Forge objects in Halo 3/Weapons: Difference between revisions
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m (→Weapons: link cleanup, replaced: [[Type-2 Energy Weapon/Hammer| → [[Gravity hammer (fiction)|) |
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This article contains details on '''[[Weapons]]''' placeable in [[Forge]] mode in ''[[Halo 3]]''. For [[Forge | This article contains details on '''[[Weapons]]''' placeable in [[Forge]] mode in ''[[Halo 3]]''. For [[Forge objects|objects]] in other categories, please see one of the pages listed below. | ||
{{Forge Objects Menu}}__NOTOC__ | {{Forge Objects Menu}}__NOTOC__ | ||
==Weapons== | ==Weapons== | ||
<ul style="list-style:none;margin:0;padding:0"> | <ul style="list-style:none;margin:0;padding:0"> | ||
{{ | {{Forge Object | ||
|name=[[MA5C | |name=[[MA5C Individual Combat Weapon System|Assault Rifle]] | ||
|description=Good for short-to-medium-range combat. | |description=Good for short-to-medium-range combat. | ||
|protip=The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them. | |protip=The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them. | ||
Line 13: | Line 13: | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax=16 | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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|ValhallaMax=16 | |ValhallaMax=16 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[BR55HB SR Battle Rifle|Battle Rifle]] | |name=[[BR55HB SR Battle Rifle|Battle Rifle]] | ||
|description=Good for medium-to-long-range combat. | |description=Good for medium-to-long-range combat. | ||
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|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax=16 | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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|ValhallaMax=24 | |ValhallaMax=24 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Beam Rifle]] | |name=[[Type-50 particle beam rifle|Beam Rifle]] | ||
|description=Beam Rifles have less ammo than Sniper Rifles and they overheat, but have a slightly higher rate of fire. | |description=Beam Rifles have less ammo than Sniper Rifles and they overheat, but have a slightly higher rate of fire. | ||
|protip=Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper. | |protip=Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper. | ||
Line 68: | Line 68: | ||
|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Brute Shot]] | |name=[[Type-25 Grenade Launcher|Brute Shot]] | ||
|description=Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range. | |description=Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range. | ||
|protip=Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either. | |protip=Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either. | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Covenant Carbine]] | |name=[[Type-51 Carbine|Covenant Carbine]] | ||
|description=Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster. | |description=Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster. | ||
|protip=The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes. | |protip=The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes. | ||
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|CitadelMax=16 | |CitadelMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|NarrowsCost=0 | |NarrowsCost=0 | ||
|NarrowsMax=0 | |NarrowsMax=0 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=0 | |ThePitCost=0 | ||
|ThePitMax=0 | |ThePitMax=0 | ||
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|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Energy Sword]] | |name=[[Type-1 Energy Weapon/Sword|Energy Sword]] | ||
|description=Covenant melee weapon. Attacking while the cross-hair is red will cause the player to quickly lunge at enemies. | |description=Covenant melee weapon. Attacking while the cross-hair is red will cause the player to quickly lunge at enemies. | ||
|protip=On maps lacking other options, like [[ | |protip=On maps lacking other options, like [[Construct]], the Sword is a power weapon. Players often run for the weapon, trying to get it first. | ||
|DefaultCost=2 | |DefaultCost=2 | ||
|DefaultMax=8 | |DefaultMax=8 | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[M7057 Defoliant Projector|Flamethrower]] | |name=[[M7057/Defoliant Projector|Flamethrower]] | ||
|description=A support weapon. It won't kill instantly, but a few seconds of exposure to fire should consistently kill enemies. | |description=A support weapon. It won't kill instantly, but a few seconds of exposure to fire should consistently kill enemies. | ||
|protip=The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower. | |protip=The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower. | ||
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|ConstructCost=6 | |ConstructCost=6 | ||
|ConstructMax=1 | |ConstructMax=1 | ||
|GhostTownCost= | |GhostTownCost=10 | ||
|GhostTownMax= | |GhostTownMax=1 | ||
|HereticCost= | |HereticCost=10 | ||
|HereticMax= | |HereticMax=1 | ||
|IsolationCost=0 | |IsolationCost=0 | ||
|IsolationMax=0 | |IsolationMax=0 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=10 | ||
|LongshoreMax= | |LongshoreMax=1 | ||
|OrbitalCost= | |OrbitalCost=10 | ||
|OrbitalMax= | |OrbitalMax=1 | ||
|SandtrapCost=0 | |SandtrapCost=0 | ||
|SandtrapMax=0 | |SandtrapMax=0 | ||
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|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Fuel Rod Gun]] | |name=[[Pez'tk-pattern fuel rod gun|Fuel Rod Gun]] | ||
|description=Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage. | |description=Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage. | ||
|protip=The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets. | |protip=The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets. | ||
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|GhostTownCost=6 | |GhostTownCost=6 | ||
|GhostTownMax=4 | |GhostTownMax=4 | ||
|HereticCost= | |HereticCost=6 | ||
|HereticMax= | |HereticMax=4 | ||
|IsolationCost=0 | |IsolationCost=0 | ||
|IsolationMax=0 | |IsolationMax=0 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=6 | ||
|LongshoreMax= | |LongshoreMax=4 | ||
|OrbitalCost= | |OrbitalCost=6 | ||
|OrbitalMax= | |OrbitalMax=4 | ||
|RatsNestCost=0 | |RatsNestCost=0 | ||
|RatsNestMax=0 | |RatsNestMax=0 | ||
Line 226: | Line 226: | ||
|SnowboundCost=6 | |SnowboundCost=6 | ||
|SnowboundMax=4 | |SnowboundMax=4 | ||
|StandoffCost= | |StandoffCost=6 | ||
|StandoffMax= | |StandoffMax=4 | ||
|ValhallaCost=0 | |ValhallaCost=0 | ||
|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Gravity Hammer]] | |name=[[Gravity hammer (fiction)|Gravity Hammer]] | ||
|description=Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike. | |description=Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike. | ||
|protip=The Gravity Hammer is the ultimate weapon for close-quarters battle. [[Camping#Corner Camping|Camping around a corner]] is a good way to get easy kills. Consider this when placing the weapon. | |protip=The Gravity Hammer is the ultimate weapon for close-quarters battle. [[Camping#Corner Camping|Camping around a corner]] is a good way to get easy kills. Consider this when placing the weapon. | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[AIE-486H Heavy Machine Gun|Machine Gun Turret]] | |name=[[AIE-486H Heavy Machine Gun|Machine Gun Turret]] | ||
|description=A detachable turret. | |description=A detachable turret. | ||
|protip=The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the [[Missile Pod]] can lock onto it. | |protip=The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the [[LAU-65D/SGM-151|Missile Pod]] can lock onto it. | ||
|DefaultCost=6 | |DefaultCost=6 | ||
|DefaultMax=4 | |DefaultMax=4 | ||
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|GhostTownCost=6 | |GhostTownCost=6 | ||
|GhostTownMax=4 | |GhostTownMax=4 | ||
|HereticCost= | |HereticCost=6 | ||
|HereticMax= | |HereticMax=4 | ||
|LongshoreCost= | |LongshoreCost=6 | ||
|LongshoreMax= | |LongshoreMax=4 | ||
|OrbitalCost= | |OrbitalCost=6 | ||
|OrbitalMax= | |OrbitalMax=4 | ||
|ThePitCost= | |ThePitCost=6 | ||
|ThePitMax= | |ThePitMax=4 | ||
|RatsNestCost=6 | |RatsNestCost=6 | ||
|RatsNestMax=4 | |RatsNestMax=4 | ||
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|ValhallaMax=4 | |ValhallaMax=4 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[M6G Personal Defense Weapon System|Magnum]] | |name=[[M6G Personal Defense Weapon System|Magnum]] | ||
|description=Magnums are good for medium-ranged combat against weakened foes. Good aim is a must. | |description=Magnums are good for medium-ranged combat against weakened foes. Good aim is a must. | ||
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|CitadelMax=16 | |CitadelMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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|ValhallaMax=16 | |ValhallaMax=16 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Mauler]] | |name=[[Type-52 Pistol|Mauler]] | ||
|description=A weapon typically seen used by Brutes in the campaign, similar to a pistol but with the blast of a shotgun. | |description=A weapon typically seen used by Brutes in the campaign, similar to a pistol but with the blast of a shotgun. | ||
|protip=A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target. | |protip=A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target. | ||
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|ConstructMax=16 | |ConstructMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|IsolationCost=2 | |IsolationCost=2 | ||
|IsolationMax=16 | |IsolationMax=16 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost= | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost= | |RatsNestCost=2 | ||
|RatsNestMax= | |RatsNestMax=8 | ||
|SandtrapCost=0 | |SandtrapCost=0 | ||
|SandtrapMax=0 | |SandtrapMax=0 | ||
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|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Missile Pod]] | |name=[[LAU-65D/SGM-151|Missile Pod]] | ||
|description=Eight missiles that lock onto vehicles and turrets. | |description=Eight missiles that lock onto vehicles and turrets. | ||
|protip=Best placed where a player can get a good view of a large area. Note that sometimes players may try using it as a long-range anti-infantry weapon. | |protip=Best placed where a player can get a good view of a large area. Note that sometimes players may try using it as a long-range anti-infantry weapon. | ||
|DefaultCost=4 | |DefaultCost=4 | ||
|DefaultMax=4 | |DefaultMax=4 | ||
|AssemblyCost=0 | |||
|AssemblyMax=0 | |||
|BlackoutCost=0 | |||
|BlackoutMax=0 | |||
|CitadelCost=4 | |CitadelCost=4 | ||
|CitadelMax=4 | |CitadelMax=4 | ||
Line 361: | Line 365: | ||
|GuardianCost=0 | |GuardianCost=0 | ||
|GuardianMax=0 | |GuardianMax=0 | ||
|HereticCost= | |GhostTownCost=0 | ||
|HereticMax= | |GhostTownMax=0 | ||
|HereticCost=0 | |||
|HereticMax=0 | |||
|HighGroundCost=0 | |HighGroundCost=0 | ||
|HighGroundMax=0 | |HighGroundMax=0 | ||
|LongshoreCost= | |LongshoreCost=4 | ||
|LongshoreMax= | |LongshoreMax=4 | ||
|NarrowsCost=0 | |NarrowsCost=0 | ||
|NarrowsMax=0 | |NarrowsMax=0 | ||
|OrbitalCost= | |OrbitalCost=4 | ||
|OrbitalMax= | |OrbitalMax=4 | ||
|ThePitCost=0 | |ThePitCost=0 | ||
|ThePitMax=0 | |ThePitMax=0 | ||
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|ValhallaMax=4 | |ValhallaMax=4 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Needler]] | |name=[[Type-33 Guided Munitions Launcher|Needler]] | ||
|description=Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly. | |description=Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly. | ||
|protip=Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them. | |protip=Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them. | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Plasma Cannon]] | |name=[[Pek-pattern plasma cannon|Plasma Cannon]] | ||
|description=A detachable turret. | |description=A detachable turret. | ||
|protip=The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the [[Missile Pod]] can lock onto it. | |protip=The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the [[LAU-65D/SGM-151|Missile Pod]] can lock onto it. | ||
|DefaultCost=6 | |DefaultCost=6 | ||
|DefaultMax=4 | |DefaultMax=4 | ||
Line 423: | Line 429: | ||
|GhostTownCost=6 | |GhostTownCost=6 | ||
|GhostTownMax=4 | |GhostTownMax=4 | ||
|HereticCost= | |HereticCost=6 | ||
|HereticMax= | |HereticMax=4 | ||
|IsolationCost=0 | |IsolationCost=0 | ||
|IsolationMax=0 | |IsolationMax=0 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=6 | ||
|LongshoreMax= | |LongshoreMax=4 | ||
|OrbitalCost= | |OrbitalCost=6 | ||
|OrbitalMax= | |OrbitalMax=4 | ||
|ThePitCost= | |ThePitCost=0 | ||
|ThePitMax= | |ThePitMax=0 | ||
|RatsNestCost=0 | |RatsNestCost=0 | ||
|RatsNestMax=0 | |RatsNestMax=0 | ||
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|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Plasma Pistol]] | |name=[[Type-25 Directed Energy Pistol|Plasma Pistol]] | ||
|description=The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage. | |description=The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage. | ||
|protip=Plasma Pistols are good for [[Noob Combo|noob combos]] and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel. | |protip=Plasma Pistols are good for [[Noob Combo|noob combos]] and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel. | ||
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|ConstructMax=16 | |ConstructMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |IsolationCost=2 | ||
|LongshoreMax= | |IsolationMax=16 | ||
|OrbitalCost= | |LongshoreCost=2 | ||
|OrbitalMax= | |LongshoreMax=8 | ||
|OrbitalCost=2 | |||
|OrbitalMax=8 | |||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=16 | |ValhallaMax=16 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name= | |name={{Pattern|Okarda'phaa|plasma rifle}} | ||
|description=Plasma Rifles can drain shields very rapidly. | |description=Plasma Rifles can drain shields very rapidly. | ||
|protip=Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle. | |protip=Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle. | ||
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|CitadelMax=16 | |CitadelMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|HighGroundCost=0 | |HighGroundCost=0 | ||
|HighGroundMax=0 | |HighGroundMax=0 | ||
|LongshoreCost= | |LongshoreCost=0 | ||
|LongshoreMax= | |LongshoreMax=0 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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|ValhallaMax=0 | |ValhallaMax=0 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[M41 | |name=[[M41 Surface-to-Surface Rocket Medium Anti-Vehicle/Assault Weapon|Rocket Launcher]] | ||
|description=Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets. | |description=Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets. | ||
|protip=The Launcher is a power weapon; in many maps, such as [[ | |protip=The Launcher is a power weapon; in many maps, such as [[High Ground]] and [[The Pit]], entire firefights occur as players rush for the weapon. It is best placed in the middle where players will have to fight to get to it. | ||
|DefaultCost=2 | |DefaultCost=2 | ||
|DefaultMax=8 | |DefaultMax=8 | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Sentinel Beam]] | |name=[[Sentinel Beam]] | ||
|description=A powerful and accurate beam. If held on a target, it can kill them in seconds. A lack of a scope somewhat limits its effective range. | |description=A powerful and accurate beam. If held on a target, it can kill them in seconds. A lack of a scope somewhat limits its effective range. | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LastResortCost=0 | |LastResortCost=0 | ||
|LastResortMax=0 | |LastResortMax=0 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=0 | |RatsNestCost=0 | ||
|RatsNestMax=0 | |RatsNestMax=0 | ||
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|SnowboundCost=2 | |SnowboundCost=2 | ||
|SnowboundMax=8 | |SnowboundMax=8 | ||
|StandoffCost= | |StandoffCost=2 | ||
|StandoffMax= | |StandoffMax=8 | ||
|ValhallaCost=2 | |ValhallaCost=2 | ||
|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Shotgun]] | |name=[[Shotgun]] | ||
|description=Good for short-range combat. | |description=Good for short-range combat. | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
| | |LongshoreMax8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[SMG]] | |name=[[M7/Caseless Submachine Gun|SMG]] | ||
|description=Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal. | |description=Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal. | ||
|protip=A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs. | |protip=A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs. | ||
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|CitadelMax=16 | |CitadelMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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|ValhallaMax=16 | |ValhallaMax=16 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] | |name=[[Sniper Rifle System 99D-S2 Anti-Matériel|Sniper Rifle]] | ||
|description=Good for long-range combat, though talented players can [[ | |description=Good for long-range combat, though talented players can [[no-Scoping|no-scope]] at close range. | ||
|protip=Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping. | |protip=Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping. | ||
|DefaultCost=2 | |DefaultCost=2 | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Spartan Laser]] | |name=[[M6 Grindell/Galilean Nonlinear Rifle|Spartan Laser]] | ||
|description=Able to annihilate anything in the game, the laser's only downside is its limited charge and its four-second delay, which makes it tricky to aim. | |description=Able to annihilate anything in the game, the laser's only downside is its limited charge and its four-second delay, which makes it tricky to aim. | ||
|protip=The Spartan Laser is a power weapon; in maps where it's located at the center, such as [[ | |protip=The Spartan Laser is a power weapon; in maps where it's located at the center, such as [[Valhalla]], players often rush for control over it. Valhalla assists the chaos with [[Man Cannon]]s, which allow quick access to the bluff the laser spawns on. | ||
|DefaultCost=2 | |DefaultCost=2 | ||
|DefaultMax=8 | |DefaultMax=8 | ||
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|CitadelMax=8 | |CitadelMax=8 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=8 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=8 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=8 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=8 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=8 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=8 | |RatsNestMax=8 | ||
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|ValhallaMax=8 | |ValhallaMax=8 | ||
}} | }} | ||
{{ | {{Forge Object | ||
|name=[[Spiker]] | |name=[[Paegaas Workshop Spiker|Spiker]] | ||
|description=Spikers are good for medium-range combat. | |description=Spikers are good for medium-range combat. | ||
|protip=Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases. | |protip=Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases. | ||
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|CitadelMax=16 | |CitadelMax=16 | ||
|GhostTownCost=2 | |GhostTownCost=2 | ||
|GhostTownMax= | |GhostTownMax=16 | ||
|HereticCost= | |HereticCost=2 | ||
|HereticMax= | |HereticMax=16 | ||
|LongshoreCost= | |LongshoreCost=2 | ||
|LongshoreMax= | |LongshoreMax=16 | ||
|OrbitalCost= | |OrbitalCost=2 | ||
|OrbitalMax= | |OrbitalMax=16 | ||
|ThePitCost=2 | |ThePitCost=2 | ||
|ThePitMax= | |ThePitMax=16 | ||
|RatsNestCost=2 | |RatsNestCost=2 | ||
|RatsNestMax=16 | |RatsNestMax=16 | ||
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{{Forge Objects Menu}} | {{Forge Objects Menu}} | ||
[[Category:Forge objects]] | |||
[[Category:Forge |
Latest revision as of 13:26, October 12, 2022
This article contains details on Weapons placeable in Forge mode in Halo 3. For objects in other categories, please see one of the pages listed below.
|
Weapons[edit]
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Assault Rifle
Good for short-to-medium-range combat.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them. -
Battle Rifle
Good for medium-to-long-range combat.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 24 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 24 A BR can be deadly in open spaces. -
Beam Rifle
Beam Rifles have less ammo than Sniper Rifles and they overheat, but have a slightly higher rate of fire.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper. -
Brute Shot
Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either. -
Covenant Carbine
Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 Max 16 16 16 16 The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes. -
Energy Sword
Covenant melee weapon. Attacking while the cross-hair is red will cause the player to quickly lunge at enemies.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 On maps lacking other options, like Construct, the Sword is a power weapon. Players often run for the weapon, trying to get it first. -
Flamethrower
A support weapon. It won't kill instantly, but a few seconds of exposure to fire should consistently kill enemies.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $10 $10 $10 $10 $10 $6 $10 $10 Max 1 1 1 1 1 1 1 1 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $10 $10 $10 $10 $10 $10 Max 1 1 1 1 1 1 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $10 $10 $10 $10 $10 $10 Max 1 1 1 1 1 1 The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower. -
Fuel Rod Gun
Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $6 $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 4 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $6 $6 $6 $6 $6 Max 4 4 4 4 4 The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets. -
Gravity Hammer
Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 The Gravity Hammer is the ultimate weapon for close-quarters battle. Camping around a corner is a good way to get easy kills. Consider this when placing the weapon. -
Machine Gun Turret
A detachable turret.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $6 $6 $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 4 4 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $6 $6 $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 4 4 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $6 $6 $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 4 4 The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it. -
Magnum
Magnums are good for medium-ranged combat against weakened foes. Good aim is a must.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 A Magnum works well with an SMG or Plasma Rifle: drain the target's shields, and then use the pistol to get a headshot. -
Mauler
A weapon typically seen used by Brutes in the campaign, similar to a pistol but with the blast of a shotgun.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 16 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 16 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target. -
Missile Pod
Eight missiles that lock onto vehicles and turrets.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $4 $4 $4 $4 Max 4 4 4 4 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $4 $4 $4 Max 4 4 4 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $4 $4 $6 $4 $4 $4 Max 4 4 3 4 4 4 Best placed where a player can get a good view of a large area. Note that sometimes players may try using it as a long-range anti-infantry weapon. -
Needler
Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them. -
Plasma Cannon
A detachable turret.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $6 $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 4 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $6 $6 $6 $6 $6 $6 Max 4 4 4 4 4 4 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $6 $6 $6 $6 Max 4 4 4 4 The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it. -
Plasma Pistol
The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 16 8 8 8 16 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 16 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 16 8 8 16 Plasma Pistols are good for noob combos and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel. -
Okarda'phaa-pattern plasma rifle
Plasma Rifles can drain shields very rapidly.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle. -
Rocket Launcher
Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 The Launcher is a power weapon; in many maps, such as High Ground and The Pit, entire firefights occur as players rush for the weapon. It is best placed in the middle where players will have to fight to get to it. -
Sentinel Beam
A powerful and accurate beam. If held on a target, it can kill them in seconds. A lack of a scope somewhat limits its effective range.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 A really good marksman could get onto a high perch and use this weapon to great effect. Otherwise, it's best for medium-range combat. -
Shotgun
Good for short-range combat.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Many players won't go out of their way for a shotgun, but if a player finds themselves near it, they usually try to obtain it. -
SMG
Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs. -
Sniper Rifle
Good for long-range combat, though talented players can no-scope at close range.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping. -
Spartan Laser
Able to annihilate anything in the game, the laser's only downside is its limited charge and its four-second delay, which makes it tricky to aim.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 8 8 8 8 8 8 8 8 The Spartan Laser is a power weapon; in maps where it's located at the center, such as Valhalla, players often rush for control over it. Valhalla assists the chaos with Man Cannons, which allow quick access to the bluff the laser spawns on. -
Spiker
Spikers are good for medium-range combat.Assembly Avalanche Blackout Citadel Cold Storage Construct Epitaph Foundry Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Ghost Town Guardian Heretic High Ground Isolation Last Resort Longshore Narrows Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Orbital The Pit Rat's Nest Sandbox Sandtrap Snowbound Standoff Valhalla Cost $2 $2 $2 $2 $2 $2 $2 $2 Max 16 16 16 16 16 16 16 16 Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases.
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