Saturday, August 22, 2009

Elder Scrolls IV: Oblivion Tips & Tricks

I'm a little late to Oblivion, but better late than never eh? This game is absolutely amazing in my opinion, and the opinion of MANY others. The gameplay itself is fun, and I personally have at least 60 hours of gameplay invested and it's still fun and going strong. I actually rushed through quite a bit too. I'm going to say a couple tricks that I learned on this page. Use them, or don't. Your choice. Most of these will only work with an un-patched version of the game, meaning you'll have to go into your memory tab and clear your HDD cache. If you need help with that email me or comment and I'll personally help you out. Anyway, on to the tricks.

Duplicating: First I'll walk you through how to duplicate any item that you can drop. It's quite simple. All you do is have some arrows on your person (I'd say around 50 will be enough. I'd reccomend not having more than 150 as it can slow down the game quite a bit) and the item you want to duplicate. Swing your weapon (or fists) and quickly hit the B button (on Xbox 360 version) to go into your inventory, then go to the weapons tab and equip/un-equip your arrows 4 times (a message will appear in the top right corner of the screen each time) then go straight to what you want to duplicate and drop it. The game then drops multiple of the item you dropped (the amount dropped is the same as the amount of arrows used to do the trick). You then proceed to pick them up and do whatever you please with them. This is a great way to make money or to just keep plenty of soul gems or potions on hand. It doesn't work with quest items however due to the fact that they can't be dropped.

Permanent zero-weight armor: This trick is a little more complicated because there are more requirements, but still simple. All you do is get a bound armor or weapon spell of your choice (I personally used the mages guild spell making altar in order to personalize everything, email/comment for help) then cast it, then follow up with repeatedly using a disentigrate armor/weapon spell on self in order to weaken the armor or weapon to the point where you can use a hammer to repair it. Repair the damaged equipment then drop it, all before the spell's timer goes out. Leave the equipment on the ground until the timer runs out, then you can pick it back up. It won't disappear and wont weigh anything. It's considered heavy armor however, so it will lower spell effectiveness unless you are high ranked with heavy armor.

Floating Paint Brushes: This trick isn't all that useful (to me anyway) but it's a trick none-the-less. This is VERY simple. Just go find a paintbrush (or multiples) (the duplicating trick comes in handy here) and then just try to drop one. Instead of dropping to the floor, they stay afloat wherever you were looking. Useful for climbing, or blocking of people from going somewhere.

100% Chameleon: This trick comes in very handy, although many consider it extreme cheating and it can lower the "fun" factor of the game. But this part isn't exploiting some glitch or anything, it simply consists of enchanting enough pieces of clothing with chameleon enchantments. I personally have my 5 Permanently bound pieces of zero-weight armor all enchanted with 20% chameleon from grand soul gems. This has the same effect as invisibility, except unlike invisibility, 100% chameleon allows you to do anything and it doesnt interrupt you being un-seen. With invisibility, anything you pick up, any action you do, any swinging of weapons or casting of spells, knocks the invisibility off causing you to have to either re-cast or re-drink your potion that made you invisible. But 100% chameleon means you can essentially run through the entire game without ever fighting or being caught sneaking or anything. Unless an NPC is scripted to talk to you, you WILL NOT be seen. You can have a bounty of thousands, and kill right in front a guard (or kill a guard for that matter) and unless you strike up a conversation with them, they won't try to arrest you because they don't know where you are. Many times you won't even recieve a bounty. It makes Dark Brotherhood missions a piece of cake though.

Reverse Pickpocket Assassination: Only zero-weight items can be reverse pick pocketed. These include, but are not limited to, mages hoods, perma-bound items, poisoned apples. If you go enchant a mage hood or perma-bound item with a "damage health" or "fire/frost/shock damage" enchantment, then whoever wears the item will take damage from it until they die (or go un-consious) (the fire/frost/shock spells give a nice visual effect for amusement while they die). Mages hoods work great for this as many NPCs don't have head-gear. And just in case, putting a string of "a"s in front of the name "i.e. aaa Hood of Death" will put it at the front of their inventory, causing them to be likely to put that hood on even if they DO have another head-item. They'll put it on when they sit or sleep, so waiting will make them die quicker. Poisoned apples work kind of the same way, you reverse pick pocket the apple into their inventory, making sure to remove any other food they have access to (including on their table, in cabinets, etc.). Then they hopefully get hungry and eat your apple causing them to instantaneously die. The apple by-passes any "resist-poison" they have too.


Well, those are some of the better tricks I know of. I hope these come in handy for anyone who reads this. If you don't have Oblivion yet, I'd DEFINENTLY reccomend getting it. You can find it for pretty cheap in my amazon store (found on the right side of my blog page).

Friday, August 21, 2009

Modern Warfare 2

Release Date: November 10, 2009

I found a list of information on Modern Warfare 2 finally. Apparently it's leaked from a play tester's twitter. No proof of it's legitimacy, but it seems pretty legit.

  • Vehicles will be in MW2
  • M16 will return, using stopping power will only be OHK at head, neck, and torso (abdomen, limbs, and hands/feet will not)
  • Ak47 and M4 will return, unknown if there are any changes
  • M40 will return, ACOG damage boost will be fixed
  • Scorpion, P90, M21, R700, G3, G360 will not return
  • There are more unknown weapons that will not return
  • New sniper rifle: SR25M (United states forces)
  • New Assault rifle: Diemeco C8 (Canadian forces M4 equivalent)
  • New Assault rifle: L85A2 (United Kingdom forces)
  • Total weapons in multi player are said to be around 35
  • Favourite Modern warfare 1 maps will return
  • Helicopters, air strikes, UAV will return
  • Red dot sightings will come in different shapes for multiplayer (circular, square, original)
  • Snipers will have special grass camouflage (As seen in Modern warfare 1's campaign)
  • All perks will return from MW except eavesdrop and others will be altered
  • All game types will return from MW and all will have hardcore versions
  • New game type: Secure (Call of duty version of capture the flag, however you capture the enemy's Intel)
  • New game type unconfirmed name, similar to search and destroy, however instead of trying to plant a bomb, you try to kill a specified enemy
  • Solider customization for each class (and each country)
  • Sniper with silencers will NOT be in multiplayer
  • There are NO bots in local multiplayer
  • Similar version to Nazi Zombies, however details are unknown
  • NO guest players online, 1 player per console
  • Killcam save feature
  • There is blood and gore
  • Offline/Online Co-op
  • Story takes place in the Middle East
  • Role as US marines return
  • Ken Lally voice work in campaign
  • Release is set for sometime in November
  • New army tags will be available to add different elements in campaign (similar to halo skulls)
  • Campaign-only weapons

If this info is correct, there's finally going to be an online co-op mode, and quite a bit more customization. No need to say this, but I think we have a VERY good game coming out this November. It'll be offered in a normal edition and a "prestige" edition, which will include a special casing and art book, along with "Fully Functioning Night Vision Goggles" with alternating modes and the MW2 branding. But, it also comes with a rather hefty $149.99 price tag, compared to $59.99 for the normal edition.

Friday, August 14, 2009

August 11, 2009 Xbox Live Update

On August 11, 2009 the new update for Xbox Live was released to some mixed reviews. The ability to rate marketplace games and sort by said rating will make using the Xbox Live Marketplace much more user friendly. The update also brought along a new Avatar Marketplace, where you can buy items for your avatar with Microsoft points. Video playback with Netflix also runs smoother. A few unannounced things were added as well, such as a logo saying how long you or anyone else have been an Xbox Live subscriber. An Avatar awards page was also added, but as of now, is unused. It's said that some games will start offering these Avatar Awards that you can wear or use with your avatar, much like the Avatar marketplace.
Games on Demand is where the criticism comes in. You can now download full Xbox 360 games right from the Internet. These 6GB+ games will take over an hour to download at speeds of true 1MB/S. Pretty convenient, right? If you don't mind spending more than twice as much per game, then have at it. But Oblivion from Games on Demand is 39.99, a game you can find for 14.99 in stores. This being said, you don't even get the physical copy of the game, you get a digital copy fully playable from your Xbox 360 Hard Drive. You get bored of the game, there is no trading it in or selling, because it's a Digital Copy of the game, not a physical copy. Microsoft doesn't seem to understand this. They justify the pricing system by stating that they're adding a lot of convenience by making the games available from home 24/7. But a lot of gamers (like myself) would much rather have a physical copy. It looks better in a collection and you retain some of the games value. I personally believe Games on Demand will be a waste of time, space, and money, unless Microsoft changes their pricing.

Monday, July 27, 2009

Halo 3: ODST

Halo 3: ODST


Release Date: September 22, 2009
Genre: First-Person Shooter
Cost: $60
ESRB Rating: "M" for Mature

ODST is going to be somewhat similar to the Halo Trilogy, yet very different. You will play as an ODST (Orbital Drop Shock Trooper), NOT the Master Chief. You will no longer have the benefits of the MJOLNIR Powered Assault Suit that Spartans wore. Therefore, your health/shields will not recharge, you will instead require the use of medkits to recover health. This will also make you slower, and weaker than the Spartans. Running head first into a gun fight will get you killed much faster than a Spartan.

There are rumors about this being a stealth game.. These are reported false, but there will be stealth elements.

Halo 3: ODST will also include a new 4-player multiplayer co-op gameplay type called "Firefight" where players take on increasingly difficult waves of enemies. Much like Gears of War's "Horde" mode.

Halo 3: ODST will be released on two discs. Campaign and co-op mode are accompanied by an Extras menu that gives access to the Halo: Reach beta, the next installment in the series. The second disc includes ALL the multiplayer maps and game modes released for Halo 3, plus three new multiplayer levels for Halo 3. These maps are the maps included in Legendary map pack, Mythic map pack, Heroic map pack, Cold Storage, and 3 new maps.

Halo 3: ODST is available for pre-orders in two formats. One is the regular release that includes the above mentioned articles. There is also a Gamestop exclusive pre-order for the Halo 3: ODST Collectors Pack, which will include the game and also an exclusive, laser etched Wireless Controller. The Collectors Pack, of course, also comes with a higher price-tag of $100. Both editions include Sgt. Johnson available for play in Firefight mode when pre-ordered.

Sunday, July 26, 2009

Halo 3 Weapon Specs


Table of Contents:
Assault RifleMissile Pod
Battle RifleNeedler
Beam RiflePlasma Cannon
Brute ShotPlasma Grenade
Covenant CarbinePlasma Pistol
Energy SwordPlasma Rifle
FirebombRocket Launcher
FlamethrowerSentinel Beam
Frag GrenadeShotgun
Fuel Rod GunSMG
Gravity HammerSniper Rifle
Machine Gun TurretSpartan Laser
MagnumSpike Grenade
MaulerSpiker


Assault Rifle


assault

Technical Specifications:
Damage per Hit -- Low
Magazine Size -- 32 rounds
Fire Mode -- Automatic
Ammunition Type -- 7.62x51mm FMJ(Full Metal Jacket)
Rate of Fire -- High, Fully Automatic 750-900 Rounds/min
Accuracy --
* Average (In Bursts, Close Range)
* Low (Continuous Fire, Farther Range)
Range -- Close


Description:
The Assault Rifle has been brought back from the first installment in the Halo series with a few modifications like greater accuracy, more range, and more damage per hit. Accuracy is high when fired in bursts, and the overall accuracy of this weapon is good at medium ranges (even higher at close). This is a very good all round weapon that can be effective in almost all situations if used correctly, and is an even better weapon with grenades, and melee attacks (this goes with any weapon).











Battle Rifle


battle rifle



Technical Specifications:
Damage per Hit --
* Medium Against Shielded Enemies
* Low-Medium Against Flesh (Excluding Headshots)
* Overall Damage: Medium
Magazine Size -- 36 rounds

Maximum Ammunition
-- 144 Rounds or 4 Magazines

Fire Mode
-- Three Round Burst

Ammunition Type
-- M634 9.5x40mm X-HP-SAP (Experimental, High Penetration, Semi-Armor Piercing)Rate of Fire -- Average, 2.4 Bursts per SecondAccuracy -- HighRange -- Medium


Description:
The Battle Rifle was one of the most popular weapons in Halo 2 for players with good aiming. In Halo 3, Bungie has balanced the weapons in a way that doesn't overshadow other weapons, yet not underpowered. With reduced aim assist, this weapon takes even more effort to be used effectively. And the new, heavier, sound is so rewarding. You're in a battle. Bring your Battle Rifle.











Beam Rifle


beam rifle



Technical Specifications:
Damage per Hit -- High
Magazine Size -- 100 Battery units (18 shots)
Maximum Ammunition -- 100 Battery Units (18 shots)
Fire Mode -- Semi-automatic
Ammunition Type -- Accelerated Particle Beams
Rate of Fire -- Average
Accuracy -- Very High
Range -- Very Long Range


Description:
The Covenant beam rifle appears to be the Covenant forces' answer to the Sniper Rifle. Very little information has been confirmed about this weapon or its potential capabilities. This weapon does not use ammunition and will overheat when fired too quickly for too long, keeping the Beam Rifle on par with the human Sniper Rifle.











Brute Shot


brute shot



Technical Specifications:
Damage per Hit -- Medium to High
Magazine Size -- 6
Maximum Ammunition -- 16 (including used clip)
Ammunition Type -- High Explosive Grenades
Rate of Fire -- Medium
Accuracy -- Medium-High
Range -- Close, Medium, Semi-long


Description:
The Brute Shot has been changed, going from a hard-to-find but effective weapon to a mainstay of campaign and a solid choice in multiplayer. It fires grenades which explode on contact, doing serious damage, especially in confined spaces.











Covenant Carbine


covenant carbine



Technical Specifications:
Damage per Hit -- Overall Damage: Medium
Magazine Size -- 18 rounds
Maximum Ammunition -- 90 rounds or 5 magazines
Fire Mode -- Semi-automatic
Ammunition Type -- Radioactive Projectiles
Rate of Fire -- Medium, 4.5 rounds/sec (approx.)
Accuracy -- High
Range -- Medium to Semi-Long Ranges


Description:
Unlike the Battle Rifle, the Carbine has seen few changes since Halo 2. It remains a powerful and accurate semiautomatic weapon with a moderately-sized clip. Because of the changes made to the Battle Rifle however, the Carbine is now far more accurate than its human counterpart, and is rapidly overcoming the second-class status it had in Halo 2.











Energy Sword


brute shot



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 100 charges (Single and Multiplayer)
Rate of Fire -- None (Melee Only)
Accuracy -- Very High
Range -- Close, short range


Description:
The Energy Sword (also known as the Plasma Sword) returns, with a battery and a reduced lunge to bring it into the overall balance. It also has specific medals attributed to it.











Firebomb


firebomb



Technical Specifications:
Damage per Hit -- High
Ammunition Type -- Incendiary gel
Range --
* Can be thrown 10 meters (32.8 feet)
* Blast radius: 3.4 meters (11.2 feet)


Description:
The Type 3 AP/AM grenade is a Brute device that breaks when thrown, releasing a flaming gel that sticks to hard surfaces. The gel burns for around four seconds and can be used as a barrier or to kill players directly.











Flamethrower


flamethrower



Technical Specifications:
Damage per Hit -- High
Magazine Size -- 100 fuel units
Maximum Ammunition -- 7 Canisters or 700 fuel units
Fire Mode -- Burst fire
Ammunition Type -- Pyrosene-V
Accuracy -- High
Range -- 13.4 meters (44 feet)


Description:
The flamethrower is a support weapon, strong against both vehicles and ground units, but balanced by a relatively short range and limited ammunition.











Frag Grenade


fragnade



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 1 grenade
Fire Mode -- Thrown
Ammunition Type -- M9 HE-DP Grenade
Rate of Fire -- Slow
Accuracy -- Depends On Throw
Range -- Depends On Throw
* Killing radius: 5 meters (16 ft)
* Casualty radius: 15 meters (49.5 ft)


Description:
Frag grenades have seen a drastic power nerf to make it fit more into the balance of the game. It can be devastating to infantry if used correctly. A well timed frag can also tip a Warthog.











Fuel Rod Cannnon


fuel rod cannon



Technical Specifications:
Damage per Hit -- Very high
Magazine Size -- 5 rods
Maximum Ammunition -- 30 rods
Ammunition Type -- Fuel Rods
Rate of Fire -- Average (2 round per second)
Accuracy -- Medium
Range -- Medium


Description:
A heavy Covenant weapon that is a counter to the Rocket Launcher. Before Halo 3 it was only available for multiplayer use in Halo PC.











Gravity Hammer


gravity hammer



Technical Specifications:
Damage per Hit -- Large
Fire Mode -- Gravity Explosion
Range -- Close


Description:
A weapon similar to that of Tartarus' in Halo 2. A melee weapon that has a lunge shorter than the energy sword but has the power to knock back projectiles or vehicles out of the way.











Machine Gun Turret


mgun turret



Technical Specifications:
Magazine Size --
* 200 (Unmounted)
* Unlimited (Mounted)
Fire Mode -- Fully Automatic
Ammunition Type -- Projectiles
Rate of Fire -- High


Description:
Remember being sniped in Halo 2 when you were using the turret? This time round you can pick up the turret and move position! So no more easy target for snipers. Not only can you walk with this thing but its more powerful and the aim too has improved. Go take out their whole team or that one annoying Mongoose!











Magnum


magnum



Technical Specifications:
Damage per Hit --
* High (shielded enemies)
* Very High or instant kill* (flesh damage, *headshots)
* Overall Damage: Medium-High
Magazine Size -- 12 Rounds
Maximum Ammunition -- 40 Rounds or 5 Magazines
Fire Mode -- Semi-Automatic
Ammunition Type -- 12.7 mm x 40 SAP-HE (semi-armor-piercing high-explosive)
Rate of Fire -- About 2 Rounds per Second
Accuracy -- Medium-High
Range -- 50 meters (152.5 ft) (Close to Medium)


Description:
The M6G Magnum is a dual-wieldable semiautomatic pistol that does great damage to shields and flesh, has a headshot bonus, and is accurate out to medium range. It resembles Halo's M6D Magnum, but lacks a scope and does slightly less damage.











Mauler


mauler



Technical Specifications:
Damage per Hit --
* High (close ranges)
* Low-medium (medium ranges)
Magazine Size -- 15 rounds
Fire Mode -- Pump Action
Ammunition Type -- 8-Gauge Magnum Buckshot
Rate of Fire -- Low-Medium
Accuracy -- Low
Range -- Short Range


Description:
A dual wieldable Brute shotgun that has less power than the human varient when single wielded, but can be more powerful when two are wielded.











Missile Pod


missile pod



Technical Specifications:
Damage per Hit -- Medium to High
Magazine Size -- 8
Maximum Ammunition -- 8
Ammunition Type -- Missile
Rate of Fire -- Medium
Range -- Long


Description:
One of the new support weapons introduced in Halo 3. Like all support weapons, it slows the player and forces a third-person perspective. The missile pod can be thought of as a rebalanced answer to Halo 2's tracking rockets: it has a larger ammunition capacity than the rocket launcher and is capable of tracking vehicles, but each missile does less direct and splash damage than a rocket.











Needler


needler



Technical Specifications:
Damage per Hit -- Variable - Low to Very High
Magazine Size -- 30 needles
Maximum Ammunition -- 120 needles
Fire Mode -- Automatic
Ammunition Type -- Crystalline Explosive Projectiles
Rate of Fire -- Variable - Average to High, 3 to 10 rounds per second
Accuracy -- High (Homing)
Range -- Short-Medium Range


Description:
The Needler is back and more powerful than ever! However, it is now only single wieldable. But can seriously pack a punch at mid-close range.











Plasma Cannon


plasma cannon



Technical Specifications:
Damage per Hit -- Medium
Magazine Size -- Unlimited
Maximum Ammunition -- Unlimited
Fire Mode -- Fully Automatic
Ammunition Type -- Superheated Plasma
Rate of Fire -- 300 RPM
Accuracy -- Medium
Range -- Medium to Medium-Long Range


Description:
The Plasma Cannon, like it's Human counterpart, the Machine Gun, is a 3rd person Support Weapon that can be pulled off from the covenant turrets on a level.











Plasma Grenade


plasma grenade



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 1 grenade
Fire Mode -- Thrown
Ammunition Type -- Plasma
Rate of Fire -- Slow


Description:
A Grenade of Covenant origin. That sticks to enemies and vehicles. It has seen a slight nerf in general, like the Frag Grenade. But still can be devastating if used correctly.











Plasma Pistol


plasma pistol



Technical Specifications:
Magazine Size -- 100 battery units
Maximum Ammunition -- 100 battery units
Fire Mode -- Semiautomatic
Ammunition Type -- Superheated Plasma
Rate of Fire -- Semi-automatic
Accuracy
* Medium
* Overcharged:Semi-homing
Range -- Close to Medium


Description:
The Plasma Pistol is the most basic of the Covenant weapons. The non-charged shot has little use. However, the overcharge can completely deplete enemy Shields allowing an easier kill with other weapons or it can overheat a vehicles engine, not allowing it to move for a few seconds. Pistol Whips! However it still allows the turret on the Warthog to fire.











Plasma Rifle


plasma rifle



Technical Specifications:
Damage per Hit -- Medium
Magazine Size -- 400 charges per energy core per rifle
Maximum Ammunition -- 400 charges per energy core per rifle
Fire Mode -- Discontinuous Automatic
Ammunition Type -- Superheated Plasma
Rate of Fire -- High, 5 rounds per second
Accuracy -- Moderate
Range -- Short to Medium Range


Description:
A rifle of Covenant origins that fires plasma bolts at the enemy. Like most Covenant weapons that fire plasma it helps to deplete shields faster than Human weaponry.











Rocket Launcher


rocket launcher



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 2 rockets
Maximum Ammunition -- 8 rockets or 4 magazines
Fire Mode -- Anaconda surface-to-air missiles
Rate of Fire -- Low
Accuracy -- Perfect, no COF
Range -- Short to Medium Range


Description:
The rocket launcher oncemore has no vehicle lock-on. That attribute was lost to the Missile Pod. In the Beta, the rocket had slight auto aim, it would bend course very slightly towards a player.











Sentinel Beam


sentinel beam



Technical Specifications:
Damage per Hit -- High
Magazine Size -- 100 battery units
Fire Mode -- N/A Constant Laser Beam
Range -- Close to Long Range


Description:
A laser or Forerunner origin. The weapons of the sentinels. The Sentinel Beam is a battery powered laser.











Shotgun


shotgun



Technical Specifications:
Damage per Hit --
* Very high, instant kill (close ranges)
* Low-medium (medium ranges)
Magazine Size -- 6 rounds
Fire Mode -- Pump Action
Ammunition Type -- 8-Gauge Magnum Buckshot
Rate of Fire -- Low-Medium
Accuracy -- Low to Medium
Range -- Short Range


Description:
The shotgun now sees a slight reduced clip. But is still devastating at close range.











SMG


smg



Technical Specifications:
Damage per Hit -- Very Low
Magazine Size -- 60 Rounds
Maximum Ammunition -- 240 Rounds or 4 Magazines(Single-Wielded)
Fire Mode -- Automatic
Ammunition Type -- M443 5x23mm Caseless
Rate of Fire -- High, Fully Automatic, 15 rounds per second
Accuracy -- Moderate to Low
Range -- Close to medium


Description:
No longer the default starting weapon as it was in Halo 2. This weapon is still dual wieldable. It works well at close, to medium ranges and is considered to be similar to the Spiker. The SMG has increased accuracy and range, making it much more effective than it was in Halo 2. The SMG also has a faster rate of fire.











Sniper Rifle


sniper rifle



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 4 rounds
Maximum Ammunition -- 24 rounds or 6 magazines
Fire Mode -- Semi-Automatic
Ammunition Type -- 14.5x114mm AP-FS-DS(Armor-Piercing, Fin-Stabilized, Discarding Sabot)
Rate of Fire -- Average, About 1 Round per Second
Accuracy -- 97.3%
Range -- Close, Medium, Long, Very Long


Description:
Long Range Sniper rifle with 5-10x scope. The Sniper Rifle can kill faster than Any other weapon in the game, due to its Single head-shot kill ability. It is the most inferentially accurate weapon in the Halo series. It's Covenant counterpart is the Beam Rifle. It is rare to find multiple Sniper Rifles on maps. It is favorite to most long-range shooters. It is a VERY powerful weapon (boasting single head-shot kills and two shot kills on the rest of the body) It now has a Night-vision scope (on the scope display when not scoped-in). The Sniper Rifle is VERY effective at long ranges, but can also be effective at Medium ranges, or Close ranges if used correctly.











Spartan Laser


spartan laser



Technical Specifications:
Damage per Hit -- Very High
Magazine Size -- 5 shots
Ammunition Type -- Laser
Rate of Fire -- Semi-Automatic
Accuracy -- Very High
Range -- Long


Description:
Portable Power! The Halo 3 Spartan Laser is one of the new members of the Halo armory. It is designed for anti-vehicle use, but is also very effective as an anti-personnel weapon. The directed energy mechanism fires a highly charged laser beam that, if it hits, totally destroys the target. A brief charge time before firing and a small laser "pointer" coupled with humming noise makes surprise attack with this weapon somewhat tricky, but players caught out in the open against the Spartan Laser are usually left counting down to their respawn.











Spike Grenade


spike grenade



Technical Specifications:
Damage per Hit -- Low to Very high
Magazine Size -- 1 Grenade
Rate of Fire -- Low
Accuracy -- Killing radius: 3 meters (10 ft) Casualty radius: 11 meters (36 ft)


Description:
The Spike Grenade, a Brute technology, is one of the two new grenade types introduced in Halo 3. Spike grenades can be stuck to nearly any surface, including players, and spray shrapnel in one direction when they explode. Like a Plasma Grenade, sticking an opponent with a spike grenade is fatal.









Spiker


spiker



Technical Specifications:
Damage per Hit -- Medium
Magazine Size -- 40 rounds
Ammunition Type -- Superheated Metal Spikes
Rate of Fire -- 480 rounds/minute
Accuracy -- Medium
Range -- 40 meters (131 feet)


Description:
What some people call it the brutes SMG. It shoots out the spikes like the Spike Grenade.