My Halo News.com

The latest news about the Halo series of games from Microsoft

  • MLG Division I Halo Final Wrap-Up

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    MLG has posted a wrapup of their Division I Halo Online Tournament – congrats to FBI GamerGraffix! Thanks, 3Suns.(Louis Wu 12:44:17 UTC)

  • They’re like squirrels, preparing for winter.

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    Over at Bungie.net, you’ll find the latest Halo 3 Humpday writeup; a mean group of Bungie employees went into Halo 3 matchmaking against 3 groups of brand-new players… and destroyed them. As KP accurately points out in the writeup, the tables will turn as soon as enough players learn the ins and outs of the new maps, so Bungie’s taking full advantage of their inside knowledge to build up a few wins – lord knows there won’t be many of them later. Thanks to Jordan117 for noticing.(Louis Wu 12:21:56 UTC)

  • Project Magma Launches Myth Vault

    Project Magma, the guys who keep Myth multiplayer alive and provide patches so the game keeps running on updated operating systems, have launched a new website, Myth Vault, intended to be a catch-all archive for Myth-related files, including films, artworks, and even maps.


  • Keeping The Bungie Edge Sharp

    What Louis Wu says about the article “Inside Bungie” at EDGE magazine is one hundred percent correct; even those who have been peering at Bungie through spyglasses and telescopes for years can learn a lot of new things about the studio in this rare look behind the scenes. Go. Read. NOW.


  • Halo 3 Humpday: Team Skirmish

    This week the Bungie crew went online in the Halo 3 Alpha to dish out some good old-fashioned drubbings as new players took to the newly revised matchmaking test playlists for the first time last night.

  • Bungie – Edge’s Take

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    Edge has posted their January 2007 article on Bungie and Halo 3 online – go give it a read. As is true with most Edge articles, it’s well-written, thought-provoking, and fascinating. Everyone can learn something from this – I learned stuff from this. Where Bungie’s come from, where it might be going – how it’s gonna get there without losing its Bungieness. And yes, Halo plays a pivotal role throughout. Thanks, Drakkari.(Louis Wu 23:23:11 UTC)

  • Halo 3’s MA5C Assault Rifle Details

    Halo 3 Assault Rifle

    Bungie has released details on the new-and-improved “MA5C Individual Combat Weapon System” which is better known as simply, the Assault Rifle. The AR (version MA5B) was a popular spawn weapon in Halo, but mysteriously disappeared in Halo 2. By popular demand (or b/c the SMG was terrible), it is making a comeback in Halo 3. This is not the same AR that you had to immediately “press Y” to switch from, upon spawning, in Halo. It appears that “AR n00bs”, who were the focus of much ridicule and many a 3-shot, back in the Alpha Halo days, may not be nubs at all in Halo 3. Modifications to range, accuracy, magazine capacity, et. al., have all been implemented. Read on for more details courtesy of Bungie.net and Robt McLees.

    Original Story: http://www.bungie.net/News/TopStory.aspx?link=ma5carrrrr

    _____________________________________________________________________________________

    Excerpt from long-term, in-field interview with the soldiers of E2-BAG/1/7.

    MA5C Individual Combat Weapon System

    Official designation: MA5C
    Length (o/a): 88 cm (34.6 in.)
    Length (barrel): 60.7 cm (24 in.)
    Weight (empty): 3.8 kg (8.378 lbs)
    Weight (loaded): 4.1 kg (9.05 lbs)
    Cartridge: 7.62mm x 51 FMJ
    Max. effective range: 300 meters (984 ft)
    Muzzle velocity: 905 m/s (2970 f/s)
    Magazine capacity: 32 rounds
    Rate of fire: 750 – 900 rnds/min
    Unit Replacement cost: 1686.00

    Description:

    The MA5C 7.62mm rifle is an air-cooled, gas-operated, magazine fed weapon designed for automatic fire. The weapon has an attached electronics suite that provides information on rounds remaining in magazine, compass heading, as well as several other “housekeeping” functions.

    Improvements over the MA5B include:

    – a heavier barrel with a 1 in 7 twist;
    – a redesigned cowling to house the electronics suite that reduces weight and increases pointability of weapon;
    – a redesigned handguard which is sturdier and provides a more positive grip.

    Observations:

    Soldiers are very satisfied with this weapon. It performed well in a variety of environments especially given the perceived delicacy of the attached electronics suite. The general consensus is that every infantryman wants a MA5C.

    The most significant negative comment was reference to the MA5C’s lack of a secondary weapon system.

    Remarks:

    “The (MA5C) is the workhorse for us ground-pounders. Just holding it makes you feel like God’s own anti-son-of-a-blam!-machine.”

    “I have slogged through snow and mud and sand with my (MA5C); even got dumped into an open sewer with it and it has never given me a bit of complaint. I trust it like I trust my own arms.”

    “The MA5C is built like a brick outhouse with Venetian blinds. You can pound on a mike foxtrot with it like it was a sledgehammer.”

    “For every time I’ve felt outgunned by those alien bastards shooting blobs of energy at me I have felt like death himself watching their bodies come apart under a hail of lead from my (MA5C).”

    “The romeo echo mike foxtrot’s decision to mechanically reduce the (MA5C)’s magazine capacity by nearly half is pretty frustrating; even if their data was showing that jamming because of loss of spring strength was becoming an issue.”

    “The only thing I can think of that would make the (MA5C) any sweeter would be an under-slung shotty or a forty mike mike.”

    “Next time I’m dirtside I’ve gotta try and find a red filter for the flashlight; slipspace travel screws with mail-order something fierce.

    Your Standard Point and Click Interface

    There is much to be said about the MA5C with regards to tactics and strategies. The weapon’s power can be described as being somewhere between the original MA5B Assault Rifle and the BR55 Battle Rifle. Obviously it shares more with the MA5B, though as we’ll demonstrate, aesthetics aren’t everything. It shares more with the BR55 than one might suspect. The clip capacity has been reduced to the 32 rounds that you’re used to seeing in the BR55, but the rifle’s range has been slightly improved over its predecessor to make it more formidable as an Assault Rifle. It also deals greater damage per round than did the original MA5B

    At close range, the MA5C can be used to rain hurtin’ bombs upon one’s adversary. Fully shielded Spartans can take two blows from the rifle before dropping. Strategically, however, peppering your target with a healthy amount of rounds (ten, give or take), followed by a crushing blow from the butt of the rifle will score a kill nearly every time.

    At medium to close-range, you’ll want to simply unload and put as many rounds into your target as possible. If you’re looking for a quicker kill, or if you have multiple targets, you’ll want to hit them with a ‘nade first to drop their shields and then clean them up with a few sustained bursts from the rifle. Often, when engaging multiple hostiles, it will be wise to try put nearly all of your clip into one target and after that one’s been dispatched, you’ll want to put a frag on the ground beside your next opponent and proceed to empty the remainder of your clip, the last seven or so rounds, into your target to finish off the kill.

    Many new recruits will succumb to the temptation to lie on the trigger for targets of all ranges. Hopefully, over time they’ll learn from the veterans in their squads to pulse the trigger. Pulsing the trigger gives you a significant advantage with targets at medium range. It can be the difference between needing to reload, versus only needing a single clip to take down your target. The more disciplined soldier will win that battle every time.

    Compliments of the Chief

    The Assault Rifle is easily one of the most versatile weapons in the UNSC’s arsenal; fittingly so, as it is the standard-issue weapon for infantry forces. Due to this versatility, the AR is complimented by many of the UNSC’s other weapons as either the primary means to a kill or in a secondary role as the fallback weapon.

    Battle Rifle and Assault Rifle

    This combination might be one of the safest available to you in the field. The Battle Rifle will enable you to manage targets at medium to long-range while the Assault Rifle allows you to handle short to medium-range targets. The combination really just enables you to kill everything in your path. There’s no greater strategy to it, if you’ve got a BR and an AR then you’re likely on the offensive trying to cut a path into the enemy base. This well-balanced combo protects you in the open field from pretty much anything except skilled snipers at great distances and heavy vehicles. Like any mid range weapon, its greatest weakness is its relative ineffectiveness at close quarters against the likes of a Shotgun or sword.

    Sniper Rifle and Assault Rifle

    If you’re setting up roost with the Sniper Rifle somewhere out of the way and/or in defense of your base, then you will typically grab the Sniper and a BR. However, if you’re going on the offensive with the Sniper Rifle in an attempt to gain control of the middle of an area like Valhalla, then the Assault Rifle may well be a better choice to compliment the sniper. While the BR gives you a chance to clean up targets that you only hit once with the sniper, the AR gives you a chance to defend yourself in a relatively tight space. Valhalla, while being a large, wide-open area, has a large hill in the middle of it. When setting up atop this hill, the AR can be more affective in supporting your sniping because there are multiple angles of approach and it’s very likely that someone will get close enough to bring the fight in to a close range, which people generally prefer to do to a sniper. The AR is easier to handle and deadlier at close ranges than is the BR, which leads us to recommend it in such a scenario. Fast pulsing is also a good way to steal kills from your buddies.

    Shotgun and Assault Rifle

    This is an excellent pair of weapons to set up a defensive stand. This combo will be very effective in tight quarters, the likes of which you might find in the bunkers of the High Ground base. When defending such an area, the enemy rarely has a chance to avoid the initial Shotgun blast. However, if they’re smart, they started backpedaling as soon as they saw the business end of the Shotgun and may possibly be out of the its range by the time you’re ready to pump another serving of buckshot into his chest. In this instance, the Assault Rifle picks up the slack. By firing controlled bursts at the already wounded target, the AR will make quick work of the job. In the event of an assault by multiple targets on an objective such as a flag, it will be wise to go with the AR as your primary, put a grenade into the approaching enemies and then tear into them with the AR from a distance.

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  • Halo 3 Schwag at HotTopic

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    Foxcross noticed three new Halo 3-related items at HotTopic; there’s a beanie, a messenger bag, and a pretty slick Master Chief T. Nice!(Louis Wu 12:26:51 UTC)

  • D is for Dead

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    Ibeechu sat down to create a Halo machinima piece that parodied ‘sub-par machinima’. He was shooting for ‘so bad it’s good’; I’m not sure he got there, but it’s definitely pretty bad. Cheesy story + cheesy dialogue + cheesy cliches… mmm, the power of cheese. He’s put up a 41 mb WMP9 version, and Funkmon added a 37 mb QuickTime to mythica.org. Scary stuff!(Louis Wu 12:22:47 UTC)

  • There Are Many Like It, But This One Will Be Yours

    Cyborg Of The Year

    Don’t call it a gun. In fact, don’t even call it a rifle. It isn’t even a weapon. It’s a system. The MA5C Individual Combat Weapon System. If I didn’t know better, I’d say that KP made that up himself when he penned the description of Halo 3’s default spawn weapon, that hybrid of Halo 1’s loveable bullet hose the Assault Rifle and Halo 2’s pistol replacement the Battle Rifle.

    One useful tidbit:

    Fully shielded Spartans can take two blows from the rifle before dropping.

    Granted, that’s at close range, but that seems to indicate that under certain circumstances, the new AR might be just as, if not even more powerful, than previous “go-to” weapons.

    UPDATE: For clarification, “two blows” mentioned above refers to melee strikes and not bullets fired, as the comparison to other weapons might seem to suggest. My bad.


  • A Brick Outhouse With Venetian Blinds

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    Frankie, who’s not very nice, told us about a writeup of the Assault Rifle on Bungie.net. Lots of down-and-dirty details, and scenarios for use. Go read!(Louis Wu 01:18:11 UTC)

  • MA5C Assault Rifle

    Another delve into the world of Halo 3 vehicles and weapons – this time Robt. McLees assists us in a tour of what’s soon to be everyone’s favorite spawning weapon - the MA5C Individual Combat Weapon System, otherwise known as the Assault Rifle.

  • rapture’s Gears of War weapons rankings

    The weapons in Gears of War are diverse and have many different utilities. From beams of energy raining down from an orbiting satellite, to pistol with a high rate of fire, to a powerful shotgun, there are certain times to use certain weapons. The different weapons also cater to different styles of play for different types of gamers. If gamers like to sit back and snipe, the Longshot and Torque Bow are valid options. If gamers like close-quarters combat, the Gnasher shotgun is the best weapon to have. For the roles of fire support and assaulting, the Lancer, Hammerburst, and pistols are more practical options. For weapons with a lot of fire power, the Boom Shot and Hammer of Dawn will vibrate a few controllers.

    But in a normal gaming situation, which weapons are the best? By best I mean which weapons are the most versatile? Sure, certain weapons will work great at certain times. But which weapons will work most of the time and in critical situations when you absolutely need them?

    I have made a chart that ranks each weapon in categories that I think are important during gameplay. Weapons were ranked from “1” to “10” with “10” being the more desirable score. The higher the score, the more value a weapon has. See charts below:

    GoW weapon rankings
    (Before weighted categories)

    Adjusted GoW weapon rankings
    (After weighted categories)

    So, the results are (in order of “best” to “worst”):

    1 – Hammerburst (two shots to down and has a melee)
    2 – Gnasher (deadly blasts with a melee but at close range only)
    3 – Lancer (great mid-range weapon with pleny of ammo)
    4 – Snub Gun (great mid-range weapon with melee and zoom)
    5 – Torque Bow (hitting the body results in a death)
    6 – Longshot (only a headshot will result in a death)
    7 – Boltok Pistol (slow fire hurts this powerful pistol)
    8 – Boom Shot (once it’s empty you can melee)
    9 – Frag grenades (once they’re gone, you’re done)
    10 – Hammer of Dawn (useful in rare occasions on few maps)

    #1 – Hammerburst

    Hammerburst

    As you can see, I ranked the Hammerburst as the most versatile weapon in the game. Two complete bursts to the body results in a down. It carries a lot of rounds (300) and has a quick melee which makes it lethal in hand-to-hand combat. This weapon is accurate at medium ranges, is very effective against close-range targets, and has a quick active reload. It fires six stinging rounds during each burst. Because you can down an enemy quickly at medium and short ranges, its high rate of fire, and melee power, I consider this weapon the most versatile weapon in the game.

    Max ammo: 300
    Full mag: 60
    Base damage: 56
    Short: 100%
    Med: 100%
    Long: 60% damage
    ROF: 1250 r/min
    Reload: 2.5 seconds
    Melee: 120%

    #2 – Gnasher

    Gnasher

    This shotgun has the strongest non-explosive round in the game. This weapon is only good a close range (within 8-ft) but those close blasts can lead to 1-shot kills. Fortunately for Gnasher lovers, Gears of War is about the “cover system” which encourages close combat. When an enemy is down, one blast from the shotgun leads to a quick, instant kill. Of course, the shotgun has a melee feature which is great for finishing off a downed enemy or putting said enemy down. Two melees results in a down. In close combat situations, and there are plenty in Gears of War multiplayer, this weapon is dominant due to its powerful blast and melee. You can also pick up plenty of ammo for this weapon from the dead players in the game since everyone spawns with this weapon. Headshots are possible with this weapon.

    Max ammo: 24 rounds
    Full mag: 8 rounds
    Base damage: 270
    Short: 275% damage
    Medium: 175% damage
    Long: 50% damage
    Reload: 3 seconds
    Rate of fire: 60 rounds per minute
    Melee: 300% damage

    #3 – Lancer

    Lancer

    With this weapon you can get three downs without reloading if you are perfectly accurate. It carries a ton of rounds and there is plenty of ammo on maps after enemy/friendly deaths. This weapon is effective at medium and close ranges. Its chainsaw shouldn’t be used in most all situations since the animation is loud (can be heard by the enemy) and takes a couple of seconds to complete (leaving you exposed). So, you are left without a melee. This weapon has an average active reloading time. Because you can down an enemy so quickly with the weapon and because you can down several enemies without reloading, this is a highly effective weapon if you can get the reticle on your enemy. Two friendlies firing on the same enemy at medium range results in very quick downs.

    Max Ammo: 300 rounds
    Full Mag: 60 rounds
    Base damage: 42
    Short: 100% damage
    Med: 100% damage
    Long: 60% damage
    ROF: 850 rounds
    Reload: 2.5 seconds

    #4 – Snub gun

    This weapon is good at medium to short range. Seven rounds can put an enemy down or blow off his head with a headshot on the 7th shot. This weapon is the first weapon on my list that has a zoom feature which increases accuracy. It has a 2x scope. The pistol also has a melee which makes it a decent weapon at close range. This weapon will fire at a very high rate (as fast as you can pull the trigger it seems). Like the Gnasher and Lancer, we all spawn with this weapon.

    Max ammo: 48 rounds
    Full mag: 12 rounds
    Base damage: 90
    Short: 100% damage
    Medium: 100% damage
    Long: 60% damage
    Reload: 2 seconds
    Rate of fire: 700 rounds per minute
    Melee: 120% damage

    #5 – Torque Bow

    This weapon is found in only a few maps by default. It is effective at medium and long ranges with its laser pointing assisting your aim. This weapon makes noise when the bow is being tensioned. The enemies can hear that noise. More importantly, this weapon takes about 2 seconds to build up enough tension so that the round doesn’t ricochet off its target. So, at close range, a (slow) melee is its only practical defense. It takes too long to stretch the bow and fire a round for it to be effective. If you don’t get enough tension on the bow, your round will simply bounce off of whatever it was aimed at. Embed this round in an enemy (anywhere on the enemy’s body) and the round will explode as will the enemy. This round also produces some splash damage (more so than the Boom Shot, in my findings) meaning that you can kill more than one enemy with a single round. Perform a perfect reload for 30% faster aiming.

    Max ammo: 6
    Full mag: 1
    Base damage: 640
    Short: 100%
    Med: 100%
    Long: 60% damage
    ROF: 60 r/min
    Reload: 3.0 seconds
    Melee: 120%

    #6 – Longshot

    Longshot

    This weapon has a 6x zoom. The only way to instantly kill an enemy with the Longshot is by getting a headshot. Online, you have to adjust for the shooter’s lag or be standing still to hit what you are aiming at. Two non-actively reloaded shots will down an enemy. Additionally, one actively reloaded round will down an enemy with a a shot to any location on his body. A sniper can generally focus on one downed enemy and keep him down until a teammate is close enough the finish the job. The melee of the sniper appears to have a longer reach than most weapons, however, in my tests it has the same reach as other weapons. The sniper melee is fast. Two melees and the enemy will die. In close-range situations, the melee is the most practical way to attack an enemy because a missed shot triggers the Longshot’s long reload animation, and if you’re not actively reloaded, the enemy isn’t going down anyway. Because this weapon doesn’t shoot where it is aimed when playing on someone else’s host it is very hard to get headshots on moving enemies. Also, leaving a man back to snipe most often puts your team at a disadvantage in assaulting firepower.

    Max ammo: 11 rounds
    Full mag: 1 round
    Base damage: 350
    Short: 120%
    Med: 100%
    Long: 100% damage
    ROF: 60 rounds per minute
    Reload: 3.0 seconds
    Melee: 120%

    #7 – Boltok Pistol

    Two shots at close range will put an enemy down. However, the rounds are the slowest in the game and because of this, it is very hard to hit a moving enemy. Like the Snub Gun, this weapon has a 2x zoom and its melee is just as powerful as the Snub pistol. Because the rounds travel so slowly and because this gun has a low rate of fire, I wouldn’t recommend carrying this weapon over the Snub pistol unless you are going to be in situations where you encounter still or slow moving enemies. The risk is that this weapon fires extremely slow rounds. The reward is that only two hits are required to down the enemy.

    Max Ammo: 12
    Full Mag: 6
    Base damage: 270
    Short: 100%
    Med: 100%
    Long: 60% damage
    ROF: 60 r/min
    Reload: 2.0 seconds
    Melee: 120%

    #8 – Frag Grenades

    Once someone is stuck with a frag grenade, the fuse will detonate two seconds later and the person that was “tagged” will explode. The frag grenades can be thrown quite a distance, especially if the thrower has elevation. Using the left-trigger trajectory aiming technique makes for accurate grenade tosses. The frags have quite a blast radius. Enemies near the explosion will either die (because the frags are very near them) or be stunned (just out of death range). While an enemy is stunned, they can’t move. Use this time to light them up with a Hammerburst, Lancer, or Snub Gun. There are a limited number of frag grenades on the multiplayer maps. You can only carry two grenades at a time. Since the “tagging” distance is shorter now and since the blast radius is large, it is very common that the enemy takes out the “tagger” after a tag. Suicides are extremely common with this weapon at close range. Also, team kills are a real possibility when throwing this item near friendlies (assuming friendly fire is ON).

    #9 – Boom Shot

    The Boom Shot is a powerful weapon akin to a rocket launcher. It can wipe out three and even four enemies with one shot. However, it only carries two rounds and takes 2.5 seconds to reload if you miss the active reload. It has a melee which may be your only savior at close range. Due to the lag involved in online play, this weapon usually isn’t effective while you or your enemy is moving. Also, this weapon seems to have a small blast radius, smaller than the frags and Torque Bow. This weapon is probably the most difficult weapon to use. The risk is a slow reload and it only carries two rounds. The reward is an instant kill if the round hits the enemy.

    Max ammo: 2
    Full mag: 1
    Base damage: 335
    Short: 100%
    Med: 100%
    Long: 60% damage
    ROF: 60 r/min
    Reload: 2.5 seconds
    Melee: 120%

    #10 – The Hammer of Dawn

    The last weapon on the list is the Hammer of Dawn. This is the worst weapon in the game. It’s only effective at targets that are within line-of-sight of the satellites above. So, this weapon can’t be used on targets that are indoors or undercover. This weapon is also only available in certain maps. After the Hammer of Dawn has been fired, a short rest period of a few seconds is required for the HoD and satellite to recharge. The Hammer also makes a loud clicking or beeping sound when it is about to fire energy from the satellite above. Enemies will always know that the satellite is about to release energy and can move to cover because they hear these sounds. The Hammer of Dawn is powerful–the most powerful weapon in the game. It can kill an entire enemy team with one shot. But, because this weapon can only be used outside, when the satellite is charged, and makes noise when being used, I rarely see this weapon being useful. With the Hammer of Dawn you are more likely to get kills by meleeing an enemy to death versus shooting them.

    Quick studies

    Hammerburst vs Lancer

    The Hammerburst is a better weapon than the Lancer. The main reason that a Hammerburst is better than a Lancer is because the Hammerburst has a (rather quick) melee. In place of a melee the Lancer has a Chainsaw. The Chainsaw is slow and loud. While you are locked in your Chainsaw animation, you are vulnerable. Also, you can not quickly execute en enemy with the Lancer (unless you are on top of them and firing at their head or if you use the Chainsaw). The Hammerburst’s melee is powerful (two melees will put an enemy down). The melee will also quickly execute the enemy, versus having to wait for the Chainsaw animation to play. On top of all of this, the Hammerburst can put an enemy down with two bursts fired. It packs more of a punch and can do more damage to an enemy per trigger-pull than the Lancer. The downside to the Hammerburst is that you don’t spawn with it. You have to go out of your way to find it. If you can afford to pick up a Hammerburst, then do it.

    (rapture’s take: There are two Hammerbursts in Escalation. One is at the very top in the spawn area. Most of the time, everyone runs right past it. By the time you pick up the Hammerburst and rush to the level above the other Hammerburst spawn, you can be there waiting on the enemy to come up to grenade that level. Two accurate bursts will put the enemy down.)

    Torque Bow versus Longshot

    The only advantage the Longshot has over the Torque Bow is that it offers a more powerful zoom. They both have powerful melees and can shoot to long distances. But with the Torque Bow, a body shot anywhere on the enemy’s body will kill him. A body shot with a Longshot will only hurt the enemy. An actively reloaded shot will only down an enemy. As a matter of fact, the only way to kill an enemy at a distance with the Longshot is by hitting the enemy in the head (headshot). The Longshot zoom is not realistic if you are shooting while moving. That leads many players to see the sniper round’s trail going through the target without taking damage away from the target. With the Torque Bow, you always hit the target you are aimed at. One downside to the Torque Bow is that it takes 1.5 seconds for the bow to be stretched tight enough for the round to embed in its target. Else, the round will bounce off of its target and not be effective.

    (rapture’s take: over 95% of all kills that I’ve seen with a Longshot are from melees battles. Because you can’t be moving to really hit what you’re aimed at while shooting, headshots are extremely rare. Because almost every other weapon has a melee and because almost all of the melees are equally powerful (according to our studies), why use the sniper rifle? Use the Torque for mid-to-long range kills. At least you’ll get a kill when you hit someone in the chest. Keep your Gnasher and Lancer. Use the Gnasher or Snub Gun for melees at close range. Teamshooting is very important in this game with the GoW weapons.)

    Explanation for categories

    Close range: This is the effectiveness of a weapon on enemies that are within 8-feet of the gun. Some weapons aren’t good at close range, like the Torque Bow. Others are great, like the Gnasher. Because of the nature of gameplay in Gears and because you generally need to be close to an enemy to finish them off,

    Mid range: This is the effectiveness of a weapon on enemies that are within 8- to 50-feet. Some weapons have little effect on someone that far away, like the Gnasher. Others have zoom capabilities or higher rates of fire that allow for a “spraying” of the enemy, like the Lancer.

    Long range: This is a distance of 50-feet and beyond. The weapons that can kill an enemy at that range are the Longshot, Hammer of Dawn, Torque Bow, and Boom Shot.

    Melee: This is the weapon’s ability to melee

    Reload: This is the weapon’s abilitiy to reload

    Rate of fire: This is how fast the weapon fires successive rounds

    Max ammo: This is the amount of ammo the weapon carries

    Suicide or Teamkill likelyness: Propensity to hurt yourself or your teammates.

    Sound during use: How loud the weapon is during use

    Execution: Ability for the weapon to perform a quick execution

    Ammo on map: Likeliness that additional ammo for that weapon is available on the map

    Lag penalty: How not having host affects this weapon

    Killability: Ability for that weapon to kill the enemy

    Skill to use: How hard the weapon is to use

    Shots to down: How fast this weapon can down an enemy

    Faults in my rankings:

    Mind you, that if the rate of fire for a Gnasher were, say, 1 round per minute (meaning if could only be used one time every mintue) then that weapon wouldn’t have much value at all and it would throw off my results. I would have to rate the Gnasher with the lowest value possible, “1”, it could still rank well in other categories, like killability. So, in my chart, a weapon could be useless most of the time, yet still rank higher than other weapons. To try to get around that glitch in my rankings, I have weighted each category with a multiplier that makes that category more or less important.
    Because not all categories are equal, I weighted the categories with a multiplier of either 0.5, 1.0, 1.5, or 2.0.

    2.0 (most important) categories:
    Melee – needed to finish an enemy or in close combat
    Lag penalty – what you see isn’t what you get
    Skill of use – if you can’t handle it, then you are not effective

    1.5 categories:
    Close range – you’ll kill, damage, and defending at close range
    Reload – quicker the reloads, the better the gun
    Execution – how you do it is important
    Killability – the ultimate reward for using this weapon
    Shots to down – how fast someone goes down

    0.5 (least important) categories:
    Rate of fire – if you are accurate, this is less important
    Suicide/TK – if you’re careful, this isn’t a major factor
    Sound – sometimes you’ve got to do what you’ve got to do
     

    Things to take away:

    Hammerburst > Lancer because:

    • Hammerburst has melee
    • Hammerburst requires only 2 bursts to down
    • Lancer has no quick execution
    • Lancer Chainsaw is loud

    Torque Bow > Longshot because:

    • Torque Bow aiming works while moving
    • Body shot with Torque Bow results in kill

    Gnasher is best hand-to-hand weapon because:

    • It has a melee
    • One well placed shot will kill the enemy

    So, what do you think? Disagree with my rankings? Sound off in the comments section. I definitely intend to revise my spreadsheet rankings after I hear your input.

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  • Halo Miniatures

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    GFC Danny has created a set of rules for Halo Miniatures, a tabletop game he’s developed. Swing by his website and grab the files!(Louis Wu 21:56:07 UTC)

  • Kitty 117 and Friends

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    Paul Maestri let us know that Halo Heads 40 is now live… and the overall plan is beginning to come clear. Be afraid. Be very afraid.(Louis Wu 20:41:50 UTC)

  • Halo on a GBA?

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    Kotaku has a story (with video footage from GameTrailers) showing (well, purporting to show) a Halo proof of concept sidescroller running on a GameBoy Advance emulator. Looks a lot like Halo Zero, I guess… hard to say what this is. A leaked version of the code that was discussed at IGN for the DS a couple of weeks ago? Thanks, runnersdialzero.(Louis Wu 14:35:11 UTC)

  • Check Your Policii.

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    If you read today’s One One Se7en, you might get the feeling that Stuntmutt’s been playing on Live again…(Louis Wu 13:57:16 UTC)

  • Making Live Better

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    Ozymandias, of the Xbox Platform Strategy group, was asking fans what they thought should be incorporated into the future of Xbox Live. A significant number said they want to see more games with Halo 2’s Lobby/multiplayer experience. More than 2 years after its release, it’s STILL the gold standard – and yet, not very many games put in the effort to even match it, much less surpass it. Thanks, 3Suns.(Louis Wu 13:06:18 UTC)

  • Halomega Weekly Update

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    Halomega sent along this week’s update – lots of vids (1v1, 1v1 montage, team ball), and a new contest – HoC Idol. (Yes, it’s Halo players singing over XBL. Yes, I usually mute those guys in matchmaking.) Go see.(Louis Wu 13:00:18 UTC)

  • MLG Vidcast Episode 8

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    MLG has posted their Vidcast Episode 8 – it’s available on the front page. This one’s a look back on the 2006 season. Thanks, 3Suns.(Louis Wu 12:54:18 UTC)