- marinealver
- |
- Exalted Mythic Member
Ok aside from infantry (lone foot soldier) all vehicles can be classed in three groups: Cavalry, Armor, and Aircraft. Turrets are not vehicles but they are something that can be manned and controled so they will be classed as Artillery.
INFANTRY
Lets start with infantry. Basicaly armed with a varitey of small arms, grenades, and meele weapons. Can be powered up with Active Camoflauge (temporary invisibility) and Over Shield (added sheld hp). Health can be regenerated by hit points. Can commedeer vehicles. Now have been upgraded to hijack vehicles.
Pros: Stealthy, Versital, Warrior. Necessary for Base asults and CQ combat.
Cons: Slow moveing bag of flesh. Can get run over.
Weapons:note All weapons have meele combo. One handed weapons can be combined. When useing only one weapon have ability to throw grenades.
Plasma sword. The weapon for meele. One hit kill or one slash kill. Execelent for up close combat. Cannot be hiddden with active camo(remember thoes invisable sword elites we all laughed at)Learn from thoes mistakes when invisible switch to a diffrent weapon untill you are up close then pull it out and slash away.
Human Pistol: Nothing realy has changed. Execept now you can double. Which now you can use the scope to aim for other one handed weapons or double pistol snipe. Thought to be obslite with the new battle rifle. The pistol will still be more stealthier than the rifle due to the difficulty in seing the flash. Unlike the battle rifle which rapid fire would make it more vissible. Most pistol snipeing victims will die before they see whats hitting them.
Plasma Pistol: Once again one handed. Plasma is the best way to knock out shields. Over charge a shot and watch the shield drop. Even if they have an over shield. Execelent for a follow up from another weapon.
SMG: One handed Spray and pray. With the Asualt rifle considered to be well to weak, slow, and inacurate, to kepp spray and pray alive the SMG with a higher rate of fire and larger magizine, plus can be doubled puts gunz a blazeing a compettive reality in MP.
Needler: One Handed. Considered one of the worst weapons in the game HAL0 the neddler has gone into some sort of redesign. Still has homeing projectiles, Still explodes after enough have atached. Ideal for Mid to close combat. Think for anti personel only. Best to lead instead of follow your target.
Battle Rifel: with the asualt rifle as the worst weapon the eveloution of the battle rifle comes into play as needed. Equiped with a scope, has better accuracy an fire power, while only sacrficeing rate of fire and magazine capacity. Makes it a great weapon especially in many of the open fields in HAL0 2. Expect the aeras of fire fight to be expanded. The flash will probbly be easier to see simply because of the faster rate of fire compared to the pistol.
Plasma rifle: no changes here. Plasma still good at takeing shields out and also stuns the victim. Range might be increased to keep up with the battle rifle.
Shotgun: Obviously the weapon of chioce for CQ battle. Just get close and BLAM most wont live after the first shot. The second shot will finished them off unless they have an over shield.
GNSU-9000: Not much intellence of information avalible for this weapon. Brutes usualy carry this weapon and it is similar to a plasma rifle with a slower rate of fire and more of a punch. It rumored to have a blade for meele combat. Possibly covenant counter to shotgun.
Sniper rifle: The best in long range combat. The vapor trail gives away possistion so you will have to relocate after evert time you fire to keep your exact possistion hidden.
?(rail gun)?: Only exist in rumors possibly the covenant counter to sniper rifle, No info on abilities ie: shoot through walls, freeze, homeing, ect.
Fuel Rod cannon: The covenant Rocket launcher. HAL0 P( players have more experience with this one. You can obviously carry more fuel rods than spnkr rockets. So if you don't think you will be able to resupply soon you may opt for this weapon. Though weaker than human rockets, have a faster rate of fire to compinsate. Just remember the 3 second charge before fireing will requior you to lead before fireing.
Rocket Launcher: Nothing explaines the fire power of the infantry man other than the word BAZOOKA. The rocket is the most powerful weapon, execelent at anti vehicle and good at close combat. it also has a scope to help with aiming though rockets fly too slow for snipeing. Also you can only carry a few rockets. Most MP map designers will place it in rare and hard to get places. Learn them
Enemies
Against Infantry:
Their move: Snipeingyou to death.
Your counter: Strafe and dodge into cover. Then use teleproters to get you close to them fast. Or you can stay inside and force them to come to you.
Their Move: Sneaking behind you and wack:
Your counter:watch your back, don't stick to camping!
Their move: Sliceing you in half with plasma soward
Your Counter: Use shot gun or grenades or some powerful weapon, your trusty rocket launcher works well.
Against Cavalry:
Their move: Just like ghosts and warthogs in HAL0 some will circle you while fireing, others will run you straight over. All will try both tactics.
Your counter: Never go into the open field battle without hand grenades. pratice throwing them in front of the vehicle. If armed with a anti-vehicle (RL, FUEL ROD) try to get them to charge you early.
Their move: Straight up charge to make you street pizza.
Your counter: This will be the most probble atack from low powered vehicles like ATV or transports seince the only other option is to dismount an infantry soldier or two. Now with the new Hijacking ability, just pratice your timeing and you have them.
Against Armor:
Their tactics: Use macine or turret gun to keep you pinned down.
Their tactics: Use their big gun or plasma meteor to blast you back to HAL0 1
Your counter: In both senerioes use grenades. The lighter armored vahicles like the creep and shadow only has their turret so they will try to keep you pinned down for asulting infantry. The wraith will just bombard your posistion untill it's sure your dead. Only the Scorpion tank will use both tactics. Grenades can both kill the vehicle or any infantry it transports. Also use anti vehicle weapons prooves verry useful in any situations.
Against Air:
Their tactics:Zips from above and bombs or strafe your posistion before retreating to the skies.
Your counter: Quickly take cover then when they pass over head fire your weapon at them. Though you'll need at least a fuel rod cannon to kill them a quick burst from your battlr/plasma rifle should do enought damage to their fuselauge (thanks to the new vehicle hp system) to make them think twice before harrasing you again.
Their tactics: Stay high enough to keep out of range of your wepons and snipe at you while hovering over head.
Your counter: Stay low and sloyly move away from the kill zone. Also look for enemy troops. Aircraft have a real difficult time at seeing foot soldiers from high up and if their smart they will have a scout on the ground calling shots and adjusting fire. It is best to blind their eyes then you can just leave the aera and go on your busness.
Against Artillery
Their move: spray and bombard your aera with firepower.
Your counter: snipe them out of the turret before they shoot. And seince turrets will be a defensive weapon it is only logical that they will be near the respawn points in ctf match. Take their turret turn it against them and keep them dead while your team mates get the flag. I know evil dishonorible cheap tactic but it works.
other tactics
Power up:What do you get when you have a MC full health shields at 300% invisible armed with shotgun and rocket launcher add grenades? Answer, your worst nightmare.
Infustration: Infantry when not moveing or moveing slow will not show up on motion sensor. So sneek into place and fire away then melt away and move to another location until you infultraited their base. Never underestimate the value of suprise.