Halo 4: UNSC Weapons Guide
UNSC weapons
- Assault Rifle (MA5D ICWS)
The Assault Rifle should be the weapon of choice for the ever-rushing assist player; while scope-wielding teammates wait for the headshot, an Assault Rifle-wielding player can destroy an enemy's shield and provide a highly noisy, scope-ruining diversion.
- Battle Rifle (BR85HB SR)
The BR has been meticulously balanced to fit beside the DMR without feeling like it's the same weapon. The BR is better suited to mid-range scenarios than the DMR, making it the superior weapon to bring into medium-sized levels where much of the action would take place in confined corridors.
- DMR (M395 Designated Marksman Rifle)
In short, the DMR feels like Halo: CE's Magnum; a fantastic single-shot weapon that's great for picking off any attacker whose mid-range weapon can't reach you. The Reach's 'bloom' inaccuracy has been greatly reduced, but the single shot means you must be spot on versus a player wielding the BR, whose burst shot will finish off less-than-perfect DMR users.
- Magnum
Magnum can now be used by flag carriers in CTF matches. The Magnum is now slightly quicker at unloading its clip and emptying rounds as quickly as possible into an onrushing opponent while strafing/running backwards.
- Rail Gun (ARC-920)
A new edition to the Halo arsenal, the Rail Gun is a shockingly brutal charge-to-fire weapon. Hold the trigger, watch the charge gauge and unleash a single shot of death with immense satisfaction.
- Rocket launcher
Significantly, the rocket launcher of Halo 4 can lock onto vehicles, making it a must for any Big Team Slayer games as larger vehicles can wreak havoc on ill-equipped foe. Rockets move at much the same pace as they did in Reach, and it feels like they have the same damage radius.
- SAW
The SAW machine gun turns a player into a one-man bullet storm, ideally used for sweeping busy battlefields and corridors. Given the extra long clip, players should note that they can rack up two or three kills before needing to reload. This is the perfect tool for supporting a flag carrier in CTF, or for laying down heavy fire in team-based action.
- Shotgun
Six rounds, six instant kills in the right hands, the Shotgun feels like the same death-wand that Halo players have always loved. Play a few games of Flood if you want to sharpen your Shotgun skills -- it's vital to work out just how close is close enough before you pull the trigger.
- Sniper Rifle
Not a lot has changed concerning the awesome power of the Sniper Rifle -- other than the devastating new soundtrack that accompanies a pull of the trigger. Aim for the top of the head and happy hunting.
- Spartan Laser
The best anti-vehicle weapon in the game by a mile (rockets can be dodged by skilled drivers), and deeply satisfying to use against Spartans stuck in open ground. Takes three seconds to charge and fire. Point, pause and smile.
- Sticky Detonator
Fire the grenade at a surface or opponent with the first pull of the trigger, then pull again to detonate it remotely. There's a short delay before you can detonate the round, so be sure to have plenty of practice before you try heading into the middle of a match with one of these; it can be deeply frustrating to watch an opponent run past your shot before you have the chance of detonating it.
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