As most of you know, The Elites and Brutes with shielding had a weak spot for over charged plasma pistols and plasma weapons in general. Thus the ‘noob combo’ was an extremely helpful tactic when facing these shielded opponents on legendary.
The weakness of unshielded enemies were head shots and clips of lead from Human weapons.
So my question is, what will the weak spot of the Promethean Knights be?
We know they have shielding, but will it also be weak to plasma? Will they also fall to the ‘noob combo’ or will we have to discover something new to effectively take these guys down?
Kill the Watchers that the Knights give birth to.The sight of them seeing that will send them into shock giving the jerk M.C enough time to mop up the rest.
But anyways… I’m really not sure. The best way of defeating them would probably be taking down watchers first, then hitting the Knight with headshot weapons. Close range weapons like the Suppressor are deadly too, but you’ll want to make sure others aren’t around to kill you if you do this.
When their masks opened, their skulls definitely were the weak spot. also, I may be wrong, but they are probably bad at detecting enemies behind them. (account from their huge husks on their backs)
Nothing. It seems as if nothing will kill them, we will all die. To my precise, we will all die on the 21st December 2012 through the hands of the invincible prometheans. They’re so strong they can kill us in real life.
We only know that the Needler will be “our new best friend on legendary”… So maybe, Needlers? Knights don’t seems to roll and dodge as much as Elites do, they “only” teleport.
> Assasinations wont work because If there are Crawlers around they will jump on the chiefs back and then all 3 of you will go over a cliff.
You’ve played?
Nonetheless, I’ll find a way to get at their backs. I’ve assassinated CE Zealots, Halo 2 Ultras, Reach Field Marshals, Zealots, and Ultras.
So this is meaningless to me:
> Campaign pro tip: Beware the Incinerator-wielding Knight Commanders. They are deadly. You cannot outgun them so you’re required to outthink them.
I believe the 4 submunitions are merely an extension of Reach’s absurd blast radius, only more reasonable and subtle. Now that I’ll be playing as Chief, I’ll be capable of testing the above claim.