A Weapons Guide To Halo 2 Multiplayer - Guide for Halo 2

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V1.0 



	

		      Team One Presents

		The Halo 2 Weapons Compendium

	    A Weapons Guide to Halo 2 Multiplayer

			By: T1 Hawk 

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	  `\_,-------, _________________________|
	     / XXXXXX /`|     /
	    / XXXXXX /  `\   /
	   / XXXXXX /\______(  
	  / XXXXXX /
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	 `------'  




	         ****Legal Stuff****


Everything was done by me. I did not copy anything.
                                                      
	
	   ...Concerning this document...

This is a record of weapons data for Halo 2.  I have timed everything using a 
digital stop watch.  It took me a little time to collect all of this 
information...but it was very valuable for me to find out.  The main reason
for writing up this little diddy is to help people realize what is needed in 
certain battle situations.  I have heard some "n00bs" yell out loud, "How is 
that possible! I hit you, like, 5 times!"  What he didn't say was that he 
shot me 5 times, from far away, WITH A SHOTGUN!


I will NOT be going into great detailed depth of combat stratagy.  That is not 
the purpose of this document, nor was it implied.  Rather, I will touch basic 
situation strategy.  As it stands, V1.0 will be the final installment of this 
compendium, pending any errors.  If you wish to contact me, contact 
information will be given at the end of this article.  

 						    
	 ...Concerning Halo 1 Multiplayer...

Halo 2 acts very much the same as Halo 1, save a couple.  The pistol is NOT 
the be all, end all weapon.  It is still a very good weapon,especially when in 
a dual-wielding situation.  If you don't consider yourself a "n00b" to Halo, I 
still suggest you read this tome in it's entirety.  As in, all weapons now act 
different, it would be wise to read all critical data.



	   *******Table of Contents*******

		   1.) Human Weapons

		   2.) Covenant Weapons

		   3.) Vehicles

		   4.) Dual-wielding
					
		   5.) Basic Stratagy

		   6.) Conclusion

	   *******************************
				
	
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Symbols, terminology and lexicon:

(DW) = Gun is Dual-wieldable

(SD) = Sword Distance.  The maximum distance to lunge with a sword.  
    Approx. 10 feet.  I will be judging guns in increments of 10ft. 

(RFA) = Ready for Action.  The time it takes to switch to another 
        weapon and fire.

(ROF) = Rate of Fire.  The time it takes to empty a full clip

(RT) = Reload time.  The amount of time it takes to reload a weapon. 
       In single and DW scenarios.

(ARMD) = Approved rated MAX distance.  In multiples of 10ft. Judged 
	 by multiplying SD.

(Melee) = How many melee hits (B Button) it takes to kill an opponent.

Close range = Point blank > 5 Ft

Medium range = 5ft > 15 ft

Long range = 15 ft > 100 ft.

Super Long range 100 ft > 500 ft


******************************************************************************
Human Weapons:

All human weapons are magazine-fed, meaning at some point you will have to 
reload.  I have detailed the exact time it takes to reload weapons, single or 
double, Please pay close attention to this.  It is vitally important.  Also of 
important note, is that when enemies shields are down, bullets take down an 
opponent faster than covenant plasma-based weapons.

******************************************************************************

------------------------------------------------------------------------------
SMG (M7/Caseless Sub-Machine Gun) (DW)
------------------------------------------------------------------------------

Full Magazine: 60 Bullets

ROF: 5 seconds

RT: 2 Seconds; 4.5 Seconds

ARMD: Short Range

Melee: Head=6; Body=6

RFA: 1 sec

Shots taken from medium range:

45 shots to kill in body
35 shots to kill in head (This isn't feasible, will explain later.)

Shots taken close range:

30 shots to kill in body
30 shots to kill in head (Also not feasible.)

Summary:

The SMG is definetly a weapon you are going to want over the magnum at 
close-range.  It has 5 times the capacity of the magnum, but it is around 3
times weaker per bullet.  This weapon is a VERY close range weapon.  Firing
at any distance over 10 ft. is just a waste of bullets.  The accuracy on this
weapon is that bad. Also you have to combat the effect of recoil on the 
weapon, which doubles when it is DW'd.  But, after practice you get used to 
slowly aiming down as you fire.  Which means you can down one person in two 
seconds and use less than half of the clip in both guns.  This weapon DW makes
it possible to take on multiple foes in a close range proximity.  I think in
the beginning most people will tend to use SMG's while DWing.  However, I would
recommend coupling it with any other weapon. Plasma Pistol or Rifle or the 
Magnum.


Rating in Scenario:
Single;DW

Close range: 6 of 10; 9 of 10
Medium Range: 5 of 10; 8 of 10
Long range: 0 of 10; 0 of 10  

Levels most useful on:

Ascension
Ivory Tower
Lockout
Midship
Beaver Creek
Zanzibar

------------------------------------------------------------------------------
Magnum (M6C Pistol) (DW)
------------------------------------------------------------------------------

Full Magazine: 12 bullets

ROF: 2.2 Seconds

RT: 3 Seconds; 5 secs(DW)

ARMD: Medium Range 

Melee: Head=5, body=6

RFA: 1 second

Shots taken from ANY DISTANCE:

15 shots to kill in body
9 shots to kill in head
8 shots to the body to take away shield
8 times to body to take away shield than once in the head to kill
***Important to note, 1 shot in the head kills when shields are down.*********


Summary:

Magnum is not as useless as I had thought.  Although, Dual wielding is a 
necessity with this gun.  If mostly getting body shots, gun has to be reloaded
which can get very slow and you have to worry about opposing fire. DWing is 
the only viable option for the pistol.  At 20 feet with DW pistols you can 
down an enemy in 2.2 secs.  Provided all bullets hit there target in the 
chest.  After 20 Feet, the pistol is nothing like HALO 1, the accuracy drops 
VERY SHARPLY!  If he is partnered up you will have to wait 5 secs or switch 
weapons before advancing again. And, depending on your skill, close-range can 
be very deadly.

Rating in scenario:
single;DW

Close Range: 3 of 10; 9 of 10
Medium Range: 7 of 10; 9 of 10
Long Range: 0 of 10; 0 of 10

Levels most useful on:

Burial Mounds
Colossus
Coagulation
Headlong
Waterworks


------------------------------------------------------------------------------
Shotgun (M90 Pump-action Boomstick)
------------------------------------------------------------------------------

Full Magazine: 12 bullets

ROF: 14 Seconds

RT: 8.5 Seconds

ARMD: Short Range 

Melee: Head=6; Body=6

RFA: 1 Second

Shots taken from medium range:

5 Shots to kill

Shots taken from short range:

1 shot

Summary:

It's a shotgun.  It is one of the best close range weapon.  But as soon as you
get into medium range, the flaws are very easily noticed. A person DWing SMG's
would waste you faster at medium range, just because of the shotguns very poor
damage ratio at medium range.  The plus side is if you have to take out a 
platoon of people, just chuck a grenade to soften up, than barrage in, guns
a blazing...of course they have to be very close to each other.  Also, in the 
middle of reloading you can fire. You do not have to wait to fill the barrel 
again.  IN those tight situations, this can help immensly. 

Rating in Scenario:

Close Range: 10 of 10
Medium Range: 4 of 10
Long Range: 0 of 10

Levels Most useful on:

Ascension
Ivory Tower
Lockout
Midship
Beaver Creek
Zanzibar

------------------------------------------------------------------------------
Sniper Rifle (S2 AM Sniper Rifle)
------------------------------------------------------------------------------

Full Magazine: 4 Bullets

ROF: 2.3 seconds

RT: 3.5 seconds

ARMD: SUPER long range

Melee: head=6; body=6

RFA: 1 second

Shots taken from ANY range:

Body 2, Head 1

Summary:

Ah, the sniper rifle.  Camping out at your favorite spot, just waiting for 
someone to pass by.  I can't do that, I am more of a warrior sniper.  I take 
the rifle with me, when I know I can use the advantage of the sniper scope 
and recon back to my team mates, and warn who is coming or pick off someone 
running away with my flag or skull.  A truly invaluable weapon, only hindered 
by is capacity and how many rounds you are allowed to carry.  For the patient, 
becoming a good marksmen is sure to have teams looking to hire you.  Keep on
practicing! :)  The downfall of this weapon is that it requires total 
consentration.  You don't notice your surroundings when you are zoomed in 10x.
Your probablilty of getting conked on the back of the head go greatly up.
Also, Sniper Tip of the day.  If you have been in 1 spot for a very long time.
It would be wise to get up and pick a different one before someone gets wise
to your whereabouts.  Also, when provoked into close range combat, you need 
nerves of steel.  Keep calm and aim for the head.  *GENERALLY* people strafe
from left to right, which to you would be right to left.  Keep that in mind.
But, obviously if you have a better weapon for the situation, just switch it 
up.  Human weapons normally take one second to become "ready" and covenant, 
take two seconds.  Always have a PLAN!!!  I can't stress that enough!

Rating in Scenario:

Close Range: 4 of 10
Medium Range: 8 of 10
Long Range: 10 of 10
super long range: 10 of 10

Levels most useful on:

Burial Mounds
Colossus
Coagulation
Headlong
Waterworks

------------------------------------------------------------------------------
The Rocket Launcher (M19 SSM Rocket Launcher)
------------------------------------------------------------------------------
Full Magazine: 2 Rockets

ROF: 1.5 seconds

RT: 3 Seconds

ARMD: Medium to Long Range

Melee: Head = 3; Body = 3

RFA: 1 Second 

Shots taken from ANY range:

1 hit, splash damage takes around 3/4 of shield away, which you can than melee 
one time and kill.  No need to waste another shot.

Summary: 

Made popular by DOOM, almost every FPS has a rocket launcher in it.  But the 
one in Halo 2 is MUCH better than the one in Halo 1.  It's ROF and the speed 
at which the rocket fly at is GREATLY increased.  From the 2x zoom to the 
Lock-On! feature for vehicles, this baby should definetly be picked up if it 
EVER crosses your path.  Generally with aiming you're going to want to aim at
the persons feet, increasing you chances of killing opponent.  Also, now that
the melee strength is greater, you don't have to use 2 rockets if you only 
splash the guy.  You can just Melee him.  Be cautious though, shields 
regenerate in 4 seconds.  So you only have a small window to work with.  
Against Vehicles this thing is a Monster!  With the lock-on technology of the
new SPNKr Missle Launcher, this weapon is a TOTAL Anti-Vehicle Weapon.  Just 
look at the Vehicle damage reports below.  Overall, great weapon.

Ghost: 1 Direct Hit
Warthog: 1 Direct Hit
Wraith: 2 Direct Hits
Spectre: 1 Direct Hit
Scorpion: 2 Direct Hits 
Banshee: 1 Direct Hit

Rating in Scenario:

Close Range: 9 of 10
Medium Range: 10 of 10
Long Range: 10 of 10

Levels most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
The Battle Rifle (BR55 Rifle)
------------------------------------------------------------------------------

Full Magazine: 36 Bullets

ROF: 6.4 seconds

RT: 2.3 seconds

ARMD: Medium-Close range

Melee: Head = 6; Body = 6

RFA: 2 Seconds

Shots taken from medium and close range:

Head: 12 shots; Body: 15

Shots taken from Long range:

Head: 21 shots; Body: 21 shots

Summary:

I have to admit, I didn't like the assault rifle when I first used it.  I felt
it was too weak.  But after using all of the other weapons in Halo 2, I am 
sure this gun deserves to be in the top ranks.  Personally, I believe this 
will be the new pistol.  It is a very good weapon.  Not over powerful, like 
the pistol in Halo 1, but just right in grouping of weapons.  What will really
determine if you like this gun or not is your skill.  The better you are at 
aiming, the better you will be with this gun.  Also, in long range situations,
just hit the body, you will probably miss more on a moving target aiming for 
his head when this weapon is only so accurate at certain distances.  Instead,
you will most definetly use less bullets and time killing the person, by just
aiming at his body AT LONG DISTANCES.  Medium and close range, deliver it to 
the head for a much quicker kill.

Rating in Scenario:

Close Range: 7 of 10
Medium Range: 10 of 10
Long Range: 7 of 10

Levels Most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
Frag Grenade (M9 HE-DP Fragmentation Grenade)
------------------------------------------------------------------------------

Capacity: 4

ARMD: Anywhere if you have the aim.

RFA: Instant

Damage varies depending on area of contact.

Ghost: 2 Direct Hits
Warthog: 2 Direct Hits
Wraith: 11 Direct Hits
Spectre: 2 Direct Hits
Scorpion: 11 Direct Hits
Banshee: 2 Direct Hits

If a person is at full shields, it WILL NOT kill opponent.  Shields need to be
at 3/4 full for a kill.

Summary:

It's like Jello, There's always room for it. Two things to note: even if this 
grenade it RIGHT underneath a person.  If that person has full shields, it 
will not kill them.  Second, you cannot use Grenades when dualwielding.


******************************************************************************
Covenant Weapons:

Most covenant weapons are based on plasma projectiles.  All Covenant weapons 
that cannot be recharged/reloaded overheat.  And when the heat signature bar 
gets higher, the more Units of energy the gun consumes.  Best practices with 
all Covenant non-recharging weapons is to never let your gun overheat, 
unless mandatory.  Also, with most covenant weapons, you can not blow up 
environment obstacles.
  
******************************************************************************

------------------------------------------------------------------------------
Plasma Rifle (DW) (Blue Plasma Rifle)
------------------------------------------------------------------------------

Full Magazine: 6 Units

ROF: 4.2 Seconds

RT: Instant if you let them cool down, if not: 3 seconds; 3.5 Seconds(DW)

ARMD: Close-Medium Range

Melee: Head = 6; Body = 6

RFA: 2 Seconds

Shots Taken from ANY range:

Body Shots to kill: 18

Head shots to kill: 18

Summary:

Here is a Weapon that is similar to the SMG, but in everyway is better than 
it.  They are actually decent at midrange.  Especially DWing.  These things 
tear through the enemy.  It can eat an enemies shield in 1 second.  You don't
even have to worry about that recoil crap from the SMG.  I am actually shocked
how big of a difference there is between the two.  The one caveat maybe that 
they are only on certain parts of the map by default.  So in the end, very few
except the people in the know will DW these suckers.  Definetly learn were 
these puppies are on the map.  Mix it with an SMG if you can find two.  
The only thing bad about the Plasma Rifle is that it cannot be reloaded.

Ratings in Scenario:

Close Range: 10 of 10
Medium Range: 8 of 0
Long Range: 0 of 10

Level most useful on:

Any map that has it on the field by default.

------------------------------------------------------------------------------
Plasma Pistol (DW) 
------------------------------------------------------------------------------

Full Magazine:  6 (regular); 15(Overcharged)

ROF: 3 Seconds

RT: Instant if let cooled down, else: 2 seconds

ARMD: Medium Range

Melee: Head = 6; Body = 6

RFA: 2 Seconds

Shots Taken from ANY range:

10 for body or head shot to kill.

Summary:

The Plasma Pistol is actually an ok weapon.  If it weren't for the plasma 
bullets taking so long to reach their target.  Plasma pistols would be VERY 
effective, you just have to have the ability to aim "Ahead."  What I mean is,
if you are fighting someone and they are strafing to the left or right, you 
have to aim a little bit more to the right or left of them, for the hits to 
land.  Actually, in a team the plasma pistol works beautifully when 
overcharged.  Its just trying to get someone to use it correctly is the hard 
part.  But the BEST part of this gun, is it will fully deplete the opponents
shield, even over-charged.  The sweetest thing is taking away someones 
overshield...the moment when they feel they have an advantage and zap, away it
goes.  Beautiful.

Ratings in Scenario:

Close Range: 8 of 10
Medium Range: 3 of 10
Long Range: 0 of 10

Level most useful on:

Ascension
Ivory Tower
Lockout
Midship
Beaver Creek
Zanzibar

------------------------------------------------------------------------------
Energy Sword (Cool ass Sword)
------------------------------------------------------------------------------

Full Magazine: Infinite

ROF: Half a second per swing

RT: Half a second

ARMD: Short-Medium Range

Melee: 2 Hits head or body (Melee button B, not R trigger)

RFA: 1 Second

Shots Taken from Any range:

1 Hit if targeted, 2 if not (Trigger Button)

Summary:

This is the answer to the human shotgun.  But in my opinion, WAY BETTER!  
First you have very little reload time. There is no ammo.  And you can make a
lunge attack from within 10 ft.  The best place to aim the reticule is around
the upper body, near the neck-chest area.  Plus, it is alot of fun when it is
swords only play.  The drawbacks.  There is usually only 1 sword on a level.  
So whoever can get to it first is the Juggernaut.  Second, if you have your 
sword brandished, you make yourself a target.  Third, Trying to get in the 
"Sweet Spot" While you opponent is back-trotting and putting shots into you.
This weapon is only to be used when in the right distance.  

Ratings in Scenario:

Close Range: 10 of 10
Medium Range: 8 of 10
Long Range: 0 of 10

Level most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
Brute Plasma Rifle (Red Plasma Rifle)
------------------------------------------------------------------------------

Full Magazine: 100 if let cooled, 4 Units to max

ROF: 2 Seconds

RT: Instant if let cooled, 5 Seconds; 5.5 Seconds (DW) Max

ARMD: Medium-Close Range

Melee: Head = 6; Body = 6

RFA: 2 Seconds

Shots Taken from ANY range:

18 Body or Head shots to kill

Summary:

So the covenant have TWO awesome DWable weapons.  Their only flaw is that they
cannot be recharged/reloaded.  You can drop any enemies shield with this gun 
in a HALF a second.  The ROF on this gun is higher, but that means you have to
be very careful, it is easily overheated.  But if you are dual-wielding these
babies you can cut through someone in 1 SECOND!  BUT ALL SHOTS HAVE TO LAND.  
If you miss even a couple, covenant weapons are weak against metal on the 
armor.  It may tear through shields in half a second, but than it takes 2.5 
seconds to finish someone off with just a single gun.  Where Human bullets rip
through flesh faster than shields.  So a good combo is probably an SMG with 
either plasma rifle.  

Ratings in Scenario:

Close Range: 9 of 10
Medium Range: 8 of 10
Long Range: 2 of 10

Level most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
Particle Beam Rifle (Alien Sniper Rifle)
------------------------------------------------------------------------------

Full Magazine: 100 Units if let cooled, 12 units to max 

ROF: 2 Seconds

RT: 3.5 Seconds

ARMD: SUPER Long Range

Melee:  Head = 6; Body = 6

RFA: 2 Seconds

Shots Taken from ANY range:

2 Shots body; 1 shot head

Summary:

This is the covenant version of the Sniper Rifle.  Technically, it doesn't 
have to be reloaded if you are a good sniper.  Because if you can manage to 
only get head shots, you will have 20 SHOTS! to fire with beam rifle.  But, If
you fire to overload EVERY TIME you will only have 18 shots.  Be VERY CAUTIOUS
when using this gun.  I would even say NEVER to let this gun overheat. After 1
shot, it takes 5 Units of energy, to max it takes 7.  So It is taking more 
ammo, also it would take you longer to get off enough consecutive shots in a 
givin timeframe if you overheat the gun.  It takes 3.5 Seconds to fire the gun
after overheating, whereas you can fire every second and never overheat the 
gun.  This is the correct way to use this gun.  

Ratings in Scenario:

Close Range: 4 of 10
Medium Range: 8 of 10
Long Range: 10 of 10
Super Long Range: 10 of 10

Level most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
Brute Shot (Light Anti-Vehicle Weapon)
------------------------------------------------------------------------------

Full Magazine: 4 Grenades

ROF: 1.5 seconds

RT: 4 Seconds

ARMD: Medium-Long Range

Melee: Head = 2; Body = 2

RFA: 2 Seconds

Shots Taken from ANY range:

3 Direct Hits; 5 Area hits

Shots on Vehicles:

Ghost: 3 Direct Hits
Warthog: 5 Direct Hits
Wraith: 18 Direct Hits
Spectre: 4 Direct Hits
Scorpion: 32 Direct Hits
Banshee: 3 Direct Hits

Summary:

There are 2 Covenant weapons that act like the human rocket launcher.  The 
Brute Shot and the Sentinel Beam.  The Brute Shot is definetly leaned more 
onto the light anti-vehicle side because it is rather hard to hit a small 
moving target.  A half second after a grenade bounces, it blows up.  I just 
don't see this as being a rather good weapon against infantry.  Everything 
about it, says that it is a light anti-vehicle weapon.  I mean, look at its
Melee!!! 2 HITS!?!?  That is just like the flag.  I think that if someone 
were to come up to you with this weapon, your best bet would be to melee 
instead of fire.  Reason: You will get hurt as well because of the splash 
damage, but your opponent who is lacing into you with his weapon won't have 
splash damage.  In the end, if you try to fight with this weapon against 
infantry, other than melee, you will most likely lose.  

Ratings in Scenario:

Close Range: 8 of 10 (Melee); 4 of 10 (Fire)  
Medium Range: 8 of 10
Long Range: 8 of 10 (Vehicle); 0 of 10 (Infantry)

Level most useful on:

Burial Mounds
Colossus
Coagulation
Headlong
Waterworks
Zanzibar


------------------------------------------------------------------------------
Needler (DW)
------------------------------------------------------------------------------

Full Magazine: 60 Needles

ROF: 6 Seconds

RT: 2 Seconds

ARMD: Short-Medium Range

Melee: 6 = Head; 6 = Body

RFA: 1 Second

Shots Taken from ANY range:

9 Shots in before needles explode kills. 30 Needles,if only getting 2 in 
before they explode.

Summary:

The needler is nothing like the halo 2 eight minute video it was shown in.  
I suppose it was just too powerful at that VERY fast speed.  And although you
can DW this gun and the speed of the needles has slightly been increased, It 
is still not nearly as good as any of the other weapons laying around.  
There is only 2 valid approaches to using this weapon.  1.) Against total 
newbies who, will just stand, fire at you and not move. 2.) Shooting someone 
in the back.  That is really the only way these weapons are useful. Even in a 
Dual wielding situation, if someone moves out of the way of the needle just as
it is about to hit him, generally it won't attach to him and do no damage.  
And because this gun relies HEAVILY on the fact it does more damage - the more
needles are in before exploding, make this gun silly to use on pros.  Max 
distance on needles is also around 100 Ft. 

Ratings in Scenario:

Close Range: 5 of 10
Medium Range: 5 of 10
Long Range: 5 of 10

Level most useful on:

Ivory Tower
Lockout
Midship
Beaver Creek

------------------------------------------------------------------------------
Sentinel Beam (What the sentinels used in Halo 1)
------------------------------------------------------------------------------

Full Magazine: 100 Units if let cool down; 23 Units to MAX 

ROF: 3.5 Seconds

RT: 2.5 Seconds

ARMD: Medium-Long Range

Melee: Head = 3; Body = 3

RFA: 2 Seconds

Shots Taken from ANY range:

15 Units of Energy

Summary:

Here is the Covenant answer to the rocket launcher for Infantry use.  It takes
the same amount of melee hits to kill as the rocket launcher.  The only 
problem with this weapon is you have to be a very good shot.  With a moving 
target, it is hard to direct the plasma stream, to be constantly on the 
person.  This weapon is definetly better in close-range combat or long-range 
combat.  At medium range, it may prove to just be to hard to aim with all the 
mayhem going on around. But in close range you can fire a stream and try to 
get close and melee to finish off your opponent.  The distance at which the 
beams ends is at approx. 100 ft.

Ratings in Scenario:

Close Range: 7 of 10
Medium Range: 1 of 10  
Long Range: 6 of 10

Level most useful on:

Any that would have it.

------------------------------------------------------------------------------
Covenant Carbine
------------------------------------------------------------------------------

Full Magazine: 18

ROF: 4 Seconds

RT: 2.5 Seconds

ARMD: Medium-Close Range; similar to assualt rifle

Melee: Head = 6; Body = 6

RFA: 1.5 Seconds

Shots Taken from ANY range:

Head shot 7 to kill; Body shot 11

Summary:

The Covenant Carbine is very similar to the assualt rifle.  At first glance it
seems like a better choice than the assualt rifle, because of it's rapid fire 
rate, but the amount of body shots it takes to kill someone is were this one 
loses in speed.  It's a comparison.  If you are the type of person where you 
know you will most likely be hitting the area of the chest.  Stick with the 
Assualt Rifle.  If you are the type with deadly accurate aim, choose the 
Covenant Carbine.

Ratings in Scenario:

Close Range: 7 of 10
Medium Range: 10 of 10
Long Range: 7 of 10 

Levels most useful on:

Any that have this on a map by default

------------------------------------------------------------------------------
Plasma Grenade
------------------------------------------------------------------------------

Capacity: 4

ARMD: Anywhere if you have the aim.

RFA: Instant

Damage varies depending on area of contact.

Ghost: 2 Direct Hits
Warthog: 3 Direct Hits
Wraith: 23 Direct Hits
Spectre: 3 Direct Hits
Scorpion: 30 Direct Hits
Banshee: 2 Direct Hits

Summary:

Same Story as the Frag Grenade.  It is just a useful item to have along with 
you.  It doesn't burden you like choosing a different weapon and sometimes it
can get you out of a jam.  And although the frag grenade does more damage, 
the plasma grenade, when stuck to an opponent, kills in 1 hit if they are at 
full shields.  Which you cannot say about the frag grenade.  Also, don't get 
caught up in trying to sticky bomb someone, that will get you killed.  
Instead, use a Plasma when someone is a good distance away and is charging 
straight at you.


******************************************************************************

Vehicles

Summary:

There are 4 Covenant Vehicles and 2 Human Vehicles.  3 If you count the 
varient of the warthog.  All have their strengths and weaknesses.

The Spectre is the only vehicle that can carry 4 passangers.  But it's armor
is only slightly better than a ghost, yet doesn't have the same speed or 
firepower.  

The Ghost is the assassin's vehicle.  Small, Fast and deadly.  But, it can 
only take so many hits from larger vehicles.

The Banshee is the only flying vehicle in Halo 2. It's armor is very weak and
although the firepower is moderate, you only have a small window of time to 
fire before you have to turn around and come back.  It's main use should be 
for reconnaissance.

The Wraith is faster than the Scorpion, but it's armor and firepower is 
slightly weaker.

The Scorpion is dog slow.  But it's armor and two forms of attack keep 
enemies at bay.

The Warthog has two varients.  The Chain-gun version and the Missle Launcher
Version.  It can carry 3 total passengers.  It has an emergency brake for 
tight cornering and a horn to let people know you are coming.

******************************************************************************

------------------------------------------------------------------------------
Wraith (Heavy Covenent Tank)
------------------------------------------------------------------------------

ROF: 3 Seconds

Weakest at the back

Special Features: Speed Burst: 1 Second

Shots Taken from ANY range:

Ghost: 1 Direct Hit
Warthog: 2 Direct Hit
Wraith: 2 Direct Hits
Spectre: 2 Direct Hits
Scorpion: 2 Direct Hits
Banshee: 1 Direct Hit

Summary:

The Wraith is the Covenant Answer to the Human's Scorpion.  There are 
differences however.  Watch out for people trying to board you.  If they do 
manage to board you, quickly get out before they kill you.  If someone is 
getting to close, use boost to run them over or at least give you space 
between the enemy. 

------------------------------------------------------------------------------
Scorpion Tank (Heavy Human Tank)
------------------------------------------------------------------------------

ROF: 3 Seconds 

Weakest at the the back

Special Features: Machine gun is accurate. Use Left trigger

Shots Taken from ANY range:

(Not including Machine Guns)

Ghost: 1 Direct Hit
Warthog: 1 Direct Hit
Wraith: 2 Direct Hits
Spectre: 1 Direct Hit
Scorpion: 2 Direct Hits
Banshee: 1 Direct Hit 

Summary:

The big mamma-jamma.  Hulking brute makes heavy defense, but one hell of a 
big target.  Watch out for people trying to board you.  If they do manage to
board you, quickly get out before they kill you.  If you see someone trying to
get close to you, use the machine gun to kill him quick. 

------------------------------------------------------------------------------
WartHog ML (Warthog with Missle Launcher)
------------------------------------------------------------------------------

ROF: 2 Seconds

Special Features: Carries 3 Passengers. Emergency Brake and horn.

Shots Taken from ANY range:

Ghost: 2 Direct Hits
Warthog: 2 Direct Hits
Wraith: 3 Direct Hits
Spectre: 2 Direct Hits
Scorpion: 4 Direct Hits
Banshee: 1 Direct Hit

Summary:

The all around best vehicle for teamwork.  It is faster than the ghost, when
it is not boosting, and if teamwork is done right, is the proper way of 
capping the flag.  A great force if vehicle is fully rigged with team mates.

------------------------------------------------------------------------------
WartHog CG  (Warthog with ChainGun)
------------------------------------------------------------------------------

ROF: .1 Second 

Special Features: Carries 3 Passengers. Emergency Brake and horn.

Shots Taken from ANY range:

Ghost: 2.5 Seconds of Direct Hits
Warthog: 5 Seconds of Direct Hits
Wraith: 10 Seconds of Direct Hits
Spectre: 4 Seconds of Direct Hits
Scorpion: 10 Seconds of Direct Hits
Banshee: 4.5 Seconds of Direct Hits

Summary:

The all around best vehicle for teamwork.  It is faster than the ghost, when
it is not boosting, and if teamwork is done right, is the proper way of 
capping the flag.  A great force if vehicle is fully rigged with team mates.

------------------------------------------------------------------------------
Ghost (Single man Infantry speeder)
------------------------------------------------------------------------------

ROF: .1 Seconds

Special Features: Speed Burst indefinetly

Shots Taken from ANY range:

Ghost: 2.5 Seconds of Direct Hits
Warthog: 3 Seconds of Direct Hits
Wraith: 7 Seconds of Direct Hits
Spectre: 2 Seconds of Direct Hits
Scorpion: 6 Seconds of Direct Hits
Banshee: 2 Seconds of Direct Hits

Summary:

Extremely effective offensive and defensive force.  Outnumbered if a fully
employed warthog is opponent.  Slighty faster than warthog when boosting, BUT
you cannot fire when boosting.  Will definetly make TIGHT flag returns, if you
are trying to catch up to a warthog.  If warthog has a gunner, most likely you
will be dead. 

------------------------------------------------------------------------------
Spectre (Covenant Version of Warthog)
------------------------------------------------------------------------------

ROF: .1 Seconds 

Special Features: Only vehicle to carry 4 passengers.  Also Speed Bursts 
indefinetly. 

Shots Taken from ANY range:

Ghost: 2 Seconds
Warthog: 5 Seconds
Wraith: 10 Seconds (Only Vulnerable in certain spots)
Spectre: 4 Seconds
Scorpion: 10 Seconds (Only Vulnerable in certain spot)
Banshee: 7 Seconds

Summary:

Covenant version of the warthog.  If you have the choice, take the warthog, as
it is more effective with 3 people.  If you have 4 people take the Spectre.  
Two people going in to get flag is way safer than just a lone person.  
Otherwise Gunner in back is not as powerful as warthog.  That is the deciding
factor.  3 people = warthog, 4 people = spectre.  Only true for CTF games!

------------------------------------------------------------------------------
Banshee (Covenant Flying Vehicle)
------------------------------------------------------------------------------

ROF: .1 Seconds

Special Features:  Only flying vehicle. Speed Bursts and evasive menuvering.

Shots Taken from ANY range:

Ghost: 2 Seconds of Direct Hits
Warthog: 2 Seconds of direct Hits
Wraith: 10 Seconds of Direct Hits
Spectre: 2 seconds of direct hits
Scorpion: 8 Seconds of Direct Hits
Banshee: 3 Seconds of Direct Hits

Summary:

A great way to get an aerial view of everything.  Should be used for flag 
captures/returns, reconnaissance, and getting to areas not accesible by
foot for sniping purposes.


******************************************************************************

Dual-wielding

The purpose of this section is to give a rating to all the DWing combinations.
The ratings are based by me and you may think different, which is fine.  I
can only judge the best I can with all the different MP games I have been in.
I must stress however that dual-wielding is NOT the be all, end all solution.
Grenades teamed up with the single-handed only weapons can be very 
devestating.  

For the MOST part!  DWing should GENERALLY be used on boards that have tight
hallways and short distances between obstructions.  You will want to use 
single handed weapons and grenades on the larger boards. 


******************************************************************************

Combo's				Rating
-------				------

SMG/SMG				  7

SMG/Magnum			  9

SMG/Plasma Rifle		  9

SMG/Plasma Pistol		  9

SMG/Brute Plasma Rifle		  7

SMG/Needler			  4

Magnum/Magnum			  8

PlasmaRifle/PlasmaRifle		  9

PlasmaPistol/PlasmaPistol	  5

Brute PR/Brute PR		  7

Needler/Needler			  4


******************************************************************************

Basic Strategy.

This section will deal with scenarios you will come to face in multiplayer 
games, regardless of game mode.


******************************************************************************

1.)  Run the map.  Know the map.  Be their first and always to the overshield,
rocket launcher, sword, battle rifle, shotgun, everything.  KNow the map 
inside and out.  Halo 2 levels are designed almost perfectly to the point an
enemy will think they have you pinned down and they don't realize that you can
get behind them in a couple of seconds.  You will see this alot in Ivory 
Tower.  And four spots on Zanzibar.  You will just have to find them yourself.

2.)  If it is a team game.  Partner up and STAY partnered.  DO NOT stray away
unless POSITIVELY crucial.  Two average players will drop one pro more times
than not.  I cannot stress this enough.  TRY not to be a cowboy.  This IS NOT
HALO 1!!!!  If two pros are partnered up, they make a force to be reckoned 
with.

3.)  ALWAYS RELOAD WHEN YOU ARE SAFE.  You do not want to die because you 
didn't reload.  The most important thing is to have a full barrel at the 
ready!

4.)  Know this weapons compendium to the last detail.  If you know how long it
will take you to reload Dual SMGs, while someone is coming after you and you 
know his shields are down, drop them and switch weapons if you can, otherwise
try to melee.

5.)  If the Radar is ON! PAY ATTENTION TO IT!  Also of note, if you crouch 
while moving, you will not show up on the enemies radar.

6.)  In almost every level, there will be a good place to hide to defend the
flag in a CTF game.  If you know someone is going to be there and you are 
having trouble with him, get the rocket launcher, it'll put him out of the 
way.

7.) Make sure you know this Weapons compendium.  Every last detail will make
you that much smarter.


******************************************************************************

Conclusion

******************************************************************************

Well this is the end of my article.  I have given you the knowledge to all the
weapons and vehicles that regard the multiplayer portion of Halo 2.  I have 
also supplied you with Basic strategy.  If you didn't know them, now you do.
I could go into greater depth of combat strategy, But I feel that it is your
responsiblity to develop your own "way of the warrior".

Now it's your turn to apply the knowledge I have given you.  Good luck!

If you have any questions, please don't hesitate to ask.  If there is a 
mistake anywhere, and you wouldn't mind writing me an email pointing it out,
they are also very welcome.  Contact info will be given at the very bottom
of this compendium.

Also, I am the Captain of the clan Team One.  If you are looking to join a 
clan, specifically for Halo 2, look us up in Halo 2.  We hold try-outs on
the weekends.

E-mail:  [email protected]

Thank you for reading this far, I hope it was everything you were looking for. 

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