Rocket Turret
- Faction: UNSC
- Magazine Capacity: 24
- Firing Mode: Automatic
This turret has impressive firepower and it is usually mounted on Warthogs. It has 24 packed rockets and ideal for taking down infantry and vehicles. If you hold down the trigger all rockets can be fired at once. You can also hit aerial vehicle like Banshees and Phaetons. As compared to the launcher, the rockets fired by turrets are small and they do moderate damage. While using this heavy weapon you’ll be slow so be ready to drop it and use your other weapons when under fire.
REQ Cards You Should Use
Rocket Turret
- Rarity: Ultra Rare
- Required Level: 5
ONI Rocket Turret
- Rarity: Legendary
- Required Level: 5
SAW
- Faction: UNSC
- Magazine Capacity: 72
- Firing Mode: Automatic
This is a gas operated, drum fed fully automatic machine gun that can provide sustained fire in the combat zone. If we talk about the full-auto cartridge-based weapons, then SAW is at the top of the list. It has 72 round drum magazine and it can deliver hot leads with great accuracy. But after firing a short burst, the weapon suffers from significant muzzle climb, causing the weapon to jump off-target. But you can overcome on this problem by applying some downward pressure while firing lengthy bursts. This is a close to medium range weapon so carry a rifle with you as backup.
REQ Cards You Should Use
SAW
- Rarity: Common
- Required Level: 5
Appetite for Destruction
- Rarity: Rare
- Required Level: 6
The Answe
- Rarity: Rare
- Required Level: 6
Scattershot
- Faction: Forerunner
- Magazine Capacity: 5
- Firing Mode: Semi-automatic
This is a Forerunner weapon that was used for close-range defense toward the end of their war with the Flood. This is a weapon with unique qualities. The weapon’s schismatic dispersal effect allows its projectiles to ricochet off hard surfaces. This is a close ranged weapon. So use Active Camo, sneak out and score one shot kills. The weapon must be loaded one round at a time, so try to reload after each shot or engagement.
REQ Cards You Should Use
Scattershot
- Rarity: Rare
- Required Level: 4
Loathsome Thing
- Rarity: Ultra Rare
- Required Level: 4
Didact’s Signet
- Rarity: Legendary
- Required Level: 5
Shotgun
- Faction: UNSC
- Magazine Capacity: 5
- Firing Mode: Semi-automatic
This is a dual tube fed weapon best for close combat. This weapon is very deadly in close range and can one shot enemies. Active Camo and Shotgun make an excellent combination. Its internal tube magazine must be loaded one shell at a time, so reload it after every engagement or kill. Rush to point blank range with a well-timed slide or thrust to score a swift one-shot kill.
REQ Cards You Should Use
Shotgun
- Rarity: Common
- Required Level: 3
Lawgiver
- Rarity: Uncommon
- Required Level: 3
Blaze of Glory
- Rarity: Rare
- Required Level: 4
Oathsworn
- Rarity: Legendary
- Required Level: 4
Sniper Rifle
- Faction: UNSC
- Magazine Capacity: 4
- Firing Mode: Semi-automatic
This is a long range weapon and has ability to penetrate both dissipative energy shielding and heavy armor plating. This is Halo classic weapon, ideal for scoring one shot kills. But for one shot kill you need to take headshot. Body shots can remove the enemy’s armor, and a follow up shot on body will be lethal. Sniper equipped with a variable 4x/9x Oracle Scope. While the 4x zoom level is sufficient for most engagements in Arena matches, since this is a purely long range, so equip it only when you are in a safe position.
REQ Cards You Should Use
Sniper Rifle
- Rarity: Uncommon
- Required Level: 6
End of the Line
- Rarity: Rare
- Required Level: 6
Arrow of Time
- Rarity: Ultra Rare
- Required Level: 7
Nornfang
- Rarity: Legendary
- Required Level: 7
Spartan Laser
- Faction: UNSC
- Magazine Capacity: 4
- Firing Mode: Charge
This is a shoulder fire weapon that fires superheated beam of energy that is incredibly effective at destroying both enemy personnel and vehicles. It does best damage to vehicles and bosses in the Warzone. Use it to counter the opponents who equipped heavy weapons like Hydra Launcher or Rocket Launcher. It is need to be charged before firing, hold down the trigger to start charging. After full charge it will fire automatically. Each fully charged shot take 25{ad0b53be2d5c5d18a99e20ff09d5b2ab365deb4c843e9bf9a16eb8b27c6b832d} of weapon’s ammo.
REQ Cards You Should Use
Spartan Laser
- Rarity: Rare
- Required Level: 5
Endgame
- Rarity: Ultra Rare
- Required Level: 6
Selene’s Lance
- Rarity: Legendary
- Required Level: 7
Splinter Turret
- Faction: Forerunner
- Magazine Capacity: 30
- Firing Mode: Semi-auto
This is a mobile heavy weapon for Promethean Knights. This turret fires explosive hardlight projectiles. Each of them explodes upon impact, releasing a few bomblets that bounce around before detonating. Combining the both explosions will do massive damage. For best results, fire volley of four or five shots to completely saturate an area with explosions.it is a semi auto turret firing one shot per trigger pull. Your movement will be slow if you carry this turret, so if you are under attack just put it down and retrieve it later.
REQ Cards You Should Use
Splinter Turret
- Rarity: Rare
- Required Level: 3
Storm Rifle
- Faction: Covenant
- Magazine Capacity: 100
- Firing Mode: Automatic
This is a better weapon than standard Plasma Rifle including a modular coil set, a high-mounted cooling shroud, and an extended barrel. Strom Rifle can rapidly fire plasma bolts. Its high rate of fire make it best for close combats. But nonstop firing makes it overheat. If the weapon overheats, it becomes inoperable for approximately three seconds. For best results, fire it in short three- to four-round bursts.
REQ Cards You Should Use
Storm Rifle
- Rarity: Common
- Required Level: 1
Suppressor
- Faction: Forerunner
- Magazine Capacity: 42
- Firing Mode: Automatic
This weapon was and integral part of the Forerunners’ arsenal against the Flood but it is also useful against human forces. This is a standard weapon for Forerunner forces, its high rate of fire, accuracy and damage output makes it best. It can rapidly fire energy bolts and can take down enemy’s shield and health. While the Suppressor doesn’t overheat, its high rate of fire results in significant muzzle climb, caused by the weapon’s recoil. This is a best weapon for close to medium range but not so effective for long range combat. It has excellent rate of fire, the longer you holds the trigger the faster the Suppressor the fire.
REQ Cards You Should Use
Suppressor
- Rarity: Common
- Required Level: 2
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