Post by General Macule on Jan 7, 2006 13:23:26 GMT -5
Magnum
Official designation: M6C Magnum Sidearm
Projectile type: 12.7mm x 40 Semi Armor Piercing (16.5mm in the books)
Dual-wield: Yes
Damage: Low
Range: Close-Medium
Accuracy: Medium
Rate of fire: Fast
Autofire capability: No
Magazine capacity: 12 bullets
Ammunition (additional): 48 (4 magazines)
Reload speed: 1.5 s single wield, 5 s dual
Melee attack: low
Scope: No
Advantages:
The magazine of this handgun can hold 12 bullets and has moderate stopping power. In close quarters and dual-wielded, it can be surprisingly effective when employed against unshielded foes. It is one of only three human weapons that can achieve headshots.
Disdvantages:
A stripped-down version of the M6D Pistol equipped by the crew of the Pillar of Autumn during their battle with the Covenant on Installation 04, the Magnum does not have a scope - and therefore lacks the very feature that made its counterpart so deceptively deadly in Halo: Combat Evolved. Another disadvantage is that the rounds do not contain the small high explosive charge the M6D rounds were equipped with. (Semi Armor Piercing High Explosive rounds were issued to the personnel on the Pillar Of Autumn) Over longer distances, the lack of scope and modest magazine capacity render the Magnum largely ineffective. It is also rather slow to reload.
SMG
Official designation: M7/Caseless Sub Machine Gun
Projectile type: 5mm x 23 Caseless
Dual-wield: Yes
Damage: Low
Range: Close
Accuracy: Low
Rate of fire: High
Autofire capability: Yes
Magazine capacity: 60 bullets
Ammunition (additional): 180 (3 Magazines)
Reload speed: 2 s single wield, 5 s dual wield.
Melee attack: Strong due to update
Scope: No
Advantages:
The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by players. When dual-wielded, it allows the wielder to drown targets in a torrent of projectiles. The rounds also lack the tracer rounds featured in the Battle Rifle, meaning that firing this weapon does not automatically give away one's position. The SMG is also more accurate at longer range than the Magnum when using controlled bursts. The tactic of "pumping" the trigger, or firing short bursts successively, is popular for keeping the fire rate reasonably high while yet maintaining a reasonable accuracy. The SMG can be quite useful when coupled with grenades or dual wielded, but alone it should be avoided.
Disadvantages:
The SMG has a number of shortcomings - it is considered by many to be the worst gun in the game, being less accurate and less powerful than the magnum; that is, simply worse. The high rate of fire will make you burn through all of your ammo is less than a minute of pitched combat. Its accuracy renders the gun useless except in close range combat. Furthermore, its full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting aim, though firing in bursts counters the recoil effect. If there's no cover available to hide behind while reloading in your current area, you may be better served by another weapon.
Battle rifle
Official designation: BR55 Rifle
Projectile type: 9.5mm x 40 (M634: Experimental High Power Semi-Armor Piercing (X-HP-SAP))
Dual-wield: No
Damage: Medium
Range: Medium (With Scope: long)
Accuracy: Medium (With Scope: High)
Rate of fire: Medium
Autofire capability: 3 shot burst
Magazine capacity: 36 bullets
Ammunition (additional): 72 (3 Magazines)
Reload speed: 2 s
Melee attack: Medium
Scope: 2x
Advantages:
The Battle Rifle is the evolution of the Halo 1 Pistol. There is a Stuffo.com article discussing this, with a quote from Lead Game Designer Jaime Griesemer. (It should be noted that the quote in this article is in fact incorrect. The Battle Rifle is not simply a reskinned pistol, though it fulfills the same role as the original pistol. The Battle Rifle fires three round bursts and over longer distances sometimes one or two of these shots will not hit the target. This increases the chances of a headshot when shields are down but also means that more shots are necessary for a kill. It takes a total of four bursts to end an opponent's life whereas the pistol could do so in three. Since much of the time all three shots in a burst miss, it can often take an entire magazine to kill your opponent even though yours shots may be perfectly aimed.) The BR55's optical scope has a 2x zoom facility, which allows players to make accurate hits, even headshots, over greater distances than one might expect. Under most circumstances, the Battle Rifle's short bursts, long range and average damage make it a great all-round weapon.
Disadvantages:
The Battle rifle is less effective (though not by much) in close quarters. That said, equipping a Shotgun as a secondary weapon will accommodate most eventualities. The Battle Rifle also uses tracer rounds, which can give away one's position.
Shotgun
Official designation: M90 Shotgun
Projectile type: 8-Gauge Magnum 3.5 in (89 mm)
Dual-wield: No
Damage: High
Range: Point-blank
Accuracy: Low
Rate of fire: Low
Autofire capability: No
Magazine capacity: 12 shells
Ammunition (additional): 36 (3 Magazines)
Reload speed: Slow
Melee attack: Medium
Scope: No
Advantages:
A weapon that has barely changed since it was first conceived, the shotgun is a close-range firearm that can stop any Human, Covenant or Flood in its tracks (except for Hunters). Deadly at short distances, it is a weapon that even Elites should fear: it can overload some shields in a single shot. With it, you can make aggressive charges towards foes, punching through flesh and armor before they have the opportunity to return fire. It can also be, in turn, a great means of defense. When pinned down under cover - or having ducked behind a corner to allow the Master Chief's shields time to recharge - any Covenant soldier with the tenacity to rush your position should meet with a venomous rebuke from your M90. The range of the Shotgun has been significantly diminished compared to Halo CE.
Disadvantages
Due to the high spread of its projectiles, the shotgun is useless over any distance other than point-blank. It should always be complemented by a secondary weapon that addresses this major weaknesses (a typical side weapon to this one is the battle rifle). Additionally, the M90 is reloaded one cartridge at a time, giving it the highest total reload time of all weapons, but the quickest per shot reload. Note that you can interrupt the process of loading the shotgun by firing or melee attacking at any time.
Sniper rifle
Official designation: S2 AM Sniper Rifle
Projectile Type: 14.5mm x 114 Armor-Piercing, Fin-Stabilized Discarding Sabot (APFSDS)
Dual-wield: No
Damage: Very High
Range: Very Long (With Scope)
Accuracy: Very High (With Scope)
Rate of fire: Fast
Autofire capability: No
Magazine Capacity: 4 bullets
Ammunition (Additional): 20 (5 Magazines)
Reload speed: 2 s
Melee attack: Average
Scope: 5x, 10x
Advantages:
The sniper rifle is equipped with a scope that offers two levels of magnification: 5x and 10x. A lethal armament when equipped by a proficient marksman, it enables you to pick off enemy forces from afar with impunity, unless your opponents have their own snipers. Always (with the exception of Hunters and Flood) aim for headshots to inflict the maximum possible damage. Even the mightiest Elite can be dispatched with one to four such shots as the sheer power of the 14.5mm rounds pierce their energy shields.
Disadvantages:
Ammunition for the Sniper Rifle is rare, so conserve it carefully and make every shot count. It is slow to reload, so always try to have at least two bullets available at all times. During multiplayer matches, it takes considerable skill to keep an enemy in your sights at 10x zoom. Try finding a spot that will require your opponents to approach you directly. Always have a good secondary weapon to equip if discovered, as the sniper rifle is not a wise choice at close range. Though limited ammunition and reloading time hinder close-quarter combat efficiency, skilled snipers may be able to use this weapon in close combat (known as "no-scoping"). The zoom does not include the motion detector, so be sure to get out of scope and check the immediate area every so often.
Rocket launcher
Official designation: M41 SSR MAV/AW
Projectile Type: 102mm High-Exposive, Anti-Tank (HEAT)
Dual-wield: No
Damage: Very High
Range: Long
Accuracy: High (Charged: Homing)
Rate of fire: Medium
Autofire capability: No
Magazine Capacity: 2 Rockets
Ammunition (Additional): 6 (3 Magazines)
Reload speed: Slow
Melee attack: Powerful
Scope: 2x
The portable Rocket Launcher (a.k.a. "The Spanker", from the letters 'SPNKr' stenciled on either side, or otherwise the jackhammer) fires explosive missiles with a homing capacity. Its basic point-and-launch functionality remains the same, though: simply aim and pull the trigger. The rockets are slow and noisy; they give a distinct audio cue that will warn all nearby enemies of the incoming danger. As a rule of thumb, it's best to aim the SPNKr at the feet of infantry targets or a nearby wall in close range situations (but be careful - many a careless player has blown himself up as well as his opponent). Its rockets have a large blast radius and can be devastating when used against groups of assailants. It is also an anti-vehicular weapon of great potency.
The Rocket Launcher has a homing feature. If you are targeting an enemy vehicle and your reticule is red, you can hold the right trigger to lock on. Once the trigger is depressed and held, a circular crosshair will appear. Then release the trigger to fire a homing rocket. The rocket will follow the target in a loop-de-loop pattern, making it near-impossible for a slow-moving vehicle to avoid, but possible for a Banshee to evade with a barrel roll. To cancel the targeting process, press "Y" to switch to another weapon, or wait for the lock to cancel after a few seconds.
The rockets move much faster than in the original Halo. However, the rockets are still relatively slow, and the rocket launcher is still a close range weapon (except in the case of anti-vehicular combat) for the most part. One possible long-range use of rockets is against an unaware stationary target, such as an enemy sniper.
While falling, with version 1.1, if one melees an opponent, the target is killed due to size and power of the melee. Use this to surprise opponents around corners or camp up high and jump down to them.
Frag grenade
Official designation: M9 High-Explosive Dual Purpose (HE-DP) Fragmentation Grenade
Damage: High
Range: Long
Ammunition (Additional): 4 Grenades
The Frag Grenade is the primary anti-infantry grenade issued to UNSC Marines. The secret behind its destructive power is the fact that it uses only a tiny amount of high explosive. This blast propels shrapnel everywhere, seriously wounding or killing any unit in the blast radius. It is an anti-personnel weapon that can introduce chaos and carnage to even the most well-drilled group of infantry, and is also effective against vehicles. When thrown, its timer begins on first impact with a surface; detonation follows 0.5 - 2 seconds afterwards. This feature makes it ideal for disrupting (or eliminating) well-armed or entrenched enemies from a position of relative safety. If you aim it at a wall, you can judge its bounce to drop it in the desired spot.
The Frag Grenade isn't as effective against shielded or especially hardy foes as it ideally could be - think Elites, Brutes and Hunters - so you should use a couple when facing strong enemies. A good tactic is to soften up a few assailants with a grenade, then follow up with a burst of automatic fire. It can also be deployed on the ground to facilitate a hasty retreat. Try throwing one while backpedaling or before turning to run. Following enemies will be in for a rather nasty surprise or, alternatively, simply deterred from giving chase.
The frag grenade has significantly more bounce and significantly less splash damage than it did in the first Halo title. Contrary to the beliefs of some gamers, in multiplayer, a kill from a single frag grenade does not occur when a player's shields are fully charged. A frag grenade does have the ability to kill a player when his or her shields are in the process of recharging, which can lead to this illusion, especially when there is a several second gap bewteen recieving damage from a firefight and being killed by the grenade. However, the grenade will generally only eliminate the opponents shields, providing they are fully charged.
Turrets
Projectile Type: 7.62mm x 51
Damage: Medium-High
Range: Long (Less effective with distance)
Accuracy: Medium
Rate of fire: High
Autofire capability: Yes
Ammunition: Unlimited
Scope: No
Manning a turret is similar to using a vehicle: hold "X" ("E" on the computer) to take control, and hold "X" again to relinquish it. There are two human and two Covenant turrets. The human turrets are high-powered machine guns found in two sizes - portable and fixed. Their two Covenant equivalents fire scorching blasts of superheated plasma.
These gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps. While using one you are extremely exposed to enemy fire: you immediately become a target that all good commanders will order neutralized with haste. With a fixed field of fire, the effectiveness of a human turret depends on the direction that your enemies are approaching from. Still, with unlimited ammunition at your disposal, they are very handy for thinning out an advancing force, and will even cause the drivers of vehicles no small amount of anguish.
The heavier of the two human turrets is basically the same as the lighter one, but more upgright. It is revealed on boxes in the multiplayer map Headlong that the caliber is 7.62mm x 51, that it is gas-operated, and uses a linkless ammunition belt fed through a flexible chute.
The light version is just as powerful, but has a smaller stand, providing a smaller profile for the operator. It is most commonly found near a group of Marines - although the Marines in question may be dead, indicating that it is not a very strategic option.
The lighter covenant turret is basically the same as the light human turret, but it fires small bursts of plasma similar to a plasma rifle, except faster. The heavy one, a modified version of Halo 1's Shade, requires the operator to sit in a chair. It fires slow-moving balls of plasma in two-shot bursts, and has a rechargeable shield on the front to protect the operator. Its shots, although not very high damage, have an explosive effect that causes the controller to violently vibrate in multiplayer, which can sometimes distract an enemy, and the bursts of light can occasionally blind an opponent on foot.
In multiplayer, it is possible to "destroy" a turret with a fragmentation grenade, but still have it function. An enemy attack will see the turret, apparently destroyed, and charge. However, on occasion one can use the "stick" that remains and promptly dispatch the enemy.
Official designation: M6C Magnum Sidearm
Projectile type: 12.7mm x 40 Semi Armor Piercing (16.5mm in the books)
Dual-wield: Yes
Damage: Low
Range: Close-Medium
Accuracy: Medium
Rate of fire: Fast
Autofire capability: No
Magazine capacity: 12 bullets
Ammunition (additional): 48 (4 magazines)
Reload speed: 1.5 s single wield, 5 s dual
Melee attack: low
Scope: No
Advantages:
The magazine of this handgun can hold 12 bullets and has moderate stopping power. In close quarters and dual-wielded, it can be surprisingly effective when employed against unshielded foes. It is one of only three human weapons that can achieve headshots.
Disdvantages:
A stripped-down version of the M6D Pistol equipped by the crew of the Pillar of Autumn during their battle with the Covenant on Installation 04, the Magnum does not have a scope - and therefore lacks the very feature that made its counterpart so deceptively deadly in Halo: Combat Evolved. Another disadvantage is that the rounds do not contain the small high explosive charge the M6D rounds were equipped with. (Semi Armor Piercing High Explosive rounds were issued to the personnel on the Pillar Of Autumn) Over longer distances, the lack of scope and modest magazine capacity render the Magnum largely ineffective. It is also rather slow to reload.
SMG
Official designation: M7/Caseless Sub Machine Gun
Projectile type: 5mm x 23 Caseless
Dual-wield: Yes
Damage: Low
Range: Close
Accuracy: Low
Rate of fire: High
Autofire capability: Yes
Magazine capacity: 60 bullets
Ammunition (additional): 180 (3 Magazines)
Reload speed: 2 s single wield, 5 s dual wield.
Melee attack: Strong due to update
Scope: No
Advantages:
The SMG's strength is its high rate of fire. While individual shots are not enormously damaging, its full automatic mode of fire has led to it being dubbed the "bullet hose" by players. When dual-wielded, it allows the wielder to drown targets in a torrent of projectiles. The rounds also lack the tracer rounds featured in the Battle Rifle, meaning that firing this weapon does not automatically give away one's position. The SMG is also more accurate at longer range than the Magnum when using controlled bursts. The tactic of "pumping" the trigger, or firing short bursts successively, is popular for keeping the fire rate reasonably high while yet maintaining a reasonable accuracy. The SMG can be quite useful when coupled with grenades or dual wielded, but alone it should be avoided.
Disadvantages:
The SMG has a number of shortcomings - it is considered by many to be the worst gun in the game, being less accurate and less powerful than the magnum; that is, simply worse. The high rate of fire will make you burn through all of your ammo is less than a minute of pitched combat. Its accuracy renders the gun useless except in close range combat. Furthermore, its full automatic fire leads to enormous recoil, forcing the SMG's muzzle steadily upward. You will need to compensate for this effect by constantly adjusting aim, though firing in bursts counters the recoil effect. If there's no cover available to hide behind while reloading in your current area, you may be better served by another weapon.
Battle rifle
Official designation: BR55 Rifle
Projectile type: 9.5mm x 40 (M634: Experimental High Power Semi-Armor Piercing (X-HP-SAP))
Dual-wield: No
Damage: Medium
Range: Medium (With Scope: long)
Accuracy: Medium (With Scope: High)
Rate of fire: Medium
Autofire capability: 3 shot burst
Magazine capacity: 36 bullets
Ammunition (additional): 72 (3 Magazines)
Reload speed: 2 s
Melee attack: Medium
Scope: 2x
Advantages:
The Battle Rifle is the evolution of the Halo 1 Pistol. There is a Stuffo.com article discussing this, with a quote from Lead Game Designer Jaime Griesemer. (It should be noted that the quote in this article is in fact incorrect. The Battle Rifle is not simply a reskinned pistol, though it fulfills the same role as the original pistol. The Battle Rifle fires three round bursts and over longer distances sometimes one or two of these shots will not hit the target. This increases the chances of a headshot when shields are down but also means that more shots are necessary for a kill. It takes a total of four bursts to end an opponent's life whereas the pistol could do so in three. Since much of the time all three shots in a burst miss, it can often take an entire magazine to kill your opponent even though yours shots may be perfectly aimed.) The BR55's optical scope has a 2x zoom facility, which allows players to make accurate hits, even headshots, over greater distances than one might expect. Under most circumstances, the Battle Rifle's short bursts, long range and average damage make it a great all-round weapon.
Disadvantages:
The Battle rifle is less effective (though not by much) in close quarters. That said, equipping a Shotgun as a secondary weapon will accommodate most eventualities. The Battle Rifle also uses tracer rounds, which can give away one's position.
Shotgun
Official designation: M90 Shotgun
Projectile type: 8-Gauge Magnum 3.5 in (89 mm)
Dual-wield: No
Damage: High
Range: Point-blank
Accuracy: Low
Rate of fire: Low
Autofire capability: No
Magazine capacity: 12 shells
Ammunition (additional): 36 (3 Magazines)
Reload speed: Slow
Melee attack: Medium
Scope: No
Advantages:
A weapon that has barely changed since it was first conceived, the shotgun is a close-range firearm that can stop any Human, Covenant or Flood in its tracks (except for Hunters). Deadly at short distances, it is a weapon that even Elites should fear: it can overload some shields in a single shot. With it, you can make aggressive charges towards foes, punching through flesh and armor before they have the opportunity to return fire. It can also be, in turn, a great means of defense. When pinned down under cover - or having ducked behind a corner to allow the Master Chief's shields time to recharge - any Covenant soldier with the tenacity to rush your position should meet with a venomous rebuke from your M90. The range of the Shotgun has been significantly diminished compared to Halo CE.
Disadvantages
Due to the high spread of its projectiles, the shotgun is useless over any distance other than point-blank. It should always be complemented by a secondary weapon that addresses this major weaknesses (a typical side weapon to this one is the battle rifle). Additionally, the M90 is reloaded one cartridge at a time, giving it the highest total reload time of all weapons, but the quickest per shot reload. Note that you can interrupt the process of loading the shotgun by firing or melee attacking at any time.
Sniper rifle
Official designation: S2 AM Sniper Rifle
Projectile Type: 14.5mm x 114 Armor-Piercing, Fin-Stabilized Discarding Sabot (APFSDS)
Dual-wield: No
Damage: Very High
Range: Very Long (With Scope)
Accuracy: Very High (With Scope)
Rate of fire: Fast
Autofire capability: No
Magazine Capacity: 4 bullets
Ammunition (Additional): 20 (5 Magazines)
Reload speed: 2 s
Melee attack: Average
Scope: 5x, 10x
Advantages:
The sniper rifle is equipped with a scope that offers two levels of magnification: 5x and 10x. A lethal armament when equipped by a proficient marksman, it enables you to pick off enemy forces from afar with impunity, unless your opponents have their own snipers. Always (with the exception of Hunters and Flood) aim for headshots to inflict the maximum possible damage. Even the mightiest Elite can be dispatched with one to four such shots as the sheer power of the 14.5mm rounds pierce their energy shields.
Disadvantages:
Ammunition for the Sniper Rifle is rare, so conserve it carefully and make every shot count. It is slow to reload, so always try to have at least two bullets available at all times. During multiplayer matches, it takes considerable skill to keep an enemy in your sights at 10x zoom. Try finding a spot that will require your opponents to approach you directly. Always have a good secondary weapon to equip if discovered, as the sniper rifle is not a wise choice at close range. Though limited ammunition and reloading time hinder close-quarter combat efficiency, skilled snipers may be able to use this weapon in close combat (known as "no-scoping"). The zoom does not include the motion detector, so be sure to get out of scope and check the immediate area every so often.
Rocket launcher
Official designation: M41 SSR MAV/AW
Projectile Type: 102mm High-Exposive, Anti-Tank (HEAT)
Dual-wield: No
Damage: Very High
Range: Long
Accuracy: High (Charged: Homing)
Rate of fire: Medium
Autofire capability: No
Magazine Capacity: 2 Rockets
Ammunition (Additional): 6 (3 Magazines)
Reload speed: Slow
Melee attack: Powerful
Scope: 2x
The portable Rocket Launcher (a.k.a. "The Spanker", from the letters 'SPNKr' stenciled on either side, or otherwise the jackhammer) fires explosive missiles with a homing capacity. Its basic point-and-launch functionality remains the same, though: simply aim and pull the trigger. The rockets are slow and noisy; they give a distinct audio cue that will warn all nearby enemies of the incoming danger. As a rule of thumb, it's best to aim the SPNKr at the feet of infantry targets or a nearby wall in close range situations (but be careful - many a careless player has blown himself up as well as his opponent). Its rockets have a large blast radius and can be devastating when used against groups of assailants. It is also an anti-vehicular weapon of great potency.
The Rocket Launcher has a homing feature. If you are targeting an enemy vehicle and your reticule is red, you can hold the right trigger to lock on. Once the trigger is depressed and held, a circular crosshair will appear. Then release the trigger to fire a homing rocket. The rocket will follow the target in a loop-de-loop pattern, making it near-impossible for a slow-moving vehicle to avoid, but possible for a Banshee to evade with a barrel roll. To cancel the targeting process, press "Y" to switch to another weapon, or wait for the lock to cancel after a few seconds.
The rockets move much faster than in the original Halo. However, the rockets are still relatively slow, and the rocket launcher is still a close range weapon (except in the case of anti-vehicular combat) for the most part. One possible long-range use of rockets is against an unaware stationary target, such as an enemy sniper.
While falling, with version 1.1, if one melees an opponent, the target is killed due to size and power of the melee. Use this to surprise opponents around corners or camp up high and jump down to them.
Frag grenade
Official designation: M9 High-Explosive Dual Purpose (HE-DP) Fragmentation Grenade
Damage: High
Range: Long
Ammunition (Additional): 4 Grenades
The Frag Grenade is the primary anti-infantry grenade issued to UNSC Marines. The secret behind its destructive power is the fact that it uses only a tiny amount of high explosive. This blast propels shrapnel everywhere, seriously wounding or killing any unit in the blast radius. It is an anti-personnel weapon that can introduce chaos and carnage to even the most well-drilled group of infantry, and is also effective against vehicles. When thrown, its timer begins on first impact with a surface; detonation follows 0.5 - 2 seconds afterwards. This feature makes it ideal for disrupting (or eliminating) well-armed or entrenched enemies from a position of relative safety. If you aim it at a wall, you can judge its bounce to drop it in the desired spot.
The Frag Grenade isn't as effective against shielded or especially hardy foes as it ideally could be - think Elites, Brutes and Hunters - so you should use a couple when facing strong enemies. A good tactic is to soften up a few assailants with a grenade, then follow up with a burst of automatic fire. It can also be deployed on the ground to facilitate a hasty retreat. Try throwing one while backpedaling or before turning to run. Following enemies will be in for a rather nasty surprise or, alternatively, simply deterred from giving chase.
The frag grenade has significantly more bounce and significantly less splash damage than it did in the first Halo title. Contrary to the beliefs of some gamers, in multiplayer, a kill from a single frag grenade does not occur when a player's shields are fully charged. A frag grenade does have the ability to kill a player when his or her shields are in the process of recharging, which can lead to this illusion, especially when there is a several second gap bewteen recieving damage from a firefight and being killed by the grenade. However, the grenade will generally only eliminate the opponents shields, providing they are fully charged.
Turrets
Projectile Type: 7.62mm x 51
Damage: Medium-High
Range: Long (Less effective with distance)
Accuracy: Medium
Rate of fire: High
Autofire capability: Yes
Ammunition: Unlimited
Scope: No
Manning a turret is similar to using a vehicle: hold "X" ("E" on the computer) to take control, and hold "X" again to relinquish it. There are two human and two Covenant turrets. The human turrets are high-powered machine guns found in two sizes - portable and fixed. Their two Covenant equivalents fire scorching blasts of superheated plasma.
These gun emplacements are mounted in various positions throughout the Campaign game and appear in a number of multiplayer maps. While using one you are extremely exposed to enemy fire: you immediately become a target that all good commanders will order neutralized with haste. With a fixed field of fire, the effectiveness of a human turret depends on the direction that your enemies are approaching from. Still, with unlimited ammunition at your disposal, they are very handy for thinning out an advancing force, and will even cause the drivers of vehicles no small amount of anguish.
The heavier of the two human turrets is basically the same as the lighter one, but more upgright. It is revealed on boxes in the multiplayer map Headlong that the caliber is 7.62mm x 51, that it is gas-operated, and uses a linkless ammunition belt fed through a flexible chute.
The light version is just as powerful, but has a smaller stand, providing a smaller profile for the operator. It is most commonly found near a group of Marines - although the Marines in question may be dead, indicating that it is not a very strategic option.
The lighter covenant turret is basically the same as the light human turret, but it fires small bursts of plasma similar to a plasma rifle, except faster. The heavy one, a modified version of Halo 1's Shade, requires the operator to sit in a chair. It fires slow-moving balls of plasma in two-shot bursts, and has a rechargeable shield on the front to protect the operator. Its shots, although not very high damage, have an explosive effect that causes the controller to violently vibrate in multiplayer, which can sometimes distract an enemy, and the bursts of light can occasionally blind an opponent on foot.
In multiplayer, it is possible to "destroy" a turret with a fragmentation grenade, but still have it function. An enemy attack will see the turret, apparently destroyed, and charge. However, on occasion one can use the "stick" that remains and promptly dispatch the enemy.