To continue from the last post, here are details about Loadouts:
You should customize at least one Loadout so that you have your maximum competitive edge, regardless of what map and game type you go into.
Primary Weapon
Weapon
| Cost
| Rank
| Notes
|
DMR
| 0 SP
| SR-1
| Single shot DMR like Halo: Reach, ideal for long range. 5 shots to kill, min kill time 1.6 sec.
|
Assault Rifle
| 1 SP
| SR-2
| Fully auto AR, improved for H4 in terms of kill efficiency, ideal for short range
|
Battle Rifle
| 1 SP
| SR-2
| 3-shot burst BR like Halo 3, ideal for medium range. 5 shots to kill, min kill time 1.6 sec. May be slightly easier to get headshots than single-shot weapons.
|
Storm Rifle
| 2 SP
| SR-5
| Fully auto AR, replaces Plasma Rifle, ideal for short range. Can not be reloaded.
|
Covenant Carbine
| 2 SP
| SR-5
| Single shot Carbine like in past games, ideal for medium range. 7 shots to kill, min kill time 1.6 sec (fires faster than BR or DMR).
|
Suppressor
| 2 SP
| SR-22
| Fully auto AR, seems to replace Brute Plasma Rifle, ideal for short range. Can be reloaded.
|
LightRifle
| 2 SP
| SR-22
| Single shot rifle, Promethean DMR equivalent, ideal for long range. 4-5 shots to kill, min kill time 1.3-1.8 sec.
|
Secondary Weapon
Weapon
| Cost
| Rank
| Notes
|
Magnum
| 0 SP
| SR-1
| Single-shot, scoped pistol with long effective range like in Halo 1.
|
Plasma Pistol
| 2 SP
| SR-8
| Can be overcharged for EMP n00b combo, seems to be upgrade for H4 in terms if single shot damage.
|
Boltshot
| 2 SP
| SR-18
| Has both single shot and overcharge capability, unclear yet of overcharge has any special effects like plasma EMP.
|
Grenades
Grenade
| Cost
| Rank
| Notes
|
Frag Grenade
| 0 SP
| SR-1
| Same frags as always, don't know if they have EMP effect like in Halo: Reach.
|
Plasma Grenade
| 2 SP
| SR-8
| Same stickies as always.
|
Pulse Grenade
| 2 SP
| SR-18
| Promethean grenade that creates a bright orange sphere called an attenuation field. This field is super obvious and pretty easy for infantry to avoid, but it slows vehicles, and drains both shields and health.
|
Ability
Ability
| Cost
| Rank
| Notes
|
Promethean Vision
| 2 SP
| SR-1
| Gives a "Predator" effect allowing you to see through walls.
|
Thruster Pack
| 2 SP
| SR-1
| Gives a short boost of speed, independent of leg movement. Much shorter burst than Sprint, but unlike Sprint, can be used in the air
|
Hologram
| 3 SP
| SR-6
| Sends out a virtual hologram, like from Halo: Reach
|
Jet Pack
| 3 SP
| SR-6
| Jet pack like from Halo: Reach
|
Hardlight Shield
| 3 SP
| SR-10
| Portable, see-through Riot Shield, but can not shoot while using it. Unlike Armor Lock, is vulnerable at the sides and back, and can be punched through.
|
Active Camouflage
| 3 SP
| SR-10
| Temporary invisibility, does not have as extreme Radar Noise as in Halo: Reach. Like before is affected by shooting and moving quickly.
|
Autosentry
| 3 SP
| SR-16
| Deployable automated turret.
|
Regeneration Field
| 3 SP
| SR-16
| Field affect that heals nearby Spartans
|
Tactical Package
Package
| Cost
| Rank
| Notes
|
Mobility
| 1 SP
| SR-7
| Unlimited Sprint
|
Shielding
| 1 SP
| SR-7
| Improves shield recharge rate
|
Resupply
| 1 SP
| SR-14
| Allows recovering grenades from dead players
|
AA Efficiency
| 1 SP
| SR-14
| Improves Armor Ability recharge rate
|
Grenadier
| 1 SP
| SR-24
| Increases grenade carrying capacity
|
Firepower
| 1 SP
| SR-24
| Allows configuring Loadouts with a primary weapon in the secondary weapon slot
|
Fast Track
| Pioneer
| PR-10
| Increases the amount of XP earned per match. |
Requisition
| Tracker | TK-10
| Allows two different sets of options for equipment rewarded through ordnance drops.
|
Wheelman
| Operator | OP-10
| Improves durability of vehicles, as well as decreasing downtime when affected by EMP discharges. |
Support Upgrade
Ability
| Cost
| Rank
| Notes
|
Dexterity
| 1 SP
| SR-12
| Faster reload and weapon switch time
|
Ammo
| 1 SP
| SR-12
| Spawn with extra clip
|
Sensor
| 1 SP
| SR-20
| Longer range radar
|
Awareness
| 1 SP
| SR-20
| Retain radar when scoped
|
Explosives
| 1 SP
| SR-26
| Increases grenade damage to others, reduces grenade damage to self
|
Ordnance Priority
| 1 SP
| SR-26
| More Ordnance Drops
|
Drop Recon
| Engineer | EN-10 | Allows users to know the time and place of ordnance deployments prior to the drops actually occurring |
Gunner | Pathfinder | PT-10 | Improves upon elements of heavy weapon specialists, such as increasing
the amount of time a mounted weapon takes to overheat during sustained
fire or improving the general speed and mobility while carrying a
detached turret. |
Nemesis | Stalker | SK-10 | Allows user to hone-in on the last enemy who killed them |
Stability | Rogue | RG-10 | Increases aiming stability while taking incoming fire |
Stealth | Wetwork | WK-10 | Allows users to move silently during combat, lowers their visibility profile on certain VISR enhancements (like Promethean Vision), and increases their ability to kill enemies from behind. |
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