- Sliding Ghost
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- Intrepid Legendary Member
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CE:
-needler. Enough said. The thing makes art: multiple supercombine explosions, affects dead bodies, can be used with plasma grenades to launch enemy, reliable and reasonable EMP & blast radius. There is nothing more amazing than freezing AI and putting in hundreds of shards and watching them launch into orbit. Was good at stopping shield recharge and stunning but more importantly, it's shards was avoidable and it's spread was predictable.
-plasma rifle. Just look at the way CE Elites wield this. And the best part is, it's as effective in your hands (not to mention that it has stronger stun capability), especially if you have decent cover.
-pistol. Not just because of it's power... only time I ever needed that kind of stopping power was against Jackals and the more tougher Flood (rocket launcher wielders). But because it's loud firing noise had an effect on AI (then again, most CE guns might have that) and there was surplus ammo, good range, and spread wasn't too bad. Automatic firing is a cool feature.
-sniper rifle. The newer Halos try to make the sniper difficult or easy to use by giving more kickback and other atrocities (strong autoaim). The CE sniper closely matches the sniper used by Linda in canon not to mention it's got the silenced effect on AI. And night vision. And IIRC, it was possible to snipe Banshee drivers out in Halo PC mp.
-plasma pistol. Took down anything with concentration. Overcharged bolt could be used to stun enemies. Tracking worked from an impressive range.
-shotgun. Taking down armies of fast running Flood in a dark place with pretty damn epic music in the background. Enough said. In the other trilogy games, Flood rarely appear in large numbers and when they do, they can easily be defeated by headshots or melee
-plasma grenade
-assault rifle
-Hunter. Friendly fire disabled for enemies made for fun betrayals.
-Elite Zealot. Friendly fire disabled for enemies made for fun betrayals. Also, Zealots are goddamn good at slaying Flood.
-Carrier Forms. They were very convenient
H2:
-plasma grenade. Chain reactions were still possible. And best part is that you can melee grenades. Sticks are reliable most of the time and has the added effect of making AI lose their ability to fire their guns (whether by being unable to produce a sword or by being inattentive). Finally, double grenade is very useful for launches
-rocket launcher. Homing was great in H2 while it's unreliable in Reach
-fuel rod gun. Powerful, didn't bounce. Best part is that enemies had as good of an aim as in CE. Not too much like in Reach. And there's virtually no game guidance for AI compared to H3 fuel rod gun which exhibits slight homing when fired by AI
-brute shot. Wasn't just a reskinned rocket launcher with a weaker projectile. It could fire around corners and reset the fall timer (bridge jump has nothing on this)
-sword. Obviously anyone who has played H2 will have become acquainted with sword cancelling. It's a great glitch
-BR. The button combos make it even more useful
-SMG
-Carbine
-Johnson. Rtas Vadum was just lame (in gameplay) compared to Johnson
[Edited on 07.29.2012 8:13 AM PDT]