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Dual wielding: Difference between revisions

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[[File:SMGSMG.png|thumb|250px|[[John-117]] dual-wielding [[M7 SMG]]s.]]
'''Dual wielding''' is a gameplay feature in which a gunman wields two [[weapons]] at once, one in each hand. The concept was introduced in ''[[Halo 2]]'' and refined in ''[[Halo 3]]''. Fully-featured dual wielding was made unavailable to the player in subsequent games before being revived in ''[[Halo 2: Anniversary]]'', though it is occasionally seen practiced by NPCs and in cutscenes. Dual wielding returns as a prominent gameplay mechanic in ''[[Halo: Recruit]]''.


[[Image:SMGSMG.png|thumb|250px|[[SPARTAN-117]] dual-wielding [[M7/Caseless Submachine Gun]]s.]]
==Gameplay==
===Overview===
Dual wielding allows a player to use two weapons at any time. This allows players to experiment with weapon combinations to achieve the most effective outcome in combat. The feature is restricted only to small firearms such as [[pistol]]s and the SMG ([[#List of dual wieldable weapons|See list of dual wieldable weapons]]). The [[Type-33 Needler]] was previously made available as a dual wieldable weapon in ''Halo 2'' but no longer in ''Halo 3'' to balance the unexpected ease of killing a target with two Needlers.


'''Dual Wielding''' is a special combat technique in which a gunman wields two [[weapons]] at once, one in each hand. This feature was first introduced into the ''[[Halo Universe|Halo]]'' video game series in ''[[Halo 2]]'' and is continued in ''[[Halo 3]]''.
The feature is also made available to the [[Sangheili|Elites]] AI units in both ''Halo 2'' and ''Halo: Reach''. They are typically seen dual wielding a pair of {{Pattern|Okarda'phaa|plasma rifle}}s on [[normal]] or higher difficulty.
 
 
 
== General Information ==
 
Dual wielding allows a player to use two weapons at any one time. The saying is that "two heads are better than one," and dual wielding is no different. Players often develop a liking or disliking to certain dual wielding combination. If the dual wielded weapons are different, the game will simply combine the reticules. ''Halo 2'' is the only game where enemies are seen dual wielding, and all those enemies are [[Elites]]. The Elites are most often seen dual wielding a pair of [[Plasma Rifles]] or [[Plasma Pistols]]. Elites have been seen dual wielding combination of a [[Needler]] and a Plasma Rifle as well. Most [[Ranger]] Elites dual wield Plasma Rifles. In ''Halo 3'' the [[Brutes]] never dual wield, but ally Elites are occasionally seen dual wielding. No [[Marines]] are ever seen dual wielding because their HUDs don't support this function. The exception of [[Miranda Keyes]] was only during cutscenes at the end of the levels [[Quarantine Zone]] and the beginning of [[The Covenant (Level)|The Covenant]], from Halo 2 and Halo 3 respectively. None of the dual-wieldable weapons have a scope function.
 
 
A weapon can't be dual wielded just because it can be operated by only one hand. Elites can be given Rocket Launchers or Fuel Rod Cannons which they will wield with only one hand. Neither weapon can be dual wielded by an Elite in the campaign or multi-player without mods. Similarly, the Needler (which was dual-wieldable in ''Halo 2'') is no longer dual-wieldable in ''Halo 3 ''for gameplay purposes for it being too easy to kill a target.
 
 
Before the release of ''Halo 3'', the ''[[Halo: Graphic Novel]]'' had Elites dual wielding Swords. There were elements of the community who believed this could be balanced, with others believing that it would be impossible without making it a "noob" weapon than it is already considered, and others believing it wouldn't matter since the sword is usually a one-hit kill weapon anyhow. Ultimately, it is not known if it was ever actually considered as a feature in the actual game; nonetheless, in the finished game, the Energy Sword was treated as a two-handed weapon.
 
== Advantages/Disadvantages ==
 
[[Image:Needler-1.jpg|thumb|right|250px|Dual Wielding two [[Needler]]s.]]


===Advantages===
===Advantages===
#'''Enhanced firepower''': When a player is dual-wielding, the two weapons in conjunction are more powerful than a single weapon of the same type. This allows for enhanced firepower, with double the ammo capacity and firing rate.
#'''Greater versatility''': Two weapons wielded in conjunction can perform multiple roles at the same time. For example, a player could wield an [[M6G magnum]] in one hand, allowing him/her to shoot accurately over longer range, and a [[Type-52 Mauler]] in the other for close range firepower.
#'''More effective combos''': Likewise, dual-wielding a plasma weapon and a ballistic weapon can confer a unique advantage: Plasma weapons are stronger against shields, and ballistic weapons are stronger against armor as well as other unshielded targets. For example, a player may choose to dual-wield a Plasma Rifle and an SMG at the same time. The Plasma Rifle can take down the shields of an opponent and the SMG can shred through the opponent's armor, allowing for a very fast and efficient kill. At longer ranges, a charged [[Type-25 plasma pistol]] shot followed by a quick [[M6C magnum|M6C]] or M6G magnum headshot will also kill an opponent.
#'''Doubled ammo reserve''': When you dual-wield certain weapons of the same type, such as two SMGs or two Needlers, the player character can carry double the amount of reserve ammunition for the weapons. This is a trick also exploited when [[triple wielding]].
#'''Constant firepower''': While dual-wielding, it is possible to reload or cool-off one weapon and fire the second one at the same time. This allows for a constant barrage; it generally takes longer to empty a magazine than to reload one. The only disadvantage is when reloading your automatic or long-range weapon, you may be stuck with your alternate weapon in a life threatening situation. Constant fire is helpful when you are in a place with enemies out in the open, or in point blank range where a rapid firing will result in a deadly strike.


#'''Enhanced Firepower''': When a player is dual-wielding, the two weapons in conjunction are more powerful than a single weapon of the same type. This allows for enhanced firepower, with double the ammo capacity and firing rate.
===Disadvantages===
 
#'''Inability to Melee Attack, Throw Grenades, or Use Equipment''': When a player is dual-wielding, the player must drop the left weapon in order to free a hand to throw [[grenades]], and deploy [[equipment]]. This action of dropping a weapon takes time and is disadvantageous. However, if you [[Melee]] while dual-wielding, the left weapon will automatically drop by itself and the Melee will come out straight away.  
#'''Greater Versatility''': Two weapons wielded in conjunction can perform multiple roles at the same time. For example, a player could wield an [[M6G Personal Defense Weapon System|M6G Magnum]] in one hand, allowing him/her to shoot accurately over longer range, and a [[Type-52 Pistol|Mauler]] in the other for close range firepower.
#'''Reload/Overheat Window''': When a player must reload their weapons, or if the weapons overheat, the player is vulnerable because they can't melee attack or throw grenades without dropping their weapon. Reloading a weapon also takes longer time when dual-wielding than while single-wielding the same weapon; however, for Covenant weapons, the "cool down" time remains the same, as does the Needler's reload time.  
 
#'''Accuracy Decrease''': Most weapons are slightly more accurate when single-wielded than when dual-wielded, such as the Plasma Rifle and the SMG.  
#'''More Effective Combos''': Likewise, dual-wielding a plasma weapon and a ballistic weapon can confer a unique advantage: Plasma weapons are stronger against shields, and ballistic weapons are stronger against armor as well as other unshielded targets. For example, a player may choose to dual-wield a [[Plasma Rifle]] and an [[M7/Caseless Submachine Gun|SMG]] at the same time. The Plasma Rifle can take down the shields of an opponent and the SMG can shred through the opponent's armor, allowing for a very fast and efficient kill. At longer ranges, a charged [[Plasma Pistol]] shot followed by a quick [[M6G Personal Defense Weapon System|Magnum]] headshot will also kill an opponent.
#'''Consumes Twice the Amount of Ammo''': If the player is carrying two of the same weapon, then they can carry twice the amount of ammunition. However, the weapons also reload from the same pool, thus using up twice the amount of ammunition per reload.
 
#'''Doubled Ammo Reserve''': When you dual-wield certain weapons of the same type, such as two SMGs or two Needlers, the player character can carry double the amount of reserve ammunition for the weapons. This is a trick also exploited when [[Triple wielding]].
 
#'''Constant Firepower''': While dual-wielding, it is possible to reload or cool-off one weapon and fire the second one at the same time. This allows for a constant barrage; it generally takes longer to empty a magazine than to reload one. The only disadvantage is when reloading your automatic or long-range weapon, you may be stuck with your alternate weapon in a life threatening situation. Constant fire is helpful when you are in a place with enemies out in the open, or in point blank range where a rapid firing will result in a deadly strike.
 
=== Disadvantages ===
 
[[Image:Spikers.jpg |thumb|right|250px|A [[SPARTAN-II]] dual-wielding two [[Brute Spiker]]s.]]
 
#'''Inability to Melee Attack, Throw Grenades, or Use Equipment''': When a player is dual-wielding, the player must drop the left weapon in order to free a hand to throw [[M9 High-Explosive Dual-Purpose Grenade|grenades]], and deploy [[equipment]]. This action of dropping a weapon takes time and is disadvantageous. However, if you [[Melee]] while dual-wielding, the left weapon will automatically drop by itself and the Melee will come out straight away.  
 
#'''Reload/Overheat Window''': When a player must reload their weapons, or if the weapons overheat, the player is vulnerable because they can't melee attack or throw grenades without dropping their weapon. Reloading a weapon also takes longer time when dual-wielding than while single-wielding the same weapon; however, for Covenant weapons, the "cool down" time remains the same, as does the [[Type-33 Guided Munitions Launcher|Needler]]'s reload time.  
 
#'''Accuracy Decrease''': Most weapons are slightly more accurate when single-wielded than when dual-wielded, such as the [[Type-25 Directed Energy Rifle|Plasma Rifle]] and the [[M7/Caseless Submachine Gun|SMG]].  
 
#'''Consumes Double the Amount of Ammo''': While the player can carry double the amount of ammunition, the weapons also reload from the same pool, thus using up double the amount of ammunition per reload.  
 
== Changes in ''Halo 3'' ==
 
[[Image:1179041764.jpg|thumb|right|250px|Dual Wielding and firing [[Type-25 Carbines]] in the ''[[Halo 3 Beta]]''.]]
 
The primary difference between ''Halo 2'' and Halo 3's dual wield is that the player can now fully control the reloading process. In ''Halo 2'', the player was forced and strained to reload the two weapons simultaneously at the same directed time. In ''Halo 3'', players could reload the left weapon first while keeping the right weapon ready, vice versa, or both at once, independent of each other. By doing this, [[multiplayer|multi-player]] gameplay is balanced.
 
 
Another difference between ''Halo 2'' and ''Halo 3'' dual wield is the alteration in the amount of damage dealt per weapon. In ''Halo 2'', there is no change in the amount of shots needed to kill if you are single or dual wielding. In ''Halo 3'', with the exception of the Plasma Pistol, when you dual wield each weapon becomes individually weaker by varying degrees. This becomes especially noticeable when overshields are in use.
 
 
 
== List of Dual Wieldable Weapons ==
 
Dual Wieldable weapons must be able to be used single-handed, and therefore are mostly those of closer range and less accuracy. Most long-range weapons, such as the [[BR55 Battle Rifle]], are two-handed. "Power" weapons such as the [[Spartan Laser]] and [[Sniper Rifle]] are also two-handed weapons. Power weapons are generally those that are non-standard.
 
 
 
[[File:Gretchen fight.png|thumb|right|[[Gretchen]], one of the few non-Spartans seen duel wielding.|250px]]
 
''[[Halo 2]]''
 
 
*[[M7/Caseless Submachine Gun|M7/SMG]]
 
*[[M6C Magnum Sidearm|M6C Magnum]] (Exclusive to ''[[Halo 2]]'')


*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
===Changes between games===
There have been several minor changes made to the feature in ''Halo 3'' from ''Halo 2''. The primary difference between ''Halo 2'' and ''Halo 3''<nowiki />'s dual wield is that the player can now fully control the reloading process. In ''Halo 2'', the player is forced and strained to reload the two weapons simultaneously. In ''Halo 3'', players could reload the left weapon first while keeping the right weapon ready, vice versa, or both at once, independent of each other. Another difference between ''Halo 2'' and ''Halo 3'' dual-wield is the alteration in the amount of damage dealt per weapon. In ''Halo 2'', there is no change in the amount of shots needed to kill if you are single or dual wielding. In ''Halo 3'', every weapon (with the exception of the Plasma Pistol) becomes imperceptibly weaker by varying degrees when it is dual-wielded. This becomes especially noticeable when [[Overshield]]s are in use.


*[[Type-25 Directed Energy Rifle|Plasma Rifle]]
Dual wielding, as a player-accessible feature, was removed in ''Halo 3: ODST'', ''Halo: Reach'', ''Halo 4'', and Halo 5. With regards to ''Halo: Reach'', the removal was due to the new weapon sandbox which could not support the overall gameplay design. Similarly, ''Halo 4'' does not support dual wielding.{{Ref/Note|Id=wield|In ''Halo 4'' and ''Halo 5: Guardians'', when a player wields a flag, they would be given a magnum (with up to three magazines) automatically. While this is technically considered as dual wielding, the action is a scripted action rather than a player-accessible feature.}}


*[[Brute Plasma Rifle]] (Appeared in ''[[Halo 2]]''.)
===List of dual wieldable weapons===
;''[[Halo 2]]'' 
*[[M6C magnum]]
*[[M7 SMG]]
*{{Pattern|Kewu R'shi'k|plasma rifle}}
*[[Type-25 plasma pistol]]  
*{{Pattern|Okarda'phaa|plasma rifle}}
*[[Type-33 Needler]]


*[[Type-33 Guided Munitions Launcher|Needler]] (No longer dual-wieldable in ''[[Halo 3]]'')
;''[[Halo 2: Anniversary]]''
''[[Halo 3]]''
*M6C magnum
*M7 SMG
*[[M7S SMG]]
*Type-25 Brute plasma rifle
*Type-25 plasma pistol
*Type-25 plasma rifle
*Type-33 Needler


;''[[Halo 3]]''
*M7 SMG
*[[M6G magnum]]
*Type-25 Brute plasma rifle <small>([[Halo: The Master Chief Collection|Master Chief Collection]])</small>
*Type-25 plasma pistol
*Type-25 plasma rifle
*[[Paegaas Workshop Spiker]]
*[[Type-52 Mauler]]


*[[M7/Caseless Submachine Gun|M7/SMG]]  
;''[[Halo 4]]''
*[[Flag]]/[[M6H magnum]] (Magnum given automatically when wielding the flag){{Ref/NoteReuse|wield}}


*[[M6G Personal Defense Weapon System|M6G Pistol]]  
;''[[Halo 5: Guardians]]''
*Flag/[[M6H magnum#M6H2 Personal Defense Weapon|M6H2 magnum]] (Magnum given automatically when wielding the flag)


*[[Type-25 Directed Energy Pistol|Plasma Pistol]]  
;''[[Halo: Recruit]]''
*[[M20 PDW]]
*M6H2 magnum


*[[Type-25 Directed Energy Rifle|Plasma Rifle]]  
==In the Halo universe==
The act of [[wikipedia:Dual wield|dual wielding]] is an ineffective practice with gameplay put aside. A regular shooter would not achieve the same accuracy as normal when wielding two weapons. There have been several occasions where regular individuals have successfully pull off this feat; [[Miranda Keyes]] dual wields a pair of M7 SMGs, and a combination of M6G magnum and an [[M90 shotgun]] to fend off Covenant forces during the battles of [[Battle of Installation 05|Installation 05]] and [[Battle of Installation 00|Installation 00]] respectively,<ref name="quarantine">'''[[Halo 2]]''', ''[[Quarantine Zone]]''</ref><ref name="thecovenant">'''[[Halo 3]]''', ''[[The Covenant (level)|The Covenant]]''</ref> [[Gretchen Ketola]] dual wields a pair of SMGs in an engagement with [[Kojo Agu|Kojo "Romeo" Agu]] and [[Taylor H. Miles|Taylor "Dutch" Miles]]. Romeo later dual wields a pair of [[M6D magnum]]s during the [[Battle of Ariel]].<ref name="HHJ">'''[[Halo: Helljumper]]'''</ref> During [[Operation: SILENT STORM]] Sergeant Major [[Avery Johnson]] dual wielded M6C magnums.<ref name="HSS24">'''[[Halo: Silent Storm]]''', ''Chapter 24''</ref>


*[[Type-25 Carbine|Spiker]]  
On the other hand, augmented humans such as the [[SPARTAN-II program|Spartan-II]]s, [[SPARTAN-III program|Spartan-III]]s, and [[SPARTAN-IV program|Spartan-IV]]s, and species with superior physiology such as the [[Sangheili|Elites]] and [[Jiralhanae|Brutes]] are able to put this practice to a considerable success.{{Ref/Note|In ''[[Halo 3: ODST]]''<nowiki />'s [[Keep It Clean (trailer)|Keep It Clean trailer]], several [[Jiralhanae|Brutes]] are seen dual wielding a pair of [[Paegaas Workshop Spiker]]s. As such, this article assumes that the Brutes are capable of dual wielding weapons like the Elites since they are of the same, if not superior physiology.}}<ref name="clean">'''[[Halo 3: ODST]]''', ''[[Keep It Clean (trailer)|Keep It Clean]]''</ref> SPARTAN-IIs, SPARTAN-IIIs, and SPARTAN-IVs saw no reduced performance when they dual wield a range of weapons. For example, [[Operation: WARM BLANKET|in an ONI-led operation]], [[Kelly-087]] was still able to keep up with [[Frederic-104]] and [[John-117]] whilst firing both of her Plasma Rifles. John-117 would later switch out his [[MA5C assault rifle]] to fire two M7 SMGs.<ref name="thepackage">'''[[Halo Legends]]''', ''[[The Package (animated short)|The Package]]''</ref> In another example, [[Douglas-042]] and [[Alice-130]] were able to perform acrobatic feats over and around the Elites while dual wielding their M7 SMGs as they tried to unload the {{UNSCShip|Spirit of Fire}}<nowiki />'s [[Shaw-Fujikawa Translight Engine|slipspace engine]] during the [[Battle of Trove]].<ref name="monsters">'''[[Halo Wars]]''', ''[[Escape (Halo Wars level)|Escape]]''</ref> Even [[SPARTAN-B312|Noble Six]] was still able to fend off several Elites while dual wielding an M6G magnum and an [[MA37 assault rifle]] before he was taken down.<ref name="lonewolf">'''[[Halo: Reach]]''', ''[[Lone Wolf]]''</ref> Both [[Otto-031]] and [[Linda-058]] dual wield M6D magnums during the [[Battle of Line Installation 1-4]] and the [[Fall of Reach]] respectively.<ref name="Blood">'''[[Halo: Blood Line]]'''</ref><ref name="HFOR">'''[[Halo: Fall of Reach - Invasion]]'''</ref> [[Samuel-034]] dual-wielded M6G magnums during the [[Battle of Chi Ceti]].<ref name="HTFOR">'''[[Halo: The Fall of Reach - The Animated Series]]'''</ref> Spartan Sarah Palmer is shown to regularly dual wield M6H magnums.<ref name="Spops">'''[[Halo 4]]''': ''[[Spartan Ops]]''</ref> Douglas-042 dual-wielded M6C magnums during the [[Second Ark Conflict]].<ref name="The Halo">'''[[Halo Wars 2]]''', campaign level ''[[The Halo]]''</ref>


*[[Type-52 Pistol|Mauler]]
Aside from dual wielding Plasma Rifles and Plasma Pistols, the Elites are also seen dual wielding [[Type-1 energy sword]]s.<ref name="succor">'''[[Halo: Graphic Novel]]''', ''[[The Last Voyage of the Infinite Succor]]''</ref><ref name="fiveyears">'''Halo Wars''', campaign level ''[[Alpha Base (Halo Wars level)|Alpha Base]]''</ref><ref>'''[[Halo: Spartan Assault]]'''</ref> On some occasions Sangheili have been seen dual wielding plasma rifles and energy swords together. [[Sangheili Ultra]]s engaged [[UNSC Army]] personnel using this combination during the [[Battle of Fumirole]].<ref name="hope">'''[[Deliver Hope]]'''</ref> [[Sangheili Storm]] stationed aboard the ''[[Unrelenting]]'' dual wielded energy swords and T-25 plasma pistols in an effort to combat [[Blue Team]] during the Battle of Chi Ceti.{{Ref/Reuse|HTFOR}}


==Trivia==
==Trivia==
*Enemies in campaign stop dual wielding after ''[[Halo 2]]''.
*Miranda Keyes is seen dual-wielding a shotgun and a magnum in the third to last cinematic on [[The Covenant (level)|The Covenant]] in ''[[Halo 3]]''. This is not possible during any of the games and would be rather cumbersome, as after the first shot the shotgun would need to be pumped, which would need the other hand. However, she never actually fired it, and given the current situation may have simply been meaning it for intimidation. Miranda is also seen dual-wielding and firing SMGs in ''Halo 2'', and doesn't seem to be affected by the recoil.  However, in the updated Halo 2 anniversary, Miranda was only seen wielding one SMG.
*Miranda Keyes is seen dual-wielding a Shotgun and a Magnum in the third to last cinematic on The Covenant in ''[[Halo 3]]''. This is not possible during any of the games and is rather useless, as after the first shot, the shotgun would need to be cocked again, and this cannot happen unless the other weapon is dropped. &nbsp;Though, due to the games boundaries, it could be possible to still hold the Magnum Pistol in one&nbsp;and still pump the Shotgun with both hands.
*Even though the ability to dual-wield is removed for the player in ''Halo: Reach'', enemy Elites, especially [[BOB]]s, will occasionally spawn dual-wielding Plasma rifles. Like [[Jiralhanae Chieftain|Brute Chieftains]], they cannot be [[Assassination|assassinated]] once they are aware of your presence.


==Gallery==
<gallery>
File:Needler-1.jpg|Dual wielding two [[Type-33 needler]]s in ''Halo 2''.
File:H2 DualWield SMG Render.jpg|A Spartan dual wielding SMGs in ''Halo 2''.
File:H2 DualWield PP Render.jpg|A Spartan dual wielding plasma pistols in ''Halo 2''.
File:Arney Antics.jpg|A civilian dual wielding pistols in the ''[[Halo Graphic Novel]]'' short story ''[[Second Sunrise over New Mombasa]]''.
File:Kusovaitraining.jpg|[[Bero 'Kusovai]] dual wielding [[Type-1 energy sword|energy swords]] while sparring against [[Rtas 'Vadum]]ee in ''[[The Last Voyage of the Infinite Succor]]''.
File:HU-John-02.jpg|[[John-117]] dual wielding [[M7 SMG]]s aboard the [[Forerunner Dreadnought]] in ''[[Halo: Uprising]]''.
File:1179041764.jpg|Dual wielding a pair of [[Paegaas Workshop Spiker]]s in the ''[[Halo 3 Beta]]''.
File:H3 SpartanSpikers Render.jpg|A Spartan-II dual wielding a pair of Spikers in ''Halo 3''.
File:HWG_Sixteenth Unggoy Disobedience.png|A [[Sangheili Major]] dual wielding [[Okarda'phaa-pattern plasma rifle|plasma rifles]] during the [[Sixteenth Unggoy Disobedience]] in ''[[Halo Wars: Genesis]]''.
File:HW Render Arbiter Ripa Moramee.png|[[Arbiter]] [[Ripa 'Moramee]] dual wielding energy swords in ''[[Halo Wars]]''.
File:Alice at Apex.png|[[Alice-130]] dual wielding M7 SMGs during the [[Battle of Trove]].
File:Gretchen fight.png|[[Gretchen Ketola]], one of the few regular humans seen dual wielding, in ''[[Halo: Helljumper]]''.
File:John-117 M7SMG MkIV HUD.png|John-117 dual wielding M7 SMGs in ''[[Halo Legends]]'': ''[[The Package (animated short)|The Package]]''.
File:BL Three rapidfire.png|[[Otto-031]] dual wielding M6D magnums in ''[[Halo: Blood Line]]''.
File:DeliverHope - SangheiliUltra.png|A [[Sangheili Ultra]] dual wielding an energy sword and plasma rifle in ''[[Deliver Hope]]''.
File:Reach 1641379 Medium.jpg|A Sangheili Ultra dual wielding a pair of plasma rifles in ''[[Halo: Reach]]''.
File:Linda 058.jpg|Linda-058 dual wielding [[M6D magnum]]s in ''[[Halo: Fall of Reach - Invasion]]''.
File:H4-Exile-2.jpg|A [[Spartan-IV]] dual wielding a flag and [[M6H magnum]] in ''[[Halo 4]]''.
File:H4-CmdrPalmer-DoublePistols.jpg|Commander Sarah Palmer wielding a pair of M6H magnums against invading [[Promethean]]s in ''[[Spartan Ops]]''.
File:JiralhanaeChieftain SpartanAssault.png|Spartan [[Edward Davis]] dual wielding M7 SMGs against a [[Jiralhanae Chieftain]] during the [[Battle of Draetheus V]] in ''[[Halo: Spartan Assault]]''.
File:Initiation-Training.jpg|Sarah Palmer dual wielding M6H magnums during training in ''[[Halo: Initiation]]''.
File:HE14 Pinned.jpg|Sarah Palmer dual wielding M6H magnums during the [[Battle of Aktis IV]] in ''[[Halo: Escalation]]''.
File:H2A - MC uses SMGs against Grunt.png|Dual wielding M7 SMGs in ''Halo 2: Anniversary''.
File:H2A-Lichdooropens.png|[[Arbiter]] [[Thel 'Vadam]] dual wielding an energy sword and a plasma rifle in ''Halo 2: Anniversary''.
File:HtT - 117.jpg|A statue of John-117 dual wielding M7 SMGs on [[Barrier]] in ''[[Hunt the Truth]]''.
File:HSS-Gamma Halo drop.jpg|A [[Headhunter]] dual wielding M7 SMGs during the [[Battle of Installation 03]] in ''[[Halo: Spartan Strike]]''.
File:HTFOR-SangheiliStorm.png|A [[Sangheili Storm]] dual wielding an energy sword and a [[Type-25 plasma pistol|plasma pistol]] in ''[[Halo: The Fall of Reach - The Animated Series]]''.
File:HTFOR AS - Sam's last stand.jpg|[[Samuel-034|Sam-034]] dual wielding [[M6G magnum]]s against [[Kig-Yar Storm]] and Sangheili Storm.
File:H5G-Flagnum.jpg|A Spartan-IV dual wielding a flag and [[M6H magnum#M6H2 Personal Defense Weapon|M6H2 magnum]] in ''[[Halo 5: Guardians]]''.
File:HW2-Atriox-02.jpg|A Sangheili dual wielding energy swords in ''[[Halo Wars 2]]''.
File:Hroa 5 jovus1.png|[[Jovus]] dual wielding Paegaas Workshop Spikers in ''[[Halo: Rise of Atriox]]''.
File:HRT-Jackals.png|The player dual wielding two M6H2s in ''[[Halo: Recruit]]''.
File:HTV-Riz dualwield.jpg|[[Riz-028/Silver|Riz-028]] dual wielding M6G magnums during [[Operation: DEFIANT GLASS]] in ''[[Halo: The Television Series Season One]]''.
File:HTV-Halo-BlurryDualWiedling.png|[[Talia Perez]] dual wielding [[Nahle'hax-pattern needler]]s in ''[[Halo: The Television Series Season Two]]''.
File:HTV-Halo-DualWielding.png|[[John-117/Silver|John-117]] dual wielding a M6G magnum and energy sword on Halo.
</gallery>


==Related Links==
==List of appearances==
*''[[Halo 2]]'' {{1st}}
*''[[Halo Graphic Novel]]''
**''[[Second Sunrise over New Mombasa]]''
*''[[Halo Uprising]]''
*''[[Halo 3]]''
*''[[Halo Wars: Genesis]]''
*''[[Halo Wars]]''
*''[[Halo: Helljumper]]''
*''[[Halo Legends]]''
**''[[The Package (animated short)|The Package]]''
*''[[Halo: Blood Line]]''
*''[[Halo: Reach]]''
*''[[Halo: Fall of Reach]]''
**''[[Halo: Fall of Reach - Invasion|Invasion]]''
*''[[Halo 4]]''
**''[[Spartan Ops]]''
*''[[Halo: Spartan Assault]]''
*''[[Halo: Initiation]]''
*''[[Halo: Escalation]]''
*''[[Halo: Broken Circle]]''
*''[[Halo 2: Anniversary]]''
*''[[Hunt the Truth]]''
*''[[Halo: The Fall of Reach - The Animated Series]]''
*''[[Halo 5: Guardians]]''
*''[[Halo: Shadow of Intent]]''
*''[[Halo Wars 2]]''
*''[[Halo: Rise of Atriox]]''
*''[[Halo: Recruit]]''
*''[[Halo: Silent Storm]]''
*''[[Halo: Shadows of Reach]]''
**''[[Sacrifice]]''
*''[[Halo: The Television Series Season One]]''
**''[[Contact]]''
*''[[Halo: The Television Series Season Two]]''
**''[[Halo (TV Series)|Halo]]''
*''[[Halo: Age of Retribution]]''


*[[Triple Wielding]]
==Notes==
{{Ref/Notes}}


==References==
==Sources==
{{Ref/Sources}}


<references/>
==See also==
[[Category:Terms and Phrases]]
*[[Triple wielding|Triple Wielding]]
[[Category:Multiplayer Lexicon]]
[[Category:Real-world terms and phrases]]
[[Category:Multiplayer lexicon]]

Latest revision as of 12:20, November 8, 2024

Wikipedia.png
There is more information available on this subject at Dual wielding on the English Wikipedia.
John-117 dual-wielding M7 SMGs.

Dual wielding is a gameplay feature in which a gunman wields two weapons at once, one in each hand. The concept was introduced in Halo 2 and refined in Halo 3. Fully-featured dual wielding was made unavailable to the player in subsequent games before being revived in Halo 2: Anniversary, though it is occasionally seen practiced by NPCs and in cutscenes. Dual wielding returns as a prominent gameplay mechanic in Halo: Recruit.

Gameplay[edit]

Overview[edit]

Dual wielding allows a player to use two weapons at any time. This allows players to experiment with weapon combinations to achieve the most effective outcome in combat. The feature is restricted only to small firearms such as pistols and the SMG (See list of dual wieldable weapons). The Type-33 Needler was previously made available as a dual wieldable weapon in Halo 2 but no longer in Halo 3 to balance the unexpected ease of killing a target with two Needlers.

The feature is also made available to the Elites AI units in both Halo 2 and Halo: Reach. They are typically seen dual wielding a pair of Okarda'phaa-pattern plasma rifles on normal or higher difficulty.

Advantages[edit]

  1. Enhanced firepower: When a player is dual-wielding, the two weapons in conjunction are more powerful than a single weapon of the same type. This allows for enhanced firepower, with double the ammo capacity and firing rate.
  2. Greater versatility: Two weapons wielded in conjunction can perform multiple roles at the same time. For example, a player could wield an M6G magnum in one hand, allowing him/her to shoot accurately over longer range, and a Type-52 Mauler in the other for close range firepower.
  3. More effective combos: Likewise, dual-wielding a plasma weapon and a ballistic weapon can confer a unique advantage: Plasma weapons are stronger against shields, and ballistic weapons are stronger against armor as well as other unshielded targets. For example, a player may choose to dual-wield a Plasma Rifle and an SMG at the same time. The Plasma Rifle can take down the shields of an opponent and the SMG can shred through the opponent's armor, allowing for a very fast and efficient kill. At longer ranges, a charged Type-25 plasma pistol shot followed by a quick M6C or M6G magnum headshot will also kill an opponent.
  4. Doubled ammo reserve: When you dual-wield certain weapons of the same type, such as two SMGs or two Needlers, the player character can carry double the amount of reserve ammunition for the weapons. This is a trick also exploited when triple wielding.
  5. Constant firepower: While dual-wielding, it is possible to reload or cool-off one weapon and fire the second one at the same time. This allows for a constant barrage; it generally takes longer to empty a magazine than to reload one. The only disadvantage is when reloading your automatic or long-range weapon, you may be stuck with your alternate weapon in a life threatening situation. Constant fire is helpful when you are in a place with enemies out in the open, or in point blank range where a rapid firing will result in a deadly strike.

Disadvantages[edit]

  1. Inability to Melee Attack, Throw Grenades, or Use Equipment: When a player is dual-wielding, the player must drop the left weapon in order to free a hand to throw grenades, and deploy equipment. This action of dropping a weapon takes time and is disadvantageous. However, if you Melee while dual-wielding, the left weapon will automatically drop by itself and the Melee will come out straight away.
  2. Reload/Overheat Window: When a player must reload their weapons, or if the weapons overheat, the player is vulnerable because they can't melee attack or throw grenades without dropping their weapon. Reloading a weapon also takes longer time when dual-wielding than while single-wielding the same weapon; however, for Covenant weapons, the "cool down" time remains the same, as does the Needler's reload time.
  3. Accuracy Decrease: Most weapons are slightly more accurate when single-wielded than when dual-wielded, such as the Plasma Rifle and the SMG.
  4. Consumes Twice the Amount of Ammo: If the player is carrying two of the same weapon, then they can carry twice the amount of ammunition. However, the weapons also reload from the same pool, thus using up twice the amount of ammunition per reload.

Changes between games[edit]

There have been several minor changes made to the feature in Halo 3 from Halo 2. The primary difference between Halo 2 and Halo 3's dual wield is that the player can now fully control the reloading process. In Halo 2, the player is forced and strained to reload the two weapons simultaneously. In Halo 3, players could reload the left weapon first while keeping the right weapon ready, vice versa, or both at once, independent of each other. Another difference between Halo 2 and Halo 3 dual-wield is the alteration in the amount of damage dealt per weapon. In Halo 2, there is no change in the amount of shots needed to kill if you are single or dual wielding. In Halo 3, every weapon (with the exception of the Plasma Pistol) becomes imperceptibly weaker by varying degrees when it is dual-wielded. This becomes especially noticeable when Overshields are in use.

Dual wielding, as a player-accessible feature, was removed in Halo 3: ODST, Halo: Reach, Halo 4, and Halo 5. With regards to Halo: Reach, the removal was due to the new weapon sandbox which could not support the overall gameplay design. Similarly, Halo 4 does not support dual wielding.[Note 1]

List of dual wieldable weapons[edit]

Halo 2
Halo 2: Anniversary
  • M6C magnum
  • M7 SMG
  • M7S SMG
  • Type-25 Brute plasma rifle
  • Type-25 plasma pistol
  • Type-25 plasma rifle
  • Type-33 Needler
Halo 3
Halo 4
Halo 5: Guardians
  • Flag/M6H2 magnum (Magnum given automatically when wielding the flag)
Halo: Recruit

In the Halo universe[edit]

The act of dual wielding is an ineffective practice with gameplay put aside. A regular shooter would not achieve the same accuracy as normal when wielding two weapons. There have been several occasions where regular individuals have successfully pull off this feat; Miranda Keyes dual wields a pair of M7 SMGs, and a combination of M6G magnum and an M90 shotgun to fend off Covenant forces during the battles of Installation 05 and Installation 00 respectively,[1][2] Gretchen Ketola dual wields a pair of SMGs in an engagement with Kojo "Romeo" Agu and Taylor "Dutch" Miles. Romeo later dual wields a pair of M6D magnums during the Battle of Ariel.[3] During Operation: SILENT STORM Sergeant Major Avery Johnson dual wielded M6C magnums.[4]

On the other hand, augmented humans such as the Spartan-IIs, Spartan-IIIs, and Spartan-IVs, and species with superior physiology such as the Elites and Brutes are able to put this practice to a considerable success.[Note 2][5] SPARTAN-IIs, SPARTAN-IIIs, and SPARTAN-IVs saw no reduced performance when they dual wield a range of weapons. For example, in an ONI-led operation, Kelly-087 was still able to keep up with Frederic-104 and John-117 whilst firing both of her Plasma Rifles. John-117 would later switch out his MA5C assault rifle to fire two M7 SMGs.[6] In another example, Douglas-042 and Alice-130 were able to perform acrobatic feats over and around the Elites while dual wielding their M7 SMGs as they tried to unload the UNSC Spirit of Fire's slipspace engine during the Battle of Trove.[7] Even Noble Six was still able to fend off several Elites while dual wielding an M6G magnum and an MA37 assault rifle before he was taken down.[8] Both Otto-031 and Linda-058 dual wield M6D magnums during the Battle of Line Installation 1-4 and the Fall of Reach respectively.[9][10] Samuel-034 dual-wielded M6G magnums during the Battle of Chi Ceti.[11] Spartan Sarah Palmer is shown to regularly dual wield M6H magnums.[12] Douglas-042 dual-wielded M6C magnums during the Second Ark Conflict.[13]

Aside from dual wielding Plasma Rifles and Plasma Pistols, the Elites are also seen dual wielding Type-1 energy swords.[14][15][16] On some occasions Sangheili have been seen dual wielding plasma rifles and energy swords together. Sangheili Ultras engaged UNSC Army personnel using this combination during the Battle of Fumirole.[17] Sangheili Storm stationed aboard the Unrelenting dual wielded energy swords and T-25 plasma pistols in an effort to combat Blue Team during the Battle of Chi Ceti.[11]

Trivia[edit]

  • Miranda Keyes is seen dual-wielding a shotgun and a magnum in the third to last cinematic on The Covenant in Halo 3. This is not possible during any of the games and would be rather cumbersome, as after the first shot the shotgun would need to be pumped, which would need the other hand. However, she never actually fired it, and given the current situation may have simply been meaning it for intimidation. Miranda is also seen dual-wielding and firing SMGs in Halo 2, and doesn't seem to be affected by the recoil. However, in the updated Halo 2 anniversary, Miranda was only seen wielding one SMG.
  • Even though the ability to dual-wield is removed for the player in Halo: Reach, enemy Elites, especially BOBs, will occasionally spawn dual-wielding Plasma rifles. Like Brute Chieftains, they cannot be assassinated once they are aware of your presence.

Gallery[edit]

List of appearances[edit]

Notes[edit]

  1. ^ a b In Halo 4 and Halo 5: Guardians, when a player wields a flag, they would be given a magnum (with up to three magazines) automatically. While this is technically considered as dual wielding, the action is a scripted action rather than a player-accessible feature.
  2. ^ In Halo 3: ODST's Keep It Clean trailer, several Brutes are seen dual wielding a pair of Paegaas Workshop Spikers. As such, this article assumes that the Brutes are capable of dual wielding weapons like the Elites since they are of the same, if not superior physiology.

Sources[edit]

See also[edit]