Its day one of the Review Frenzy Halo Madness!
Today’s review comes from DM7000. He analyzes every weapon and gives his impressions on the balance and usability of each.
Check it out!
Assault Rifle MA5c ICWS
– 32 rounds per magazine.

Balance
– I think this weapon strikes a perfect balance, it’s not too strong but it also isn’t weak to the point where you will never use it. You almost always start with an AR so getting your hands on one isn’t too difficult.
– This weapon doesn’t really have a counter weapon unless you start getting into very long range fights, in that case the BR (Battle Rifle) will have the advantage as will the Sniper and the Carbine.
– The only major drawback I could come up with is the small amount of ammo that it has. However, this is easily remedied by using it in short bursts and reloading whenever necessary.
Usability
– You will almost always pick it up since you almost always start with it in most matchmaking games as well as most campaign levels.
-Whenever I play I always keep one of my guns as an AR, it has so many uses that it will come in handy in most situations.
– As I previously mentioned, the only situation where you would not want it is if you are in a long range fight against a BR, sniper or Carbine.
Battle Rifle BR55HB SR
– 36 rounds per magazine

Balance
– Compared to its Halo 2 counterpart, this BR is significantly weaker.
– At close range, the BR is easily beaten by the AR and most combination of dual-wieled weapons. At long range, while much better, the Carbine will often beat it.
– It’s extra range over the AR makes it better in long range situations but otherwise there is nothing that makes this weapon great.
Usability
– The only time I pick this up if it’s right next to me and I have no way of getting a carbine.
– Personally, I think the BR is one of the worst weapons in Halo 3, now I realize many people might disagree with me but its my opinion.
Submachine Gun M7/Caseless
– Dual-wieldable
– 60 rounds per magazine

Balance
– It’s a decent weapon but more often than not you will have an easier time finding Spikers or a pair of Maulers.
– Any long range weapon (at long range of course) will make short work of the SMG.
– One of the things I found odd about this weapon is that the melee attack seems to be significantly slower than other weapons of the same size. For me, this is a huge issue as I heavily rely on melee attacks to take down my enemies.
Usability
– As I said before, for some reason this weapon seems to be in extremely short supply, having only found it once or twice in matchmaking.
– I would prefer this to spikers and plasma rifles but the low supply seems to go against that.
– The SMG is best used on 1v1 situation the best strategy for it would be to stay at a medium-short distance and just unload all of it on your enemy, if he doesn’t die just throw a grenade or move in for a melee kill.
Pistol M6G
– Dual-Wieldable
– 12 rounds per magazine.

Balance
– It’s a pretty powerful weapon only taking a few shots to the head to put someone down.
– However, almost any weapon will have an advantage over since it will only work in short range situations.
– One of the major drawbacks of the Pistol is it’s low firing speed. Aside from the sniper it has one of the lowest rates of fire of all of the weapons.
Usability
– I highly dislike this weapon, and I will not pick it up if I have a choice to pick up anything else.
– I guess its best use is for lowering shields as it only takes a couple shots but its slow rate of fire makes it one of the worst weapons in the game.
Shotgun M90A CAWS
– 6 shells per full reload.

Balance
– This is a very powerful weapon taking only one or two hits to take someone down at close range.
– Almost any weapon can counter it as long as they do not get in to the shotguns range.
– The biggest disadvantage for the shotgun is its extremely low range however it’s extreme power more than makes up for it.
Usability
– I pick the shotgun whenever I can, it’s just so useful.
– The shotgun is strictly an anti-infantry weapon so don’t expect to take down a tank with it.
Sniper Rifle SRS 99D AM
– 4 rounds per magazine

Balance
– This is the shotgun’s range counterpart. Capable of taking you down in one or two shots but utterly useless when it comes to close range combat.
– As long as you get into close range you have a much higher chance of taking down the sniper however they still might get a lucky shot in and kill you.
– The sniper seems a lot slower than it was in Halo 2 so the speed of shots is a small disadvantage.
Usability
– Much like the shotgun, I pick up the sniper whenever possible.
– Also like the shotgun, it is an anti-infantry weapon so it takes a large amount of skill to take down a vehicle with it.
Rocket Launcher M41 SSR MAW/AW
– 2 Rockets per load

Balance
– An extremely powerful weapon that takes one shot to take you down (two if the user isn’t that great)
– The only counter to this weapon is the user itself, if they misjudge shots they will be taken down.
– Aside from it’s extremely low ammo count, it has almost no disadvantages.
– It is hard to hit targets at long range unless they are stationary.
Usability
– Unless I already have two good weapons, there is always room for the rocket launcher.
– The rockets work for any job necessary, be it anti-vehicle or anti-infantry.
Spartan Laser WAV M6 GGNR
– 5 shots per charge.

Balance
– A powerful one-hit weapon.
– The biggest drawback that it has is it’s charging time in which any enemy could essentially take you down.
Usability
– Personally, I try to stay away from this weapon since I am extremely bad with it. However, I have seen it devastate an entire team in just a couple shots.
– This is one of those weapons that was meant for anti-vehicle but people are using it as an anti-infantry weapon.
Plasma Pistol
– Dual-wieldable
– 100-150kV, 2-3 dA

Balance
– The plasma pistol can be unstoppable in the right hands. With a fully charged shot having the ability to completly get rid of your enemies shields.
– It does have it’s down sides as the full plasma shot is rather easy to dodge and aside from that, it has no other good abilities.
Usability
– The main use for the Plasma Pistol is to support your secondary weapon or to even support another team mate.
– When ever you have the plasma pistol, you need to always have a secondary weapon, be it a second dual wieldable weapon or a weapon where you can get a headshot with like an AR or a Carbine
– As I mentioned before it takes some practice to get good with the plasma pistol since if you miss the first charged shot that can put you at a complete disadvantage.
Plasma Rifle
– Dual-wieldable
– 420-600 Rounds per Minute

Balance
– The Plasma Rifle is a decent weapon that is often ignored since by itself it cannot take someone down very easily.
– Much like the plasma pistol you always want to have a secondary gun ready since it can take down shields but it can’t make the actual kill(well it can but it takes forever).
Usability
-Much like the plasma pistol, the rifle acts as a support weapon. However it is able to stand on its own do to the rate of fire it has and the damage it can do.
-You never, ever want to try and take down a vehicle with a plasma based weapon so both the pistol and rifle are anti-infantry only.
Brute Spiker
– Dual-wieldable
– 48 Spikes per Magazine

Balance
– The spiker is, in my opinion, a rather bad weapon. It’s not very strong and it’s not very fast.
– The only thing that does make the spiker worthwhile is its good melee attack since it’s a bit more powerful than other weapons and it’s very fast.
– One thing that i kept running into was that the ammo for the spiker seem to run out almost instanteniously.
Usability
– If I can find it, I try to keep a Spiker as a back up weapon since it’s strong melee is a good advantage over other guns.
– However, I prefer the SMG and the Maulers over the spiker since they seem to do more damage with their shots.
– The Spiker does have longer range than the SMG and Mauler.
Brute Mauler
– Dual-wieldable
– 5 rounds per magazine

Balance
– This weapon is perhaps my favorite new weapon.
– The maulers have very low range and low accuracy. Now why would I love it? Because it packs a huge punch.
– Much like the human shotgun the mauler is capable of taking someone down in one shot, and even if you miss one hit from it’s very quick melee should take them down.
Usability
– I always pick Maulers up they are just that good.
– The only situation where I would not use them is in long range fights.
Needler
– 30 Needles per Magazine

Balance
– Now at first glance the needler seems like a very weak weapon but most of us that have played Halo 2 know its secret.
– Once you get enough needles into an opponent, they explode and it’s not a small explosion. The explosion has the ability to take down another enemy if they are standing close enough.
– Now of course it has a disadvantage, the needles have very low accuracy so its hard to get them in your enemy.
Usability
– I like the needler but unfortunately there are better weapons that will be more useful in almost all situations.
– I personally prefer the AR or BR to the needler if I can get them.
Carbine
– 36 Shots per Magazine

Balance
– The Carbine has a good balance of power and speed.
– In the end it comes down to how fast you can press the trigger and keep your target on the sights.
– The best ability the Carbine has is how easy it is to get a headshot with it.
Usability
– I always try either have a Carbine or a BR handy since they are amazing in long range combat.
– Usually I do prefer a Carbine over a BR since, for me, it seems to kill enemies faster.
Brute Shot
– 6 Rounds per Load

Balance
– The brute shot is an odd weapon since it almost works like a slightly weaker version of the rocket launcher.
– If you are able to get 4-5 shots into an enemy you will be able to take them down.
– Another aspect of the brute shot that is rather unorthodox is that the shots can bounce into weird angles so it’s often unexpected.
Usability
– The brute shot is a great weapon since it’s powerful and very flexible.
– It’s usable in almost all situations since it’s very strong against infantry and vehicle.
– The only thing I don’t like about it is the low ammo count it has. But aside from that it’s a great weapon.
Fuel Rod Cannon
– 4 Shots per load.

Balance
– The fuel rod is powerful yet not as powerful as one would expect it to be.
– It’s supposed to act as the counterpart to the human rocket launcher yet it is not as strong since you will have a much harder time getting a one hit kill with it.
Usability
– Even though it is not as strong, the fuel rod makes up for it by having twice as much ammo as the rockets.
-The Fuel rod works against anything and everything so it’s unlikely that you will find a situation where you will have no use for it.
Beam Rifle
– 10 Shots per charge

Balance
– Much like the human sniper, the beam rifle can get a one shot kill if you hit an enemy in the head and a two shot kill if you shoot them anywhere else
– The only big difference it has over the sniper is that the Beam Rifle allows you to shoot two consecutive shots however the rifle will overheat if fired to quickly.
Usability
– I personally prefer the Beam Rifle over the sniper but people have their own preference
– Once again, like the sniper, don’t try to get into any close melee fights if you only have this on hand.
Energy Sword
– 10 uses per Charge

Balance
– This weapon is insanely strong however it has a very short range.
– Most people hate this weapon as they feel it’s out of place in the Halo world. However, I find it a nice change of pace when you have the sword.
Usability
– One small tip, if you find the sword pick it up. Even if you don’t use it, it stops someone else from using it.
– The sword is good but unfortunately it runs out of energy after only 5 kills so don’t expect to go nuts with it like you did in Halo 2.
– In close quarters combat the sword will almost always win.
Gravity Hammer
– 12 uses before depletion

Balance
– This is the brute equivalent of the elite sword.
– Once again it has a short range but it can score a one hit kill if you are close enough.
– Unlike the sword however, the hammer also has another purpose. It can actually propel an enemy far away sometimes even making them fall off the map. This force also causes damage to those not directly hit.
Usability
– Just like the sword, pick it up even if you won’t use it.
– Also like the sword, it runs out of energy pretty fast so don’t expect to be unstoppable forever.
Sentinel Beam

Balance
– Okay, this weapon is a joke. I find it completely worthless since it’s extremely weak and has no good aspects.
– As I said, it has no strengths so don’t even touch it.
Usability
-A quick tip…just don’t even touch the Sentinel Beam. It’s just that bad. Please just stay away from it.