The Dreaded Needler!
The Dreaded Needler!
The needler was seldom used in halo 1, and in halo 2 i think it is used less. I cant help but think it is garbage.So, do you think the needler will survive to see halo 3, and if so will it be more powerful?
And if anyone thinks my assessment of the needler is wrong please let me know.
And if anyone thinks my assessment of the needler is wrong please let me know.

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This is all SP, unless mentioned otherwise.
In Halo 1, I actually find the needler a better weapon than the plasma rifle, save for it's severe lack of ammo. 20 shots a clip and 80 shots total combined with it's slow moving projectile make it into a very poor long range weapon, but is one of my favorite up-close-and-personal weapons (short of the shotgun of course) even in MP. And when used in conjunction with a plasma pistol, jackals should PH34R me.
In Halo 2 the double wielded needlers were a real force to be reconed with, but suffer the same problems with jackals and ammo shortage.
If any weapon should be dropped for Halo 3, it should be the Battle rifle. It's low firing rate simply made it a poor weapon choice, especially against elites.
Anyways, here's a list of Halo 2 weapons and why I like/dislike them.
Plasma Pistol: The single shot is individually weak, but multiple hits are devistating, not to mention the shield draining power of the overcharge. Keep as is.
Plasma Rifle: Decent rate of fire and good damage. My favorite weapon for general purpose use. Keep as is
Needler: See above. Keep as is.
Covie Carabine: Nice medium range weapon. the 2x zoom was a nice touch. With Decent damage and a good firing rate. Reloading a covie weapon seemed out of place though. Perhaps make it use an energy core instead.
Particle Beam Rifle: I'm at a tossup as to wether I like this one or the sniper rifle better. lots of damage, but over heats easilly. nicely balanced. Keep as is.
Brute Shot: Low clip capacity, but a quick reload time and strong melee attack. A low total ammo capacity and tricky aiming keeps it balanced. Keep as is.
Energy Sword: This had been begged for literally since day one of Halo 1. Very stron melee attack, but ONLY a melee attack. The ULTIMATE anti-flood. I'm still in love.
Fuel Rod Gun: Again, the clip seems out of place. The strenth of the individual shot seems to have gone up from the Halo 1 counterpart, but I miss the parabolic trajectory and explosion on impact. If the energy core comes back, so should the ability to overheat.
Plasma Grenade: Mmm... sticky is good... lower blast power than the M9 HE-DP and doesn't bounce or roll very well, but there's nothing better than plastering it to someone's face and listening to them scream.
M6C Pistol: It's the pistol. low damage, but decent firing rate and the ability to dual wield make it an ok choice. A formidable weapon in the hands of a skilled user.
BR55 Rifle: Ok damage but a very low firing rate. not even a good anti-grunt weapon (unless you're some kind of head-shot genie), let alone the flood or elites. Just get rid of the damn thing.
M7/Caseless Sub Macchine Gun: Increadably high rate of fire coupled with increadably high inacuracy. Duel wielded it's the MPer's weapon of choice (next to the sword) next to useless in SP due to it's obscene ammo usage and long reload time. I suggest lower fire rate and higher dammage. And get rid of the recoil for christsakes. You're playing a cyborg. Recoil shouldn't affect you.
S2 AM Sniper Rifle: Decent rate of fire and high damage. Balanced by a low clip capasity and a need for pinpoint accuracy. Keep as is.
M19 SSM Rocket Launcher: The tracking rockets were a nice touch-up from Halo 1. Did well to emphasize their anti-vehicle roll. With a low firing rate but massive damage, coupled with a low maximum ammo capasity, it's a use-then-discard weapon. Still fun as hell though. Keep as is.
M90 Shotgun: The human anti-flood weapon and close quarters kill-you-now gun. It's hard to go wrong with the shotgun, though a medium to long range weapon should probably be kept in reserve. Keep as is.
M9 HE-DP Fragmentation Grenade: Nice Blast radius, and good rolling capasity. Perhaps make the fuse shorter.
M41 LAAG: The chaingun. A powerfull weapon against vehicles and infantry alike but must remain with the vehicle it's mounted on. Keep as is.
M68 Gauss Cannon: Low rate of fire, but high damage. A good anti-vehicle weapon. Almost no splash damage means accuracy is a must though. Keep as is.
In Halo 1, I actually find the needler a better weapon than the plasma rifle, save for it's severe lack of ammo. 20 shots a clip and 80 shots total combined with it's slow moving projectile make it into a very poor long range weapon, but is one of my favorite up-close-and-personal weapons (short of the shotgun of course) even in MP. And when used in conjunction with a plasma pistol, jackals should PH34R me.
In Halo 2 the double wielded needlers were a real force to be reconed with, but suffer the same problems with jackals and ammo shortage.
If any weapon should be dropped for Halo 3, it should be the Battle rifle. It's low firing rate simply made it a poor weapon choice, especially against elites.
Anyways, here's a list of Halo 2 weapons and why I like/dislike them.
Plasma Pistol: The single shot is individually weak, but multiple hits are devistating, not to mention the shield draining power of the overcharge. Keep as is.
Plasma Rifle: Decent rate of fire and good damage. My favorite weapon for general purpose use. Keep as is
Needler: See above. Keep as is.
Covie Carabine: Nice medium range weapon. the 2x zoom was a nice touch. With Decent damage and a good firing rate. Reloading a covie weapon seemed out of place though. Perhaps make it use an energy core instead.
Particle Beam Rifle: I'm at a tossup as to wether I like this one or the sniper rifle better. lots of damage, but over heats easilly. nicely balanced. Keep as is.
Brute Shot: Low clip capacity, but a quick reload time and strong melee attack. A low total ammo capacity and tricky aiming keeps it balanced. Keep as is.
Energy Sword: This had been begged for literally since day one of Halo 1. Very stron melee attack, but ONLY a melee attack. The ULTIMATE anti-flood. I'm still in love.
Fuel Rod Gun: Again, the clip seems out of place. The strenth of the individual shot seems to have gone up from the Halo 1 counterpart, but I miss the parabolic trajectory and explosion on impact. If the energy core comes back, so should the ability to overheat.
Plasma Grenade: Mmm... sticky is good... lower blast power than the M9 HE-DP and doesn't bounce or roll very well, but there's nothing better than plastering it to someone's face and listening to them scream.
M6C Pistol: It's the pistol. low damage, but decent firing rate and the ability to dual wield make it an ok choice. A formidable weapon in the hands of a skilled user.
BR55 Rifle: Ok damage but a very low firing rate. not even a good anti-grunt weapon (unless you're some kind of head-shot genie), let alone the flood or elites. Just get rid of the damn thing.
M7/Caseless Sub Macchine Gun: Increadably high rate of fire coupled with increadably high inacuracy. Duel wielded it's the MPer's weapon of choice (next to the sword) next to useless in SP due to it's obscene ammo usage and long reload time. I suggest lower fire rate and higher dammage. And get rid of the recoil for christsakes. You're playing a cyborg. Recoil shouldn't affect you.
S2 AM Sniper Rifle: Decent rate of fire and high damage. Balanced by a low clip capasity and a need for pinpoint accuracy. Keep as is.
M19 SSM Rocket Launcher: The tracking rockets were a nice touch-up from Halo 1. Did well to emphasize their anti-vehicle roll. With a low firing rate but massive damage, coupled with a low maximum ammo capasity, it's a use-then-discard weapon. Still fun as hell though. Keep as is.
M90 Shotgun: The human anti-flood weapon and close quarters kill-you-now gun. It's hard to go wrong with the shotgun, though a medium to long range weapon should probably be kept in reserve. Keep as is.
M9 HE-DP Fragmentation Grenade: Nice Blast radius, and good rolling capasity. Perhaps make the fuse shorter.
M41 LAAG: The chaingun. A powerfull weapon against vehicles and infantry alike but must remain with the vehicle it's mounted on. Keep as is.
M68 Gauss Cannon: Low rate of fire, but high damage. A good anti-vehicle weapon. Almost no splash damage means accuracy is a must though. Keep as is.
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