SpawnKilled Guides: An in depth weapon guide for Halo Infinite S2

Bansheeman Here! Today I will be your Halo Sensei & Drill Instructor. First be sure to follow this post. I’ll keep checking this thread and answer any questions about the weapon sandbox you have. Next I advise you to read all of this before posting. There’s likely to be very few major changes to the weapons function. Some tweaks & fine tuning over the years. But the core principles I’ll outline here should pretty much stay on target.

Now let’s begin.

Assault Rifle : Love it or hate it the AR in this game is an essential tool in the armory that dominates at a close- medium range. if you aim for the head you get a damage multiplier. This will allow you to outgun the enemy in most AR duels. At a further distance you want to fire it slower. So release the trigger every second or so instead of justy holding it in. This will make your shot more accurate. resulting in more damage dealt at a longer range.

Battle Rifle: Another essential tool that dominate at medium to long range. Most of you are going to do better with this weapon by staying unscoped and going for body shots. Then aim up slightly for the headshot finisher.

Commando: The bridge where auto meets precision. You can hold the trigger down and melt shields with this thing. Great for medium and long range combat. You’re gonna find more success here by aiming for the middle chest and rapid clicking your trigger. It will melt their shield AND the bloom that curves upward will result in a headshot. If the enemy turns around to run away it will be a lot harder to register the headshot. This is when you quickly switch to a BR, magnum, or whatever you’ve got to finish them off. Complete the kill if you believe you can do so or try to mark them for a teammate to finish.

Magnum: A starting weapon in a majority of the game. You can switch to it quickly to get headshot kills and quickdraw medals. Your accuracy dictates your ability with this weapon. for casual play, it’s best to use the AR to break shields and then aim for a headshot with this one. For competitive play, focus on improving your accuracy at a slower speed for longer distance and shooting as fast as you can as accurately as you can in medium to close range. It has the ability to outplay a BR opponent, depending on your movement and accuracy.

Sniper Rifle : Aim for the head or hit 2 body shots for the kill. Also great for spotting enemies. Especially in standoffs. Great ways to practice are in team snipers, ranked arena, and weapon drills. Skill gap is arguably the widest with this weapon. The best snipers will make almost every shot count by hit snapshots, quickscopes, and long range tracking hits. Getting your controller settings fine tuned will grant you noticable improvements here. Lastly, crouching while scoped will improve accuracy.

Plasma Rifle thingy: You know the one that shoots a burst of plasma each time you fire it and has a cooldown like most covenant weapons. Anyways, this thing is a beast in both casual BTB & ranked arena and you didn’t even know it. You probably don’t even know the name of this gun either. but you see it on every map. If you pick up and use it, you’ll see it has tracking capability. What’s more is that it’s a 3 shot kill, you can shoot it fast, and the tracking works better when scoped. Win your BR battle in ranked by starting with weapon and firing it once. then switch to your BR for an advantage in the 1v1 situation.

Needler: : My personal favorite and stable since 2001, This is another dominate weapon in close range that you need to start using. The best play here is the sneaky play in casual and ranked. If you’re confronting the enemy with this, they can easily evade it. But if you approach from behind or the side and fire away you’ll get a quick supercombine kill that they won’t see coming! This is a really great weapon for beginner players to learn how to use. They will be getting kills with it. scoping improves tracking at longer range. Your accuracy is all about angles and arches here. So I find that jumping often helps the tracking trajectory when you first engage.

Disruptor : I call it the ray gun. Not used very often. But it does melt shields and if you aim for the headshot after that you can finish them with that. it can also chain link electric shock players who are very close together. You can also do this by shooting weapon and grenade pads.

That’s all for the first lesson. I hope you’ve learned a bit more and will try to use these weapons more often and in more creative ways.

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Excellent write up.

It would be awesome if you put a summary of each weapon on the first line; how many shots to pop the shields and then headshots vs body to finish the job.

And you talk about using the commando’s bloom to move up for the head shot. The better term is probably vertical recoil.

That’s what’s going on technically. Reach kids like saying the word bloom.

Great suggestion. my plan for this thread is to keep adding more tips/lessons as time allows for me to write. We’ll keep going in depth as we go along. First I’m planning on covering the basics of each weapon and began that here. I chose to start with these weapons because they’re available for use on a majority of maps in a majority of playlists.

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One thing about the Pulse Carbine that you fail to mention is how the Homing isn’t true homing.

It homes for the first second it leaves the barrel, then sustains that trajectory for the rest of the flight. What this means is that it has a sweet spot in medium range where the bolts are just far enough to travel the arc of the homing bolts to still reliably hit the target.

Any closer or further than this sweet range and even a normal strafing enemy avoids 80% of your shots and will require leading, even if they are in Red Reticule range. (Yes Pulse Carbine is one the few weapons left in Halo that has Red Reticule)

As the Pulse Carbine requires 1.5 full burst to put an enemy into 1 BR tap kill threshold, you need to land 2 bursts with most shots connecting so your little tip flat out doesn’t work.

Pulse Carbine definitely does not work well in the hands of a casual and you will find better use for it taking pot shots and abuse the projectile and homing function of this weapon to quickly harass and duck back behind cover.

My accuracy in Infinite is 30% because I have been using this stupid gun for almost every map it spawns on, so trust me when I say it’s not as easy a gun to use as you are selling it.

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Ahh, I see you’re man of weapon culture as well.

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It does though. This weapon’s tracking ability is good enough at a medium range. So it’s great for being behind cover before engaging an enemy, fire 1 or 2 shots before switching to br. The plasmas do wreck shields so this will give you a temp advantage in a 1v1 in ranked.

As for casual play this gun is going to do work against other casuals who are running in a straight line with an AR. It’s a great way for casuals to start winning AR duels.

I didn’t know this weapon has red reticule on PC. I thought they removed it for all weapons on PC to prevent aimbotting, Even though aimbots were being used on launch day…

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Well the Pulse carbine is actually a two shot kill, as it also does head damage. While aiming does increase tracing, its harder for it to trace when enemies get close. I recommend aiming for longer ranges while hip firing mid-to close while switching to your primary after. Its just better quickdraw.

This also works for the plasma pistol

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You’re essentially just answering my careful analysis of the weapon with “trust me, my guide works” whereas I’ve given you in depth weapon mechanic and function and how to actually properly use the weapon along with optimal usage ranges.

So to anyone actually looking to learn how to use the Pulse Carbine:

  • At default 78 FOV (though you should really not be playing at 78 FOV unless you like seeing your own spartan’s legs) the closest range where your Reticule turns Red at hip fire is tad too close for Pulse Carbine Homing. You will want to actually be a little further back and use Smart Link zoom instead.
  • Smart Link zoom Red Reticule is the optimal range for Pulse Carbine action, any further than that where you lose Red Reticule and the projectile travel time becomes a detriment
  • Optimal Pulse Carbine TTK is quick at 3 full bursts provided all shots land with the last burst being a headshot, if not it’s 4 bursts on bodyshots.
  • 2 full bursts into any part of the body puts the target at “glowy” shield rating, which is about 80% shield damage. Next BR burst kills a target at this shield level, or quickly unloading with the Sidekick
  • You do not want to manually fire this weapon like a burst weapon, your burst comes out way quicker if you keep the trigger held as Pulse Carbine is a pseudo auto weapon, where you do not need to lift off the trigger for the next burst to be fired. Keeping your finger down on the trigger lets each burst be shot faster than human error can time the internal weapon cooldown between bursts
  • When you are strafing an enemy, even with Red Reticule, you should be leading your shots a little. Imagine the Homing arc of the bolts to be similar to throwing a curve ball. As a result, as your enemy is strafing or simply moving across your screen, track their movements with your own movement inputs and position your red reticule somewhere slightly to the front of the target’s movement direction, with the reticule still red and half trained on the target’s body while the other half of the reticule is leading. You should be landing most of your shots this way against a moving enemy.

Don’t settle for being a casual with this weapon, and if you get better at it, you perform much better even against the majority of players because usually they have no answer to someone who strafes left rights throwing out homing bolts at them.

Plasma Rifle Thingy? You mean the 1.21 Gigawatts Blue Burst Bubblegum Blaster?

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What I wrote originally was a quick introduction to the weapon, situations it can be used in,and why you should start using it.

You’ve went further in depth on its technical use and how one can master it. Well done. Thanks for contributing.

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Lesson #2: The Stalker Rifle:
The stalker Rifle is another vital weapon to get an edge on your opponent. Featuring covenant cooldown, this weapon is a 3 shot kill and overheats after 5 shots. Best when aiming for upper chest. then go for a headshot after the 2nd hit marker you get. You can earn perfect medals with this gun.
The mistake most are making with it is only using it while scoped. It is extremely effective in mid range descoped. You can use it while strafing and taking on another strafing opponent with BR. They need 4 shots, you need 3. If you have the accuracy, the odds are in your favor.
Lastly, this gun is also ideal for support play. Work your map angles and get a shot or 2 on enemies from a distance. This will give your teammates a high success rate of cleaning them up and earning you an assist. If you want more points, mark the enemy as you shoot them. Then you’ll get points for a mark assist as well as the kill assist.

Good guide. One note (unless you said it and I missed it), the optimal TTK strategy is to use one burst and then immediately switch to BR, since you can start firing the BR before those pulse shots hit, and then your second BR shot can be the finisher.

It’s also kind of surprise-based a bit, because once you fire one Pulse burst, good opponents will be able to strafe out of the next one, and then you’re at a disadvantage in the BR duel by the time you switch. It’s generally not a great idea to fire two bursts.

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