Warzone Loadout Weapons

I have a really quick question for those on here that no one else has been able to answer so far, including google.

It involves the weapon “attachments” on the loadout weapons (Assault Rifle, BR, etc) but not the weapons themselves. I know a few of them, including kinetic bolts, suppressor, energy bayonet, and what they do, but the others have me so lost.

The laser pointer says it increases accuracy. I could understand where on the AR it might decrease bloom, but what accuracy is there to help on the BR or DMR? Does it increase auto aim? If all it does is make your weapon more accurate than I feel like its a useless attachment except for the AR and SMG.

Then there is the barrel muzzle. It says that it increases your range. What range? Can’t all weapons fire until they hit something or is there a wall that it hits and stops traveling? If so, how far is that wall because I haven’t hit it. If what it really does is just make you more accurate, then I feel like the point is lost again because it would be useless for the BR and DMR.

Finally there is an attachment that I haven’t seen yet. The icon is two lines leading to parenthesis that enclose a AR reticle. What does that do? The icon makes it look like it would make a weapon more accurate but then what’s the point when we already have an attachment for that?

I would be able to answer these questions myself if I could just get them in REQ packs but I almost never get weapons in them (I don’t even have a DMR yet). I see them occasionally on the battlefield but still don’t understand what they do. Thanks for all answers in advance.

I can’t even figure out how to use the different types of ARs and BRs that I have in my collections. I access them in the Requisition Collection screen, but when I try to select one of them nothing happens and it continues to give me that same standard AR in every Warzone instead of the energy bayonet one or Delta-Six spec ops BR that I have. I tried selecting it in the Warzone lobby area while waiting to launch and still nothing.

> 2533274808633711;2:
> I can’t even figure out how to use the different types of ARs and BRs that I have in my collections. I access them in the Requisition Collection screen, but when I try to select one of them nothing happens and it continues to give me that same standard AR in every Warzone instead of the energy bayonet one or Delta-Six spec ops BR that I have. I tried selecting it in the Warzone lobby area while waiting to launch and still nothing.

You will always spawn in with a normal AR and magnum. As the game progresses you can get the other loadout weapons but just because you can use a BR doesn’t mean you can use all of its variants.

You can use a normal BR at REQ level 3. But if you wanna use the energy bayonet BR you have to wait until REQ level 8. So if you’re trying to equip them and it’s not working, check that. You’ll know you’re about to successfully equip a new weapon when it asks which weapon you want to replace.

> 2533274808633711;2:
> I can’t even figure out how to use the different types of ARs and BRs that I have in my collections. I access them in the Requisition Collection screen, but when I try to select one of them nothing happens and it continues to give me that same standard AR in every Warzone instead of the energy bayonet one or Delta-Six spec ops BR that I have. I tried selecting it in the Warzone lobby area while waiting to launch and still nothing.

Like the person above me said, these variants are not default loadouts. The only thing that will stick in the way you are attempting to do is weapon skins, not actual variants. The variants must be equiped within each specific game once you have earned the specific REC level.

Only skins are permanent on your default load outs for weps with attachments you need a higher energy level than the standard versions require

> 2533274836202597;4:
> > 2533274808633711;2:
> > I can’t even figure out how to use the different types of ARs and BRs that I have in my collections. I access them in the Requisition Collection screen, but when I try to select one of them nothing happens and it continues to give me that same standard AR in every Warzone instead of the energy bayonet one or Delta-Six spec ops BR that I have. I tried selecting it in the Warzone lobby area while waiting to launch and still nothing.
>
>
> Like the person above me said, these variants are not default loadouts. The only thing that will stick in the way you are attempting to do is weapon skins, not actual variants. The variants must be equiped within each specific game once you have earned the specific REC level.

Do you know what all of the different attachments do though? Like, what’s the real difference between the laser, long barrel muzzle, and stabilizers?

…and for the barrel muzzle,does it mean it compensate for bullet drop,or for bullets loosing power (damage) at long range? mecanics r not clear,why being so evasive on their exact function

I’m interested in this as well. Would like get some quantifiers on it, not just in-game descriptions.
Some variants are clear cut, at least for the advantages. The disadvantages, over the standard (if any)? I don’t know, except perhaps one:

The Suppressor (diminishing sound wave) lowers your firing noise as well as dims your dot on the motion sensor a bit, but perhaps reduces range a bit? I know that it still causes some really bad flashes when you ADS.

The Kinetic Bolts (set of 3 triangles, the largest has a white tip) increases your damage against vehicles, and I’m guessing the “knockback” refers to the Spartan Charge. Maybe lowers damage against non-vehicle targets?

The Energy Bayonet (self-explanatory really, it looks like a sword/spear) pretty much turns your melee attack into an instant kill, and also increases the range. But I do notice that it seems like the melee attack itself is slower than normal.

The Long Barrel (…it’s a barrel…that’s longer) increases “effective” range. Now what does that mean? Well, I’m fairly certain there is no minimum or maximum damage model like you would find in the other big name shooters (BF, CoD, etc), so I’m guessing it tightens up your spread at it’s extreme range. Now the disadvantage? Perhaps increased recoil? I don’t know, but one thing is for certain: you’re still not gonna be able to out range or out damage a BR or DMR with a AR or SMG at longer ranges.

The Laser Targeter (looks like a sideways thermometer with dots radiating outward from the bulb) increases weapon accuracy. My guess is that this increases the amount of time you have before you reach full bloom…or decreases the per shot modifier. What have you. Disadvantage…the laser gives you away? I don’t really know.

The Stablizing Jets (a crosshair bordered by sideways T’s) reduce recoil. By how much? I don’t know. Disadvantages? Couldn’t tell ya.

Maybe sometime today I’ll sacrifice a Warzone match and sit in Home Base and see what I can test out from just shooting at a wall. Too bad there isn’t an option in forge to build a mini-warzone map and label it “Firing Range”, complete with stationary targets and a REQ station. But my initial guesses: The Long Barrel and Stabilization Jets work well with the SMG. Laser Targeter and maybe Long Barrel support the AR. Laser Targeter is good with the BR. Stabilization Jets and Kinetic Bolts go well with the DMR because of it’s higher dmg output. However, the Energy Bayonet, Kinetic Bolts, and Suppressor variants can work with any Loadout weapon: they are just situational.

Now I’m kind of hyped up about it (I’m a science geek, deal with it lol), so I’ll try to get some Warzoning done in a little while and break out some paper and pencil and ruler and see what I can turn up (as far as I can tell, no one as done this, or if they have, they haven’t posted any results)

Long barrel increase the range in which you will get a red reticle when aiming at a target, this gives you aim assist at longer range. The laser targeted decreases bullet spread. But it really isn’t as usefull as the long barrel unless using automatic guns. Stabilizing jets are only good for smgs.

Ok, did some real quick tests, but the results seemed pretty consistent.

Gametype: Warzone, 3 rounds, lasting about 7-10 minutes each.
Weapon: AR
Firing Method: Full Auto (tried doing bursts, but no noticeable difference between variants)
Location: Hallway connecting the Core to the rest of the Home Base (you can see the bullet holes in the walls)
Measurements taken using standard graph paper (.25 x .25 inch squares) and a measuring tape

Variants tested: Long Barrel, Kinetic Bolts, Suppressor, Laser Targeter, Stabilization Jets, Standard

Results:
The Standard AR had a recoil rise of about 1.5 inches, and a tapered spread that started off narrow and bloomed to a width of 1 inch at it’s widest point.

Kinetic Bolts seemed to produce no noticeable effect on either recoil or bullet spread.

Suppressor produced equal recoil rise, but the spread seemed to actually be increased; the taper started to widen out sooner.

Equipping the Laser Targeter produced equal recoil rise, but had a spread of roughly .5 inches. Almost a 50% reduction in spread at the tested distance.

Equipping the Long Barrel produced equal recoil rise again, but only reduced spread at the tested distance by roughly 25%, only half the reduction the Laser Targeter produced. And as posted before me, increases the range at which you get a red reticle.

Now the Stabilization Jets were the most surprising to me. The spread was roughly the same, at about 1 inch at the widest point. However, the recoil rise only measured at about .60 inches. That’s a reduction in recoil rise of roughly 50%! The circle of bullets after the mag was empty was able to fit into the AR aiming reticle at the tested distance. I honestly didn’t expect this amount of recoil reduction.

Now, while I could not officially test the Energy Bayonet as none of the games I played reached level 8 REQ, at least not for my team, I have used it a number of times to notice a marked decrease in melee speed, and possibly melee recovery. However, your melee strength is indeed increased by a not so insignificant amount. As for the range boost? I can’t say, as my personal play style means I’m either outside of melee range, or well inside it…plus I don’t melee as often as I probably should. If anyone else wants to test this and post the results, by all means.

Conclusions:
For fully automatic, close range weapons like the SMG and AR, Laser Targeter and Stabilization Jets would provide the best bonuses. Stabilization Jets allow you to hold down that trigger for longer periods before the recoil maximizes…heck, even after it has. The Laser Targeter can help you tighten up those bursts.
For weapons like the BR and DMR that have little recoil due to their firing action, and function best at the mid to long range game, the Long Barrel and Laser Targeter are good bets to use. The Laser Targeter can tighten up that spread on the DMR, while the Long Barrel gives you that extra inch on the BR. However, if you are scoped in, the Long Barrel is a bit of a moot point.
The Suppressor, Kinetic Bolts, and Energy Bayonet are situational at best. Use them at your own personal preference. However, the Kinetic Bolts are best used with weapons that have high damage output (SMG/BR, etc) to help bring those vehicle bosses down quicker…or to knock over an enemy light vehicle (a goose, warthog, ghost (maybe)) with a Spartan Charge.

Now, yes, I will admit I used only the AR as my weapon of choice to test this. Do the benefits the AR received translate to equal or lesser/greater effect than for the SMG/BR/DMR? Well, considering the BR almost completely resets between bursts, it’s spread and recoil rise are minuscule to begin with. The DMR has slightly more recoil than the BR, but the spread is pretty minimal as well. The SMG more than likely has greater recoil, and greater spread, but does that mean greater benefits from the Laser Targeter or the Stabilization Jets? Is it a percentage that acts the same across the board, or it is proportional to the base stat? I can run tests later.

Standard disclaimer: This is what I have found out in my admittedly very small test batch. Any one is free to discount, criticize, and/or run the tests themselves. But if you do, please post the results and/or reasons why. Don’t just spout off how much of an idiot I am.

> 2698138705338799;10:
> Ok, did some real quick tests, but the results seemed pretty consistent.
>
> Gametype: Warzone, 3 rounds, lasting about 7-10 minutes each.
> Weapon: AR
> Firing Method: Full Auto (tried doing bursts, but no noticeable difference between variants)
> Location: Hallway connecting the Core to the rest of the Home Base (you can see the bullet holes in the walls)
> Measurements taken using standard graph paper (.25 x .25 inch squares) and a measuring tape
>
> Variants tested: Long Barrel, Kinetic Bolts, Suppressor, Laser Targeter, Stabilization Jets, Standard
>
> Results:
> The Standard AR had a recoil rise of about 1.5 inches, and a tapered spread that started off narrow and bloomed to a width of 1 inch at it’s widest point.
>
> Kinetic Bolts seemed to produce no noticeable effect on either recoil or bullet spread.
>
> Suppressor produced equal recoil rise, but the spread seemed to actually be increased; the taper started to widen out sooner.
>
> Equipping the Laser Targeter produced equal recoil rise, but had a spread of roughly .5 inches. Almost a 50% reduction in spread at the tested distance.
>
> Equipping the Long Barrel produced equal recoil rise again, but only reduced spread at the tested distance by roughly 25%, only half the reduction the Laser Targeter produced. And as posted before me, increases the range at which you get a red reticle.
>
> Now the Stabilization Jets were the most surprising to me. The spread was roughly the same, at about 1 inch at the widest point. However, the recoil rise only measured at about .60 inches. That’s a reduction in recoil rise of roughly 50%! The circle of bullets after the mag was empty was able to fit into the AR aiming reticle at the tested distance. I honestly didn’t expect this amount of recoil reduction.
>
> Now, while I could not officially test the Energy Bayonet as none of the games I played reached level 8 REQ, at least not for my team, I have used it a number of times to notice a marked decrease in melee speed, and possibly melee recovery. However, your melee strength is indeed increased by a not so insignificant amount. As for the range boost? I can’t say, as my personal play style means I’m either outside of melee range, or well inside it…plus I don’t melee as often as I probably should. If anyone else wants to test this and post the results, by all means.
>
> Conclusions:
> For fully automatic, close range weapons like the SMG and AR, Laser Targeter and Stabilization Jets would provide the best bonuses. Stabilization Jets allow you to hold down that trigger for longer periods before the recoil maximizes…heck, even after it has. The Laser Targeter can help you tighten up those bursts.
> For weapons like the BR and DMR that have little recoil due to their firing action, and function best at the mid to long range game, the Long Barrel and Laser Targeter are good bets to use. The Laser Targeter can tighten up that spread on the DMR, while the Long Barrel gives you that extra inch on the BR. However, if you are scoped in, the Long Barrel is a bit of a moot point.
> The Suppressor, Kinetic Bolts, and Energy Bayonet are situational at best. Use them at your own personal preference. However, the Kinetic Bolts are best used with weapons that have high damage output (SMG/BR, etc) to help bring those vehicle bosses down quicker…or to knock over an enemy light vehicle (a goose, warthog, ghost (maybe)) with a Spartan Charge.
>
> Now, yes, I will admit I used only the AR as my weapon of choice to test this. Do the benefits the AR received translate to equal or lesser/greater effect than for the SMG/BR/DMR? Well, considering the BR almost completely resets between bursts, it’s spread and recoil rise are minuscule to begin with. The DMR has slightly more recoil than the BR, but the spread is pretty minimal as well. The SMG more than likely has greater recoil, and greater spread, but does that mean greater benefits from the Laser Targeter or the Stabilization Jets? Is it a percentage that acts the same across the board, or it is proportional to the base stat? I can run tests later.
>
> Standard disclaimer: This is what I have found out in my admittedly very small test batch. Any one is free to discount, criticize, and/or run the tests themselves. But if you do, please post the results and/or reasons why. Don’t just spout off how much of an idiot I am.

God bless you.

Holy necro-bump, Batman!

Anyway, for those who are interested…some info on the recent Warzone REQ Loadout variants. Sure, sure, I’m sure there are numerous topics about these, but hey; my original results for loadout variants are here, so why not. Without further ado:

Extended Mags: Self-explanatory really; Increases magazine size, starting ammunition, and maximum ammunition. By how much? 50%. No other noticeable differences in terms of recoil, spread, or aim assist.
Conclusion: Very handy, especially for the Magnum. Who doesn’t like more ammo, am I right?

Knight Blade: Increases melee damage against vehicles. Quantifiers? Not a damn clue as I’m not one to go around trying to poke a vehicle in its exhaust port when it’s easier to just jam a nade all up in it. However, some little bits of trivia:
It’s REQ Level 8, same as the Energy Bayonet
We get access to Kinetic Bolts, which lets us damage vehicles from a distance (and possible safety), much earlier (REQ level 2 at the earliest)
And the description reads: “increases melee effectiveness, with extra damage and knockback against vehicles”…
If it effects melee against enemies outside of vehicles its very minor, with no noticeable difference in melee speed that I can make note of.
Hmmm…what? Oh, conclusions. OK.
Subjectively? Outside of looking kind of cool, I think this is one of the more useless attachments we’ve ever gotten.
Objectively? If you like going full Hulk and standing toe-to-toe with a Mantis or Scorpion/Wraith trading fisticuffs, then this PoS attachment is for you.

What? Ask any statistician, it’s hard to put aside bias and stay objective. Now on to the most recent attachment, and probably one of my top 3 favorites:

Threat Marker. Now I’m sure we’ve all seen articles or youtube videos talking about how it functions (maybe?). So, quick and dirty; The Threat Marker attachment marks enemies on your hud (not the motion sensor) for a limited time, allowing you to even see them around corners.
Now, the not so quick and dirty. The Threat Marker will mark any enemies; be they Spartan, Covenant, Promethean, or even vehicles. That’s right, vehicles. If an enemy is in a vehicle, the Threat Marker marks them both. And, not only will it just put a red square around them, it will also show their distance.
How far away can you mark an enemy? Well, so far it seems to be consistent at about 75 yards.
Can you see enemies through walls? Only after marking them, and no you don’t need to be scoped in for it to activate.
How long does an enemy stay marked? I can’t give a diffinitive answer, as as long as they are in marking range they can be marked,… However, just standing around pointing at an enemy to get the time limit is a sure fire way to get a nice souvanier from the local rocket/sniper squad. I said say, anywhere between 10 to 30 seconds is probably the safe bet.
Conclusions: A nice bit of attachment for some tactical gameplay. Once marked, you can tell what the target is doing by reading the distance numbers. Maybe they are running to their mates for some backup, or just getting away in general. Or maybe they hugged the corner…baiting you in while readying their loadout weapon with an energy bayonet…or swapping to a shotty, sword, or rockets
.
Oh, I should probably mention this…have you ever been in a Warzone, and be repeatedly frustrated with 1 or 2 people on the enemy team just spamming their cloak power-ups? Well, come on down to the Threat Marker, my friends! That’s right! As far as I can tell, the Threat Marker even works on cloaked enemies. So watch those corners, laddies and lasses, and if you see a square suddenly pop up on some inconspicuous blob of air, start hucking those grenades and spraying that lead.

And yes, I know I’m a geek. I am remarkably self-aware. Also I’m an idiot. Now that we got that out of the way, as before, feel free to add-on, comment, or dispute. Happy Warzoning.

So dumb question, but what’s the point of using these loadouts in warzone? When your a level, 5 or above, why wouldn’t you choose a tank or basically anything vehicle based? I’m honestly asking here as I assume I’m missing something obvious but haven’t figured it out yet.

> 2774539056153731;13:
> So dumb question, but what’s the point of using these loadouts in warzone? When your a level, 5 or above, why wouldn’t you choose a tank or basically anything vehicle based? I’m honestly asking here as I assume I’m missing something obvious but haven’t figured it out yet.

Holy necro-bump again! hmm, interesting how you replied to this topic instead of one where I copy/pasta’d all my stuff to it. …hmm, if you did run a search on warzone attachments and it pointed you here instead of that newer one…wtf waypoint!

Anyway, there are a few answers really…

simple: sometimes you just can’t access what you want right away. There are any number of scenerios where you might pick a high REQ level power weapon or vehicle only to get immediately killed by some crafty little -Yoink-…also plasma pistols can make your life in a vehicle a living hell. What are you gonna do then? Just sit around next to the REQ station and wait for the 2-4 minutes it takes to get back to that REQ level and grab another one? Charge the enemy with your standard AR and magnum (as we can infer since you’re asking what’s the point of loadouts in warzone)?

simpler: because Warzone is the only place with loadout attachments. The loadout weapons are around in Arena and BTB, but you have to fight for a few of them. Or are you just gonna sit in the base waiting for a vehicle to spawn since everyone else took all the other good stuff?

simplest: I just said what each attachment does…ain’t that the point of using them? For what they do? A little extra damage against vehicles…a little less recoil…a little more range and aim assist…

wait…wait…are you asking what’s the point of using the actual loadout weapon’s themselves? Like the BR, SMG, DMR, etc?


…erm, well. I apologize for being a tad of a -yoink-…I think I’ll just put that first part into a spoiler thingy. Also I would like ask for some more time…as I need to turn off the sarcastic twit button, grab some numbers together, and dinner is calling my name.

Oh, wait! Here, watch this video by TheCageyBee:

[Halo 5 In Depth Weapon Analysis #1: AR, SMG, Magnum, BR, DMR

](- YouTube)Any other questions, feel free to ask.

No worries, yea I did search warzone attachments and it did point me here, lol. I’m just now getting back into Halo 5 and it seems sometimes when you finally get to a level 7 or 8, why would I choose a dmr or suped up BR instead of a tank or wraith?

> 2774539056153731;15:
> No worries, yea I did search warzone attachments and it did point me here, lol. I’m just now getting back into Halo 5 and it seems sometimes when you finally get to a level 7 or 8, why would I choose a dmr or suped up BR instead of a tank or wraith?

oh…oh! ok!

Well, simply because sometimes you just can’t access what you want right away. There are any number of scenarios where you might pick a high REQ level power weapon or vehicle only to get immediately killed by some crafty little -Yoink-…or some damn NPC with their pixel perfect aim and udder ire for you regardless of who is attacking them. Also plasma pistols can make your life in a vehicle a living hell. So while you’re waiting those 2-4 minutes for your REQ level to return to the level you want, the loadouts and their attachments just make it more fun instead of just standing near a REQ station and waiting.