PropertyValue
rdfs:label
  • Forge Objects/Weapons
DefaultCost
  • 2
  • 4
  • 6
  • 10
dcterms:subject
dbkwik:halo/property/wikiPageUsesTemplate
Name
Description
  • 7057.0
  • Whereas the Energy Sword requires accuracy, the Gravity Hammer requires only proximity. Of course, aiming at your player increases the range of your strike.
  • Similar to the Battle Rifle, the Carbine has fewer shots and does less damage, but fires faster.
  • Eight missiles that lock onto vehicles and turrets. The ultimate vehicle-stopper.
  • Fuel rods are slow-moving, easily dodged, and somewhat inaccurate, but they do quite a bit of damage.
  • Brute Shots are good anti-vehicle weapons, able to easily send vehicles flying. In a pinch, though, a full Brute Shot clip can take out an opponent on foot at close range.
  • A detachable turret that packs a punch.
  • Four words: one-hit melee kills.
  • Good for medium-to-long-range combat.
  • Good for short-range combat.
  • Good for short-to-medium-range combat.
  • Plasma Rifles can drain shields very rapidly.
  • Spikers are good for medium-range combat.
  • Good for long-range combat, though talented players can no-scope at close range.
  • The Plasma Pistol's ability to disable shields and vehicles at close range is its only true advantage.
  • Slow and easily dodged, rockets work best against close-to-medium-range vehicles or slow-moving targets.
  • A powerful and accurate beam. If held on a target, it can kill them in seconds. Too bad it has no scope.
  • Magnums are good for medium-ranged combat against weakened foes. Good aim is a must.
  • Not the most accurate, SMGs have one purpose: to fill the air with hot, piercing metal.
  • A Brute creation. Think a cross between a Magnum and a Shotgun.
  • Beam Rifles have less ammo than Sniper Rifles and they overheat, but they can fire just slightly faster.
  • Needlers fire rounds that stick in the target; when these rounds have accumulated, they explode, killing the target instantly.
  • Able to annihilate anything in the game, the Splaser's only downside is its limited charge and its four-second delay, which makes it tricky to aim.
SandboxMax
  • 3
CitadelMax
  • ?
AvalancheMax
  • 0
  • 16
  • 24
AvalancheCost
  • 0
  • 2
ValhallaCost
  • 0
  • 2
  • 4
GuardianCost
  • 0
OrbitalMax
  • ?
HighGroundCost
  • 0
AssemblyCost
  • 2
  • ?
SnowboundCost
  • 0
  • 2
LastResortCost
  • 0
ThePitCost
  • 0
  • 2
IsolationCost
  • 0
  • 2
GhostTownMax
  • ?
StandoffCost
  • ?
ConstructCost
  • 0
  • 2
  • 6
LongshoreCost
  • ?
CitadelCost
  • ?
HereticMax
  • ?
NarrowsCost
  • 0
ThePitMax
  • 0
  • ?
ValhallaMax
  • 0
  • ?
DefaultMax
  • 1
  • 4
  • 8
  • 16
RatsNestMax
  • 0
  • ?
EpitaphMax
  • 0
SandtrapCost
  • 0
  • 2
  • 4
protip
  • A Magnum works well with an SMG or Plasma Rifle: drain the target's shields, and then use the pistol to get a headshot.
  • The Launcher is a power weapon; in many maps, such as High Ground and The Pit, entire firefights occur as players rush for the weapon. It is best placed in the middle -- fairness, equality, and total chaos as everybody gets to the weapon at the same time.
  • A BR can be deadly in open spaces.
  • Spikers should be placed in medium-sized areas. Their accuracy decreases sharply as the distance to the target increases.
  • The Fuel Rod Gun is slightly weaker than the Rocket Launcher, but it's still dangerous, it has more ammo, and it doesn't need to reload as often. When placed on a high perch, it can be used to rain hell down upon a group of targets.
  • Try placing Sniper Rifles near high perches. Such perches should have a good view of the level, but should also be exposed to allow for counter-sniping.
  • The Splaser is a power weapon; in maps where it's located at the center, such as Valhalla, players often rush for control over it. Valhalla assists the chaos with Man Cannons, which allow quick access to the red laser of doom.
  • Like Plasma Pistols, they should be placed in close proximity to where vehicles are likely to travel. Having a height advantage never hurts, either.
  • Plasma Pistols are good for noob combos and stopping vehicles. They can be placed behind cover at places where vehicles are likely to travel.
  • The Gravity Hammer is the ultimate weapon for close-quarters battle. Camping around a corner is a good way to get easy kills. Consider this when placing the weapon.
  • The Machine Gun Turret is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it.
  • A really good marksman could get onto a high perch and use this weapon to turn an open space into a field of death... Otherwise, it's best for medium-range combat.
  • On maps lacking other options, like Construct, the Sword is a power weapon. Players often run for the weapon, trying to get it first.
  • Many players won't go out of their way for a Shotty, but if a player finds themselves near it, they usually try to obtain it.
  • Needlers are deadly in medium-range areas with little cover. If a player wielding a Needler lies in wait, they can take an unsuspecting target by surprise and explode them.
  • A single Mauler can be deadly: a shot to take out a target's shields and a melee to finish them off. Dual Maulers fired continuously can also take out a surprised target.
  • The AR is a typical starting weapon. You can place some ammo for players to pick up, but in general you don't need to provide too many of them.
  • The Plasma Cannon is categorized as a weapon but programmed as a vehicle. This means that the Missile Pod can lock onto it.
  • The flamethrower is completely lethal in close quarters. In small rooms, grenades can be used to blast a flamethrower user to death, or at least make them drop the weapon and run. Keep this in mind when placing a flamethrower.
  • A player dual-wielding SMGs can take a fully-shielded opponent by surprise and, by firing nonstop and keeping their aim steady, cut them to shreds in seconds. If that's what you want, place SMGs in pairs.
  • The Carbine works at roughly the same range as a BR, but when placing it, do note that it has less ammo. The Carbine is deadly when facing a number of unshielded foes -- quick headshots.
  • Beam Rifles' ability to fire slightly faster than Sniper Rifles makes them somewhat better for medium-range combat, such as when an opponent tries and fails to sneak up on a sniper.
  • Best placed where a player can get a good view of a large area. Note that newbies may try using it as a long-range anti-infantry weapon.
  • Dual-wielding a Plasma Rifle with a headshot-capable weapon can allow for easy kills, as long as you don't miss with the Rifle.
IsolationMax
  • 0
  • 16
StandoffMax
  • ?
SandtrapMax
  • 0
  • ?
HereticCost
  • ?
LastResortMax
  • 0
GhostTownCost
  • 2
  • ?
HighGroundMax
  • 0
LongshoreMax
  • ?
FoundryCost
  • 0
RatsNestCost
  • 0
  • 2
  • 4
ConstructMax
  • 0
  • 1
  • 16
FoundryMax
  • 0
AssemblyMax
  • 8
  • 16
OrbitalCost
  • ?
NarrowsMax
  • 0
GuardianMax
  • 0
SnowboundMax
  • 0
  • ?
EpitaphCost
  • 0
SandboxCost
  • 6