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| Halo 3®; Everything you need to know! | |
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| Tweet Topic Started: Jan 24 2007, 10:32 PM (409 Views) | |
| SpartanZypher | Jan 24 2007, 10:32 PM Post #1 |
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DO NOT POST IN THIS TOPIC![]() Brief Description Halo 3 is the final game in Bungie's epic trilogy and will provide the thrilling conclusion to the events begun in Halo: Combat Evolved. Halo 3 was first revealed at the Electronic Entertainment Expo in Los Angeles on May 9th, 2006. Halo 3 will be available for Xbox 360 in 2007. Halo 3 will pick up where Halo 2 left off. The Master Chief is returning to Earth to finish the fight. The Covenant occupation of Earth has uncovered a massive and ancient object beneath the African sands - an object who's secrets have yet to be revealed. Earth's forces are battered and beaten. The Master Chief's AI companion Cortana is still trapped in the clutches of the Gravemind - a horrifying Flood intelligence, and a civil war is raging in the heart of the Covenant. This is how the world ends... Expect Halo 3 to have all the best components of it's predecessors, with a ton more being added. There has already been some interesting things revealed, such as weapons and maps. Which I will add in successive posts, filled with descriptions and pictures, of course. |
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| SpartanZypher | Jan 25 2007, 12:27 AM Post #2 |
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DO NOT POST IN THIS TOPIC MA5C Assualt Rifle ![]() Official designation: MA5C Length (o/a): 88 cm (34.6 in.) Length (barrel): 60.7 cm (24 in.) Weight (empty): 3.8 kg (8.378 lbs) Weight (loaded): 4.1 kg (9.05 lbs) Cartridge: 7.62mm x 51 FMJ Max. effective range: 300 meters (984 ft) Muzzle velocity: 905 m/s (2970 f/s) Magazine capacity: 32 rounds Rate of fire: 750 – 900 rnds/min Unit Replacement cost: 1686.00 Description: The MA5C 7.62mm rifle is an air-cooled, gas-operated, magazine fed weapon designed for automatic fire. The weapon has an attached electronics suite that provides information on rounds remaining in magazine, compass heading, as well as several other "housekeeping" functions. Improvements over the MA5B include: - a heavier barrel with a 1 in 7 twist; - a redesigned cowling to house the electronics suite that reduces weight and increases pointability of weapon; - a redesigned handguard which is sturdier and provides a more positive grip. Observations: Soldiers are very satisfied with this weapon. It performed well in a variety of environments especially given the perceived delicacy of the attached electronics suite. The general consensus is that every infantryman wants a MA5C. The most significant negative comment was reference to the MA5C’s lack of a secondary weapon system. Your Standard Point and Click Interface There is much to be said about the MA5C with regards to tactics and strategies. The weapon’s power can be described as being somewhere between the original MA5B Assault Rifle and the BR55 Battle Rifle. Obviously it shares more with the MA5B, though as we'll demonstrate, aesthetics aren’t everything. It shares more with the BR55 than one might suspect. The clip capacity has been reduced to the 32 rounds that you’re used to seeing in the BR55, but the rifle’s range has been slightly improved over its predecessor to make it more formidable as an Assault Rifle. It also deals greater damage per round than did the original MA5B At close range, the MA5C can be used to rain hurtin’ bombs upon one’s adversary. Fully shielded Spartans can take two blows from the rifle before dropping. Strategically, however, peppering your target with a healthy amount of rounds (ten, give or take), followed by a crushing blow from the butt of the rifle will score a kill nearly every time. At medium to close-range, you’ll want to simply unload and put as many rounds into your target as possible. If you’re looking for a quicker kill, or if you have multiple targets, you’ll want to hit them with a 'nade first to drop their shields and then clean them up with a few sustained bursts from the rifle. Often, when engaging multiple hostiles, it will be wise to try put nearly all of your clip into one target and after that one’s been dispatched, you’ll want to put a frag on the ground beside your next opponent and proceed to empty the remainder of your clip, the last seven or so rounds, into your target to finish off the kill. Many new recruits will suc****b to the temptation to lie on the trigger for targets of all ranges. Hopefully, over time they’ll learn from the veterans in their squads to pulse the trigger. Pulsing the trigger gives you a significant advantage with targets at medium range. It can be the difference between needing to reload, versus only needing a single clip to take down your target. The more disciplined soldier will win that battle every time. Compliments of the Chief The Assault Rifle is easily one of the most versatile weapons in the UNSC’s arsenal; fittingly so, as it is the standard-issue weapon for infantry forces. Due to this versatility, the AR is complimented by many of the UNSC’s other weapons as either the primary means to a kill or in a secondary role as the fallback weapon. |
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| SpartanZypher | Jan 25 2007, 03:22 AM Post #3 |
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DO NOT POST IN THIS TOPIC Spike Grenade ![]() Official designation: Type-2 Antipersonnel Fragmentation Grenade Length (o/a): 91.4 cm (36 in.) Weight: 1.93 kg (4.25 lbs) Filler: Unknown Killing radius: 3 meters (10 ft) Casualty radius¹: 11 meters (36 ft) Unit Replacement cost: N/A Description: The Type-2 is the standard antipersonnel fragmentation grenade of the Covenant heavy infantry. It resembles the early 20th century Model 24 Stielhandgranate superficially, which has lead to it being called “potato masher”. It has also acquired the monikers “spike grenade”, “table leg”, and “nail bomb”. Observations: The directional explosive characteristics of the Type-2 makes it particularly suited to defensive and antivehicle use. -------------------------------------------------------------------------------- ¹ The explosive force and fragment distribution of the type-2 APFG is channeled into a narrow cone perpendicular to the surface it strikes. The mechanism by which the explosion of the type-2 is directed is similar to that of the M383C Linear Shaped Charge Demolition Kit. What, Like a Spider? In the UNSC’s limited encounters with the spike grenade, we have learned much of its tactical applications both through contact with the Brutes and field tests of our own using discarded equipment. The quills of the spike grenade seem to be able to grip almost any surface upon which it’s been tested. This includes rock, glass and even some Covenant shield systems, unlike the plasma grenades which we have encountered before. The other feature unique to this grenade is its directional blast. Our researchers have discovered that the directional blast of the grenade is not designed to come out of one end or the other, but instead is relative to the surface against which it rests. If thrown against a perfectly flat wall, the grenade’s blast will disperse perpendicular to the wall. The Brutes have proven the strategic advantage of the grenade time and again in their recent activities on Earth. In the type of street to street urban combat we’ve been forced to participate in, and the close quarters therein, the Brute grenade is a ferocious problem. Its most useful application thus far has been to throw it directly across from an enemy, or rather where an enemy will be. The blast is typically enough to kill a marine or grunt but conversely, it will heavily damage a Brute. Applying the grenade directly to an enemy will invariably result in death. While the initial wound, akin to being run through by mini-baseball bat with nails sticking out of it, is survivable, the device arms upon impact and invariably detonates before it can be extracted from the body. Laces Out The application of the spike grenade will at first come naturally to UNSC forces that have experience with the plasma grenade and its capacity to stick to the enemy. This element of its feature set will not take much getting used to. The main difference between the spike grenade’s sticking ability and the plasma grenade’s is the fact that the spike grenade will still maintain its directional blast as opposed to the plasma grenade’s spherical blast. If you stick an enemy with the spike grenade you will want to get away from the blast as quickly as possible. Spartans have made a habit of sticking the enemy and then jumping straight over them to avoid the blast. Our more tactful marines will stick a brute and immediately find cover. If you have multiple targets, it may be advantageous to stick the rearmost of them and let the blast claim the targets in front of it, meanwhile shielding you from the blast. There are many scenarios in which the spike grenade can be used more like a claymore mine than the grenade designation we’ve given it. The base at High Ground presents several such opportunities for the defending force. The many flat surfaces and 90 degree agles make it an ideal environment in which to set up a trap for an approaching opponent. One can, for example, use the corridors of the base to trap opponents in the line of the spike grenade’s fire. Two such corridors leading in through the bunker are quite narrow and throwing a spike grenade onto the wall as an enemy passes, can be just as effective as placing a frag grenade right at their feet. It’s better than tossing a frag however, because you don’t need to calculate for the bounce - and better than a plasma because you don’t need to be precise enough to hit a moving target. It is certainly a weapon benefitting the smarter and more patient soldier willing to wait for the right moment to strike. Another of the spike grenade’s claymore-like features is its ability to cover an individual’s retreat. When falling back to better cover in the battlefield, soldiers can toss the spike grenade at passing walls and objects in order to slow the advance of pursuing foes. This can apply to any area but one specific scenario in which it has been particularly useful has been in the Covenant facility at Snowbound. The shield doors that are riddled throughout the base do not permit active projectiles or armed grenades to pass through them, and therefore the spike grenade sticks to this as it would any other surface. Our soldiers have found this particularly useful in enemy encounters, as they stick a spike grenade to the door, pass through and then turn around to watch the spike grenade take its toll on the following enemy. |
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| SpartanZypher | Jan 25 2007, 03:58 AM Post #4 |
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DO NOT POST IN THIS TOPIC The Mongoose ![]() M274 ULTRA-LIGHT ALL-TERRAIN VEHICLE “Mongoose” Top speed: 60 mph / 96 kph Mpg: Between 45 and 65 (depending on load) Power plant: 1000cc liquid-cooled, longitudinally mounted, four-stroke, hydrogen-injected ICE Weight: 896 lbs / 406 kg Description: The M274 Ultra-light All-terrain Vehicle provides an alternate means of transporting messages, do****ents, and light cargo between units. It may also be used to transport forward observers, reconnaissance personnel and sniper teams. Its proven versatility has made it a vital asset to field commanders when used as an alternate means of communication. Observations: Overall soldiers are very appreciative and even fond of this asset. They believe the vehicle could benefit from greater power and the ability to tow a trailer. They would also like to be able to mount a crew-served weapon for personal protection. General Strategy: Despite its size and limited offensive capabilities, the Mongoose is instrumental in many quick-striking strategies. It is decidedly difficult to damage in battle because of its speed and maneuverability delivered by its forgiving suspension and E-brake. Coupled with its speed, the capability to power-slide through turns gives the Mongoose unparalleled maneuverability on the battlefield. Drivers familiar with the M12 LRV Warthog should be able to easily transition into the Mongoose once they become familiar with its speed. While susceptible to small-arms fire, the Mongoose is generally too quick to be affected by it. The Mongoose’s biggest foe on the battlefield will likely be the Spartan Laser. The Laser’s three second warm-up can make all the difference between a kill and a wasted shot, however. Specifically on big, hilly terrains like those found on Valhalla, the three seconds can give you enough time to over a hill, behind a base or behind cover of some other sort. The emergency brake on the Mongoose also helps you evade the Spartan Laser, if you’re able to time it properly. If they don’t see it coming, a slide in one direction or the other can help to evade the blast. As soon as you see the little red beam following you (and if you’re near enough, you’ll hear the weapon heating up), it’s wise to count off a second and then swerve the hell out of way to make as difficult a target as possible. The Mongoose’s primary use is as an objective ferry. While you can use it to branch out quickly and gain control of key areas, ultimately the brass believes that the Mongoose’s most appealing trait is its ability to carry the driver and a passenger holding an objective. A driver and passenger can go from base to base or two assailants can grab a Mongoose laying around at the enemy base to transport the flag back to their home base. Usage Scenario: Example - Valhalla CTF Located at each base station on Valhalla are two Mongoose units. In a typical encounter, both might be ignored initially while your team takes off on foot, through the Mancannon or even in a Banshee. Ignoring them is a rookie mistake however, especially in objective-based scenarios. While attempting to capture say, an enemy flag, sending out two Mongoose riders with passengers can be a brilliant tactical move. Head through the narrow river gully, or up through the rocks (the Mongoose is slim and agile and can fit through gaps that would stop a Hog dead) and head straight at their base. Rear passengers both exit Mongoose simultaneously at the east and west sides of the enemy base and hop up over the wall to grab the flag. By the time one of them makes it back over the wall, one vehicle can have safely looped around the base for a pick up right there, or alternatively, the other ‘Goose can head straight back to the Mancannon landing spot and pick up the flag carrier there. Example- High Ground 1 Flag Situated behind the command center within the base at High Ground are three Mongoose units. While defending one’s flag, the boldest of squads may actually open their protective gate. All three Mongoose vehicles will come screaming out from behind it to gain control of the map in a surprise assault. Send one Mongoose, with or without passenger, to each area of interest outside the base. Striking with quick and overwhelming force is the key, simply running down targets or snatching and grabbing the items that you want and returning to the base with due haste. The surprise assault should take the enemy off-guard and with any luck they won’t be prepared to defend against it. The strike is designed to detract from the opposing force’s offensive capability and this will be accomplished even if only two of the three Mongooses achieve their task. By the time the enemy has a chance to regroup and counter, the Mongoose vehicles will be long gone. Example- Valhalla Slayer Again, in each base of Valhalla is a pair of Mongoose vehicles. While other vehicles spawn at the bases (currently Warthogs, Banshees and Wraiths) it is often smartest to take a Mongoose or two out into the field to establish an early foothold in the battlefield. The middle of Valhalla is an important area to control and sending Mongoose vehicles out to control the area by the downed Pelican and/or the turret across the stream from the Pelican can set the tone for the battle. Once control of the middle of the field is established, you have an opportunity to bring up the support and assault vehicles. Station the Wraith on top of the hill and use the Banshee to cover it and counter their Banshee. A Warthog could charge out around this time and go on the offensive at or around the enemy base. A sniper should also be able to move up to the middle of the map while the vehicles dominate and help to pin down the enemy at their base. |
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| SpartanZypher | Feb 1 2007, 08:01 AM Post #5 |
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DO NOT POST IN THIS TOPIC Spartan Laser ![]() Weapon/Anti-Vehicle Model 6 Grindell/Galileian Nonlinear Rifle (W/AV M6 G/GNR) Official designation: M6 G/GNR Length (o/a): 98.8 cm (38.9 in.) Length (barrel): CLASSIFIED Weight (empty): 19.07 kg (42 lbs) Weight (loaded): 20.4 kg (45 lbs) Cartridge: CLASSIFIED Max. effective range: CLASSIFIED Muzzle velocity: 299792458 m/s (983 571 056 f/s) Magazine capacity: CLASSIFIED Rate of fire: semi-automatic only Unit Replacement cost: cR. 218000.00 Description: The M6 G/GNR is a CLASSIFIED type laser. It can be used in both anti-vehicle and antipersonnel roles. The weapon has an integrated Wyrd III optics suite (smart-linked). Observations: Soldiers appreciate the range, accuracy, and target effect. They view the effect of “our own directed energy weapon” as a combat multiplier due to the psychological impact on combatants that viewed the destruction of the target. Remarks: “The M6 is a splendid special application anti-vehicle slash anti-materiel weapon – even if it is a little on the heavy side. The imprudent use of this weapon in the antipersonnel role, which is to say, against non high-value targets – grunts or drones for example -- is strongly discouraged.” “I engaged an enemy chopper at a range of CLASSIFIED meters. The target immediately erupted into flames. Both vehicle and rider were eliminated.” “My spotter positively identified the local bravo kilo sub-chieftain. I engaged the target at CLASSIFIED meters. The shot burned an approximately CLASSIFIED diameter hole through the target and severely damaged the mauler he had just dismounted.” “The M6 is one of those rare systems that simultaneously boosts morale, degrades the fighting spirit of the enemy and actually performs admirably as a weapon.” “Because of their cost and complexity the (M6 G/GNR) and like systems are not going to find widespread adoption. They will remain specialist weapons, at least for the foreseeable future. “During action on grid CLASSIFIED, CLASSIFIED a pair of Banshees were harassing our left flank. Our anti-air element was suppressed so I opened a request for fire support. A beam struck the trailing Banshee. The canopy separated from the fuselage and the pilot spilled out right before it burst into flames and pin-wheeled in.” “The shot entered the rear of the Phantom, killing three Brutes and injuring two others.” “The equipment required (PP-16979/AM-Sh) to recharge the non-removable battery (BA-53635/PLMD) for the M6 G/GNR does not and never has shipped with the weapon – and for some dang reason I’ve never seen them ship at the same time. Do people not realize that they are two different pieces of equipment?” This End Toward Enemy The Spartan Laser is one of the most powerful weapons available to our UNSC personnel on the ground. Heavy to lift, slow to fire and incredibly powerful, the laser's main purpose is to serve as an anti-vehicle weapon. It is capable of bringing down virtually any vehicle that you can expect to encounter on the battlefield. Along with its effectiveness against vehicles, the Spartan Laser's precision and power also make it a potent anti-personnel weapon, capable of scoring a kill with a single hit anywhere on an enemy. The laser requires a quick three second charge before it’s able to fire, at which point it lets loose a red beam of light for a split second. Anything in the path of the laser will be destroyed, multiple enemies, vehicles and objects. Because of this you must be particularly careful of friendlies in the area, as they can be wounded or killed by exploding vehicles or the laser itself. The Spartan Laser can be effectively implemented in the battlefield in numerous roles. It is an excellent defensive weapon, able to destroy reconnaissance, assault and support vehicles from great range, as well as demolish any foot soldiers. Offensively it can be used to compliment an assault of an enemy base, destroying enemy vehicles so that they are unable to mount a serious counter-attack to a Warthog assault as well as taking down critical targets from a distance. Seeing Red Valhalla The Spartan Laser has seen extensive use in the field at Valhalla, where it is available atop a hill in the middle of the region. As is well-known of Valhalla, by this point, control of this hill is imperative and can decide the battle. A skilled Spartan wielding the laser can effectively suppress an enemy team of four for a short period of time from that position. Whether it be sniping personnel as they shoot off of the mancannon or destroying vehicles attempting to escape, the Spartan Laser is instrumental in the control of the mid-field of Valhalla. The fear factor of this weapon has also become part of its feature set. There’s nothing quite like a small red beam of light bearing down on your vehicle to dissuade you from leaving a safe area. Because the weapon doesn’t discharge a significant amount of energy until it is actually fired, you can simply “paint” enemies instead of expending a shot on them. It serves all the purposes of suppressing fire without ever needing to fire an actual shot, since you only have a limited number and you'll want to be careful with them. High Ground Within the base at High Ground, the Spartan Laser is available atop the camouflage tower overlooking the beach. Because the assaulting Warthogs and Mongi will not likely come until the gate is open, as well as the likelihood that the enemy team’s sniper will be focused on that camo tower to start with, it’s not always worth rushing. Once the attackers have the gate open, however, the laser will be your best hope for taking down an incoming ‘hog before it reaches the base, if you’re in position. If the attacking team gains control of the Spartan Laser on High Ground, its greatest advantage to an attacking team is the fact that it is in your hands. You can attack the base without worrying about being destroyed before ever getting inside. Because the base is a tight-quarters area, attackers will find the laser most useful to cover their retreat back to the beach with the objective. The defending team may have a Mongoose and/or a Ghost available to them to pursue the attacking team, but the laser will put a quick end to that as well as those charging out from the gate who don’t notice the thin red beam light tracking them. |
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| SpartanZypher | Mar 1 2007, 01:03 AM Post #6 |
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DO NOT POST IN THIS TOPIC The Spiker ![]() Spiker Official designation: Type-25 Carbine (Spiker) Length (o/a): 81.7 cm (32.17 in.) Length (barrel): 25.4 cm (10 in.) Weight (empty): 6.4 kg (14.2 lbs) Weight (loaded): 7 kg (15.5 lbs) Cartridge: Unknown Effective range: 40 meters (131 ft) Muzzle velocity: 76.2 m/s (250 f/s) Magazine capacity: 40 rounds Rate of fire: 480 rnds/min Unit Replacement Cost: NA Description: The type-25 carbine is a magazine fed weapon designed for automatic fire. The weapon has two tungsten-alloy bayonet-type attachments. Observations: This weapon resembles our technology more closely than it does the other weapons in the Covenant’s arsenal. It performs admirably in a variety of environments; it is a widely held belief that the weapon could sit unattended for several weeks in an active latrine and still operate as issued with no maintenance performed on it. Unfortunately this is not far from the truth. Though it was first observed over a quarter century ago this weapon has not been seen in the hands of front line troops until just recently. Over the years it has garnered the nicknames “Spike Rifle”, “Spiker”, and “hatchet gun”. Remarks: “Even though them spike rifles are really heavy I still wish there was some way to retrofit a full stock onto ‘em.” “Recoil isn’t as bad as you might expect, but not because of any sophisticated dampening system – it’s because the damn things weigh so much.” “I saw the baby kong go dry so I moved in with my shotty, well that’s the last time I’ll be doing that, huh? Damn cleaver-bayonet-thing went right through the shotty and cut my arm off just above the elbow. Only reason I’m still here is because of, well you know, because of him.” “Every action requires exaggerated movement; cycling the bolt, seating a magazine, charging the chamber. Even squeezing the trigger takes quite a bit of effort. And it isn’t all that surprising considering the disparity in size of our two species.” “Bravo kilos sure have a thing for sticking blades on their equipment, don’t they? I bet their mess kits’ve got three knives.” “The projectiles fired from this weapon seem to be made out of the same material as the spike grenade’s casing. Wounds caused by this weapon are horrifying.” “Spike rifles always have a weird sorta burnt hair smell about them. And you know you’re heading towards a firefight where they’re bein’ used if it smells like a barbeque gone wrong.” ![]() Using the Spiker in the Field Off-planet fighting brings with it some of the disadvantages of interstellar flight. Notably, the expense and difficulty of transporting large amounts of weaponry and ammunition. Unlike our ancestors in the preceding centuries, we cannot afford the luxury of ignoring or destroying enemy materiel or equipment. We field train even the most basic infantry in the “art” of utilizing found materials and weapons. A dead foe can be a treasure trove of equipment for a properly trained Spartan. Only recently have we encountered the so-called Spikers (Type-25 Carbine per the field manual), however, as the Brutes, in the wake of the Elite insurgence, assert their power and implement Brute strategies and weaponry on the field of combat. Brute Spikers are, and the pun is unavoidable, brutally effective. In field, they have similar penetration and lethal range to SMG pistols, but there are a few vital differences. Unlike SMGs, there’s little recoil, and therefore almost zero “rise” when using them in their default, full-automatic setting. This actually makes them a little more efficient and accurate than the SMG in dual-wielding situations, since you don’t have to adjust aim to stay centered. Like SMGs, pulsing the trigger rather than squeezing it into fully automatic mode, will result in more accurate shooting over distance. The spikes have a very large spread when sprayed in fully automatic mode. Larger even than the SMG. More vitally, the spikes don’t deform on impact if shot at close surfaces at an angle. Shoot head on, and they crumple, but angle that shot and you can deflect, with predictable accuracy, deadly, shredding rounds that basically lose none of their efficacy. As you can imagine, in very tight confines, the effect can be used deliberately to injure or weaken a player who thinks they’re in safe cover. They might also relax their guard, believing that your aim is catastrophically off, or that you’re targeting another opponent. In tests at High Ground, we’ve found that the Spikers can be used effectively at a medium distance to pick off enemies who’re often confused (and panicked) first by the sound, but then have difficulty recognizing what weapon is being used against them. The SMG comparison becomes especially relevant in close-quarters fighting however. The Spiker ammunition does terrible things to human flesh, and will penetrate shields and armor with ease. Files are being updated constantly on this and other brute strategies. More and more we are discovering that Brutes are as great, if not a greater threat in combat than our previous problem, the Elites. |
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| SpartanZypher | Mar 27 2007, 12:46 AM Post #7 |
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DO NOT POST IN THIS TOPIC M12 Warthog ![]() Description: The M12 is primarily used in a scouting capacity, or as an integral part of a mechanized infantry unit. In the case of the LRV and LAAV variants it can hold three soldiers including the gunner. The mounted weapon includes a battery for short term operation separated from the vehicle, but normally operates on the vehicle’s power supply. The vehicle is powered by a 12 liter hydrogen-injected ICE and can reach speeds up to 125 kph (78 mph). A number of variants of the Warthog are in service with UNSC forces, including the M831 TT (which eliminates the support weapon in favor of four side-facing passenger seats), the M864 A (with an enclosed passenger compartment and treads in place of wheels), and the M914 RV (equipped with a towing winch and a heavy duty motor and gear system). Weapon Statistics: Weight: 3 tonnes (32.17 in.) Length: 6.1 meters (10 in.) Height: 3.2 meters (14.2 lbs) Width: 3 meters (9.75 feet) Power plant: 12.0 L liquid-cooled hydrogen-injected ICE Range: 790 kilometers (490 miles) Main armament: M41 12.7mm LAAG (M12 LRV version) Main armament: M68 25mm Gauss Cannon (M12G LAAV version) Unit Replacement Cost: cR. 52000.00 Observations: Overall soldiers had only positive comments for this asset. They believe the vehicle could benefit from greater versatility in mounted weaponry and perhaps an armor upgrade. Field Use The Hog is a huge, unwieldy, difficult to steer death trap – until you learn how to drive it properly. With proper application of the hand, or “e-brake” the Hog can actually turn on a dime. Massive disc brakes allow the thing to come to a near immediate halt from its top speed of 78mph, and more importantly, swing around rapidly to allow a gunner a better angle on a prospective target. In combat it is vital that driver and gunner are copasetic. If the wheelman knows where his turret-firing buddy needs to aim, the results are almost always destructive and impressive. The gun itself is simple to use, but presents challenges when being pushed to the limits on a busy battlefield. This movement and unpredictability can be lessened with good driving. Evasive maneuvers are if anything, more important than offensive attack. It is vital that a driver can get in and out of dangerous situations without flipping the heavy and hard-to-right Hog. A Spartan can pretty much right an upturned Warthog, but that puts the drivers and passengers in a very dangerous situation while trying to rectify a messy crash. The Warthog’s ostensible scouting and personnel transport purpose should not be ignored in favor of its offensive capabilities. As a matter of fact, for objective based missions, it should be noted that a fast moving Hog with a good driver and a gunner, is the perfect getaway vehicle. Knowing when to get out is just as important as knowing when to get in. The Hog’s automatic braking systems will bring the vehicle to a sudden, but controlled stop should the driver be ejected, or choose to leave the vehicle. Since there are no doors, you can hop over the sills and take advantage of the vehicle’s momentum to give you a running start when making the transition from vehicle to on-foot maneuvers. The hog is tough, but a couple of direct hits from grenades, or a well placed rocket, will end its reign of terror almost immediately. Now if only there was some way to make them indestructible… Remarks “(The M12) is sort of a bear to wheel around, but that’s something you gotta expect – the thing is twice the size of my grandad’s car – but it’s something you get used to pretty damned quick.” “On the battlefield speed is life and the M12 has that in spades – having a great big damn gun don’t hurt, either.” “One word: hand. brake .” “I have yet to come up against an obstacle that the warthog couldn’t go right over.” “The Sarge hates it when we ram stuff, says the ‘hog ain’t indestructible. But it sure feels like it when you’re plowing through a crowd of startled Grunts, though.” “The seats are unreal! I was thinking of pulling a set out of a parts vehicle and shipping them home… but the wife shut it down – says everyone would be able tell where they came from.” “Look at these legs – pretty nice, huh? It’s totally from getting in and out’a the ‘hogs. Thirty-six inch damn step height.” |
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