The Guide to Halo 4 Weapons – Using and Overcoming Every Weapon


Underneath I have portrayed exhaustively all of the UNSC, agreement, and Promethean weapons, including when and how to utilize these weapons. For the contract and Promethean weapons, I have additionally given the best procedures to conquer adversaries with these weapons. The x/y after each weapon name alludes to the ammunition per magazine/most extreme additional ammunition. Notice that the systems are expected for use against AI in Spartan Ops and Campaign. These systems don’t be guaranteed to apply while playing against human players in War Games.


“Headshot weapons” are a gathering of weapons with one of a kind properties. A solitary headshot to an unshielded foe from a headshot weapon bargains endless harm, permitting you to troublesomely effectively kill any position of adversary on any. Headshot weapons are the most reliable weapons in Halo 4 and they all have scopes. This permits you to take out foes from a good ways, which is normally the most secure strategy on higher hardships. You can likewise go through headshot weapons close, including against safeguarded adversaries. Eliminate the adversaries safeguards (ideally with a cheated plasma gun), and you then, at that point, can complete them with a solitary headshot from a headshot weapon.


Attack rifle – 32/128: The attack rifle is the most dependable completely programmed weapon in Halo 4. In addition to the fact that it is precise, it has exceptionally low force, so you can fire a whole magazine immediately yet hold exactness. At the point when you don’t have more grounded weapons, (for example, the incinerator gun or SAW), you can utilize the attack rifle to kill Promethean knights. Whenever the situation allows, use either explosives or an auto guard in mix with your attack rifle to all the more effectively kill knights.


Fight rifle – 36/108: The fight rifle is a precise headshot weapon with a 2x extension. It shoot a 3-shot-burst each time you pull the trigger. These 3 slugs travel in a tight spread, expanding the region that you hit and permitting you to get a headshot regardless of whether your point is a gnawed off. Since it discharge 3 shots, the fight rifle is one of the greatest harming headshot weapons, so it is perhaps the best weapon for battling Promethean watchers. Since watchers don’t have heads, you should kill them with rehashed body shots, so the higher harm of the fight rifle permits you to kill them in less shots. The drawback to the fight rifle is that it consumes ammunition rapidly.


DMR – 14/42: The DMR is an unbelievably precise self-loader headshot weapon with a 3x extension. It has for all intents and purposes no backlash and is similarly basically as precise as any of the marksman rifles. In this manner, the DMR is incredible for taking out adversaries from a good ways. Utilizing the DMR, you can without much of a stretch turn off light infantry 50 Beowulf ammo up until this point away that they can’t bring fire back. There DMR is likewise extremely viable very close on the off chance that you don’t utilize the extension.

Magnum – 8/32: The magnum is an optional headshot weapon with a 2x degree. While it shoot just a single shot for every trigger force, the magnum has an unquestionably high discharge rate. In any case, I propose that you rather discharge gradually and cautiously to monitor ammunition and all the more effectively get headshots. The magnum isn’t generally so exact as the other headshot weapons, so you should draw nearer to your objective while utilizing it.


Railgun – 1/5: The railgun is an energize weapon like the UNSC Spartan laser. It bargains less harm than the Spartan laser, however it requires not exactly a large portion of the investment to energize. The railgun doesn’t deliver a focusing on laser (in contrast to the Spartan laser), so adversary AI don’t have any idea when you are energizing a shot. However railgun adjusts don’t travel immediately, they travel rapidly and home somewhat on infantry, so it is not difficult to utilize the railgun at close or medium reach. A solitary fired from a railgun can eliminate the safeguards of any knight, permitting you to complete them with a headshot. This blend permits you to rapidly kill knights from a good ways and very close, so it is one of my number one strategies.


Rocket launcher – 2/8: The rocket launcher, as inferred by its name, fires strong, unstable rockets. These rockets travel generally rapidly and precisely, so you can effectively utilize the rocket launcher from a fair distance. It bargains sufficient harm to kill a knight or a first class in a solitary shot, however you seldom approach the it during the mission. As a rule, you ought to fire the rocket launcher at the feet of your adversaries with the goal that they can’t avoid it. The rocket launcher has a 2x degree and it can lock onto foe airplane.


SAW – 72/216: The SAW is a strong light automatic weapon extraordinary for killing Promethean knights. It bargains the most elevated harm each second of every one of the completely programmed weapons because of its mind boggling discharge rate. It likewise has a gigantic magazine, which more than makes up for the high fire rate. The saw is extraordinary for killing knights; you can without much of a stretch kill any position with under a solitary magazine of SAW ammo. The drawback of the SAW is that is genuinely incorrect, so you really want to get very close while utilizing it.


Shotgun – 6/18: The shotgun bargain a lot of harm at point clear reach, yet it loses harm the farther away you get. Assuming you are multiple meters from your objective, the shotgun bargains no harm by any stretch of the imagination. I don’t propose that you utilize the shotgun during the mission since it expects you to charge foes. On higher challenges, charging puts you at extraordinary gamble. Moreover, at point clear reach, the shotgun actually doesn’t bargain sufficient harm to kill either a first class or a knight in a solitary shot. Along these lines, it is a lot more secure and more productive to utilize different weapons.


Marksman rifle – 4/12: The expert rifleman rifle is the most reliable UNSC weapon, and it permits you to take out adversaries from extremely far away with its variable 5 – 10x extension. Indeed, even on incredible, the marksman rifle is valuable against elites since it can kill them in just 2 headshots. (World class officers require 4 headshots to kill, so you ought to utilize different strategies to kill them). Due to its pinpoint precision, you can kill elites from up until this point away that they can’t bring fire back. The sharpshooter rifle is particularly helpful for killing adversaries out of turrets since they can’t move to stay away from your shots. Whenever the situation allows, I propose that you kill elites working a phantom’s plasma turret so you can all the more effectively obliterate or capture the apparition.


Austere laser – plasma/25% per shot: The Spartan laser is one of the greatest harming weapons in the game, however it is likewise perhaps the hardest weapon to utilize. To fire the Spartan laser, you should initially energize it by holding down the trigger. After you energize it for about 2 seconds, it fires a strong, exact laser. You can utilize the Spartan laser from a distance since it has a 2x extension and the laser ventures limitlessly. In any case, as you energize the Spartan laser, it makes a more modest focusing on laser noticeable to all foes. In this manner, infantry can without much of a stretch stay away from the laser, so it is just helpful for obliterating vehicles. During the mission, you possibly approach the Spartan laser when you additionally approach strong vehicles (like a Scorpion or Mantis), so I recommend that you utilize the vehicles all things being equal.


Tacky detonator – 1/5: The tacky detonator is a developed form of the explosive launcher from Halo Reach. As suggested by the name, the tacky detonator fires explosives that adhere to any surface. When you fire an explosive, press the trigger again to explode it. The blast bargains a lot of harm and has a high impact range (generally identical to 2 frag projectiles,) however it has no EMP abilities like the explosive launcher from Halo Reach. You will approach the tacky launcher during a large part of the seventh mission, and I recommend that you use it to battle the trackers you experience. Get out of cover to fire at the trackers face or back, then, at that point, return to cover to explode the projectile. It will take 4 – 5 direct hits to kill a tracker. I don’t propose that you utilize the tacky detonator when battling some other infantry in light of the fact that a headshot weapon and a plasma gun give a substantially more solid loadout for battling agreement. You won’t ever approach a tacky detonator while battling Prometheans.


Bar rifle – plasma/10% per fired: The bar rifle is the agreement expert marksman rifle, and it is by a wide margin the most dependable contract weapon. It bargains as much harm as the UNSC rifleman rifle, so you can kill most elites with 2 headshots. Very much like the sharpshooter rifle, it has a variable 5 – 10x degree, so it permits you to kill foes from exceptionally far away. I propose that you utilize the bar rifle for killing adversaries out of turrets. The pillar rifle has substantially less force than the expert marksman rifle, so it is much more straightforward to preview adversaries (this is the point at which you discharge without peering down the extension.)


Jackal sharpshooters are the main infantry that utilization pillar rifles. They can kill you with two body shots or one headshot, however they seldom get headshots. When an expert rifleman hits you once, quickly hide before he can complete you with a subsequent shot. To kill a jackal expert rifleman using a shaft rifle, stand in cover with the goal that you are scarcely uncovered yet can see his head. Kill him with a headshot with your headshot weapon.


Carbine – 18/72: The carbine is a quick shooting, precise headshot weapon ordinarily found in contract regions. The carbine is the quickest discharging self loading weapon in the game, however I propose you shoot gradually and cautiously to save ammunition and all the more effectively get headshots. It likewise has the most extra ammunition and ammunition per magazine of all of the headshot weapons. Therefore, the carbine is my #1 headshot weapon for battling contract. Be that as it may, the carbine bargains next to no harm per shot, so it is horrendous against Promethean watchers (however it is extraordinary against crawlers.)


Jackal expert riflemen and elites both use carbines. These foes for the most part can’t get a headshot, so they present little danger. Kill carbine employing jackal expert sharpshooters with a headshot. They might give you a couple of times before you can kill them, yet your safeguards can without much of a stretch assimilate this fire. Kill carbine using elites very close with a plasma gun and headshot mix.

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