Post by Darkstorm Zero on Dec 3, 2006 22:46:37 GMT -5
This is the 501st legion from Star Wars: Battlefront 2 in their prime versus the Elites. The battle takes place on the Hoth map from Battlefield 2. The conditions are:
1: Elites Get their usual Covenant weapons and Vehicles (NO Scarabs)
2: There are only ground forces in this fight. Exept for Banchees in place of Snowspeeders.
3: Anything else is fair game.
Now who wins?
Here are the Elite Classes:
-Elite-
Classes-
Blue (rookie)
Red/Orange (veteran)
Gold (command)
Black (spec. ops.)
White "Ultra" (spec. ops. command)
Blue Jetpacker (aerial assault/ranger)
Honor Guard (Prophet guardians)
White/Silver, Gold "Praetor" (ceremonial)
Elite Weapons:
==========================================================
Plasma Rifle (Some carry two of these at a time)
Battery- Roughly 400 Shots to Deplete
Overheats At- About 24 Shots
Cool Down Time- 3 Seconds [3.5 Seconds]
Rate of Fire- 4 Seconds
Accuracy- Poor
Range- Short
Damage- 7/10
Summary- For some reason, not many people like to use this gun. I'm not sure
why, because it does just fine when you're trying to kill something, or remove
its shields. Though, this gun just takes forever to kill enemies on Legendary.
This gun gets very inaccurate when you shoot rapid fire.
Plasma Pistol (Again, some carry them in pairs)
Battery- Roughly 250 Shots to Deplete, (10 Shots)
Overheats At- About 25 Shots (1 Shot)
Cool Down Time- 2 Seconds [2 Seconds]
Rate of Fire- 3 Seconds
Accuracy- Decent
Range- Short (Medium)
Damage- 3/10
Summary- The weakest of the Covenant weapons damage wise. However, it does have other uses which I'll put in tactics. Its accuracy is ok as long as you don't shoot it overly fast. Also, dual wielding this gun is actually pretty pointless in my opinion. I gave this gun such a high rating just because of what it can be useful for.
Needlers (And Again)
Clip Capacity- 30
Ammo Capacity- 90 [180]
Reload Time- 2 Seconds [2 Seconds]
Rate of Fire- 6 Seconds
Accuracy- Good
Range- Short to Medium
Damage- 10/10
Summary- I like explosions, and this weapon can cause them. This is a really
cool weapon. It shoots, well, needles that explode inside your enemy. And if
you shoot enough, they explode quite violently. Also, if it's not nice enough
already, the needles home in on the enemy. With doubles, things explode all
the time.
Energy Swords
Battery- Loses Roughly 10 Energy Per Hit (Infinite on Multiplayer)
Rate of Swinging- .5 Seconds
Accuracy- Excellent
Range- Short
Damage- 10/10
Summary- It's a sword, so it has to be good right? Right. This weapon is
awesome. The best close-range killing weapon in the game. There are two ways to use it, normal slashing, and lunging. You can lunge when you're aiming cursor turns red, you just press the R-Button. To do normal slashing, press the B button. The R-button also slashes when you are not locked-on.
Covenant Carbines
Clip Capacity- 18
Ammo Capacity- 72
Reload Time- 2.5 Seconds
Rate of Fire- 4 Seconds
Accuracy- Good
Range- Short to Medium
Damage- 8/10
Summary- This gun is fairly decent. It's basically the Covenant Battle Rifle.
It has 2 x magnification, and it holds 72 shots. This gun just seems to do
awesome for head shooting. It always kills the enemy if you shoot it in the
head, unless it has a helmet or shield. It has good accuracy, does fairly good
damage, and is an overall balanced gun.
Fuel Rod Launchers
Clip Capacity- 5
Ammo Capacity- 25
Reload Time- 2 Seconds
Rate of Fire- 4.5 Seconds
Accuracy- Good
Range- Medium to Long
Damage- 9/10
Summary- Another weapon that causes booms. I love it. This gun can shoot its boomers semi-rapid fire, and also can hold quite a lot of ammo. It does good damage as well.
Plasma Grenades
This is the Covenant grenade, and is quite lovely. It can stick to the enemy!
It can also stick to vehicles. An enemy always dies if you can stick a plasma
grenade to 'em, and its fun to watch them running around before they explode. If you miss the enemy, it has a good blast radius, and can still do damage.
Active Cammoflage
Elite Vehicles:
==========================================================
Ghosts
Crew- 1
Armaments- Dual plasma cannons
Special Features- Speed boost (weapon's inoperative when using this feature).
Description-
The single most common vehicle in Halo 2 is the Ghost. A reconnaissance
vehicle, the Ghost is still no stranger to the battlefield. Piloted by Elites (and later Brutes, Grunts), the Ghost can make quick work of ground infantry with their plasma cannons, or when subtlety isn't an issue, a quick run-over.
Strategies-
-Always attempt to combat Ghosts while in other vehicles, or when armed
with a rocket launcher. Ghosts can be deadly to players on foot.
-The Ghost's weapon accuracy has been increased from Halo: CE, now you can hold down the fire button and unleash a stream of blue death without missing.
-Use the speed boost to quickly run over enemies and avoid having them
boarding your vehicle. Of course you should always try to steal a ride yourself.
Weapon: Twin Plasma Cannons
Rate of Fire- .1 Seconds, I think
Accuracy- Good
Range- Short to Medium
Damage- 9/10
Summary- Quite a nice weapon, but only against infantry. This weapon is not the best for other vehicles. But when you're shooting enemies, it works great. This Is probably the quickest way to send hundreds of plasma bolts at your enemy. The sheer number of plasma bolts this thing can fire is enough to make you happy.
Wraiths
Crew- 1
Armaments- Mortar cannon, dual plasma cannons (AI only)
Special Features- Speed boost (weapon's inoperative when using this feature).
Description-
The premier heavy vehicle in the Covenant army, the Wraith mortar tank rains
destructive plasma down on all enemies. As expected, they are much more
durable than other Covenant land vehicles and can withstand a direct rocket
hit.
Strategies-
-When fighting Wraiths, do one of two things, attack from a distance or close quickly and hijack the vehicle. When close, beware of the dual plasma cannons that comes into play. Wraiths may also try to ram you with their speed boost.
-The Wraith's arcing shot makes it a fairly slow projectile when firing on long-distance targets. They can still prove to be quite accurate, particularly in higher difficulties. Always be on the move when engaging a Wraith.
-The Wraith boasts one of the most powerful weapons in the game. Accuracy is a non-issue, use splash damage against enemy infantry and vehicles.
-When swarmed by large numbers of Ghosts, use the speed boost offensively. Know that using speed boost on Ghosts can damage or even destroy them! At the very least, this will herd the vehicles, making them easy targets for the mortar.
Weapon: Plasma Mortar Cannon
Rate of Fire- 3 Seconds
Accuracy- Decentish?
Range- Short to Medium
Damage- 10/10
Summary- Oh yeah, another boom-causer. But just because it can cause explosions doesn't mean it's the best. It has a considerable draw-back on the battlefield. The mortar freaking lobs from the tank. Its not a direct shot, it lobs it into the air like a catapult. Not the best way to blow stuff up. Sure, it's powerful, but trying to be accurate with the lob-shot can be difficult.
Secondary Weapon: Twin Plasma Cannons
I just wanted to mention that the Wraith has plasma Cannons, but only NPCs can use them for some reason... (Note From Darkstorm Zero: For the purposes of this debate, consider any player able to use these guns... They share the same profile as the Ghost and Banshee Twin Plasma Cannons)
Banshees
Crew- 1
Armaments- Dual plasma cannons, fuel rod gun (SP only).
Special Features- Speed boost, barrel rolls, and loop-de-loops (weapon's
inoperative when using these features).
Description-
The single fighter in the Covenant army, the Banshee nevertheless lives up to
its role with powerful weaponry and nimble agility. Present only in specific
campaign missions (you are almost always in vehicles when encountering
them), the Banshee is a deadly unit in its own right.
Strategies-
-The plasma cannon is more accurate. Hold down the fire button and let it loose!
-The Banshee is more fragile now, use its numerous maneuvers to avoid enemy fire. Especially beware of fuel rod shots from ground troops.
-Use the speed boost to quickly close or gain distance against foes.
-Although this has never happened to me, it may be possible for Elites to hijack Banshees, do not approach them.
Weapon: Twin Plasma Cannons
Rate of Fire- .1 Seconds, I Think
Accuracy- Decent
Range- Short to Medium
Damage- 9/10
Summary- Refer to the ghost weapon summary for details- it's the same weapon.
Secondary Weapon: Fuel Rod Launcher
Rate of Fire- 2.5 Seconds
Accuracy- Decent
Range- Medium
Damage- 10/10
Summary- Now this is probably your favorite weapon on the Banshee. It's simply a Fuel-Rod Cannon attached to the Banshee. Despite the fact that it cant shoot rapid fire. Anyway, use this whenever possible, cause a boom is better then no boom.
Spectres
Crew- 4 (one driver, one gunner, two side passengers)
Armaments- Single rapid fire Plasma Turret
Special Features- Speed boost.
Description-
New to the Halo universe, the Spectre is the Covenant's answer to the Warthog. Like other Covenant land vehicles, the Spectre hovers above the landscape, and therefore can travel smoothly over any terrain.
Strategies-
-The Spectre, like all Covenant land vehicles, is capable of strafing,
use this ability to combat enemy vehicles.
-The Spectre is actually quite fragile and vulnerable to rollovers. Beware when
maneuvering.
Weapon: Plasma Cannon
Rate of Fire- .1 Seconds, I Think
Accuracy- Good
Range- Short to Medium
Damage- 9/10
Summary- Unlike the other Covenant vehicle Plasma Cannons, this one is a rear mounted gun that has to be mounted by a gunner. Which boosts the accuracy up a bit. The Spectre can actually have a nice amount of fire power, with a gunner, and two people sitting on the sides. Also, don't forget that you can boost-ram enemies if needed.
Shadows (These are the larger hover transporters found on the Underground Highway levels of Halo 2, they have a single Plasma Turret that has to be operated separately and may carry a spare Ghost.)
Crew- 2 (one driver, one gunner), 8 passengers.
Armaments- Single rapid fire plasma turret.
Special Features- Can transport passengers or Ghosts.
Description-
The Shadow is another new Covenant vehicle. It only appears in one campaign mission however. Although you can man the single plasma turret on this vehicle, you cannot pilot it.
Strategies-
-Being a transport, the Shadow is lightly armed. Take out the gunner in the overhead turret first, then take out the driver or the vehicle itself at your leisure.
-The Shadows carry Ghosts, an ideal ride if you happen to lose yours.
Weapon: I put this here because you can still use it, but not against anything. It has no stats because there is no way to figure them out. Anyway, this is on the back of those big slow purple vehicle things in the Second Level. The gun is on the top, and you can use it if you can kill the gunner and pilot. It shoots the big red plasma a Phantom shoots extremely fast. It would be cool if you could use it more often, but you can't. (Note from Darkstorm: These share the same profile as the Plasma Turret (Shade) Below.
==========================================================
The 501st get their usual stuff on the battle of Hoth map in Battlefront 2:
Imperial Weapons:
Blaster Rifles
-Blaster Rifle
Damage:1.33
Ammo:250
Shot/Clip:50
-(Elite Rifle)
Damage:2.67
Ammo:144
Shot/Clip:36
Shot/Burst:3
Blaster Pistols
-Blaster Pistol
Damage:1
Overheat:10
-(Precision Pistol)
Damage:2.5
Ammo: 96
Shots/Clip:16
Scope:x1
Rocket Launchers
-Rocket Launcher
Damage(Soldiers): 23
Damage(Vehicle): 173.86
Ammo:7
Shots/Clip:1
-(Guided Rockets)
Damage:17.5
Damage(boost):25
Ammo:5
Shots/Clip:1
Sniper Rifles
-Sniper Rifle
Damage:5
Ammo:35
Shot/Clip:5
Scope:x1,x2
-(Beam Rifle)
Damage:12
Scope:x1.75
Blast Cannon
-Shotgun
Damage:1.04
Ammo:320
Shots/Clip:40
Shots/Burst:8
-(Flechette Shotgun)
Damage:1.33
Ammo:252
Shots/Clip:42
Shots/Burst:7
Fusion Cutter
N/A (Is used to repair friendly vehicles and turrets, and to slice into enemy vehicles for hostile takeover Note: Mobile Command Posts cannot be sliced)
Mortar Launcher
-Mortar Launcher
Damage:134.5
Ammo:25
Shots/Clip:5
Sonic Gun
-Sonic Blaster
Damage(soldier):2.3
Damage(vehicle):16.5
Ammo:35
Shots/Clip:7
Arch Caster
-Arc Caster
Damage:5
Chains:4
Ammo:25
Shots/Clip:5
Thermal Detonators
-Thermal Detonators
Damage:75.65
Ammo: 4
Mines
-Mines
Damage (Vehicle): 510.00
Ammo:4
Auto Turret Dispensers
-Auto Turret
Armor:8+
Ammo:1
Damage: (Use Pistol Damage to grade for each shot)
Det-pack
-Detpack
Damage: 512.63
Ammo:3
Health & Ammo Dispenser
-Health/Ammo Pack
Ammo:5
Damage(Restore):
Ammo(Restore):
Remote Droid.
-Recon Droid
Armor:2-
Damage(Blaster): 1
Overheat:12
Damage(SelfDestruct): Unknown
Damage(OrbitalStrikeBeacon): Unknown
Imperial Vehicles:
==========================================================
Speeder Bike
Factions: Rebel Alliance, Republic, Galactic Empire
Crew/Passengers: 1
Weaponry: 1 rapid-fire laser cannon
Critical Hit Location: None
Piloting it: Just like the STAP, this vehicle also has pitiful lateral and
reverse movement. My strategy is to take strafing runs against the thickest
part of the enemies, make a U-turn WHILE STILL MOVING by just turning the R- stick. The weaponry overheats in about 3 seconds or so, so begin the firing just as you hit the group. NEVER STOP MOVING!!!
Fighting it: If you can manage it, the IFT-X laser cannons can do the job
quickly, assuming you manage to hit the Bike. As a heavy trooper (missile
launcher), you will have to be extremely lucky to land a hit if it is still,
it may move at the last minute. You will have to be even luckier if the Bike
is moving, unless it is headed straight towards you or away from you.
Engineers can plant detpacks and hope the Bike goes over them. Mines work too. Good snipers can pick off the drivers then use the Bike as bait to get others. In any case, you can grab a pistol/rifle/shotgun and get personal
too.
IFT-X Speeder
Factions: Galactic Empire
Crew/Passengers: 2
Weaponry: 2 laser cannons
2 Concussion Missile Launchers
1 beam turret
Critical Hit Location: the circle on the rear panel of the tank.
Piloting it: the missile launchers are valuable against clusters of infantry
and enemy tanks. They fire in pairs, so don't miss. For tank-to-tank
engagements, strafe a lot, boost behind your enemy, or both. If you see
you're going to lose, ditch out and try to hack/detpacks/time bomb the enemy if you can. You are at a supreme disadvantage if your turret isn't manned in a tank battle. It clears away infantry and does damage to enemies quickly.
Fighting it: try to get behind the tank near the Critical Point while shooting the turret controller, if present. This tank can rotate fast enough be annoying. In a tank, you NEED to dodge those missiles!!! As a soldier, make sure no one gets in that turret once it's empty and unload your odinance into it. If you want to, you can jump onto the tank, and get behind it It is great for gloating against other human players.
AT-ST
Faction: Empire
Crew/Passengers:2
Weaponry: 2 laser cannons
2 particle cannons
1 gunner-guided missile launcher
Critical Hit Location: Block behind and under cockpit (between legs)
Piloting it: The speed on this is a moderate one, not to fast, not too slow.
The cannons on this baby last about 4 seconds before overheating. The
particle cannon provides the firepower necessary to take down turrets and the Ocasional snowspeeder. The particle cannon as the "explosive bullet" effect, so use it on groups of enemies. The secondary position, the rocket
controller, isn't super for direct contact fights, so just have your gunner
firing missiles at all times. Groups of enemies are great with this. Make
sure your gunner boosts the rocket all the way before impact.
Fighting it: The head doesn't turn all the way on its neck like some sort of
owl, and this is what you need to take advantage of. The AT-ST has fair
rotation, but this can be nullified. Just stay behind it and shoot for the
block. In a snowspeeder, don't travel in a straight line, the particle cannon
is very strong.
AT-AT
Faction: Galactic Empire
Crew/Passengers: 2
Weaponry: 2 heavy laser cannons
2 Medium Laser Cannons
2 particle cannons
Critical Hit Location: Neck behind head
Piloting it: Finally. One of the games biggest behemoths in the game is
yours. But the bigger they are, the harder they fall, right? Let's just not
fall, okay? The heavy laser cannons do a good amount of damage, supposing you hit the enemy directly. No explosive lasers here. But the particle cannon is a different story. Nice big explosion big enough to blow a turret to Timbuktu in one hit. These sick puppies are fast (the bullet) and accurate. A good shot can take down a snowspeeder from across the map. It is a one hit kill, by the way. Enemies will undoubtedly try to get under you by sneaking and/or tauntauns. Blow them up. Blow them all up. I have a new snowspeeder strategy I found. The AI's are bad at the tow cable shots, and some humans are too. When the speeder comes around the front, find the right angle to fire at and take a pot shot. Then, once you know the angle, begin firing the primary cannons right before he gets there. Use the particle cannons and see if you hit with those too.
Fighting it: The dish turrets work surprisingly well if you get fully charged
shots on this giant beast's neck (not too hard). You can't fire a cable shot
from a snowspeeder and then switch back (as far as I know), so use the
snowspeeder's particle cannons. Use the cable if you have a competent gunner. Don't any sort of infantry and try and kill it up close unless they have very little reinforcements. Rockets are generally accurate enough to hit it, and if you're lucky, its neck.
NEUTREAL VEHICLES:
Tauntaun
Faction: Neutral
Crew/Passengers: 1
Weaponry: none
Critical Hit Location: none
Piloting it: since you have no guns, tauntauns are just a means of
transportation. Don't get shot.
Fighting it: mines, sniper rifles, and blaster rifles are all good choices
(besides the walkers)
Hoth Tank Cannon Turret
Faction: Neutral
Crew/Passengers: 1
Weaponry: 1 heavy anti-infantry cannon
Critical Hit Location: none
Piloting it: Fire in two's or three's. You are completely protected form
small arms fire. (YOU, NOT the turret. It is a massive target for grenades
and rockets, so watch out. If the AT-AT head looks directly at you, bail out.
The particle cannons on that sucker can blow you away. The fast fire rate is
great for large groups of infantry.
Fighting it: rockets, grenades, AT-AT's, AT-ST's, dish turrets
Hoth Anti Vehicle Dish Turret
Faction: Neutral
Crew/Passengers: 1
Weaponry: 1 heavy-duty anti-vehicular cannon
Critical Hit Location: none
Piloting it: it's not called an anti-vehicle cannon for nothing. This sweet
puppy can blow the stuffing out of AT-ST's and AT-AT's, and it is even better
if you hit the Critical Hit spots. This gun can charge up really nice, and
don't forget it. If there is an infantry rush, either go for an anti-infantry
cannon or pull out your trusty sidearm. It can blow up turrets, too!
Fighting it: grenades, rockets, other dish turrets, get behind it and kill
the gunner.
Beam Cannon Turret or Laser Cannon Turret
Factions: Neutral
Crew/Passengers: 1
Weaponry: 1 Laser cannon
OR
1 Beam cannon
Critical Hit Location: none
Piloting (using) it:
Laser Cannon: Fires about 15 lasers in succession before overheating. I
recommend firing in two's, three's, or four's, to prevent overheating while
still keeping up the fire rate. It has a scope for longer ranges. If someone
gets up close, get out. It's the smart thing to do, seeing as they can shoot
you out and run around you in circles.
Beam Cannon: does OK vehicle damage, but a whole burst can kill a soldier,
and you can sweep the beam across large groups back and forth. If they are
too far away, don't go for headshots unless you're feeling lucky. Medium fire
rate.
Covenant Plasma Cannon
This is the Covenants small turret, and it's fairly strong too. It shoots
plasma fast, and never overheats. Again, don't use turrets on Legendary,
because the enemy will kill you fast. This turret is on most levels.
Shades
Crew- 1
Armaments- Single rapid-fire plasma turret.
Special Features- Energy shield array.
Description-
A new improvement on the older Shade stationary turrets, this new Covenant
weapon can pin down an ill-prepared enemy squad.
Strategies-
-Very noticeable due to the large shield array, you should attempt to take out any potential gunners as quickly as possible. Grunts are the most common aliens to use these turrets, aim for the exposed top of their bodies.
-Despite the shield array, prolonged energy fire or explosive will negate its protection. Enough firepower can destroy the turret entirely.
This is much larger then the other turrets, and you actually sit in it. It has
a plasma shield to protect you from the front, it shoots fairly fast and
accurately, and it can rotate 360 degrees, and up and down. So it's useful, as
long as you're not on Legendary. You can find these in outdoor levels only.
==========================================================
Oh yes, Only In Game Cannon counts in this thread, please refrain from bringing in outside game canon unless absolutely nessisary
Consider all contenders to be set at their maximum difficulty levels.
The Arbiter and Vader lead their respective armies in this battle.
1: Elites Get their usual Covenant weapons and Vehicles (NO Scarabs)
2: There are only ground forces in this fight. Exept for Banchees in place of Snowspeeders.
3: Anything else is fair game.
Now who wins?
Here are the Elite Classes:
-Elite-
Classes-
Blue (rookie)
Red/Orange (veteran)
Gold (command)
Black (spec. ops.)
White "Ultra" (spec. ops. command)
Blue Jetpacker (aerial assault/ranger)
Honor Guard (Prophet guardians)
White/Silver, Gold "Praetor" (ceremonial)
Elite Weapons:
==========================================================
Plasma Rifle (Some carry two of these at a time)
Battery- Roughly 400 Shots to Deplete
Overheats At- About 24 Shots
Cool Down Time- 3 Seconds [3.5 Seconds]
Rate of Fire- 4 Seconds
Accuracy- Poor
Range- Short
Damage- 7/10
Summary- For some reason, not many people like to use this gun. I'm not sure
why, because it does just fine when you're trying to kill something, or remove
its shields. Though, this gun just takes forever to kill enemies on Legendary.
This gun gets very inaccurate when you shoot rapid fire.
Plasma Pistol (Again, some carry them in pairs)
Battery- Roughly 250 Shots to Deplete, (10 Shots)
Overheats At- About 25 Shots (1 Shot)
Cool Down Time- 2 Seconds [2 Seconds]
Rate of Fire- 3 Seconds
Accuracy- Decent
Range- Short (Medium)
Damage- 3/10
Summary- The weakest of the Covenant weapons damage wise. However, it does have other uses which I'll put in tactics. Its accuracy is ok as long as you don't shoot it overly fast. Also, dual wielding this gun is actually pretty pointless in my opinion. I gave this gun such a high rating just because of what it can be useful for.
Needlers (And Again)
Clip Capacity- 30
Ammo Capacity- 90 [180]
Reload Time- 2 Seconds [2 Seconds]
Rate of Fire- 6 Seconds
Accuracy- Good
Range- Short to Medium
Damage- 10/10
Summary- I like explosions, and this weapon can cause them. This is a really
cool weapon. It shoots, well, needles that explode inside your enemy. And if
you shoot enough, they explode quite violently. Also, if it's not nice enough
already, the needles home in on the enemy. With doubles, things explode all
the time.
Energy Swords
Battery- Loses Roughly 10 Energy Per Hit (Infinite on Multiplayer)
Rate of Swinging- .5 Seconds
Accuracy- Excellent
Range- Short
Damage- 10/10
Summary- It's a sword, so it has to be good right? Right. This weapon is
awesome. The best close-range killing weapon in the game. There are two ways to use it, normal slashing, and lunging. You can lunge when you're aiming cursor turns red, you just press the R-Button. To do normal slashing, press the B button. The R-button also slashes when you are not locked-on.
Covenant Carbines
Clip Capacity- 18
Ammo Capacity- 72
Reload Time- 2.5 Seconds
Rate of Fire- 4 Seconds
Accuracy- Good
Range- Short to Medium
Damage- 8/10
Summary- This gun is fairly decent. It's basically the Covenant Battle Rifle.
It has 2 x magnification, and it holds 72 shots. This gun just seems to do
awesome for head shooting. It always kills the enemy if you shoot it in the
head, unless it has a helmet or shield. It has good accuracy, does fairly good
damage, and is an overall balanced gun.
Fuel Rod Launchers
Clip Capacity- 5
Ammo Capacity- 25
Reload Time- 2 Seconds
Rate of Fire- 4.5 Seconds
Accuracy- Good
Range- Medium to Long
Damage- 9/10
Summary- Another weapon that causes booms. I love it. This gun can shoot its boomers semi-rapid fire, and also can hold quite a lot of ammo. It does good damage as well.
Plasma Grenades
This is the Covenant grenade, and is quite lovely. It can stick to the enemy!
It can also stick to vehicles. An enemy always dies if you can stick a plasma
grenade to 'em, and its fun to watch them running around before they explode. If you miss the enemy, it has a good blast radius, and can still do damage.
Active Cammoflage
Elite Vehicles:
==========================================================
Ghosts
Crew- 1
Armaments- Dual plasma cannons
Special Features- Speed boost (weapon's inoperative when using this feature).
Description-
The single most common vehicle in Halo 2 is the Ghost. A reconnaissance
vehicle, the Ghost is still no stranger to the battlefield. Piloted by Elites (and later Brutes, Grunts), the Ghost can make quick work of ground infantry with their plasma cannons, or when subtlety isn't an issue, a quick run-over.
Strategies-
-Always attempt to combat Ghosts while in other vehicles, or when armed
with a rocket launcher. Ghosts can be deadly to players on foot.
-The Ghost's weapon accuracy has been increased from Halo: CE, now you can hold down the fire button and unleash a stream of blue death without missing.
-Use the speed boost to quickly run over enemies and avoid having them
boarding your vehicle. Of course you should always try to steal a ride yourself.
Weapon: Twin Plasma Cannons
Rate of Fire- .1 Seconds, I think
Accuracy- Good
Range- Short to Medium
Damage- 9/10
Summary- Quite a nice weapon, but only against infantry. This weapon is not the best for other vehicles. But when you're shooting enemies, it works great. This Is probably the quickest way to send hundreds of plasma bolts at your enemy. The sheer number of plasma bolts this thing can fire is enough to make you happy.
Wraiths
Crew- 1
Armaments- Mortar cannon, dual plasma cannons (AI only)
Special Features- Speed boost (weapon's inoperative when using this feature).
Description-
The premier heavy vehicle in the Covenant army, the Wraith mortar tank rains
destructive plasma down on all enemies. As expected, they are much more
durable than other Covenant land vehicles and can withstand a direct rocket
hit.
Strategies-
-When fighting Wraiths, do one of two things, attack from a distance or close quickly and hijack the vehicle. When close, beware of the dual plasma cannons that comes into play. Wraiths may also try to ram you with their speed boost.
-The Wraith's arcing shot makes it a fairly slow projectile when firing on long-distance targets. They can still prove to be quite accurate, particularly in higher difficulties. Always be on the move when engaging a Wraith.
-The Wraith boasts one of the most powerful weapons in the game. Accuracy is a non-issue, use splash damage against enemy infantry and vehicles.
-When swarmed by large numbers of Ghosts, use the speed boost offensively. Know that using speed boost on Ghosts can damage or even destroy them! At the very least, this will herd the vehicles, making them easy targets for the mortar.
Weapon: Plasma Mortar Cannon
Rate of Fire- 3 Seconds
Accuracy- Decentish?
Range- Short to Medium
Damage- 10/10
Summary- Oh yeah, another boom-causer. But just because it can cause explosions doesn't mean it's the best. It has a considerable draw-back on the battlefield. The mortar freaking lobs from the tank. Its not a direct shot, it lobs it into the air like a catapult. Not the best way to blow stuff up. Sure, it's powerful, but trying to be accurate with the lob-shot can be difficult.
Secondary Weapon: Twin Plasma Cannons
I just wanted to mention that the Wraith has plasma Cannons, but only NPCs can use them for some reason... (Note From Darkstorm Zero: For the purposes of this debate, consider any player able to use these guns... They share the same profile as the Ghost and Banshee Twin Plasma Cannons)
Banshees
Crew- 1
Armaments- Dual plasma cannons, fuel rod gun (SP only).
Special Features- Speed boost, barrel rolls, and loop-de-loops (weapon's
inoperative when using these features).
Description-
The single fighter in the Covenant army, the Banshee nevertheless lives up to
its role with powerful weaponry and nimble agility. Present only in specific
campaign missions (you are almost always in vehicles when encountering
them), the Banshee is a deadly unit in its own right.
Strategies-
-The plasma cannon is more accurate. Hold down the fire button and let it loose!
-The Banshee is more fragile now, use its numerous maneuvers to avoid enemy fire. Especially beware of fuel rod shots from ground troops.
-Use the speed boost to quickly close or gain distance against foes.
-Although this has never happened to me, it may be possible for Elites to hijack Banshees, do not approach them.
Weapon: Twin Plasma Cannons
Rate of Fire- .1 Seconds, I Think
Accuracy- Decent
Range- Short to Medium
Damage- 9/10
Summary- Refer to the ghost weapon summary for details- it's the same weapon.
Secondary Weapon: Fuel Rod Launcher
Rate of Fire- 2.5 Seconds
Accuracy- Decent
Range- Medium
Damage- 10/10
Summary- Now this is probably your favorite weapon on the Banshee. It's simply a Fuel-Rod Cannon attached to the Banshee. Despite the fact that it cant shoot rapid fire. Anyway, use this whenever possible, cause a boom is better then no boom.
Spectres
Crew- 4 (one driver, one gunner, two side passengers)
Armaments- Single rapid fire Plasma Turret
Special Features- Speed boost.
Description-
New to the Halo universe, the Spectre is the Covenant's answer to the Warthog. Like other Covenant land vehicles, the Spectre hovers above the landscape, and therefore can travel smoothly over any terrain.
Strategies-
-The Spectre, like all Covenant land vehicles, is capable of strafing,
use this ability to combat enemy vehicles.
-The Spectre is actually quite fragile and vulnerable to rollovers. Beware when
maneuvering.
Weapon: Plasma Cannon
Rate of Fire- .1 Seconds, I Think
Accuracy- Good
Range- Short to Medium
Damage- 9/10
Summary- Unlike the other Covenant vehicle Plasma Cannons, this one is a rear mounted gun that has to be mounted by a gunner. Which boosts the accuracy up a bit. The Spectre can actually have a nice amount of fire power, with a gunner, and two people sitting on the sides. Also, don't forget that you can boost-ram enemies if needed.
Shadows (These are the larger hover transporters found on the Underground Highway levels of Halo 2, they have a single Plasma Turret that has to be operated separately and may carry a spare Ghost.)
Crew- 2 (one driver, one gunner), 8 passengers.
Armaments- Single rapid fire plasma turret.
Special Features- Can transport passengers or Ghosts.
Description-
The Shadow is another new Covenant vehicle. It only appears in one campaign mission however. Although you can man the single plasma turret on this vehicle, you cannot pilot it.
Strategies-
-Being a transport, the Shadow is lightly armed. Take out the gunner in the overhead turret first, then take out the driver or the vehicle itself at your leisure.
-The Shadows carry Ghosts, an ideal ride if you happen to lose yours.
Weapon: I put this here because you can still use it, but not against anything. It has no stats because there is no way to figure them out. Anyway, this is on the back of those big slow purple vehicle things in the Second Level. The gun is on the top, and you can use it if you can kill the gunner and pilot. It shoots the big red plasma a Phantom shoots extremely fast. It would be cool if you could use it more often, but you can't. (Note from Darkstorm: These share the same profile as the Plasma Turret (Shade) Below.
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The 501st get their usual stuff on the battle of Hoth map in Battlefront 2:
Imperial Weapons:
Blaster Rifles
-Blaster Rifle
Damage:1.33
Ammo:250
Shot/Clip:50
-(Elite Rifle)
Damage:2.67
Ammo:144
Shot/Clip:36
Shot/Burst:3
Blaster Pistols
-Blaster Pistol
Damage:1
Overheat:10
-(Precision Pistol)
Damage:2.5
Ammo: 96
Shots/Clip:16
Scope:x1
Rocket Launchers
-Rocket Launcher
Damage(Soldiers): 23
Damage(Vehicle): 173.86
Ammo:7
Shots/Clip:1
-(Guided Rockets)
Damage:17.5
Damage(boost):25
Ammo:5
Shots/Clip:1
Sniper Rifles
-Sniper Rifle
Damage:5
Ammo:35
Shot/Clip:5
Scope:x1,x2
-(Beam Rifle)
Damage:12
Scope:x1.75
Blast Cannon
-Shotgun
Damage:1.04
Ammo:320
Shots/Clip:40
Shots/Burst:8
-(Flechette Shotgun)
Damage:1.33
Ammo:252
Shots/Clip:42
Shots/Burst:7
Fusion Cutter
N/A (Is used to repair friendly vehicles and turrets, and to slice into enemy vehicles for hostile takeover Note: Mobile Command Posts cannot be sliced)
Mortar Launcher
-Mortar Launcher
Damage:134.5
Ammo:25
Shots/Clip:5
Sonic Gun
-Sonic Blaster
Damage(soldier):2.3
Damage(vehicle):16.5
Ammo:35
Shots/Clip:7
Arch Caster
-Arc Caster
Damage:5
Chains:4
Ammo:25
Shots/Clip:5
Thermal Detonators
-Thermal Detonators
Damage:75.65
Ammo: 4
Mines
-Mines
Damage (Vehicle): 510.00
Ammo:4
Auto Turret Dispensers
-Auto Turret
Armor:8+
Ammo:1
Damage: (Use Pistol Damage to grade for each shot)
Det-pack
-Detpack
Damage: 512.63
Ammo:3
Health & Ammo Dispenser
-Health/Ammo Pack
Ammo:5
Damage(Restore):
Ammo(Restore):
Remote Droid.
-Recon Droid
Armor:2-
Damage(Blaster): 1
Overheat:12
Damage(SelfDestruct): Unknown
Damage(OrbitalStrikeBeacon): Unknown
Imperial Vehicles:
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Speeder Bike
Factions: Rebel Alliance, Republic, Galactic Empire
Crew/Passengers: 1
Weaponry: 1 rapid-fire laser cannon
Critical Hit Location: None
Piloting it: Just like the STAP, this vehicle also has pitiful lateral and
reverse movement. My strategy is to take strafing runs against the thickest
part of the enemies, make a U-turn WHILE STILL MOVING by just turning the R- stick. The weaponry overheats in about 3 seconds or so, so begin the firing just as you hit the group. NEVER STOP MOVING!!!
Fighting it: If you can manage it, the IFT-X laser cannons can do the job
quickly, assuming you manage to hit the Bike. As a heavy trooper (missile
launcher), you will have to be extremely lucky to land a hit if it is still,
it may move at the last minute. You will have to be even luckier if the Bike
is moving, unless it is headed straight towards you or away from you.
Engineers can plant detpacks and hope the Bike goes over them. Mines work too. Good snipers can pick off the drivers then use the Bike as bait to get others. In any case, you can grab a pistol/rifle/shotgun and get personal
too.
IFT-X Speeder
Factions: Galactic Empire
Crew/Passengers: 2
Weaponry: 2 laser cannons
2 Concussion Missile Launchers
1 beam turret
Critical Hit Location: the circle on the rear panel of the tank.
Piloting it: the missile launchers are valuable against clusters of infantry
and enemy tanks. They fire in pairs, so don't miss. For tank-to-tank
engagements, strafe a lot, boost behind your enemy, or both. If you see
you're going to lose, ditch out and try to hack/detpacks/time bomb the enemy if you can. You are at a supreme disadvantage if your turret isn't manned in a tank battle. It clears away infantry and does damage to enemies quickly.
Fighting it: try to get behind the tank near the Critical Point while shooting the turret controller, if present. This tank can rotate fast enough be annoying. In a tank, you NEED to dodge those missiles!!! As a soldier, make sure no one gets in that turret once it's empty and unload your odinance into it. If you want to, you can jump onto the tank, and get behind it It is great for gloating against other human players.
AT-ST
Faction: Empire
Crew/Passengers:2
Weaponry: 2 laser cannons
2 particle cannons
1 gunner-guided missile launcher
Critical Hit Location: Block behind and under cockpit (between legs)
Piloting it: The speed on this is a moderate one, not to fast, not too slow.
The cannons on this baby last about 4 seconds before overheating. The
particle cannon provides the firepower necessary to take down turrets and the Ocasional snowspeeder. The particle cannon as the "explosive bullet" effect, so use it on groups of enemies. The secondary position, the rocket
controller, isn't super for direct contact fights, so just have your gunner
firing missiles at all times. Groups of enemies are great with this. Make
sure your gunner boosts the rocket all the way before impact.
Fighting it: The head doesn't turn all the way on its neck like some sort of
owl, and this is what you need to take advantage of. The AT-ST has fair
rotation, but this can be nullified. Just stay behind it and shoot for the
block. In a snowspeeder, don't travel in a straight line, the particle cannon
is very strong.
AT-AT
Faction: Galactic Empire
Crew/Passengers: 2
Weaponry: 2 heavy laser cannons
2 Medium Laser Cannons
2 particle cannons
Critical Hit Location: Neck behind head
Piloting it: Finally. One of the games biggest behemoths in the game is
yours. But the bigger they are, the harder they fall, right? Let's just not
fall, okay? The heavy laser cannons do a good amount of damage, supposing you hit the enemy directly. No explosive lasers here. But the particle cannon is a different story. Nice big explosion big enough to blow a turret to Timbuktu in one hit. These sick puppies are fast (the bullet) and accurate. A good shot can take down a snowspeeder from across the map. It is a one hit kill, by the way. Enemies will undoubtedly try to get under you by sneaking and/or tauntauns. Blow them up. Blow them all up. I have a new snowspeeder strategy I found. The AI's are bad at the tow cable shots, and some humans are too. When the speeder comes around the front, find the right angle to fire at and take a pot shot. Then, once you know the angle, begin firing the primary cannons right before he gets there. Use the particle cannons and see if you hit with those too.
Fighting it: The dish turrets work surprisingly well if you get fully charged
shots on this giant beast's neck (not too hard). You can't fire a cable shot
from a snowspeeder and then switch back (as far as I know), so use the
snowspeeder's particle cannons. Use the cable if you have a competent gunner. Don't any sort of infantry and try and kill it up close unless they have very little reinforcements. Rockets are generally accurate enough to hit it, and if you're lucky, its neck.
NEUTREAL VEHICLES:
Tauntaun
Faction: Neutral
Crew/Passengers: 1
Weaponry: none
Critical Hit Location: none
Piloting it: since you have no guns, tauntauns are just a means of
transportation. Don't get shot.
Fighting it: mines, sniper rifles, and blaster rifles are all good choices
(besides the walkers)
Hoth Tank Cannon Turret
Faction: Neutral
Crew/Passengers: 1
Weaponry: 1 heavy anti-infantry cannon
Critical Hit Location: none
Piloting it: Fire in two's or three's. You are completely protected form
small arms fire. (YOU, NOT the turret. It is a massive target for grenades
and rockets, so watch out. If the AT-AT head looks directly at you, bail out.
The particle cannons on that sucker can blow you away. The fast fire rate is
great for large groups of infantry.
Fighting it: rockets, grenades, AT-AT's, AT-ST's, dish turrets
Hoth Anti Vehicle Dish Turret
Faction: Neutral
Crew/Passengers: 1
Weaponry: 1 heavy-duty anti-vehicular cannon
Critical Hit Location: none
Piloting it: it's not called an anti-vehicle cannon for nothing. This sweet
puppy can blow the stuffing out of AT-ST's and AT-AT's, and it is even better
if you hit the Critical Hit spots. This gun can charge up really nice, and
don't forget it. If there is an infantry rush, either go for an anti-infantry
cannon or pull out your trusty sidearm. It can blow up turrets, too!
Fighting it: grenades, rockets, other dish turrets, get behind it and kill
the gunner.
Beam Cannon Turret or Laser Cannon Turret
Factions: Neutral
Crew/Passengers: 1
Weaponry: 1 Laser cannon
OR
1 Beam cannon
Critical Hit Location: none
Piloting (using) it:
Laser Cannon: Fires about 15 lasers in succession before overheating. I
recommend firing in two's, three's, or four's, to prevent overheating while
still keeping up the fire rate. It has a scope for longer ranges. If someone
gets up close, get out. It's the smart thing to do, seeing as they can shoot
you out and run around you in circles.
Beam Cannon: does OK vehicle damage, but a whole burst can kill a soldier,
and you can sweep the beam across large groups back and forth. If they are
too far away, don't go for headshots unless you're feeling lucky. Medium fire
rate.
Covenant Plasma Cannon
This is the Covenants small turret, and it's fairly strong too. It shoots
plasma fast, and never overheats. Again, don't use turrets on Legendary,
because the enemy will kill you fast. This turret is on most levels.
Shades
Crew- 1
Armaments- Single rapid-fire plasma turret.
Special Features- Energy shield array.
Description-
A new improvement on the older Shade stationary turrets, this new Covenant
weapon can pin down an ill-prepared enemy squad.
Strategies-
-Very noticeable due to the large shield array, you should attempt to take out any potential gunners as quickly as possible. Grunts are the most common aliens to use these turrets, aim for the exposed top of their bodies.
-Despite the shield array, prolonged energy fire or explosive will negate its protection. Enough firepower can destroy the turret entirely.
This is much larger then the other turrets, and you actually sit in it. It has
a plasma shield to protect you from the front, it shoots fairly fast and
accurately, and it can rotate 360 degrees, and up and down. So it's useful, as
long as you're not on Legendary. You can find these in outdoor levels only.
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Oh yes, Only In Game Cannon counts in this thread, please refrain from bringing in outside game canon unless absolutely nessisary
Consider all contenders to be set at their maximum difficulty levels.
The Arbiter and Vader lead their respective armies in this battle.