It’s been a long wait, but Halo is back. NS hello infinity Multiplayer mode has become a hit and is free to play for anyone with an Xbox console or PC that can handle it. Fans who came out with the original Xbox — and players who’ve never touched a Halo game before — are all jumping into the classic days of arena shooters in this throwback. Unlike most FPS games released today, hello infinity Very different speeds. With few exceptions, firefighters will last more than a second and require a more consistent aim than just getting the first shot at your opponent.
However, those exceptions exist as power weapons. Halo always has those special weapons that can turn the tide of the match in the right hands. hello infinity It’s brought back some of these devastating weapons from previous games, with a few tweaks and balance changes here and there, but also gave us a bunch of new toys to learn from. We’ve run each of them through their motions to determine how each power weapon. hello infinity Ranks up so you can rack up a higher kill count.
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- Halo Infinite review: A great shooter, still a work in progress
There is no classic. Every main Halo game has some form of included SPNKR rocket launcher. While it wasn’t the dominant monster in previous games, notably Hello 2, ns hello infinity The version of this explosive beast is still something to be feared. What makes it so great is that as long as you land the rocket close enough, you don’t even need to hit your target. Splash damage is enough to easily take out one or more enemy soldiers on foot, and most vehicles will explode into a ball of fire with a single direct hit. This version doesn’t lock onto vehicles, and rockets have some travel time, so it’s not a completely free kill. You get two shots before reloading, but one is more than enough to ward off any threat.
Covenant’s iconic weapon was the one we all wished we could get our hands on in the first Halo, and thankfully we got our wish in the following games. again, Hello 2 Recoil remains the extreme of this weapon, but even with balance, it stands out as the best close range weapon. hello infinity, In fact, the Energy Sword shines even brighter, thanks to the shotgun’s slightly weakening and the inclusion of new grappling hook equipment. A lone swing will rip any enemy off like butter, and the lunge range is generous, while not ridiculous. Similar to Rocket Launcher, as long as you see your crosshairs turning red, you basically get a free kill. The only thing that won’t help much against the vehicle and enemy at your range, so when you draw this blade, plan around it.
On the opposite end of the spectrum, we always have the fascinating S7 sniper rifle. The focus of several clips showing insane prowess, this was the weapon that started the whole “no scope” craze. Scoped or not, this rifle is meant for the long range, thanks to its multiple zoom levels, but is equally lethal in the right hands at medium and close ranges. The skill floor and ceiling are much higher on this gun than on the previous two weapons, but if you have steady hands, it can easily go toe-to-toe. A headshot is punishable by death, and two bodies will spare any adversary. The rate of fire is fast enough that you can hit two shots before most can escape, and the clip of four is big enough without much power. hello infinity There’s no accuracy penalty for running or jumping, so you can pull off some crazy shots if you can line them up.
Our first new weapon is a new type of rocket launcher called the Hydra. The rockets fired from this weapon are much weaker than the SPNKR but fired faster and can track the target using the secondary fire mode. It is best used against vehicles but is by no means useless against normal infantrymen. Regular shot is more powerful, taking about two hits to kill a normal enemy, while tracking shots require double. Naturally, these homing shots are perfect for seek and fly vehicles, and while you can lock on individuals as well, you’ll be better off taking just one shot rather than waiting for lock-on in most situations. . Oh, and Hydra has a punishable reload speed, so plan ahead for that.
Another new explosive weapon, this time feeling like a grenade launcher, cindershots fires from bouncing explosives that also act like tiny gravity wells. There’s no point in a direct hit, so using the boom is the key to making this power weapon work for you. The splash damage range is quite good, especially when you use the secondary fire mode. With it, the grenades you shoot will be directed wherever you move your crosshairs. This can be tricky to master, but it allows you to navigate the grenade around cover or chase a vehicle. As with most explosives, be careful with this so you don’t catch yourself in the explosion.
The elite were known for the energy sword and the brutes were known for their gravity hammer. Unfortunately, the hammer has never been able to match the sword in terms of raw power, although it has some accessory uses that are specific to it. It’s a big boy who, at least in comparison to the sword, is a big boy who feels like dangling a paper tube, which will catch anyone on the business end of it. The range seems to be slightly shorter than that of a sword, at least for a single hit kill, but the gravitational blast is much wider. This thing can hit and drop enemies, vehicles, and even some projectiles out of your way. You can also use it to promote yourself while platforming to reach new territories. All of this makes the Gravity Hammer more versatile if you can master it.
The replacement for the Spartan laser is the more satisfying skewer. Instead of charging a large piercing red laser, the dagger fires a massive spike that will rip through a tank as easily as a player. A direct hit will devastate a player, and if he doesn’t take out a vehicle, it will at least put him at the door of death. However, it’s just as accurate as a sniper rifle, you only have one shot before you need to spend a few precious seconds reloading. Also, unlike a sniper’s bullets, firing it at range will cause the spike to eventually succumb to the effects of gravity and begin to fall. If you aim too far, you’ll need to compensate by leading your shot and compensating for the drop. It’s best for destroying targets of larger vehicles, but the allure of ripping a giant spike through a spartan is worth it if you can land that hit.
The plasma version of the grenade launcher comes in the form of a rager, which is not as deadly as the name suggests. This gun fires a three-shot blast of plasma with a very heavy arc attached to it or can be charged to a single, giant glob of plasma. Normal shots are like short plasma bursts, whereas charged blasts stick to any surface and will continuously damage anything it touches. Regular shots are quite weak, taking a total of six hits to kill a regular Spartan. The charged pool of plasma is a bit more useful in objective mode where you might want to cut lanes or pin your flag or control point, but it’s very situational and unlikely to result in many direct kills.
Finally, we come to the new version of the Covenant sniper rifle. Although it has gone through many forms, it is probably the weakest alien sniper ever. What it really has going for it is the fast rate of fire and no reload unless you overheat it. You still have two zooming options, and because it’s plasma-based, it will remove shields very effectively, but getting a kill will be difficult. It will still take three hits to knock down an enemy if you’re hitting your headshots perfectly, and more if you’re hitting the body, which is plenty for a sniper who is a power weapon. It’s more useful as a secondary weapon that you combine with something like a BR to get a shield and then clear kills with a burst or use to support your team. It’s basically a slightly more powerful carbine from the previous games.