the ridge in Valhalla, you can barrage the enemies with it. However, don't forget that you only have 8 shots - make them count. Also on Valhalla, a possible tactic is to carry the missile pod into the man cannon while fireing at an enemy. The enemy will most likely not see you and die confused.

The pod's missile

Trivia

  • It is aesthetically similar to the the rocket pods carried on the Russian Mi-24 "Hind" Helicopter Gunships.
  • Hornets fire pairs of what appear to be Missile Pod shots as a secondary fire.
  • On Heroic, it takes eight rounds of the LAU-65D/SGM-151 to destroy a Phantom, although it only takes four missiles to the tail end to destroy the dropship.
  • If you give the Missile Pod to the Arbiter during single player campaign, he'll be able to track infantry with the Missile Pod.

Gallery

Sources


Template:WepList