Covenant Plasma Rifle |
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Two fearsome Elites with Plasma Rifles. |
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Plasma Rifle from your point of view in Halo. |
DESCRIPTION:The Covenant's Plasma Rifle is a directed energy weapon capable of semautomatic or automatic fire.However, continuous fire overheats the weapon, which depletes the power core.It is not known how to replace or recharge the core.
PROS:It can fire for a while, especially if you fire in short bursts to prevent from overheating, but still on full auto you can fire for a long uninterrupted time.It is recommended if you are out of ammo on your Assault Rifle, but anytime in the game is pretty good.
CONS:Don't overheat!As tempting as it is to go automatic all the time,you will waste its power core, meaning you will have to find a new one very soon!Also, when there are around seven "rounds" left, it will result in sporadic fire.
Tips:The Plasma Rifle is a good alternative weapon for the Assault Rifle-it is effective against the Covenant, but can overheat and it doesn't really have ammunition; its power core can hold up to 100 "rounds," but rarely do you find a PR with this much charge. Use your melee attack when your gun overcharges, and it should unheat quicker.Also, if your gun overheats, wait until it is finished unheating; if you keep on firing after it is halfway unheated, you'll have to keep unheating it over and over again.
Covenant Plasma Pistol |
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Grunts holding Plasma Pistols.Usually this is what they carry, along with Needlers. |
DESCRIPTION:The Covenant's Plasma Pistol is also a semiautomatic directed energy weapon.If you pull and hold the Right Trigger, an energy bolt will appear.As long as you keep holding the trigger, you can keep this energy bolt from firing for as long as you want it to stay.If you fire it, it will home onto a target(if locked on or if directed at a group of enemies).As this over-charged bolt is fired, the weapon will temporarily stop functioning as it dumps waste heat(kind of like recharging the Plasma Rifle).Like the Plasma Rifle, it is unknown how to replace and recharge the power core.
PROS:The overcharged bolt can take out energy shields quickly, namely those of the Elites and Jackals.One shot on a Jackal takes out its shield, a few on the Elite will leave it vulnerable to a melee attack.Its limited homing ability is also special, but make sure you are at least aimed at an enemy.
CONS:Semiautomatic capability ad the fact it overcharges very easily are problems.Try to use the overcharged bolt against single or multiple enemies, not big groups of them.The bolt depletes the power core very quickly, so use it sparingly or on big enemies.
Covenant Needler |

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Usually, the pink crystals on the Needler are taller, but this pic shows it needs to be reloaded. |
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Captain Keyes with a Needler. |
DESCRIPTION:Little is known about the Covenant's Needler other than the fact it fires crystal-like projectiles which home into the target and is capable of automatic fire.It is the only Covenant weapon that can be reloaded,so you can find ammo lying on the ground for this weapon.If you fire around ten(or a full clip), the projectiles will explode on impact.The projectiles will richochete off of walls and other oblique angles.CLIP SIZE:20 FULL AMMO:80
PROS:The homing ability and explosive effect of the needles can make it very useful against one or two enemies.
CONS:Even though the blast radius of the resulting explosion from the needles can be pretty big, it still takes a while to find a target and only will probably find one enemy.This can leave you quite vulnerable, especially against a larger group of enemies.
Covenant Stationary(Shade)Gun |
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This Elite doesn't have very good accuracy. |
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Another good Shade Gun pic. |
DESCRIPTION:The Covenant's anti-infantry weapon, it is believed to be a light anti-vehicle weapon, but is mainly used for the former purpose.The operator sits behind an armored control suite(and the front of the gun is pretty big, giving some protection), but still relies on infantry support from both sides.
CLIP SIZE:N/A FULL AMMO:Unlimited
PROS:Has unlimited ammo and a high rate of fire, and can stun enemies a little.
CONS:Isn't very powerful,fires slow, and you must lead your targets a lot.Your protection in the front is pretty good, but from the back or sides you are vulnerable without Marines to help,so keep swiveling the gun around to get rid of enemies on either side.Also, it is very light, meaning it can flip over very easily, if by Grenade,Fuel Rod Cannon(Hunters and Banshees),or Wraith Tank mortar.Watch out for these weapons, as you can take serious damage if hit by any of these.
Covenant Plasma Grenades |
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Plasma Grenades very close up. |
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It's a Jackal with a Plasma Grenade attached to his...WHOA...man is that gonna hurt. |
DESCRIPTION:The Covenant's version of the Grenade, the Plasma Grenade is a thrown anti-infantry and anti-vehicle device. It has some kind of internal mechanism that allows it to differentiate between a soldier or vehicle as opposed to a wall or a tree.It has a three second fuse, and can stick to any vehicles or enemies with the exception of the Jackals.
PROS:Grenades are always good, especially the Plasma Grenade as it can stick to enemies, which is very funny and also effective, as they may run into their own ranks and destroy themselves.
CONS:Smart enemies like Gold Elites often run after you when stuck with Plasma Grenades and can take you out with them unless you get away.Try to maintain a safe distance away from them or you may get caught in the explosion.Also, the Plasma Grenade is easy to see, so ground troops will often dive to the side of avoid it another way.Make sure they don't notice it.
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