Halo 2/Weapons

Battle rifle
The BR-55 is the favorite weapon of the Halo 2 veteran. Often considered the "new pistol", this weapon is highly effective at most ranges. Although a great weapon, able to kill in four bursts to the head, its effectiveness is doubled when coupled with the plasma pistol, dropping shields with an overcharge of the weapon and then proceeding to fire one burst in the head. This technique is often called the "noob-combo", because many players consider it too easy a tactic and therefore, cheap or "noobish".


 * Model: BR-55
 * Common name: Battle rifle
 * Zoom: 2x
 * Rate of fire: 3-round bursts
 * Clip size: 36 rounds (12 bursts)

Magnum
The M6C magnum is the more common, stripped down version of the M6D pistol that was commonly seen in the first Halo. Though it may be a powerful weapon, it lacks the scope of its predecessor. Against the stronger shields of the new Mark VI armor, it's less effective in combat than the first weapon was. However, it is still a useful weapon, and can be coupled with another weapon to really make it a threat.


 * Model: M6C
 * Common name: Magnum
 * Zoom: None
 * Rate of fire: Semi-automatic
 * Clip size: 375 rounds

Dual-wielding combos

 * With plasma pistol: This combo works quite well, overcharging the plasma pistol, and then proceeding to fire a bullet from the magnum into the head. This is the less popular iteration of the infamous "noob-combo." Vetran players will use this variation, as it allows them to headshot without the delay of switching to the BR. With good aim, the magnum combo will win a showdown against the BR combo(a good thing, since if you use it too much, angry players will come after you with the more common combo).
 * With plasma rifle: Combining these two weapons works well, but requires a bit more attention, as one trigger merely needs to be pressed, while the other must be pulled again and again to fire. If you can master this, it is in some respects better than the aforementioned combo, as it's a constant stream of plasma, so if a shot misses, it doesn't cause a large problem like if the overcharge shot does.
 * With another magnum: This combo works pretty well, although not as great as the previous two. You can still kill someone by pumping them full of shots with two of these weapons. And, as always, headshots are best. -this combo is basically useless outside of a Pistols-Only game, since by default you will have an SMG, and the SMG/Magnum combo works Much better than dual Mags. Plus you don't look silly doing it.

Rocket launcher
The most commonly used light anti-vehicle weapon in the UNSC arsenal. Man-portable, shoulder-fired, with single 2x level of magnification. Fires 102mm shaped charge, high-explosive tracking rockets. Reticle indicator denotes when launcher has achieved lock on target. Only vehicles can be locked onto.

The rocket launcher is effective at all ranges, although at longer ranges if the target cannot be locked onto it must be "lead"—aiming the rocket ahead of the target to compensate for the rocket's relatively low speed. While the rocket launcher can be used with great accuracy, this is not required at shorter ranges where the rocket's spread damage may kill a target even without a direct hit. However, the user must be careful not to injure or kill himself in with the blast when using this weapon at close range.

Major disadvantages of the rocket launcher are its long reload time and very slow melee attack. Both make it less effective for prolonged close combat.

The key to using the Rocket Launcher effectively is to predict where your target is going to be, rather than aiming where he is now. The basic technique is to aim at the floor by his feet so that even if he sidesteps the blast will do some damage, however most players will learn to jump as well to minimize this. To counter this fire your second rocket at the place where he will land from that first jump. -out of the frying pan and into the fire.

Ammo management is also a key skill, a basic Launcher has 4 rockets, and if you take the time to grab some ammo you can max out at 6. Take advantage of fighting players to get double kills. 6 kills from 6 rockets is unnacceptable, good players can get at least 8 before running out of ammo. Strategic usage, and the ability to maximize kills per shot is what sets apart 'the newb with the lucky shot' and actually 'Pwning!'.


 * Model: M19 SSM
 * Common name: Rocket launcher
 * Zoom: 2x
 * Clip size: 2 rockets

Shotgun
The M90 is known for its great power at close quarters, often killing with a single shot. However, it does not fire very quickly, and loses effectiveness at greater ranges. So, it is often most useful in confined areas where an enemy can be caught by suprise. It can also be an effective counter to the energy sword, even when locked on, as the shotgun can kill the sword user while he is still lunging forward. However this only works if you are the game Host. In the reverse case when the Sword wielder is Host he will not be killable.


 * Model: M90
 * Common name: Shotgun
 * Zoom: None
 * Clip size: 12 rounds

Energy sword
The Elite energy sword is considered to be one of the best weapons in Halo 2. It can "lunge" from a distance and kills most enemy units in one or two blows. One of the only drawbacks is that it has a very limited ammo and can only be used around 10-15 times succesfully against opponents. This drawback is removed in multiplayer though and you are given unlimited ammo, but normally if anyone sees you holding the sword in multiplayer, they will instantly change their objective to go for you so they can have the power. One of the other minor drawbacks is that just after you lunge, you can't change your course until you either kill the person, or hit the ground after being launched into the air.

Using the sword

 * 1) Never keep the sword out. Always switch to your second weapon when you have it; it makes no difference as as soon as you change back, you can lunge.
 * 2) Camping in the same spot is bad, as people will learn of your spot and throw grenades and such until you come out then kill you.
 * 3) Jumping is slightly faster than running, so if they sprint away, jump towards them. Using a jump lunge is more powerful and more likely to kill in one hit.

Combating the sword

 * 1) If you know where they are, try to sneak up and assasinate them.
 * 2) If you dont know they are, constantly check around corners and behind you.
 * 3) Grenade them.
 * 4) If you have a shotgun and perfect timing you can kill them as they lunge at you.
 * 5) If you're running backwards shooting them, when their shield is down sprint towards them and melee. This is good because they won't expect it, and you have a higher chance of killing them before they lunge.

Needler
The needler can be used in tight spaces, or at fairly long distances. Particularly when dual wielded, it can be used to kill or severly damage an unsuspecting enemy at a significant distance; though the needles are slow, their homing capability will still cause many to hit. In close quarters, the needler's fast reload rate is quite useful. With a high firing rate, this weapon can go through its ammo quite fast, however.

Of note is the fact that needles which hit a target wait a fraction of a second, and then explode, doing additional damage. This must be taken into account in close fights, as the wielder can actually be killed along with his opponent by this blast if his shields have been worn down.


 * Zoom: None
 * Clip size: 20 needles

Plasma pistol
After the energy sword, the plasma pistol is perhaps the most controversial weapon in the game. It can be fired either in a weak semi-automatic mode, or overcharged to produce a large seeking plasma bolt. In semi-automatic mode, it fires bolts similar to the plasma rifle, only more slowly. The overcharged shot however will attempt to seek out moving enemies, and a direct hit will completely drain their shields; including an overshield. The tracking ability combined with the shield drain is the main point of contention, as many players will take advantage of the situation to pull out a battle rifle and place a headshot on the victim player. Thus killing them in seconds before they have a chance to retalliate. This technique is commonly known as 'the newb combo'; since it is said that even a newbie can get a kill with it.

One should not be misled by the name however; the plasma pistol when combined with other weapons can be an invaluable tool even for the most veteran of players. While any newbie can gain a single cheap kill using a plasma combo, a great deal of skill is needed to actually use up all the ammo in the pistol before dying (gain more than just one kill), as the overcharge shot has a cool-down period during which the weapon is disabled and the owner is effectively unarmed.

Dual-wielding combos

 * Overcharge shot with battle rifle headshot: The infamous newbie combo.
 * Overcharge with Magnum pistol: The Veteran's Combo, this is much faster than the standard newb combo since the Magnum can be held in your second hand and fired instantly, rather than wait for a delay to swap to BR.
 * Overcharge with SMG: The poor man's combo, often used in desparation by unskilled players who simply cannot aim a headshot for the above methods.
 * Lastly, do not underestimate a plasma overcharge followed by a swift punch in the face. This is instantly fatal, and often unexpected. There is nothing more satisfying than taking down a sword-whore with overshields as he lunges at you, via this method.

Frag grenade
The fragmentation or "frag" grenade is a very standard human weapon, complementing guns with explosive power. The frag grenade has a shorter fuse than the plasma grenade and is much harder to spot after being thrown. It bounces well, so it can often be thrown around corners or into enclosed enemy positions, catching opponents by suprise with deadly effect.

Plasma grenade
Also referrred to as the "sticky grenade", the plasma grenade has the capability to stick to vehicles, people, and horizontal surfaces. It differs in this way from the frag grenade, and also in that it has a longer fuse – three seconds – does not bounce well, and is highly visible. The plasma grenade is preferred for grenade jumping (the technique of jumping above an exploding grenade in order to jump higher) because of its longer fuse length and tendency to stay where it is put, so that it remains where the user wants to jump.

A player stuck with a plasma grenade who does not have an overshield or some other unusual toughness will be killed instantly when it detonates. However, human players who realise that they have been stuck will often charge the grenade thrower in an attepmt to kill him with the blast as well.

The latest patch of Halo 2 has altered this dynamic so that if you are stuck with a plasma grenade and manage to blow up your attacker by 'hugging' him, it counts as a suicide for him. You do not recieve a kill for the effort.