Halo Z3R0's Halo 4 Weapons Guide

RogerDodger

Master
Jan 20, 2013
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DISCLAIMER
The following guides are most likely incomplete, biased and subject to change based on title updates. My perspective is in no way a complete method to fit every player, circumstance or happenstance.​
The last update to this was on June 12th, 2013​
It has been modified in accordance with the June Weapons Update.
THE CONTENTS!​
Green is completed, Yellow is in progress/needs more info, Red is not started yet.​
A. Current Stat Chart

B. Primary Weapons

[B1.] Assault Rifle
[B2.] Battle Rifle
[B3.] DMR
[B4.] Storm Rifle
[B5.] Covenant Carbine
[B6.] Suppressor
[B7.] Light Rifle

C. Secondary Weapons
[C1.] Magnum
[C2.] Plasma Pistol
[C3.] Boltshot

D. Grenades
[D1.] Fragmentary Grenade
[D2.] Plasma Grenade
[D3.] Pulse Grenade

E. Ordinance Weaponry

1. Shotguns
[E1.A] UNSC Shotgun
[E1.B] Scattershot

2. Sniper Rifles
[E2.A] UNSC Sniper
[E2.B] Beam Rifle
[E2.C] Binary Rifle

3. Automatics
[E3.A] Needler
[E3.B] SAW

4. Explosives
[E4.A] Spartan Laser
[E4.B] Railgun
[E4.C] Rocket Launcher
[E4.D] Sticky Detonator
[E4.E] Concussion Rifle
[E4.F] Fuel Rod Cannon
[E4.G] Incineration Cannon

5. Melee
[E5.A] Energy Sword
[E5.B] Gravity Hammer

F. Vehicular Weaponry

1. Mounted Turrets
[F1.A] UNSC Machine Gun
[F1.B] Plasma Cannon

2. Passenger Weapons
[F2.A] Chaingun
[F2.B] Rocket Launcher
[F2.C] Gauss
[F2.D] Mounted Plasma Cannon (Wraith)
[F2.E] Mongoose Passenger
[F2.F] Warthog Passenger

3. Driver Weapons
[F3.A] Wraith (Cannon)
[F3.B] Scorpion (Rockets)
[F3.C] Mantis
[F3.D] Banshee
[F3.E] Ghost
 
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RogerDodger

Master
Jan 20, 2013
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A. STAT CHART
Here it is. Again, it is updated to its most recent version.

B. PRIMARY WEAPONS

STATS:
Magazine Size: 32 Bullets
Shield shots: 8
Body/Head shots: 5
Firing Mode: Fully Automatic
RPM: 600
TTK: 1.20 sec
Reload: 2.25 sec
Other notes:
Approximate Effective Range: To be determined.
No longer directly superior to Storm Rifle.

Commentary:


At 600 rounds per minute, the Assault Rifle is the slowest firing fully automatic primary weapon in the game. That being said, this is fine for being a moderately-ranged weapon. The damage ratios for the AR are comparable to the other automatics. In 8 shots, your targets' shields will fall - another 5 shots will kill them. Also on-par with most full-autos, there is no headshot bonus. Shoot center mass whenever possible.

As the Assault rifle has no aiming feature, hip fire is necessary. I believe that, even with hipfire, you can still track targets very well. Due to the June update, you will find more reach with the Assault Rifle in comparision to the other two automatics. Use this to your advantage.

The Suppressor has a pretty significant advantage over the Assault Rifle at more proximal ranges. Backing up and retaining sustained fire is your best option. Similarly, the Storm Rifle has you beaten now when close. You will have to back up even further if you want to maintain your advantage.

The only delay between firing is reloading. For a wait time of only 2.25 seconds, this is not too bad. Just remember to swap to your secondary or find temporary cover when you run dry of ammo.
STATS:
Magazine Size: 36 Bullets
Shield shots: 10
Body shots: 6
Head shots: 1
Firing Mode: Burst Fire (3 bullets/burst)
RPM: ~128
TTK (head): 1.43 sec
TTK (body): 2.33 sec
Reload: 2.33 sec


Commentary:


It is one of two burst-fire weapons, the other being the Light Rifle. It fires three rounds per burst, and has a 36 round magazine. Therefore, you effectively have 12 bursts per mag.

Fire rate is complicated, since burst firing consists of burst velocity and delay time. Each burst fires at 1800 RPM, meaning the gun will rarely distribute shots unless the user intentionally scatters them. As stated, the averaged RPM is around 128. This is why the 4-burst kill was necessary to counter the DMR.

Again, as every bursts consists of 3 shots, damage reflects this principle. It'll take 10 bullets to take down the shields and another 6 bullets for a body kill. Of course, being a precision weapon, it has a headshot bonus with only one bullet necessary to finish you opponent when they lack a shield.

In the grand scheme of things, this damage is comparable to the DMR. The BR does have a somewhat hidden advantage over the DMR, though. When it comes to the last body shot or headshot, the BR essentially gives the user an extra two bullets to compensate for any lapses in accuracy. This is much more noticable in SWAT, where no shields mean that the Battle Rifle is more gracious when there is lag or any other factor that could cause a miss.

Accuracy on the Battle Rifle, however, is a good deal less than the DMR. Precision weapons must be 100% accurate to be effective. This accounts for two different statistics - hipfire accuracy, and aim down sight accuracy. If you recenter your ADS crosshairs, every shot should align with 100% accuracy. Unfortunately, this does not account for any flinching from enemy opponents, making the aim feature somewhat of a novelty or last ditch effort at long distances. Your best bet is to stick within ranges that you can accurately control the BR with hip fire, and use ADS sparingly. Up until about 50 meters, this gun maintains a consistent hipfire spread that can down enemies when your crosshairs can track them. Take note though that after around 30 or 35 meters, the recoil can offset your aim. You may have to manually adjust your crosshairs to compensate for this, but with training, this is no large issue.

The last major point to cover is reloading. Although it takes a full 6 seconds to unload the bullets in the magazine before reloading, each shot in succession creates a higher pitched sound effect as you near the bottom of the clip. An alert enemy will know when you have to reload, and with a 2.3 second reload, this can be your downfall unless you learn to either reload frequently or pace your shots.
STATS:
Magazine Size: 14 Bullets
Shield shots: 4
Body shots: 3
Head shots: 1
Firing Mode: Semi-automatic
RPM: ~163
TTK (head): 1.47 sec
TTK (body): 2.20 sec
Reload: 2.40 sec


Commentary:

There's really little to say about the DMR. Luckily its use is now marginalized with the June update.

Due to its flexibility, any play style can suit the DMR besides extremely proximal ranges. The most important thing is to maintain that five-shot kill potential. With only 14 shots in the mag, you will have a decent 4 bullets as your margin of error for two kills. If 100% accuracy is achievable, you could technically have one 5-shot kill and one 7-shot (4 shield + 3 body) kill with one shot left in the magazine.

Keeping on target is essential. The only true advantage that you have now is accuracy. The Carbine beats it in hip-fire in close range, the BR in mid-range, and the Light Rifle (hands down) in long range. Adjust your playstyle accordingly, and you will still see success.
STATS:
Percent-energy magazine
Effective magazine size: 27 plasma rounds*
Shield shots: 8
Body/Head shots: 4
Firing Mode: Fully Automatic
RPM: 600**
TTK: 1.10 sec
Cooling: 3.07 sec
Round Velocity: 45 meters/second
Other notes:
Approximate Effective Range: To be determined
*Output before gun needs to cool.
**This used to be inconsistent firing. Now, the frequency is completely homogeneous.


Commentary:

Although I'm disappointed that the June update did not throw the Storm Rifle into a "power niche", it nonetheless has a proper place in the game. It's true that the AR and SR are still very similar, and the SR beats it by just one round. That being said, you can use its unique energy-based system and cooling mechanism for an extra advantage - the trade-off being a drop in accuracy. Fans of the SR rejoice!
STATS:
Magazine Size: 18 Bullets
Shield shots: 6
Body shots: 4
Head shots: 1
Firing Mode: Semi-automatic
RPM: 257
TTK (head): 1.40 sec
TTK (body): 2.20 sec
Reload: 2.63 sec


Commentary:

Another gun that received a well-deserved update. Arguably, the CC is the best precision weapon in close-to-medium range. A 18-shot spam weapon, with a clean 1.40 TTK is enough to wreck an unsuspecting foe. It technically beats all the other precisions with exception of the scoped Light Rifle - but seeing as the CC has a poorly magnified scope, you will probably not be able to compete with them as vigorously at longer ranges.

Reloading is still a pain, though. As your rounds are more effective now, I highly recommend Dexterity to keep up with the pace of close-range combat.
STATS:
Magazine Size: 48 Hardlight rounds
Shield shots: 10
Body/Head shots: 6
Firing Mode: Fully Automatic
RPM: 900
TTK: 1.00 sec
Reload: 2.20 sec
Other Notes:
Approximate Effective Range: To be determined
Round Velocity: 55 meters/second

Commentary:

This is one of those guns that 343 cooked up just right. Halo 4 needed a primary gun with sheer close-range might, and nothing else. Its pathetic range, however, keeps the Suppressor closely in its niche.

With a fire rate 150% faster than the AR and SR, and similar damage, you can expect the Supp to deliver where it counts... kinda. Step outside of the short range it has, and this gun becomes a pee-shooter. Not only is the Supp's accuracy awuful, but the Hardlight rounds don't travel as hitscans. 55 meters/second is still slower than a Railgun. The most important rule about this is movement. Positioning yourself within your effective distance is above all else. Try a combination of Marathon (Tactical Package) and Stealth (Support Package, Wetwork Specialization) to most safely close the gap in the shortest time possible.

This makes its use limited in Slayer, but it does have some niches elsewhere. Gametypes like Oddball or CTF make the Supp. a great objective detterrent. Additionally FFA agametypes don't have as many multi-person encounters; you can spend your 48 bullets on one guy if you wanted to.

Most of the time you'll be worried about weapons outside of the Supp's range. Additionally, you might have to worry about the Shotguns and Melee weapons. Your worst enemy would probably be the UNSC SG, which has an insta-kill range of a few meters less. Other more common enemies like the BoltShot might thwart you if you're not paying attention.
STATS (General):
Magazine Size: 12 Beams/Bursts
Reload: 2.40 sec

STATS (Aiming):
Shield shots: 3
Body shots: 2
Head shots: 1
Firing Mode: Semi-automatic
RPM: ~163
TTK (head):1.10 sec
TTK (body): 1.47 sec

STATS (Burst):
Shield shots: 13
Body shots: 9
Head shots: 1
Firing Mode: Burst Fire (3 rounds/burst)
RPM: ~128
TTK (head): 1.93 sec
TTK (body): 2.53 sec

Commentary:

To start off, the Light Rifle is really two guns in the same body. If you need particular help with the burst-mode... good luck. It is really just terrible after the June update, and is not worth using over anything. Only last-ditch headshot hunting is worth this mode.

What's so special about the Light Rifle's beam, you might ask? It is the fastest killing precision attack in the game. After the update, MOTHER OF GOD. It tears through people like a hot knife through butter. It's so powerful, that the LR doesn't need to be used as your typical precision weapon. With only a one-shot difference between it's headshot and body shot kill, you can feel free to blast away from long distances with no desire for accuracy. If you will, it's like pseudo-sniping.

This is also the downside, though - you have to aim to attain the power associated with the LR. It has a considerable magnification, as to limit the usability outside of long range. Fortunately, there's a discrepancy between this range and that of the other close-range precisions - exiling the LR to its proper place in the metagame.

Use this weapon in large-scale fights, like Big Team Slayer, Dominion, King of the Hill or any other mode/map in which the tools that the LR has can be used properly.

C. Secondary Weapons

STATS:
Magazine Size: 8 Bullets
Shield shots: 5
Body shots: 3
Head shots: 1
Firing Mode: Semi-automatic
RPM: 225
TTK (head): 1.33 sec
TTk (body): 1.87 sec
Reload: 1.40 sec


Commentary:

A classic returns yet again - but has the Magnum fallen from its former glory? Maybe, but the weapon hasn't changed much. It's still a mini-precision weapon, and has conventional uses as such. Technically it kills faster than all the other primary precisions. However, with 8 bullets in the chamber, it's just not consistent enough for a complete kill.

That being said, the Magnum works best when you need less shots. Whether you need to clean up after a well-placed grenade, or a back-up to your primary, you will get dependable results.

Automatic primaries have good synergy with the Magnum. It is likely that you will run out of ammo between kills, so switching instead of reloading is a great idea.
STATS (General):
Percent-energy magazine
Cooling: 2.26 sec

STATS (Uncharged):
Mag Size: 12 plasma rounds*
Shield Shots: 4
Body/Head shots: 8
Firing Mode: Semi-automatic
RPM: 300
TTK: 2.20 sec
Other Notes:
*Each uncharged round exhausts 2% energy

STATS (Charged):
Maximum Shots/Weapon: 4
Explosive Round
Non-Lethal, downs shields on DI
Shield-Down Radius: 0.5 meters
Effective Radius: 1.5 meters
Minimum Effective Damage: 15% Shields


Commentary:

Spawning with this weapon has really changed how movement is impacted in Halo 4. If you stand still, chances are a big plasma ball will fly at your face, among other things. In short, anything that helps down shields is an invaluable opportunity for other non-shield killers. The way in which you use the PP in these situations can change depending on the method.

If you can prepare for your opponent at short range, I would recommend a charge-punch. Simply charge the pistol and hold it until you can get a point-blank shot. Then, you can quickly melee for the kill. If done correctly, you will be left either unscathed or shield downed. If you do it wrong, expect to get killed before you bash, or eat a plasma grenade from a fallen foe.

For unprepared CQC fighting, consider spamming uncharged shots. It can be surprisingly effective, depending on accuracy. Remember that only four shots need to connect for the opponent's shields to down. After that, any means of destruction are acceptable.

You can also try to rely on the PP's lock-on for infantry. Remember that it does take time for the plasma blast to travel to your target, and the lock isn't a total homing missile. Missing isn't a big deal unless you were banking on that shot. Then you're probably screwed. But hitting your target and swapping to a precision weapon is much faster than trying to kill with the normal total required.

Vehicles may or may give you the opportunity to lock on safely. By that, your distance from the target matters when your life is in danger. Judge the travel time and vehicle path, and you'll see that you'll hit your mark.
STATS (General):
Reloading: 2.26 sec

STATS (Uncharged):
Mag Size: 10 hardlight rounds
Shield Shots: 10
Body shots: 6
Head shots: 1
Firing Mode: Semi-automatic
RPM: 360
TTK (head): 1.67 sec*
TTK (body): 2.50 sec*
Other Notes:
*You technically can't kill anyone in one shot with the uncharged variant, since it takes at least 11 shots from an only 10-round magazine. If it had extra bullets, this would be the kill time.

STATS (Charged):
Magazine Size: 2 blasts
Pellet blast / "Shotgun"
Pellets: 10
Lethal Dist. 4 meters*
Shield " ": 10 meters*^
Effective " ": 17 meters*^
Min Eff. Damage: 40%
Other Notes:
*All these values are approximations.
^Are not confirmed for consistency


Commentary:


If you don't think this is a weird gun, I'm not sure what planet you're living on (probably Requiem >.>)

Many people think of the Boltshot as the "pocket shotgun". Before the February Title Update, it was fair to give it that title. Now, its charged variant has become a short-range, inconsistent version of what most people consider a shotgun. 4 meters is about the same as a Gravity Hammer when it comes to distance. Nonetheless, most people can figure out how to be tactical (coughcampingbitchcough) enough to use the Boltshot's charged for an instant-kill purpose. Therefore, I feel it more effective to lecture about the other uses that this gun has to offer.

The shield-downing distance is not that meager in comparison. An issue with this, is how one can most efficiently dispatch enemies that get injured in this manner. See, after firing a charged shot, the wait time is considerable enough that many treat charged shots as an "all-or-nothing" wager. In reality the in-between can still be capitalized on. I suggest using a grenade immediately after knocking down shields, as that is your quickest responder. Next is quickly switching to a precision weapon. Finally, if you have nothing else at your disposal, wait for the cool and fire uncharged shots at the head.

Speaking of, uncharged Boltshot rounds can serve as an alternative to Magnum fire when it comes to finishing off enemies. One major downside is that you can't use ADS. Make sure they are either very close to, or already have, their shields down when attempting this. Essentially each round would only do 10% to shield damage, so a half-injured enemy is much more difficult in comparison than an unshielded person.

D. Grenades

STATS:
Contact starts fuse
Default Quantity: 2
Not lethal with Direct Impact; cannot kill instantly
Shield Radius: 3 meters
Effective Radius: 7 meters
Min. Eff. Damage: 0%


Commentary:

Frags are extremely powerful and versatile explosives. Their bouncy properties and long detonation process requires skill to place them properly. Distance helps mitigate the kinetic energy behind the Frag, and proper preparation gives the best results. Therefore, these are best used as a preemptive attack to down shields at considerable distances. Precision weapons benefit more if you're looking for that damage advantage, but automatics can pair well with Frags if you plan on rushing your enemy afterwards.
STATS:
Contact starts fuse
Default Quantity: 2
Lethal with Direct Impact; explodes shortly after stuck
Shield Radius: 1 meter
Effective Radius: 5 meters
Min. Eff. Damage: 15%


Commentary:

The Plasma Grenade is only good for its sticky properties. It is most commonly used as a defensive measure from CQC, as a well-placed stick deters any foe that happens to come too close. This is actually a poor use for the grenade, as it is better used as an offensive measure in close quarters. Plasmas have a tendency to "adhere" to the ground, and the fuse is pretty long. Besides consistent placement, they can cover an escape route or prevent access to certain areas. Sectioning off opportunities chokes your enemy, allowing for a more controlled situation. At a longer distance, however, you're better off using a Frag.

Adhesive properties are also useful in countering fortifications, vehicles, and other destructible objects. Most everything can be destroyed in two well-placed Plasmas. Sturdier vehicles like Tanks or Mantises are more resistant, and the Banshee is a bit too fast.
STATS:
Contact explodes object
Default Quantity: 1
Downs shields with Direct Impact.
Degrades opponents shields over time
Effective Radius: 3 meters
Min. Eff. Damage: 100% (when in zone the entire time)
Completing ionization vaporizes opponent

Commentary:

I wish this grenade was better. Unfortunately, the Pulse Grenade just isn't strong enough for the job it is intended to do. Use either the Frag for shield draining, or Plasma for sticking. There is a bit of an in-between for the Pulse, which would be the rare instance that you're caught at close-range unprepared with multiple enemies. Even though passing through the energy field doesn't do much, the initial blast and scary orange ball can be enough to make your opponent think twice. If you like to use them more than once per life, consider the Grenadier Tactical Package for another grenade.

E. Ordinance Weaponry

1. Shotguns

STATS:
Magazine Size: 6 shells
Pellets: 12
Lethal Dist. 7 meters*
Shield " ": 10 meters*
Effective " ": 21 meters*
Min Eff. Damage: 40%
Other Notes:
*All these values are approximations.


Commentary:

It's undoubtedly the best shotgun, and possibly the best close-range gun in Halo 4.

This is due to the range in which you can instantly kill your opponent. 7 meters is fantastic, and 10 meters is still close when you consider firing a follow-up shot. My rule of thumb, is that two shots is the maximum that you should spend on one opponent. Although the exact timing hasn't been calculated, three or more shots will probably take too much time. Consider lowering your opponents shields through other means if you want to expedite on the shotgun's range.

Frequently, you'll see opponents with an obsession for your gun. Don't swing it out all the time, because doing so increases your kill priority among other players on your team. If you're not going to use the shotgun immediately, keep it holstered. To further keep the gun out of enemy hands, waste a few shells when you get the weapon. They give you something like 12 extra shells, plus the 6 shells preloaded. Unless you somehow think that you'll use every shell before you'll die, it's better to waste the extras.
STATS:
Magazine Size: 6 shells
Pellets: 6
Lethal Dist. 8 meters*
Shield " ": 8 meters*
Effective " ": 25 meters*
Min Eff. Damage: 15%**
Other Notes:
*The maximum distance of said lethal capability. Explained in commentary.
**Each individual pellet does this percent damage


Commentary:

To start, the Scattershot is an inconsistent weapon. This is due to the properties involved with the pellets that the gun fires.

The maximum distance each pellet travels is 25 meters. It is likely that pellets will intercept surfaces, due to a natural decrease in conic accuracy over distance. Destructible surfaces and people will not reflect bullets, but all other surfaces will. It is believed that surface interception decreases the overall range of said pellet. Don't bother reflecting rounds off of walls to kill people - it probably won't work.

Although each pellet does 15% damage to shields, all 6 pellets must connect to kill an opponent. It is impossible to just down shields with one shot, without killing the opponent. 15*5 = 75% shield damage, and even though all 6 shots should equal 90%, it apparently multiplies into a complete kill. You can kill a person with multiple shots, but that requires that a good bit of the blast hit your opponent each time.

This is why the Scat is called a "roulette gun". The MAX distance is 8 meters to kill in one hit, so there's a possibly that closer ranges might miss as well. One-shot hits are few and far between. Your best chance to kill is SPAM, and do so often. You have the possibility to kill at longer ranges with more shots, so consider that if you want to capitalize on the reachable potential. Still, the closer you can get, the better.

2. Sniper Rifles
 
STATS:
Magazine Size: 4 rounds
In-reserve: 8 rounds
Headshot multiplication
RPM: ~72 (1 round/0.83 seconds)
Reload: ?
Commentary:

Not much to say about this guy. As always, the "Sniper" functions similarly as other games. It is debatable whether or not its strengths have been downplayed by other sniper variants. I personally think that it has its usefulness for the most skilled of markmen, as it boasts the highest magazine capacity of the three. The other two require some form of pausing for more than two opponents, and this is where the Sniper shines. Four precise headshots add up to one of the most satisfactory Overkills you can get in a Halo game.
STATS:
Percent-energy basis
Effective shot total: 10 beams
Headshot multiplication
RPM: ~120 (1 round/0.5 seconds), when maxed out.
Cool Time: ?
 
Commentary:

This gun needs to be fixed. However, if you're on the right side of it, you're in for a fun time.
Unlike its slower cousin, the Sniper, the Beam has an overall greater offensive capability. The duration of this, however, may be short-lived. How you make best of the Beam is highly dependant on the distance from your target, and how many there are.

At the longest of distances, you should utilize the Beam like a typical sniper rifle. Pace your shots and try to maximize your benefit of protective fire. Nothing is more irritating an inefficient to blow two shots on one guy, and spend time reloading when you could be engaging more targets.

DMR/BR range requires a bit more caution. You are left more succeptable to multiple targets, and it just isn't really a good place to be with this gun. Either move up closer if you see few enemies, or back up if its too much to handle.

As foreshadowed, one or two enemies can be easily dispatched at close range with the beam (the reason why it needs fixing). Consistent hipfire performance means you can blow the effective two shots on one guy with no care for accuracy. Two opponents just means you'll need to land some easy headshots. If you miss, run away or switch to another weapon - you'll probably be dead by the time your cooldown has finished.
STATS:
Magazine Size: 2 rounds
In-reserve: 4 rounds
No multipliers, instant kill anywhere on contact
RPM: ~ 60 (1 round/second)
Reload: ?
Other Notes:
Laser tracking light emitted while aiming
 

Commentary:

Talk about trading power for utility. Great, you can kill people in one shot. Problem: It sucks everywhere else. One huge plus and one huge minus still make the gun usable. The strategy isn't so much about playing its strengths (I don't think there's anything beyond instant killing), it's more about avoiding weaknesses.

Don't hipfire in any circumstance, it won't work. In fact, don't even bother bringing this gun anywhere but a position where no one can touch you. It's just not worth dealing with the flinch factor, coupled with the lack of a speedy compensation shot. That being said, play choke points and base protection.

Find a target using their gamertag, or other means of target identification. Once you can track them, scope in and quickly kill them, scope out. Don't play duck waddle and scope in for ten hours while someone walks haphazardly into your sights. They will not only recognize your threat but find a way around so that you won't be able to shoot them from your position. Being mobile is a TERRIBLE idea with this gun. Unless you're being escorted, its best to hold out until your time with the gun has ended.

Please see the below post for the following weapons. Thanks.
 

RogerDodger

Master
Jan 20, 2013
954
472
390
USA
3. Automatics

STATS:
Magazine Size: 22 needles
Supercombine: 8 rounds
Plain damage*
Shield shots: 6
Body/Head shots: 8
Firing Mode: Fully Automatic
RPM: 600
TTK Supercombine: 0.80 sec
TTK Plain: 1.30 sec*
Reload: 1.30 sec
Other notes:
*This refers to the instance in which supercombine is not activated. Generally you will not come across this scenario.
Projectile Velocity: 40 m/s

Commentary:

Deadly, accurate, and light - all in one small package. Halo 4 is the first game to feature a Needler with a consistent RPM. It is the near-equivalent upgrade of the Assault Rifle and Storm Rifle. Why do I say "near"? Because it does have one drawback that hampers its unsurpassed, full auto TTK. The needles are projectiles, meaning that they won't travel all that fast unless your opponent is close. In cases where your opponent is far away enough, they can evade the needles to reduce the certainty of death. Even though the Needler features homing technology, it is quite crude.

My suggestion is to stay within Assault Rifle range. This way, you have a balance of distances. If your target is further away, pulse instead. Also, if you intend to sustain use of the Needler, consider using Ammo. People tend to overcompensate due to the travel time, and its always handy to have a few spare mags.
STATS:
Magazine Size: 72 bullets
Shield shots: 8
Body/Head shots: 5
Firing Mode: Fully Automatic
RPM: 900
TTK: 0.80 sec
Reload: 4.27 sec


Commentary:

Halo 4 has an LMG? Blasphemy. Really though, the SAW (Squad Assault Weapon for those who are into military) made a lasting impression in Halo. All praise aside, it's basically a more powerful, accurate, and ammo-wielding Suppressor. Although the Halo Bulletin for the June update claimed to have made the TTK half that of the AR (killing twice as fast), it actually kills only 50% faster.

Something tells me that with the update, they increased the recoil on the SAW. Always remember to manually adjust for recoil given through sustained fire, as it is significant. This also means that you will have to wait longer between the longer-ranged, controlled bursts. Although its niche is in anything close-quarters, an expert SAW wielder can also push the limits into Battle Rifle or Carbine territory quite effectively.


4. Explosives
STATS:
Mag Size: 4 (25% increments)
In Reserve: 0
Lethal with Direct Impact.
Shield Rad: 0.2 meters
Effective Rad: 1.1 meters
Min Eff Dmg: 0%
Round Velocity: Infinite
Charge Time: ???
Cool speed: ???

Commentary:

The Splazer is unique, in that it is the only explosive that travels instantaneously. As far as vehicular destruction is concerned, it delivers precision for anything the player can track. Any type of vehicle can be hit, but the window of time you have to track your target may warrant the use of a quicker alternative.

As far as infantry killing is concerned, this weapon functions similarly to a Binary Rifle. The only differences are that your tracking laser is more subtle, the magnification is lower, and there is a hefty charge time before firing. In general, don't bother picking up the Splazer unless you plan on targeting a destructible object with it. There are much better alternatives to combating infantry with the other explosives.
STATS:
Mag Size: 1
In Reserve: 3
Lethal with Direct Impact.
Shield Rad: 1.1 meters
Effective Rad: 3.5 meters
Min Eff Dmg: 0%
Round Velocity: ??? m/s
Charge Time: ???
Reload time: ???

Commentary:

When the Spartan Laser and Rocket Launcher had a baby, they created the Railgun.

All in all, the Rail is one of the most versitle explosive ordinances in Halo 4. Speed, power, accuracy, and ease of use are all finely balanced into one gun. Unfortunately, one recessive trait has shown through the design of the Rail - you can only fire one shot at a time. What you spend that shot on is up to you. However, I would advise against the following:
- Taking pot-shots at long ranges. Although the gun and its ammuntion are accurate, you are probably not. If you are going to use the binoculars to aim before-hand, do so with the idea that your shot might not reach its target.
- With a ton of other people around. The Rail does not have a huge explosive range, and so you must take your time if you want to kill a few people.
- Against grounded vehicles or the Banshee. In both cases, you won't get the full effect of the Rail's blowback.
STATS:
Mag Size: 2
In Reserve: 4
Lethal Rad: 5 meters
Shield Rad: 5.5 meters
Effective Rad: 8 meters
Min Eff Dmg: 0%
Round Velocity: ??? m/s
Reload Time: ???

Commentary:

Nothing new here. Boom, boom. Bits of metal and people flying around everywhere. If anything the RPG isn't as good as before, due to alternatives and a decrease in its round velocity. At least it has a good lethal kill radius, so you can continue your mindless killing with zero accuracy required.
STATS:
Mag Size: 1
In Reserve: 3
Lethal Rad: 2.5 meters
Shield Rad: 5 meters
Effective Rad: 7.5 meters
Min Eff Dmg: 75%
Round Velocity: ??? m/s
Reload Time: ???
Cut-off air time: ???
Cut-off ground time: ???

Commentary:

Despite the size, the Sticky Det functions similarly to the Rocket Launcher. It is like a "pocket" version, with less power but extra ease of use and the added function of adherence. That being said, you should use it like the RPG as well. Track your target, fire, detonate as soon as possible, and repeat. Don't bother waiting more than a few seconds to acquire a target, as by then people will have detected your explosive where it has been planted. It is better to take a loss in the short run than to waste your time in the long run.
STATS:
Mag Size: 6
In Reserve: 12
Not lethal with DI
Cannot down shields in one shot
Effective Rad: 6.5 meters
Min Eff Dmg: 65%
Round Velocity: ??? m/s
Reload time: ???
Other notes:
Arch equation: ???

Commentary:

Remember the saying, "its bark is worse than its bite"? The same is true for the Concussion Rifle, except the bark is the bite. Although it has seemingly low power for an explosive ordinance, the main attraction is the blowback. Close-range assailants and precision weapon wielders alike will feel the disruption of being tossed around by the Concussion. I would still stick to only one target at a time, despite the urge to break up groups of people at their source. The simple fact is, that the Concussion has a hard time killing people with the amount of shots it has per magazine. You'll probably see the best use the closer you are to your target, because the blowback will naturally make it harder to hit them over time.
STATS:
Mag Size: 5
In Reserve: 10
Lethal with DI
Cannot down shields in one shot
Effective Rad: 6.5 meters
Min Eff Dmg: 0%
Max Eff Dmg: 75%
Reload time: ???
Other notes:
Two-part velocity system
First part: ??? m/s until ??? meters
Second part: ??? m/s onward

Commentary:

Back in the day, you would rarely see this ordinance in Matchmaking. With the June update it has become a bit more prevalent, and as such it's still unclear as to the best way to use this gun. Against vehicles, the concept couldn't be simpler. Infantry pose different scenarios, like:
- Direct Impact or Splash kills: It would be optimal to utilize Direct Impact, but there is always a chance (and a good one at that) of missing your mark. This might negate any effects, if the target is in an environment where the only thing to splash the explosive on is the ground. That being said, three shots at the foot of your opponent are almost garunteed to kill.
- Distances: Close range can pose the problem of getting caught up in the same splash damage as your opponent. With Hardlight shield enabled, they can also easily reflect your rounds back at you. The benefit though is the best chance for a DI. Backing up reduces these risks and rewards. There is also the concern of target tracking at longer distances due to the round velocity coinciding with predictability.
- Number of opponents: Whether it be with DI or splash, the Fuel Rod is capable of dispatching many enemies in a short time. Tracking all of them under fire might not be such a good idea, but splash damage might take longer if they spread out.

There is one thing that I'm confident about, elevation. The higher up you are, the less likely you will worry about rounds going to waste. In both cases, they will detonate, causing either splash or DI with less of a loss in efficiency.
STATS:
Mag Size: 1
In Reserve: 3
Reload time: ???
Round Velocity: ???

Two part system:
Part A - Initial Blast
Effective Rad: 6.5 meters
Min Eff Dmg: 50%
Part B - Fireballs (describes one of five)
Lethal with DI
Effective Rad: 1.5 meters
Min Eff Dmg: 45%

Put simply, annihilation. But you know me, I can't put anything simply. So here's the story behind why the IC wrecks havoc on everything.

When first fired, the IC shoots five fireballs that whiz through the air. Despite the appearance, these fireballs don't travel as separate units until impact. Anyways, impact is made with a surface (let's say the ground, for easy reference). First, a generic explosive appears at the site of contact (Part A as described above). From this point, the game spawns the other five fireballs in accordance with where Part A struck the ground and at what angle (activating Part B). As these balls would spawn above the initial impact, it may appear like you're getting killed instantly. What is actually happening is a fireball spawning on top of you, thus killing you with that direct impact. In the instance that you are not killed from DI, the fireballs will bounce for a short while and explode. Since your shields are already down, it is again likely that this will also kill you.

So now it's pretty easy to see why the IC kills everything. An initial explosion, smothered in five more lethal explosions. From tanks to infantry, everything dies. The End.
5. Melee
[E5.A] Energy Sword
[E5.B] Gravity Hammer

F. Vehicular Weaponry

1. Mounted Turrets
[F1.A] UNSC Machine Gun
[F1.B] Plasma Cannon

2. Passenger Weapons
[F2.A] Chaingun
[F2.B] Rocket Launcher
[F2.C] Gauss
[F2.D] Mounted Plasma Cannon (Wraith)
[F2.E] Mongoose Passenger
[F2.F] Warthog Passenger

3. Driver Weapons
[F3.A] Wraith (Cannon)
[F3.B] Scorpion (Rockets)
[F3.C] Mantis
[F3.D] Banshee
[F3.E] Ghost
 

RogerDodger

Master
Jan 20, 2013
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May 8th - A bit ahead of schedule. All the secondary weapons have been added. Grenades should be an easy addition, so expect some Ordinance to be mixed in as well.
 
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RogerDodger

Master
Jan 20, 2013
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May 18th - I haven't forgotten about this thread, but I've been busy with finals and AP tests. Now that they are over, I'll begin to include more Ordinance information.

Today, I've added entries for the Sniper Rifles. Although I don't have reload times or approximate hipfire values, the information that is listed is just to add as much concrete detail as possible.

My next task is the Explosive Ordinances, but I need to still find the velocity and approximate effective distance values.
 

RogerDodger

Master
Jan 20, 2013
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June 7th: Corrected all current information in tune with the June updates. Shown in color code are the various weapons that are done, pending, or not yet in progress.

EDIT: Spoilers updated. Added the Needler and SAW - forgot about those previously!
 

RogerDodger

Master
Jan 20, 2013
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June 12th: I added the Explosive ordinance. Some particular stats still need to be updated, but for the most part I think my opinions are well-stated with the data I've collected so far.