V1.0 Team One Presents The Halo 2 Weapons Compendium A Weapons Guide to Halo 2 Multiplayer By: T1 Hawk ,--^----------,--------,-----,-------^--, | ||||||||| `--------' | O `+---------------------------^----------| `\_,-------, _________________________| / XXXXXX /`| / / XXXXXX / `\ / / XXXXXX /\______( / XXXXXX / / XXXXXX / (________( `------' ****Legal Stuff**** Everything was done by me. I did not copy anything. ...Concerning this document... This is a record of weapons data for Halo 2. I have timed everything using a digital stop watch. It took me a little time to collect all of this information...but it was very valuable for me to find out. The main reason for writing up this little diddy is to help people realize what is needed in certain battle situations. I have heard some "n00bs" yell out loud, "How is that possible! I hit you, like, 5 times!" What he didn't say was that he shot me 5 times, from far away, WITH A SHOTGUN! I will NOT be going into great detailed depth of combat stratagy. That is not the purpose of this document, nor was it implied. Rather, I will touch basic situation strategy. As it stands, V1.0 will be the final installment of this compendium, pending any errors. If you wish to contact me, contact information will be given at the end of this article. ...Concerning Halo 1 Multiplayer... Halo 2 acts very much the same as Halo 1, save a couple. The pistol is NOT the be all, end all weapon. It is still a very good weapon,especially when in a dual-wielding situation. If you don't consider yourself a "n00b" to Halo, I still suggest you read this tome in it's entirety. As in, all weapons now act different, it would be wise to read all critical data. *******Table of Contents******* 1.) Human Weapons 2.) Covenant Weapons 3.) Vehicles 4.) Dual-wielding 5.) Basic Stratagy 6.) Conclusion ******************************* ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Symbols, terminology and lexicon: (DW) = Gun is Dual-wieldable (SD) = Sword Distance. The maximum distance to lunge with a sword. Approx. 10 feet. I will be judging guns in increments of 10ft. (RFA) = Ready for Action. The time it takes to switch to another weapon and fire. (ROF) = Rate of Fire. The time it takes to empty a full clip (RT) = Reload time. The amount of time it takes to reload a weapon. In single and DW scenarios. (ARMD) = Approved rated MAX distance. In multiples of 10ft. Judged by multiplying SD. (Melee) = How many melee hits (B Button) it takes to kill an opponent. Close range = Point blank > 5 Ft Medium range = 5ft > 15 ft Long range = 15 ft > 100 ft. Super Long range 100 ft > 500 ft ****************************************************************************** Human Weapons: All human weapons are magazine-fed, meaning at some point you will have to reload. I have detailed the exact time it takes to reload weapons, single or double, Please pay close attention to this. It is vitally important. Also of important note, is that when enemies shields are down, bullets take down an opponent faster than covenant plasma-based weapons. ****************************************************************************** ------------------------------------------------------------------------------ SMG (M7/Caseless Sub-Machine Gun) (DW) ------------------------------------------------------------------------------ Full Magazine: 60 Bullets ROF: 5 seconds RT: 2 Seconds; 4.5 Seconds ARMD: Short Range Melee: Head=6; Body=6 RFA: 1 sec Shots taken from medium range: 45 shots to kill in body 35 shots to kill in head (This isn't feasible, will explain later.) Shots taken close range: 30 shots to kill in body 30 shots to kill in head (Also not feasible.) Summary: The SMG is definetly a weapon you are going to want over the magnum at close-range. It has 5 times the capacity of the magnum, but it is around 3 times weaker per bullet. This weapon is a VERY close range weapon. Firing at any distance over 10 ft. is just a waste of bullets. The accuracy on this weapon is that bad. Also you have to combat the effect of recoil on the weapon, which doubles when it is DW'd. But, after practice you get used to slowly aiming down as you fire. Which means you can down one person in two seconds and use less than half of the clip in both guns. This weapon DW makes it possible to take on multiple foes in a close range proximity. I think in the beginning most people will tend to use SMG's while DWing. However, I would recommend coupling it with any other weapon. Plasma Pistol or Rifle or the Magnum. Rating in Scenario: Single;DW Close range: 6 of 10; 9 of 10 Medium Range: 5 of 10; 8 of 10 Long range: 0 of 10; 0 of 10 Levels most useful on: Ascension Ivory Tower Lockout Midship Beaver Creek Zanzibar ------------------------------------------------------------------------------ Magnum (M6C Pistol) (DW) ------------------------------------------------------------------------------ Full Magazine: 12 bullets ROF: 2.2 Seconds RT: 3 Seconds; 5 secs(DW) ARMD: Medium Range Melee: Head=5, body=6 RFA: 1 second Shots taken from ANY DISTANCE: 15 shots to kill in body 9 shots to kill in head 8 shots to the body to take away shield 8 times to body to take away shield than once in the head to kill ***Important to note, 1 shot in the head kills when shields are down.********* Summary: Magnum is not as useless as I had thought. Although, Dual wielding is a necessity with this gun. If mostly getting body shots, gun has to be reloaded which can get very slow and you have to worry about opposing fire. DWing is the only viable option for the pistol. At 20 feet with DW pistols you can down an enemy in 2.2 secs. Provided all bullets hit there target in the chest. After 20 Feet, the pistol is nothing like HALO 1, the accuracy drops VERY SHARPLY! If he is partnered up you will have to wait 5 secs or switch weapons before advancing again. And, depending on your skill, close-range can be very deadly. Rating in scenario: single;DW Close Range: 3 of 10; 9 of 10 Medium Range: 7 of 10; 9 of 10 Long Range: 0 of 10; 0 of 10 Levels most useful on: Burial Mounds Colossus Coagulation Headlong Waterworks ------------------------------------------------------------------------------ Shotgun (M90 Pump-action Boomstick) ------------------------------------------------------------------------------ Full Magazine: 12 bullets ROF: 14 Seconds RT: 8.5 Seconds ARMD: Short Range Melee: Head=6; Body=6 RFA: 1 Second Shots taken from medium range: 5 Shots to kill Shots taken from short range: 1 shot Summary: It's a shotgun. It is one of the best close range weapon. But as soon as you get into medium range, the flaws are very easily noticed. A person DWing SMG's would waste you faster at medium range, just because of the shotguns very poor damage ratio at medium range. The plus side is if you have to take out a platoon of people, just chuck a grenade to soften up, than barrage in, guns a blazing...of course they have to be very close to each other. Also, in the middle of reloading you can fire. You do not have to wait to fill the barrel again. IN those tight situations, this can help immensly. Rating in Scenario: Close Range: 10 of 10 Medium Range: 4 of 10 Long Range: 0 of 10 Levels Most useful on: Ascension Ivory Tower Lockout Midship Beaver Creek Zanzibar ------------------------------------------------------------------------------ Sniper Rifle (S2 AM Sniper Rifle) ------------------------------------------------------------------------------ Full Magazine: 4 Bullets ROF: 2.3 seconds RT: 3.5 seconds ARMD: SUPER long range Melee: head=6; body=6 RFA: 1 second Shots taken from ANY range: Body 2, Head 1 Summary: Ah, the sniper rifle. Camping out at your favorite spot, just waiting for someone to pass by. I can't do that, I am more of a warrior sniper. I take the rifle with me, when I know I can use the advantage of the sniper scope and recon back to my team mates, and warn who is coming or pick off someone running away with my flag or skull. A truly invaluable weapon, only hindered by is capacity and how many rounds you are allowed to carry. For the patient, becoming a good marksmen is sure to have teams looking to hire you. Keep on practicing! :) The downfall of this weapon is that it requires total consentration. You don't notice your surroundings when you are zoomed in 10x. Your probablilty of getting conked on the back of the head go greatly up. Also, Sniper Tip of the day. If you have been in 1 spot for a very long time. It would be wise to get up and pick a different one before someone gets wise to your whereabouts. Also, when provoked into close range combat, you need nerves of steel. Keep calm and aim for the head. *GENERALLY* people strafe from left to right, which to you would be right to left. Keep that in mind. But, obviously if you have a better weapon for the situation, just switch it up. Human weapons normally take one second to become "ready" and covenant, take two seconds. Always have a PLAN!!! I can't stress that enough! Rating in Scenario: Close Range: 4 of 10 Medium Range: 8 of 10 Long Range: 10 of 10 super long range: 10 of 10 Levels most useful on: Burial Mounds Colossus Coagulation Headlong Waterworks ------------------------------------------------------------------------------ The Rocket Launcher (M19 SSM Rocket Launcher) ------------------------------------------------------------------------------ Full Magazine: 2 Rockets ROF: 1.5 seconds RT: 3 Seconds ARMD: Medium to Long Range Melee: Head = 3; Body = 3 RFA: 1 Second Shots taken from ANY range: 1 hit, splash damage takes around 3/4 of shield away, which you can than melee one time and kill. No need to waste another shot. Summary: Made popular by DOOM, almost every FPS has a rocket launcher in it. But the one in Halo 2 is MUCH better than the one in Halo 1. It's ROF and the speed at which the rocket fly at is GREATLY increased. From the 2x zoom to the Lock-On! feature for vehicles, this baby should definetly be picked up if it EVER crosses your path. Generally with aiming you're going to want to aim at the persons feet, increasing you chances of killing opponent. Also, now that the melee strength is greater, you don't have to use 2 rockets if you only splash the guy. You can just Melee him. Be cautious though, shields regenerate in 4 seconds. So you only have a small window to work with. Against Vehicles this thing is a Monster! With the lock-on technology of the new SPNKr Missle Launcher, this weapon is a TOTAL Anti-Vehicle Weapon. Just look at the Vehicle damage reports below. Overall, great weapon. Ghost: 1 Direct Hit Warthog: 1 Direct Hit Wraith: 2 Direct Hits Spectre: 1 Direct Hit Scorpion: 2 Direct Hits Banshee: 1 Direct Hit Rating in Scenario: Close Range: 9 of 10 Medium Range: 10 of 10 Long Range: 10 of 10 Levels most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ The Battle Rifle (BR55 Rifle) ------------------------------------------------------------------------------ Full Magazine: 36 Bullets ROF: 6.4 seconds RT: 2.3 seconds ARMD: Medium-Close range Melee: Head = 6; Body = 6 RFA: 2 Seconds Shots taken from medium and close range: Head: 12 shots; Body: 15 Shots taken from Long range: Head: 21 shots; Body: 21 shots Summary: I have to admit, I didn't like the assault rifle when I first used it. I felt it was too weak. But after using all of the other weapons in Halo 2, I am sure this gun deserves to be in the top ranks. Personally, I believe this will be the new pistol. It is a very good weapon. Not over powerful, like the pistol in Halo 1, but just right in grouping of weapons. What will really determine if you like this gun or not is your skill. The better you are at aiming, the better you will be with this gun. Also, in long range situations, just hit the body, you will probably miss more on a moving target aiming for his head when this weapon is only so accurate at certain distances. Instead, you will most definetly use less bullets and time killing the person, by just aiming at his body AT LONG DISTANCES. Medium and close range, deliver it to the head for a much quicker kill. Rating in Scenario: Close Range: 7 of 10 Medium Range: 10 of 10 Long Range: 7 of 10 Levels Most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ Frag Grenade (M9 HE-DP Fragmentation Grenade) ------------------------------------------------------------------------------ Capacity: 4 ARMD: Anywhere if you have the aim. RFA: Instant Damage varies depending on area of contact. Ghost: 2 Direct Hits Warthog: 2 Direct Hits Wraith: 11 Direct Hits Spectre: 2 Direct Hits Scorpion: 11 Direct Hits Banshee: 2 Direct Hits If a person is at full shields, it WILL NOT kill opponent. Shields need to be at 3/4 full for a kill. Summary: It's like Jello, There's always room for it. Two things to note: even if this grenade it RIGHT underneath a person. If that person has full shields, it will not kill them. Second, you cannot use Grenades when dualwielding. ****************************************************************************** Covenant Weapons: Most covenant weapons are based on plasma projectiles. All Covenant weapons that cannot be recharged/reloaded overheat. And when the heat signature bar gets higher, the more Units of energy the gun consumes. Best practices with all Covenant non-recharging weapons is to never let your gun overheat, unless mandatory. Also, with most covenant weapons, you can not blow up environment obstacles. ****************************************************************************** ------------------------------------------------------------------------------ Plasma Rifle (DW) (Blue Plasma Rifle) ------------------------------------------------------------------------------ Full Magazine: 6 Units ROF: 4.2 Seconds RT: Instant if you let them cool down, if not: 3 seconds; 3.5 Seconds(DW) ARMD: Close-Medium Range Melee: Head = 6; Body = 6 RFA: 2 Seconds Shots Taken from ANY range: Body Shots to kill: 18 Head shots to kill: 18 Summary: Here is a Weapon that is similar to the SMG, but in everyway is better than it. They are actually decent at midrange. Especially DWing. These things tear through the enemy. It can eat an enemies shield in 1 second. You don't even have to worry about that recoil crap from the SMG. I am actually shocked how big of a difference there is between the two. The one caveat maybe that they are only on certain parts of the map by default. So in the end, very few except the people in the know will DW these suckers. Definetly learn were these puppies are on the map. Mix it with an SMG if you can find two. The only thing bad about the Plasma Rifle is that it cannot be reloaded. Ratings in Scenario: Close Range: 10 of 10 Medium Range: 8 of 0 Long Range: 0 of 10 Level most useful on: Any map that has it on the field by default. ------------------------------------------------------------------------------ Plasma Pistol (DW) ------------------------------------------------------------------------------ Full Magazine: 6 (regular); 15(Overcharged) ROF: 3 Seconds RT: Instant if let cooled down, else: 2 seconds ARMD: Medium Range Melee: Head = 6; Body = 6 RFA: 2 Seconds Shots Taken from ANY range: 10 for body or head shot to kill. Summary: The Plasma Pistol is actually an ok weapon. If it weren't for the plasma bullets taking so long to reach their target. Plasma pistols would be VERY effective, you just have to have the ability to aim "Ahead." What I mean is, if you are fighting someone and they are strafing to the left or right, you have to aim a little bit more to the right or left of them, for the hits to land. Actually, in a team the plasma pistol works beautifully when overcharged. Its just trying to get someone to use it correctly is the hard part. But the BEST part of this gun, is it will fully deplete the opponents shield, even over-charged. The sweetest thing is taking away someones overshield...the moment when they feel they have an advantage and zap, away it goes. Beautiful. Ratings in Scenario: Close Range: 8 of 10 Medium Range: 3 of 10 Long Range: 0 of 10 Level most useful on: Ascension Ivory Tower Lockout Midship Beaver Creek Zanzibar ------------------------------------------------------------------------------ Energy Sword (Cool ass Sword) ------------------------------------------------------------------------------ Full Magazine: Infinite ROF: Half a second per swing RT: Half a second ARMD: Short-Medium Range Melee: 2 Hits head or body (Melee button B, not R trigger) RFA: 1 Second Shots Taken from Any range: 1 Hit if targeted, 2 if not (Trigger Button) Summary: This is the answer to the human shotgun. But in my opinion, WAY BETTER! First you have very little reload time. There is no ammo. And you can make a lunge attack from within 10 ft. The best place to aim the reticule is around the upper body, near the neck-chest area. Plus, it is alot of fun when it is swords only play. The drawbacks. There is usually only 1 sword on a level. So whoever can get to it first is the Juggernaut. Second, if you have your sword brandished, you make yourself a target. Third, Trying to get in the "Sweet Spot" While you opponent is back-trotting and putting shots into you. This weapon is only to be used when in the right distance. Ratings in Scenario: Close Range: 10 of 10 Medium Range: 8 of 10 Long Range: 0 of 10 Level most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ Brute Plasma Rifle (Red Plasma Rifle) ------------------------------------------------------------------------------ Full Magazine: 100 if let cooled, 4 Units to max ROF: 2 Seconds RT: Instant if let cooled, 5 Seconds; 5.5 Seconds (DW) Max ARMD: Medium-Close Range Melee: Head = 6; Body = 6 RFA: 2 Seconds Shots Taken from ANY range: 18 Body or Head shots to kill Summary: So the covenant have TWO awesome DWable weapons. Their only flaw is that they cannot be recharged/reloaded. You can drop any enemies shield with this gun in a HALF a second. The ROF on this gun is higher, but that means you have to be very careful, it is easily overheated. But if you are dual-wielding these babies you can cut through someone in 1 SECOND! BUT ALL SHOTS HAVE TO LAND. If you miss even a couple, covenant weapons are weak against metal on the armor. It may tear through shields in half a second, but than it takes 2.5 seconds to finish someone off with just a single gun. Where Human bullets rip through flesh faster than shields. So a good combo is probably an SMG with either plasma rifle. Ratings in Scenario: Close Range: 9 of 10 Medium Range: 8 of 10 Long Range: 2 of 10 Level most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ Particle Beam Rifle (Alien Sniper Rifle) ------------------------------------------------------------------------------ Full Magazine: 100 Units if let cooled, 12 units to max ROF: 2 Seconds RT: 3.5 Seconds ARMD: SUPER Long Range Melee: Head = 6; Body = 6 RFA: 2 Seconds Shots Taken from ANY range: 2 Shots body; 1 shot head Summary: This is the covenant version of the Sniper Rifle. Technically, it doesn't have to be reloaded if you are a good sniper. Because if you can manage to only get head shots, you will have 20 SHOTS! to fire with beam rifle. But, If you fire to overload EVERY TIME you will only have 18 shots. Be VERY CAUTIOUS when using this gun. I would even say NEVER to let this gun overheat. After 1 shot, it takes 5 Units of energy, to max it takes 7. So It is taking more ammo, also it would take you longer to get off enough consecutive shots in a givin timeframe if you overheat the gun. It takes 3.5 Seconds to fire the gun after overheating, whereas you can fire every second and never overheat the gun. This is the correct way to use this gun. Ratings in Scenario: Close Range: 4 of 10 Medium Range: 8 of 10 Long Range: 10 of 10 Super Long Range: 10 of 10 Level most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ Brute Shot (Light Anti-Vehicle Weapon) ------------------------------------------------------------------------------ Full Magazine: 4 Grenades ROF: 1.5 seconds RT: 4 Seconds ARMD: Medium-Long Range Melee: Head = 2; Body = 2 RFA: 2 Seconds Shots Taken from ANY range: 3 Direct Hits; 5 Area hits Shots on Vehicles: Ghost: 3 Direct Hits Warthog: 5 Direct Hits Wraith: 18 Direct Hits Spectre: 4 Direct Hits Scorpion: 32 Direct Hits Banshee: 3 Direct Hits Summary: There are 2 Covenant weapons that act like the human rocket launcher. The Brute Shot and the Sentinel Beam. The Brute Shot is definetly leaned more onto the light anti-vehicle side because it is rather hard to hit a small moving target. A half second after a grenade bounces, it blows up. I just don't see this as being a rather good weapon against infantry. Everything about it, says that it is a light anti-vehicle weapon. I mean, look at its Melee!!! 2 HITS!?!? That is just like the flag. I think that if someone were to come up to you with this weapon, your best bet would be to melee instead of fire. Reason: You will get hurt as well because of the splash damage, but your opponent who is lacing into you with his weapon won't have splash damage. In the end, if you try to fight with this weapon against infantry, other than melee, you will most likely lose. Ratings in Scenario: Close Range: 8 of 10 (Melee); 4 of 10 (Fire) Medium Range: 8 of 10 Long Range: 8 of 10 (Vehicle); 0 of 10 (Infantry) Level most useful on: Burial Mounds Colossus Coagulation Headlong Waterworks Zanzibar ------------------------------------------------------------------------------ Needler (DW) ------------------------------------------------------------------------------ Full Magazine: 60 Needles ROF: 6 Seconds RT: 2 Seconds ARMD: Short-Medium Range Melee: 6 = Head; 6 = Body RFA: 1 Second Shots Taken from ANY range: 9 Shots in before needles explode kills. 30 Needles,if only getting 2 in before they explode. Summary: The needler is nothing like the halo 2 eight minute video it was shown in. I suppose it was just too powerful at that VERY fast speed. And although you can DW this gun and the speed of the needles has slightly been increased, It is still not nearly as good as any of the other weapons laying around. There is only 2 valid approaches to using this weapon. 1.) Against total newbies who, will just stand, fire at you and not move. 2.) Shooting someone in the back. That is really the only way these weapons are useful. Even in a Dual wielding situation, if someone moves out of the way of the needle just as it is about to hit him, generally it won't attach to him and do no damage. And because this gun relies HEAVILY on the fact it does more damage - the more needles are in before exploding, make this gun silly to use on pros. Max distance on needles is also around 100 Ft. Ratings in Scenario: Close Range: 5 of 10 Medium Range: 5 of 10 Long Range: 5 of 10 Level most useful on: Ivory Tower Lockout Midship Beaver Creek ------------------------------------------------------------------------------ Sentinel Beam (What the sentinels used in Halo 1) ------------------------------------------------------------------------------ Full Magazine: 100 Units if let cool down; 23 Units to MAX ROF: 3.5 Seconds RT: 2.5 Seconds ARMD: Medium-Long Range Melee: Head = 3; Body = 3 RFA: 2 Seconds Shots Taken from ANY range: 15 Units of Energy Summary: Here is the Covenant answer to the rocket launcher for Infantry use. It takes the same amount of melee hits to kill as the rocket launcher. The only problem with this weapon is you have to be a very good shot. With a moving target, it is hard to direct the plasma stream, to be constantly on the person. This weapon is definetly better in close-range combat or long-range combat. At medium range, it may prove to just be to hard to aim with all the mayhem going on around. But in close range you can fire a stream and try to get close and melee to finish off your opponent. The distance at which the beams ends is at approx. 100 ft. Ratings in Scenario: Close Range: 7 of 10 Medium Range: 1 of 10 Long Range: 6 of 10 Level most useful on: Any that would have it. ------------------------------------------------------------------------------ Covenant Carbine ------------------------------------------------------------------------------ Full Magazine: 18 ROF: 4 Seconds RT: 2.5 Seconds ARMD: Medium-Close Range; similar to assualt rifle Melee: Head = 6; Body = 6 RFA: 1.5 Seconds Shots Taken from ANY range: Head shot 7 to kill; Body shot 11 Summary: The Covenant Carbine is very similar to the assualt rifle. At first glance it seems like a better choice than the assualt rifle, because of it's rapid fire rate, but the amount of body shots it takes to kill someone is were this one loses in speed. It's a comparison. If you are the type of person where you know you will most likely be hitting the area of the chest. Stick with the Assualt Rifle. If you are the type with deadly accurate aim, choose the Covenant Carbine. Ratings in Scenario: Close Range: 7 of 10 Medium Range: 10 of 10 Long Range: 7 of 10 Levels most useful on: Any that have this on a map by default ------------------------------------------------------------------------------ Plasma Grenade ------------------------------------------------------------------------------ Capacity: 4 ARMD: Anywhere if you have the aim. RFA: Instant Damage varies depending on area of contact. Ghost: 2 Direct Hits Warthog: 3 Direct Hits Wraith: 23 Direct Hits Spectre: 3 Direct Hits Scorpion: 30 Direct Hits Banshee: 2 Direct Hits Summary: Same Story as the Frag Grenade. It is just a useful item to have along with you. It doesn't burden you like choosing a different weapon and sometimes it can get you out of a jam. And although the frag grenade does more damage, the plasma grenade, when stuck to an opponent, kills in 1 hit if they are at full shields. Which you cannot say about the frag grenade. Also, don't get caught up in trying to sticky bomb someone, that will get you killed. Instead, use a Plasma when someone is a good distance away and is charging straight at you. ****************************************************************************** Vehicles Summary: There are 4 Covenant Vehicles and 2 Human Vehicles. 3 If you count the varient of the warthog. All have their strengths and weaknesses. The Spectre is the only vehicle that can carry 4 passangers. But it's armor is only slightly better than a ghost, yet doesn't have the same speed or firepower. The Ghost is the assassin's vehicle. Small, Fast and deadly. But, it can only take so many hits from larger vehicles. The Banshee is the only flying vehicle in Halo 2. It's armor is very weak and although the firepower is moderate, you only have a small window of time to fire before you have to turn around and come back. It's main use should be for reconnaissance. The Wraith is faster than the Scorpion, but it's armor and firepower is slightly weaker. The Scorpion is dog slow. But it's armor and two forms of attack keep enemies at bay. The Warthog has two varients. The Chain-gun version and the Missle Launcher Version. It can carry 3 total passengers. It has an emergency brake for tight cornering and a horn to let people know you are coming. ****************************************************************************** ------------------------------------------------------------------------------ Wraith (Heavy Covenent Tank) ------------------------------------------------------------------------------ ROF: 3 Seconds Weakest at the back Special Features: Speed Burst: 1 Second Shots Taken from ANY range: Ghost: 1 Direct Hit Warthog: 2 Direct Hit Wraith: 2 Direct Hits Spectre: 2 Direct Hits Scorpion: 2 Direct Hits Banshee: 1 Direct Hit Summary: The Wraith is the Covenant Answer to the Human's Scorpion. There are differences however. Watch out for people trying to board you. If they do manage to board you, quickly get out before they kill you. If someone is getting to close, use boost to run them over or at least give you space between the enemy. ------------------------------------------------------------------------------ Scorpion Tank (Heavy Human Tank) ------------------------------------------------------------------------------ ROF: 3 Seconds Weakest at the the back Special Features: Machine gun is accurate. Use Left trigger Shots Taken from ANY range: (Not including Machine Guns) Ghost: 1 Direct Hit Warthog: 1 Direct Hit Wraith: 2 Direct Hits Spectre: 1 Direct Hit Scorpion: 2 Direct Hits Banshee: 1 Direct Hit Summary: The big mamma-jamma. Hulking brute makes heavy defense, but one hell of a big target. Watch out for people trying to board you. If they do manage to board you, quickly get out before they kill you. If you see someone trying to get close to you, use the machine gun to kill him quick. ------------------------------------------------------------------------------ WartHog ML (Warthog with Missle Launcher) ------------------------------------------------------------------------------ ROF: 2 Seconds Special Features: Carries 3 Passengers. Emergency Brake and horn. Shots Taken from ANY range: Ghost: 2 Direct Hits Warthog: 2 Direct Hits Wraith: 3 Direct Hits Spectre: 2 Direct Hits Scorpion: 4 Direct Hits Banshee: 1 Direct Hit Summary: The all around best vehicle for teamwork. It is faster than the ghost, when it is not boosting, and if teamwork is done right, is the proper way of capping the flag. A great force if vehicle is fully rigged with team mates. ------------------------------------------------------------------------------ WartHog CG (Warthog with ChainGun) ------------------------------------------------------------------------------ ROF: .1 Second Special Features: Carries 3 Passengers. Emergency Brake and horn. Shots Taken from ANY range: Ghost: 2.5 Seconds of Direct Hits Warthog: 5 Seconds of Direct Hits Wraith: 10 Seconds of Direct Hits Spectre: 4 Seconds of Direct Hits Scorpion: 10 Seconds of Direct Hits Banshee: 4.5 Seconds of Direct Hits Summary: The all around best vehicle for teamwork. It is faster than the ghost, when it is not boosting, and if teamwork is done right, is the proper way of capping the flag. A great force if vehicle is fully rigged with team mates. ------------------------------------------------------------------------------ Ghost (Single man Infantry speeder) ------------------------------------------------------------------------------ ROF: .1 Seconds Special Features: Speed Burst indefinetly Shots Taken from ANY range: Ghost: 2.5 Seconds of Direct Hits Warthog: 3 Seconds of Direct Hits Wraith: 7 Seconds of Direct Hits Spectre: 2 Seconds of Direct Hits Scorpion: 6 Seconds of Direct Hits Banshee: 2 Seconds of Direct Hits Summary: Extremely effective offensive and defensive force. Outnumbered if a fully employed warthog is opponent. Slighty faster than warthog when boosting, BUT you cannot fire when boosting. Will definetly make TIGHT flag returns, if you are trying to catch up to a warthog. If warthog has a gunner, most likely you will be dead. ------------------------------------------------------------------------------ Spectre (Covenant Version of Warthog) ------------------------------------------------------------------------------ ROF: .1 Seconds Special Features: Only vehicle to carry 4 passengers. Also Speed Bursts indefinetly. Shots Taken from ANY range: Ghost: 2 Seconds Warthog: 5 Seconds Wraith: 10 Seconds (Only Vulnerable in certain spots) Spectre: 4 Seconds Scorpion: 10 Seconds (Only Vulnerable in certain spot) Banshee: 7 Seconds Summary: Covenant version of the warthog. If you have the choice, take the warthog, as it is more effective with 3 people. If you have 4 people take the Spectre. Two people going in to get flag is way safer than just a lone person. Otherwise Gunner in back is not as powerful as warthog. That is the deciding factor. 3 people = warthog, 4 people = spectre. Only true for CTF games! ------------------------------------------------------------------------------ Banshee (Covenant Flying Vehicle) ------------------------------------------------------------------------------ ROF: .1 Seconds Special Features: Only flying vehicle. Speed Bursts and evasive menuvering. Shots Taken from ANY range: Ghost: 2 Seconds of Direct Hits Warthog: 2 Seconds of direct Hits Wraith: 10 Seconds of Direct Hits Spectre: 2 seconds of direct hits Scorpion: 8 Seconds of Direct Hits Banshee: 3 Seconds of Direct Hits Summary: A great way to get an aerial view of everything. Should be used for flag captures/returns, reconnaissance, and getting to areas not accesible by foot for sniping purposes. ****************************************************************************** Dual-wielding The purpose of this section is to give a rating to all the DWing combinations. The ratings are based by me and you may think different, which is fine. I can only judge the best I can with all the different MP games I have been in. I must stress however that dual-wielding is NOT the be all, end all solution. Grenades teamed up with the single-handed only weapons can be very devestating. For the MOST part! DWing should GENERALLY be used on boards that have tight hallways and short distances between obstructions. You will want to use single handed weapons and grenades on the larger boards. ****************************************************************************** Combo's Rating ------- ------ SMG/SMG 7 SMG/Magnum 9 SMG/Plasma Rifle 9 SMG/Plasma Pistol 9 SMG/Brute Plasma Rifle 7 SMG/Needler 4 Magnum/Magnum 8 PlasmaRifle/PlasmaRifle 9 PlasmaPistol/PlasmaPistol 5 Brute PR/Brute PR 7 Needler/Needler 4 ****************************************************************************** Basic Strategy. This section will deal with scenarios you will come to face in multiplayer games, regardless of game mode. ****************************************************************************** 1.) Run the map. Know the map. Be their first and always to the overshield, rocket launcher, sword, battle rifle, shotgun, everything. KNow the map inside and out. Halo 2 levels are designed almost perfectly to the point an enemy will think they have you pinned down and they don't realize that you can get behind them in a couple of seconds. You will see this alot in Ivory Tower. And four spots on Zanzibar. You will just have to find them yourself. 2.) If it is a team game. Partner up and STAY partnered. DO NOT stray away unless POSITIVELY crucial. Two average players will drop one pro more times than not. I cannot stress this enough. TRY not to be a cowboy. This IS NOT HALO 1!!!! If two pros are partnered up, they make a force to be reckoned with. 3.) ALWAYS RELOAD WHEN YOU ARE SAFE. You do not want to die because you didn't reload. The most important thing is to have a full barrel at the ready! 4.) Know this weapons compendium to the last detail. If you know how long it will take you to reload Dual SMGs, while someone is coming after you and you know his shields are down, drop them and switch weapons if you can, otherwise try to melee. 5.) If the Radar is ON! PAY ATTENTION TO IT! Also of note, if you crouch while moving, you will not show up on the enemies radar. 6.) In almost every level, there will be a good place to hide to defend the flag in a CTF game. If you know someone is going to be there and you are having trouble with him, get the rocket launcher, it'll put him out of the way. 7.) Make sure you know this Weapons compendium. Every last detail will make you that much smarter. ****************************************************************************** Conclusion ****************************************************************************** Well this is the end of my article. I have given you the knowledge to all the weapons and vehicles that regard the multiplayer portion of Halo 2. I have also supplied you with Basic strategy. If you didn't know them, now you do. I could go into greater depth of combat strategy, But I feel that it is your responsiblity to develop your own "way of the warrior". Now it's your turn to apply the knowledge I have given you. Good luck! If you have any questions, please don't hesitate to ask. If there is a mistake anywhere, and you wouldn't mind writing me an email pointing it out, they are also very welcome. Contact info will be given at the very bottom of this compendium. Also, I am the Captain of the clan Team One. If you are looking to join a clan, specifically for Halo 2, look us up in Halo 2. We hold try-outs on the weekends. E-mail: [email protected] Thank you for reading this far, I hope it was everything you were looking for.