Saturday, November 10, 2012

Halo 4 - Primary/Second Weapons and Grenades - Multiplayer Loadout Guide

So, this guide focuses on the first three slots of the Halo 4 Multiplayer customization features - Primary and Secondary Weapons, as well as Grenades.

If you're looking for guides on the other loadout slots, you can click below for the respective guide:
Armor Abilities
Tactical Packages
Support Upgrades

I note the unlock costs for these weapons at the top of each subsection, SP are spartan points, you get 1 SP every time you level.

Primary Weapons
*Unlock cost:  The BR and DMR each cost 1 SP to unlock, every other primary weapon takes 2.

Assault Rifle (AR) (unlocked by default):

Fully Automatic.
32 Rounds per Magazine .
128 Rounds by default (4 additional Magazines).
224 Rounds with the Ammo Support Upgrade (7 additional magazines).

10 Rounds to de-shield an enemy.
6 Rounds to kill a de-shielded enemy (headshots, while difficult, will instantly kill them once de-shielded) .
16 Rounds to kill a fully shielded enemy.


Battle Rifle (BR) (unlocked at SR2):

3-Round Burst.
36 Rounds per Magazine (12 shots)
72 Rounds by default (2 additional Magazines).
144 Rounds with the Ammo Support Upgrade (4 additional magazines).

4 Shots to de-shield an enemy.
3 Shots OR one bullet to the head (each shot fires 3 bullets) to kill a de-shielded enemy.
13-18 Rounds to kill a fully shielded enemy.

DMR (Designated Marksman Rifle) (unlocked at SR 2):

3-Round Burst.
14 Rounds per Magazine.
28 Rounds by default (2 additional Magazines).
56 Rounds with the Ammo Support Upgrade (4 additional magazines).

4 Shots to de-shield an enemy.
3 Shots OR one bullet to the head to kill a de-shielded enemy.
5-8 Rounds to kill a fully shielded enemy.

Storm Rifle (unlocked at SR 5):

Fully Automatic
100% Charge for a normal loadout.
150% with the Ammo Support Upgrade.
Every two 'rounds' = 1% charge.
Firing it to the point of overheating eats up 16% of the total charge.



9 Rounds to de-shield an enemy (5% charge).
6 Rounds to kill a de-shielded enemy. (3% charge)
15 Rounds to kill a fully shielded enemy. (8% charge)

Covenant Carbine (unlocked at SR 5):

Semi-Automatic
18 Rounds per Magazine.
54 Rounds by default (3 additional Magazines).
90 Rounds with the Ammo Support Upgrade (5 additional magazines).

7 Rounds to de-shield an enemy.
5 Rounds OR one shot to the head to kill a de-shielded enemy.
8-12 Rounds to kill a fully shielded enemy.

Suppressor (Unlocked at SR 22:

Fully Automatic.
48 Rounds per Magazine .
144 Rounds by default (3 additional Magazines).
192 Rounds with the Ammo Support Upgrade (4 additional magazines).

12 Rounds to de-shield an enemy.
8 Rounds to kill a de-shielded enemy (headshots, while difficult, will instantly kill them once de-shielded) .
13-20 Rounds to kill a fully shielded enemy.

LightRifle (Unlocked at SR 22):

3-round burst (looks just like one continuous shot)
36 Rounds per Magazine. (12 shots)
72 Rounds by default (2 additional Magazines).
144 Rounds with the Ammo Support Upgrade (4 additional magazines).

*NOTE - This weapon is the only one currently in the game that does more damage if zoomed in, hence there are two sections below regarding damage.

IF NOT ZOOMED IN
5 Shots to de-shield an enemy.
3 Shots OR one shot to the head to kill a de-shielded enemy.
6-8 Shots to kill a fully shielded enemy (18-24 rounds)

IF ZOOMED IN
3 Shots to de-shield an enemy.
2 Shots OR one shot to the head to kill a de-shielded enemy.
4-5 Shots to kill a fully shielded enemy (12-15 rounds)

*NOTE - One shot zoomed in will guarantee a 3-shot de-shielding of your enemy, even if the 2nd and 3rd shots weren't zoomed in.


Secondary Weapons (Each requires 2 SP to unlock):


Magnum (default):

Semi-Automatic
8 Rounds per Magazine.
16 Rounds by default (2 additional Magazines).
32 Rounds with the Ammo Support Upgrade (4 additional magazines).

5 Rounds to de-shield an enemy.
3 Rounds OR one shot to the head to kill a de-shielded enemy.
6-8 Rounds to kill a fully shielded enemy.

The Plasma Pistol (SR 8):

Semi-Automatic
100% Charge for a normal loadout.
150% with the Ammo Support Upgrade.

1 shot = 2% of your total energy.
4 shots to de-shield an enemy.
8 shots to kill a de-shielded enemy (yes, really.)

SECONDARY FIRE
Hold the trigger for a charged blast.
The charge takes a total of 22% of your total weapon's ammo capacity in order to charge up fully and fire immediately.
If you hold the charge you will lose about 5% energy a second until you fire the weapon.
If you wait until the weapon's energy hits zero, it will fire the charge and the weapon will then be useless.

1 charged shot to de-shield an enemy, or disable a vehicle temporarily (~3 seconds)
3 charged shots to kill a de-shielded enemy.  Nobody would ever do this, but I figured it would be fun to know.
4 Charged shots to kill an enemy. 


Boltshot (SR 18):

Semi-Automatic
10 Rounds per Magazine .
20 Rounds by default (2 additional Magazines).
40 Rounds with the Ammo Support Upgrade (4 additional magazines).

10 Rounds to de-shield an enemy.
6 Rounds OR one shot to the head to kill a de-shielded enemy.
11-16 Rounds to kill a fully shielded enemy.

SECONDARY FIRE
Hold the trigger to charge up the shot.  After two seconds pass, or if you release the trigger before that, it will send out a burst shot lethal up to about 4 spartan lengths away (testing this was fun).  Any further than that and you're likely to just de-shield the enemy instead of outright kill them.

This fire mode consumes five rounds.


Grenades (Each requires 2 SP to unlock):


Frag (default):

One grenade to take down shields, another to finish them off.  Note that these can do significantly less damage the further away an enemy is.

Plasma (SR 8):

An outright kill if stuck to an enemy, or if they're very close to one that's resting on the ground.  Two will, of course, finish off anyone nearby.


Pulse (SR 18):

These little beauty's land, encompass a small area with a orange ball, and then explode 2.5 seconds after.  The ball will do damage during the initial explosion, while it's in effect (visible) and then again after the 2.5 seconds pass and it explodes one final time.

An enemy must be present and inside the ball for the initial explosion, the ball's duration, and the final explosion in order for them to die.  Running through the ball will incur a small amount of damage: for reference, walking through the ball will damage a Spartan's shield by about 1/3rd.  Sprinting through the ball will damage them by about 1/10th.

*NOTE that while these grenades stick to walls, and bounce off Spartans, HOWEVER, they will explode (in mid air) near an enemy spartan if hit.


0 Comments:

Post a Comment

Got something to say?