- Mutoid Log
- |
- Exalted Legendary Member
It's owerpowered in 1. There's no reason at all to pick up a AR or PR in campaign thanks to that.
In Halo 2 and 3, dual-wielding makes it a beastly close range weapon. Maybe less so in 3, but it dominates Cairo Station. I'd like to see you clear the second hangar without it. In H3 there's also the EMP for vehicle combat.
In Reach the gun is again overpowered. It absolutely annihilates elite shields and is an excellent body shot weapon too. I rarely pick it up outside LASO because of that. It's just so good it makes the game not fun. In general, the gun's immense overpoweredness in 1 and R, plus using it thorough the campaign of 1, makes me want to avoid this thing. In Halo 2, I toss it away after the second hangar.