Over the course of the Halo franchise, the weaponry has adapted to fit the needs of every player to the best of its ability. Do you remember the days when the UNSC Pillar of Autumn first hurdled through the atmosphere of the first ring? Though the weapons were quite reliable, very powerful, and overall effective, the marines that survived the crash of the vessel itself or the lifeboats only had access to a limited arsenal of five weapons and some frags. Even though people had just escaped Reach, they somehow left behind the large ordinance of seemingly more advanced weaponry, equipment, and technology and only acquired the newer versions of basic weapons.
The MA5B Assault Rifle is a 60-round, fully automatic firearm designed for close-range combat and some mid-range engagements. This weapon may contain nearly twice the ammunition capacity as its predecessor, the MA37, but it sprays rounds out at a rate similar to that of the yet unmanufactured SMG. It also takes about an entire magazine to drop an elite. It is good at suppressing enemies, but the MA5B left a lot to be desired.
The M6D Personal Defense System is a fan favorite of the whole franchise. This sidearm is accurate, reliable, and packs a punch. This magnum/pistol can drop an enemy combatant from across the map with three, well-placed headshots. In addition to this weapon's perks, it is automatic. I find it faster and more efficient to fire semi-automatically, but it gives the player options. The automatic fire-rate is slow, but it is effective against grunt packs. The M6D was and still is a great weapon.
The M90 CAWS (Close Assault Weapon System) is a powerful weapon. The shotgun blasts a huge cluster of buckshot into its target, most effective at CQB. This, though, is the drawback: you have to get close to cause damage. This may be easy on tightly-packed maps, and skilled players will have less trouble, but the range difference can be a big hassle for the user. There is a lot of open ground in Halo, so crossing larger, more open maps with a shotgun is not the best battle strategy. Picture being the marine who brings his shotgun to the lifeboat and arrives at one of the energy stations in the open fields of a mountainous terrain.
The M41 SSR MAV/AW dual-tube rocket launcher system is highly dangerous and fun to use against hordes of grunts. It even shakes the user's screen in the Anniversary edition. It is a good weapon, but ammo refills are limited in campaign. Unfortunately, this version of the SPNKr doesn't have an integrated vehicle-lock system.
The SRS-99C-S2 AM sniper rifle is extremely accurate and drops almost any Covenant trooper with a single headshot. The weapon also has an integrated night vision optics scope which can be toggled to be active or inactive. This weapon is extremely efficient and fun to use. It features a variable-zoom function and can be used effectively at mid-range and far-range encounters.
The M9 HE-DP fragmentation grenade is highly effective at injuring enemy personel and sending unggoy soaring through the air like ragdolls. It has a short fuse that activates after physical contact with a solid object. This grenade has served the UNSC through several conflicts.
Even with these highly effective weapons, the UNSC still had a hard time escaping the first Halo ring, and many did not escape the ring anyway. They did kill a massive number of Covenant aliens and Flood parasites, though. The UNSC always find a way to work with what they've got. Lucky for them, a newer arsenal of weapons is under development.
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