User:XScruffyDaSasquatchx/Sandbox3: Difference between revisions

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===Rifle===
===Rifle===
Rifles are projectile weapons held with two hands, one supporting the barrel from underneath. It is the most common weapon class and as such has been divided into numerous subcategories.
Rifles are projectile weapons held with two hands, one supporting the barrel from underneath. It is the most common weapon class and has been divided into numerous subcategories.


'''Assault Rifle'''
'''Assault Rifle'''
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===Launcher===
===Launcher===
Also known internally as `support_high` and `missile` weapons, '''launchers''' typically have been any weapon carried over the player's shoulder. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.
Also known internally as `support_high` and `missile` weapons, '''launchers''' typically have been any weapon carried over characters' shoulders. ''Halo Infinite'' now classifies any projectile weapon with explosive damage as a launcher but this does not affect support_high weapons as an animation class.


===Support===
===Support===
Also known internally as `support_low` weapons, they are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have been directly inspired the category. Only two support weapons appear in the finalized games being the brute shot and sentinel beam. Both weapons, along with the class itself, would not return in ''[[Halo: Reach]]'', marking ''[[Halo 3]]'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam have their animations built using the rifle class with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that marines in Halo Infinite are able to use the sentinel beam for the first time.
Also known internally as `support_low` weapons, they are any weapon held in first person down by the character's hips. Support weapon animations are very similar to those of the flamethrower from ''Halo: Combat Evolved'', which may have directly inspired the category. Only two support weapons appear in the finalized games, being the brute shot and sentinel beam. Both weapons, along with the class itself, did not return in ''[[Halo: Reach]]'', marking ''[[Halo 3]]'' as the final appearance of the weapon class. Later appearances of the brute shot and sentinel beam have their animations built using the rifle class with overlays positioning character arms to hold the weapons in their typical support location. It is because of this reason that marines in ''Halo Infinite'' are able to use the sentinel beam for the first time.


===Detachable Turret===
===Detachable Turret===
Known simply as `turret` weapons within the game files, '''detachable turrets''' are essentially very powerful support weapons that switch the player camera to a third person perspective and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well.
Known simply as "turret" weapons within the game files, '''detachable turrets''' are essentially very powerful support weapons that switch the player camera to a third person perspective and restrict certain actions such as crouching, grenades, melee, and equipment. Because of their similar appearances, turret weapons are often called support weapons as well. The data core and power supply featured in [[Invasion]] use turret animations, and thus the inherent restrictions, to make players more vulnerable while encouraging cooperative play in escorting teammates to objectives.
The data core and power supply featured in [[Invasion]] use turret animations, and thus the inherent restrictions, to make the player more vulnerable while encouraging cooperative play in escorting teammates to objectives.
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===Kinetic Weapon===
===Kinetic Weapon===
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, '''kinetic weapons''' are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly vehicles. However exceptions do exist such as ''Halo: Combat Evolved'' and ''[[Halo 3: ODST]]'' reducing damage against [[shields]], and the sniper rifle dealing extra damage against vehicles in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games.
Being comprised of multiple projectile types such as bullets, spikes, and the impact damage of explosives, '''kinetic weapons''' are the most common form of projectile damage. Often times kinetic weapons deal consistent damage against a variety of different materials but usually lack the ability to significantly damage vehicles. However exceptions do exist such as ''Halo: Combat Evolved'' and ''[[Halo 3: ODST]]'' reducing damage against [[shields]], and the sniper rifle dealing extra damage against vehicles in ''Halo: Reach'' and the ''[[Reclaimer Saga]]'' games.


====Precision Weapon====
====Precision Weapon====
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===Plasma Weapon===
===Plasma Weapon===
'''Plasma weapons''' are covenant weapons that are greatly effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.
'''Plasma weapons''' are Covenant weapons that are very effective against energy shields. While they always deal reduced damage to player health, this trait is not mutually exclusive against other characters.


===Hardlight Weapon===
===Hardlight Weapon===
'''Hardlight weapons''' are Forerunner in origin and disintegrate targets upon dealing critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type is similar to the covenant carbine having no bonus vs any material but able to destroy jackal shields and deployable cover. In ''Halo 5'' they now deal bonus damage vs Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.
'''Hardlight weapons''' are Forerunner in origin and disintegrate targets upon inflicting critical damage. Their use differs slightly from game to game. Introduced in ''Halo 4'' they glow orange and possess a damage type similar to the covenant carbine, having no bonus against any material but able to destroy jackal shields and deployable cover. In ''Halo 5'' they now deal bonus damage to Promethean weakspots. In ''Halo Infinite'' hardlight is now purple and can kill vehicle occupants without destroying the vehicle itself.


===Shock Weapon===
===Shock Weapon===
First introduced in Halo Infinite, '''shock weapons''' are extremely weak per shot but are able to chain damage to multiple targets as well as EMP vehicles.
First introduced in ''Halo Infinite'', '''shock weapons''' are extremely weak per shot but are able to chain damage to multiple targets as well as EMP vehicles.


===Anti-vehicle Weapon===
===Anti-vehicle Weapon===
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===Power Weapon===
===Power Weapon===
Placeholder
Named '''power weapons''' in ''Halo 3'', and being previously named "heavy weapons" in ''Halo: Combat Evolved'' and ''Halo 2'', they are
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