Halo 5: Guardians Weapon Damage Guide

UNSC WEAPONS

Magnum

  • Ammo Capacity: 12 rounds per magazine, up to 48 rounds in reserve, semi-automatic
  • Shield Damage: 4 shots to break shields,
  • Body Damage: 3 body shots or 1 unshielded headshot to kill
  • Cyclic rate of fire: about 205 rounds per minute
  • Shots Per Second: about 3.4 shots per second
  • Calculated TTK: 1.46 seconds
  • 3 shots then a melee to kill a fully shielded player

Assault Rifle

  • Ammo Capacity: 36 rounds per magazine, up to 216 rounds in reserve, fully automatic
  • Shield Damage: 9 shots to break shields
  • Unshielded Damage: 6 body shots or 3 headshots to kill
  • Cyclic rate of fire: about 675 rounds per minute
  • Shots Per Second: about 11 shots per second
  • Calculated TTK: 1.06 seconds
  • 6 shots then a melee will kill a fully shielded player

NOTE: Crouching while firing about halves vertical recoil, and marginally reduces bullet spread

Battle Rifle

  • Ammo Capacity: 12 3-round bursts (36 rounds) per magazine, up to 36 3-round bursts (108 rounds) in reserve, 3-round burst (if you couldn’t tell by now)
  • Shield Damage: 3.66 3-round bursts (11 rounds) to break shields
  • Unshielded Damage: 2 3-round bursts (6 rounds) to the body or 1 single headshot to kill
  • Cyclic rate of fire: about 153 bursts per minute
  • Shots Bursts per second: about 2.5 bursts per second
  • Calculated TTK: 1.56 seconds
  • 2 3-round bursts (6 rounds) then a melee will kill a fully shielded player

NOTE: If the last round of the 4th burst against a fully shielded player must strike the head for the famous 4-burst kill.

OTHER NOTE: Crouching while firing eliminates ALL vertical recoil

SMG

  • Ammo Capacity: 60 rounds per magazine, up to 360 rounds in reserve, fully automatic
  • Shield Damage: 9 shots to break shields
  • Unshielded Damage: 6 body shots or 4 headshots to kill
  • Cyclic rate of fire: about 923 rounds per minute
  • Shots per second: about 15 shots per second
  • Calculated TTK: 0.84 seconds
  • 6 shots then a melee will kill a fully shielded player

NOTE: Crouching while firing seems to marginally reduce bullet spread. Barely noticeable

DMR

  • Ammo Capacity: 15 rounds per magazine, up to 45 rounds in reserve, semi-automatic
  • Shield Damage: 4 shots to break shields
  • Unshielded Damage: 2 body shots or 1 headshot to kill
  • Cyclic rate of fire: about 162 rounds per minute
  • Shots per second: about 2.7 shots per second
  • Calculated TTK: 1.85 seconds
  • 2 shots then a melee will kill a fully shielded player

SAW

  • Ammo Capacity: 72 rounds per drum, up to 216 rounds in reserve, fully automatic
  • Shield Damage: 9 shots to break shields
  • Unshielded Damage: 5 body shots or 3 headshots to kill
  • Cyclic rate of fire: about 939 rounds per minute
  • Shots per second: about 15.6 shots per second
  • Calculated TTK: 0.76 seconds
  • 6 shots then a melee will kill a fully shielded player

NOTE: Since the SAW has so many rounds per drum, it looks like crouching while firing slows down the rate of vertical recoil, but does not eliminate it; the reticle still goes up just as high on full auto while crouching, it just gets there slower.

Shotgun

  • Ammo Capacity: 5 shells in internal magazine, up to 15 shells in reserve, pump action, shells are loaded one at a time
  • Cyclic rate of fire: about 69 shells per minute
  • Shots per second: about 1.2 shots per second
  • Calculated TTK: Varies. TTK is heavily dependent or range.
  • Un-scoped Red Reticle Range: 8.25m, 1 blast will result in anything between shields removed and 1/2 health damage to an instant kill
  • Un-scoped Instant Kill Range: <8m
  • Smart-scoped Red Reticle range: 10m, 1 blast will consistently remove a player’s shields and deal 2/3 total health damage
  • Smart-scoped Instant Kill Range: <9m

NOTE: Any performance past the given distances will be inconsistent at best due to the RNG of the shot pattern. Getting as many individual pellets to hit the target from a single blast is paramount to good results.

Hydra

  • Ammo Capacity: 6 rockets per cylinder, up to 18 rockets in reserve, semi-automatic, rockets loaded in one at a time
  • Direct Hit: 2 direct hits needed to kill
  • Splash Damage: An indirect hit hill remove less than half of a player’s shields. Furthest extent of damage at 5m
  • Cyclic rate of fire: about 200 rockets per minute
  • Shots Per Second: about 3.33 shots per second
  • Calculated TTK: 0.6 seconds (not including projectile time in the air)

NOTE: Rockets will only track once a lock on is attained in smart scope. Wait for the orange dotted diamond to become a solid red diamond to fire. Rockets can be curved around obstacles if the Hydra is aimed to the side of a target before firing

OTHER NOTE: Hilariously enough, crouching while firing the hydra reduces recoil by roughly 2/3

Railgun

  • Ammo Capacity: 1 slug per charger, up to 13 slugs in reserve, single shot, 2-second minimum charge time, 3-second maximum charge time
  • Direct Hit: Instant Kill
  • Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 2/3 health damage. Furthest extent of damage at 4.25m
  • Cyclic rate of fire: about 22 slugs per minute at minimum charge, about 19 slugs per minute at maximum charge
  • Shots Per Second: about 0.36 shots per second minimally charged, about 0.31 shots at maximum charge
  • Calculated TTK: Instant

Sniper Rifle

  • Ammo Capacity: 4 rounds per magazine, up to 16 rounds in reserve, semi-automatic
  • Shield Damage: 1 body shot to break shields, 1 headshot kills a fully shielded player
  • Unshielded Damage: 1 body shot or 1 headshot to kill
  • Cyclic rate of fire: about 104 rounds per minute
  • Shots Per Second: about 1.7 shots per second
  • Calculated TTK: Instant if headshot, 1.15 seconds for body shots
  • 1 shot then a melee will kill a fully shielded player

Rocket Launcher

  • Ammo Capacity: 2 Rockets per clip, up to 4 rockets in reserve, semi-automatic
  • Direct Hit: Instant Kill
  • Splash Damage: 4.5m instant-kill radius. Furthest extent of damage at 8m.
  • Cyclic rate of fire: about 109 rockets per minute
  • Shots Per Second: about 1.8 shots per second
  • Calculated TTK: Instant

Spartan Laser

  • Ammo Capacity: 100 Battery Units, 25 Units per shot, 4 shots total, 3-second charge time before firing, 3-second cool down after firing
  • Direct Hit: Instant Kill
  • Splash Damage: 2m radius splash damage. Splash damage does roughly 2/3 of a player’s shield. If a player has less than half of their shields, splash damage will be enough to kill them.
  • Cyclic rate of fire: about 14.45 rounds per minute
  • Shots Per Second: about 0.2 shots per second
  • Calculated TTK: Instant

COVENANT WEAPONS

Plasma Pistol

  • Ammo Capacity: 100 Battery Units, 1 Unit per shot, 100 shots total, semi-automatic, 16 shots fired at maximum firing rate results in an overheat
  • 2-second charge time for overcharge, overcharge consumes 15-16 Units per shot, 7 overcharges total.

NOTE: Overcharge can be used if less than 16 Battery Units remain. If charge is held, about 2 battery per second is consumed until shot is fired or battery is depleted. When battery is depleted in this manner, the overcharge shot is fired

  • Shield Damage: 3 shots to break shields, 1 overcharge to break shields and do about 1/5 health damage
  • Unshielded Damage: 6 body shots or 6 headshots to kill, 3 overcharges to kill (no difference between head and body damage)
  • Cyclic rate of fire: equates about 253.8 shots per minute (rate of fire is somewhat sporadic), about 26.41 overcharges per minute
  • Shots Per Second: equates about 4.23 shots per second, about 0.4 overcharges per second
  • Calculated TTK: 2.12 seconds
  • 2 shots then a melee will kill a fully shielded player

Storm Rifle

  • Ammo Capacity: 100 Battery Units, .5-2 Units per shot, about 100 shots total, fully automatic, if about 16% battery fired at maximum firing rate results in an overheat
  • Shield Damage: 3-6 shots to break shields
  • Unshielded Damage: 4 body shots or 4 headshots to kill (no difference between head and body damage)
  • Cyclic rate of fire: about 444.4 shots per minute
  • Shots Per Second: about 7.4 shots per second
  • Calculated TTK: 0.94-1.35 seconds
  • 4 shots then a melee will kill a fully shielded player

NOTE: The Storm Rifle had extremely inconsistent performance in regards to damage and battery consumption. There seems to be a delay between the battery consumed and the battery percentage on your HUD. The gun works great at close range however

OTHER NOTE: Crouching while firing about halves vertical recoil, but with the storm rifle this is barely noticeable.

Needler

  • Ammo Capacity: 22 Needles per Caddy, up to 66 needles in reserve
  • Body Damage: 7 needles must be embedded in target for instant kill super-combine, damage of the needles themselves is negligible, it takes at least 33 needles to kill a fully shielded player. It takes TWO needles to kill one of the little beetles crawling around on Regret
  • Cyclic rate of fire: about 574 Needles per minute
  • Shots Per Second: about 9.5 shots per second
  • Calculated TTK: 0.73 seconds

NOTE: Smart scope greatly increases homing ability of the needles

OTHER NOTE: Crouching halves vertical recoil

Carbine

  • Ammo Capacity: 20 rounds per magazine, up to 80 rounds in reserve, semi-automatic
  • Shield Damage: 6 shots to break shields
  • Unshielded Damage: 4 body shots or 1 headshot to kill
  • Cyclic rate of fire: about 315.7 rounds per minute
  • Shots Per Second: about 5.26 shots per second
  • Calculated TTK: 1.33 seconds
  • 4 shots then a melee will kill a fully shielded player

Beam Rifle

  • Ammo Capacity: 100 Battery Units, 9-10 Units per shot, 10 shots total, semi-automatic, 2 shots at maximum firing rate results in an overheat
  • Shield Damage: 1 body shot to break shields, 1 headshot kills a fully shielded player
  • Unshielded Damage: 1 body shot or 1 headshot to kill
  • Cyclic rate of fire: about 260.8 shots per minute (maximum rate), maximum sustainable rate of fire is about 53 shots per minute
  • Shots Per Second: about 4.34 shots per second (overheat limits number of shots per second to 2), max sustainable rate of fire is about 0.8 shots per second
  • Calculated TTK: Instant if headshot, 0.46 seconds if body shots
  • 1 shot then a melee will kill a fully shielded player

Plasma Caster

  • Ammo Capacity: 5 plasma grenades per drum, up to 15 plasma grenades in reserve, semi-automatic, 2-second minimum charge time, 4-second maximum charge time for charged shot, charged shot sticks to both players and terrain
  • Direct Hit: Uncharged shot removes shields and deals ¾ health damage; charged shot results in an instant kill
  • Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 3/4 health damage, furthest extent of damage 6.25m ; An indirect hit from a charged shot can instantly kill a player, and spread about 5 sub-munitions over an area up to 7 meters in diameter. The individual sub-munitions are much weaker individually, dealing roughly 2/3 to ¾ each in shield damage. Furthest extent of damage is difficult to measure, but is roughly 4m.
  • Cyclic rate of fire: about 176.4 grenades per minute uncharged, about 27 grenades per minute minimally charged, about 16.4 grenades per minute at maximum charge
  • Shots Per Second: about 2.94 shots per second uncharged, about 0.43 shots per second minimally charged, about 0.27 shots per second at maximum charge
  • Calculated TTK: Difficult to determine. Instant death if a player is stuck with a charged shot, for uncharged shots, 0.68 seconds from the explosions (this doesn’t take into account the time it takes for the projectile to reach its target, or the delay caused by a projectile bounce)

Energy Sword

  • Ammo Capacity: 100 Battery Units, 10 Units per successful hit, 10 hits total
  • Un-scoped Red Reticle Range: 6.75m
  • Smart-scoped Red Reticle range: 11.8m
  • Damage: Lunge initiated by red reticle is an instant kill. Using the melee button is faster, but a two hit kill
  • Cyclic rate of fire swinging (?): about 78 weapon button swings per minute, about 105 melee button swings per second
  • Shots Swings Per Second: about 1.3 weapon button swings per second, about 1.7 melee button swings per second
  • Calculated TTK: Instant if lunge, 1.14 seconds if melee swipes

NOTE: An Energy Sword with an expired battery can be used as a “brass knuckles” of sorts. It does standard melee damage and strikes a bit faster.

Fuel Rod Gun

  • Ammo Capacity: 5 Rods per clip, up to 10 rods in reserve, semi-automatic
  • Direct Hit: Instant Kill
  • Splash Damage: An indirect hit hill remove a player’s shields and deal roughly 1/2 health damage. Furthest extent of damage at 7m
  • Cyclic rate of fire: about 113.2 Rods per minute
  • Shots Per Second: about 1.9 shots per second
  • Calculated TTK: Instant

NOTE: It appears that fuel rods can no longer be bounced off of angled surfaces

OTHER NOTE: Crouching increases the speed of recoil, getting the reticle back on target faster

FORERUNNER WEAPONS

Boltshot

  • Ammo Capacity: 8 3-round bursts (24 rounds) per magazine, up to 24 3-round bursts (72 rounds) in reserve, 3-round burst
  • Shield Damage: 2.66 3-round bursts (8 rounds) to break shields
  • Unshielded Damage: 2 3-round bursts (6 rounds) to the body (there doesn’t seem to be any difference between head and body damage)
  • Cyclic rate of fire: about 141 bursts per minute
  • Shots Bursts Per Second: about 2.35 bursts per second
  • Calculated TTK: 1.70 seconds
  • 2 3-round bursts (6 rounds) then a melee will kill a fully shielded player

NOTE: The numbers here might not be entirely accurate. What is confirmed is that the Boltshot is capable of a 4-burst kill if all shots connect, with the 3rd burst doing some health damage. But if you encounter an enemy player without shields, they might need 2 full bursts if they are at full health. If the reticle is red, the shots will home in on target.

OTHER NOTE: Crouching while firing almost eliminates vertical recoil, but the boltshot’s normal recoil is negligible, so uses for this will be rare.

Suppressor

  • Ammo Capacity: 42 rounds per magazine, up to 160 rounds in reserve, fully automatic,

NOTE: Rate of fire increases the longer the trigger is held, if the reticle is red, the shots will home in on target

  • Shield Damage: 11 rounds to break shields
  • Unshielded Damage: 7 rounds to the body or 7 rounds to the head will kill (no difference between head and body damage)
  • Cyclic rate of fire: equates to about 700 shots per minute
  • Shots Per Second: equates to about 11.6 shots per second
  • Calculated TTK: 1.54 seconds
  • 5 rounds then a melee will kill a fully shielded player

OTHER NOTE: Similar to the SAW, crouching while firing slows down the rate of vertical recoil, but does not eliminate it; the reticle still goes up just as high on full auto while crouching, it just gets there slower. That being said, the difference between standing and crouched seems to be about half a second or less, and since the suppressor’s shots track their target, crouching while firing seems pretty pointless.

Scattershot

  • Ammo Capacity: 5 “shells” stored in weapon, up to 20 “shells” in reserve, semi-automatic, “shells” loaded in one at a time
  • Cyclic rate of fire: about 91 shots per minute
  • Shots Per Second: about 1.5 shots per second
  • Calculated TTK: Varies. TTK is heavily dependent or range.
  • Un-scoped Red Reticle Range: 13.75m, 1 blast will consistently remove a player’s shields from this range
  • Un-scoped Instant Kill Range: 8m
  • Smart-scoped Red Reticle range: 18.16m, 1 blast will consistently deplete 3/4 of a player’s shields
  • Smart-scoped Instant Kill Range: 9.5m

NOTE: Shots can be ricocheted off of angled surfaces. Any performance past the given distances will be inconsistent at best due to the RNG of the shot pattern. Getting as many individual shots to hit the target from a single blast is paramount to good results.

OTHER NOTE: It seems that crouching increases the speed of the reticle getting back on target. Doesn’t look like it makes any difference for scoped shots

Light Rifle

  • Ammo Capacity: per 12 projectiles per magazine, up to 36 projectiles in reserve, semi-automatic, rate of fire is slower in scoped mode
  • Shield Damage: 3 unscoped or 2 scoped rounds to break shields
  • Unshielded Damage: 2 unscoped or 2 scoped body shots to kill, 1 scoped or unscoped headshot to kill
  • Cyclic rate of fire: about 168.2 shots per minute unscoped, about 124 shots per minute scoped
  • Shots Per Second: about 2.8 shots per second unscoped, about 2 shots a second scoped
  • Calculated TTK: 1.42 seconds unscoped, 1.45 seconds scoped (!)
  • 2 unscoped or scoped shots then a melee will kill a fully shielded player

NOTE: In scoped mode, the Light Rifle is capable of 3 shot kills if the last round is a headshot

OTHER NOTE: Crouching while firing about halves vertical recoil, but with the light rifle this is barely noticeable.

Binary Rifle

  • Ammo Capacity: 2 shots per magazine, up to 8 shots in reserve, semi-automatic
  • Damage: Each shot is a beam that lasts about 1.5 seconds. As long as about half of this beam connects with an enemy player, they should die (assuming they have normal shields and health)
  • Cyclic rate of fire: about 133.3 shots per minute
  • Shots Per Second: about 2.2 shots per second
  • Calculated TTK: Near instant

NOTE: While scoped in, the Binary Rifle activates 4 very visible laser sights that can alert players to your position

Incineration Cannon

  • Ammo Capacity: 100 Battery Units, 5 Units per shot, 20 shots total, 2 round burst, 2-2.5 bursts (4 to 5 shots) fired at max rate of fire results in an overheat
  • 2-second charge time for overcharge, overcharge consumes about 25 Units per shot, 4 overcharges total.
  • Direct Hit: Instant kill uncharged, instant kill charged
  • Splash Damage: 2 indirect uncharged shots will remove a player’s shield and do about 1/5 health damage. 4m instant-kill radius for charged shots. Furthest extent of damage of charged shots at 8m.
  • Cyclic rate of fire: about 83.3 uncharged bursts per minute, about 24 .3 charged shots per minute
  • Shots Per Second: about 1.38 uncharged bursts per second, about 0.4 charged shots per second *Calculated TTK: Near-instant to Instant

 

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