Halo 5: Guardians
Halo 5: Guardians was release don 27 October.YouTube

Players are hot on the game following the release of Halo 5: Guardians from 343 Industries and Microsoft Studios. Halo 5: Guardians was released exclusively for Xbox One and is a new game on the Halo franchise front.

As the Halloween weekend approaches, many players will head back to their consoles trying out different things with Halo 5: Guardians.

Halo 5 fans had to deal with the factual news that Master Chief, a main character in Halo franchise, will only be playable in three of the 15 missions that have been made available for players. The majority of the missions will be led by Spartan Locke.

Below are some guides that will help players in playing it better, thanks to Gamepur:

Guide to Covenant weapons

Below are some of the weapons many Halo players would have seen in the past Halo games:

  • Beam Rifle

Range: Long
Headshots: yes
Magazine: 1
Spare Ammo: 9
Firing Speed: semi auto
Secondary Fire: No
High damage output coupled with a powerful scope
Overheats when fire rapidly, No reload
Advanced scope with 2x zoom and incredible accuracy

  • Energy Sword

Range: Close
Headshots: no
Magazine: N/A
Spare Ammo: N/A
Firing Speed: Single strike
Secondary Fire: No
In close combat you can kill targets with a shot.
Each blow that lands consumes energy

  • Fuel Rod Cannon

Range: Short – medium
Headshots: no
Magazine: 5
Spare Ammo: 10
Firing Speed: Semi auto
Secondary Fire: No
Portable powerhouse designed to pound the enemy with huge amounts of explosive fire
Distinct firing sound betrays its presence on field

  • Needler

Range: Close – Medium
Headshots: no
Magazine: 22
Spare Ammo: 66
Firing Speed: Full auto
Secondary Fire: No
Fast firing weapon
Needles bounce off of heavy armor

  • Plasma Cannon Turret

Range: Close – Medium
Headshots: no
Magazine: 200 (detached)
Spare Ammo: None (detached)
Firing Speed: Full auto
Secondary Fire: No
Take down the shields and melts down unprotected threats
Good damage
Unlimited ammo while affixed to mount

  • Plasma Caster

Range: Medium – long
Headshots: no
Magazine: 5
Spare Ammo: 15
Firing Speed: Semi auto
Secondary Fire: Charged Shot
Try to fire charged shots
Lob charged shots at dangerous stationary threats like turrets to annihilate them from afar.
Charge up shots to catch the enemies in the blast

  • Plasma Grenade

Range: Medium – long
Headshots: no
Magazine: N/A
Spare Ammo: 2
Firing Speed: Single thrown grenade
Secondary Fire: No
Powerful thrown explosive.
Bounces once and then waits several seconds before exploding.
Adheres to enemies and vehicles, guaranteeing their death.

  • Plasma Pistol

Range: Close – Medium
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: Semi auto
Secondary Fire: Charged Shot
Charged shots disable vehicles and break Elite shields
Use in conjunction with a headshot weapon to break shields
Energy slowly drains while you overcharge the weapon

  • Storm Rifle

Range: Close
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: Full auto
Secondary Fire: No

Guide to Forerunner weapons

Below are some of the weapons for Forerunners that debuted in Halo 4, but are also returning for Halo 5.

  • Binary Rifle

Range: Long
Headshots: yes
Magazine: 2
Spare Ammo: 8
Firing Speed: semi auto
Secondary Fire: No
Advanced scope with 2x zoom with incredible accuracy

  • Boltshot

Range: Close – Medium
Headshots: no
Magazine: 24
Spare Ammo: 72
Firing Speed: Triple shot semi auto
Secondary Fire: No
Triple shot firing mechanism
Very effective at breaking the armor of Soldiers and Knights

  • Incineration Cannon

Range: Medium – long
Headshots: no
Magazine: N/A (energy based)
Spare Ammo: N/A (energy based)
Firing Speed: semi auto
Secondary Fire: Charged Shot
Portable heavy weapon carried by Knights and Knight Commanders
Charged shots are lethal 2 hits for a Knight

  • Lightrifle

Range: Medium – long
Headshots: yes
Magazine: 12
Spare Ammo: 36
Firing Speed: semi auto
Secondary Fire: No
Slow rate of fire but high damage output per shot.
Handy for headshots, and to eliminate Soldiers and Knights whose cores have been exposed.

  • Scattershot

Range: Close
Headshots: No
Magazine: 5
Spare Ammo: 20
Firing Speed: semi auto
Secondary Fire: No
Shells must be loaded one at a time, making for long reload periods.
Shoot in the back of Hunters and Knights, and you'll see how useful this weapon actually is.

  • Splinter Grenade

Range: Medium – long
Headshots: No
Magazine: N/A
Spare Ammo: 2
Firing Speed: Single thrown grenade
Secondary Fire: No
Powerful explosive
Bounces once and then explodes
Useful for locking down key areas and preventing the enemy's advance

  • Splinter Turret

Range: Medium – long
Headshots: No
Magazine: 30 (detached)
Spare Ammo: no (detached)
Firing Speed: Semi auto
Secondary Fire: No
Heavy bombardment weapon designed to batter enemy lines with explosive payloads.
Good accuracy, great damage.
Unlimited ammo while affixed to mount. It can be detached for portability.

  • Suppressor

Range: Close – Medium
Headshots: No
Magazine: 42
Spare Ammo: 168
Firing Speed: Full auto
Secondary Fire: No

Guide to UNSC weapons

Below are the weapons with better crafting and precision, but the issue with them is limited ammo.

  • Assault Rifle

Range: Close or medium
Headshots: No
Magazine: 36
Spare Ammo: 216
Firing Speed: Full Auto
Secondary Fire: No
Inflicts great damage on close-range threats.
Accuracy can be preserved by firing in short, controlled bursts.

  • Battle Rifle

Range: Medium – long
Headshots: yes
Magazine: 36
Spare Ammo: 108
Firing Speed: Triple shot semi auto
Secondary Fire: No
Fires three rounds per trigger pull
Powerful and accurate, and its triple-shot firing mechanism makes it ideal for scoring headshots.

  • Chaingun Turret

Range: Close – medium
Headshots: no
Magazine: 250 (detached)
Spare Ammo: No (detached)
Firing Speed: Full auto
Secondary Fire: No
Fast-firing, high-caliber firearm designed to dish out damage.
Low accuracy but high volume.
Unlimited ammo while affixed to mount. Can be detached for portability

  • DMR

Range: Medium – long
Headshots: yes
Magazine: 15
Spare Ammo: 45
Firing Speed: Semi auto
Secondary Fire: No
Incredibly accurate and powerful rifle
Scope allows for precision headshots over long distances.

  • Frag Grenade

Range: Medium – long
Headshots: No
Magazine: N/A
Spare Ammo: 2 (3 for Locke)
Firing Speed: Single throw
Secondary Fire: No
Powerful thrown explosive
Bounces and skitters around before exploding.

  • Guass Turret

Range: Medium – long
Headshots: No
Magazine: 9 (detached)
Spare Ammo: No (detached)
Firing Speed: Single shot
Secondary Fire: No
Fire blasts at very long range
Good accuracy, great damage
Unlimited ammo while affixed to mount

  • Hydra Launcher

Range: Medium – long
Headshots: No
Magazine: 6
Spare Ammo: 18
Firing Speed: Full auto
Secondary Fire: No
Launches up to six missiles at enemies, with explosive results.
Tracking system causes missiles to home in on targets once locks are established.
Unloading a full volley will annihilate most threats.

  • Magnum

Range: Medium
Headshots: Yes
Magazine: 12
Spare Ammo: 48
Firing Speed: Semi Auto
Secondary Fire: No
Fast-firing, easy to handle, low recoil.
Capable of one-shot kills against Grunts, Jackals, and Crawlers.

  • Railgun

Range: Long
Headshots: No
Magazine: 1
Spare Ammo: 13
Firing Speed: Single charged shot
Secondary Fire: No
Requires several seconds to charge prior to firing.

  • Rocket Launcher

Range: Short – medium
Headshots: No
Magazine: 2
Spare Ammo: 4
Firing Speed: Semi auto
Secondary Fire: No
Can destroy vehicles and bring down powerful enemies such as Knights and Hunters.

  • Rocket Turret

Range: Medium – long
Headshots: No
Magazine: 24 (detached)
Spare Ammo: No (detached)
Firing Speed: Three Rocket Volleys
Secondary Fire: No
Low accuracy, great damage.
Unlimited ammo while affixed to mount. Can be detached for portability.

  • SAW

Range: Close – Medium
Headshots: No
Magazine: 72
Spare Ammo: 216
Firing Speed: Full auto
Secondary Fire: No
Incredibly powerful full-auto assault rifle.
Recoil can be compensated for by firing in short, controlled bursts.

  • Shotgun

Range: Close
Headshots: No
Magazine: 5
Spare Ammo: 15
Firing Speed: Semi auto
Secondary Fire: No
Delivers devastating payloads to close-range threats.
Very useful against the Hunters and Knights

  • SMG

Range: Close
Headshots: No
Magazine: 60
Spare Ammo: 360
Firing Speed: Full auto
Secondary Fire: No
Tap the Fire Weapon button to improve accuracy against medium-range threats.
Consumes ammo rapidly; select other weapons when ammo is scarce.

  • Sniper Rifle

Range: Long
Headshots: yes
Magazine: 4
Spare Ammo: 16
Firing Speed: Semi auto
Secondary Fire: No
Advanced scope lets the user zoom in twice to fire on distant threats with incredible accuracy.

  • Spartan Laser

Range: Long
Headshots: no
Magazine: 1
Spare Ammo: 3
Firing Speed: Single charged shot
Secondary Fire: No

Guide to Free REQ Packs and REQ Points

In Halo 5: Guardians, REQ Packs are those that allow players to get weapons and vehicles as a random unlock system that can be used in Warzone. These come with a wide variety right from special events to when players buy them.

The more a player plays Halo 5: Guardians, the more he gets these REQ Packs. There are two ways of buying REQ Packs – with real money or with in-game currency. But luckily, many of these can be received for free. Below is a guide on how to get them for free. Thanks to Gamepur for the reveal:

  • Head to Halo Waypoint and join a Spartan Company (it's like a clan) with 5 or more members.
  • To get 'Vengeance Assault Rifle Skin', check the Halo Experience website and watch all 10 videos (5 for Master Chief, 5 for Locke).
  • To get 'Halo Channel Emblem' REQ pack, download the Halo Channel app and watch any video on it.
  • For 'Nightfall Helmet' REQ pack, watch the fourth episode of Halo: Nightfall on the Halo Channel app.
  • 'Nightfall Armor' can be obtained by watching all five episodes of Halo: Nightfall on the app.
  • Play the game before 7 November and get an REQ pack with the Teishin Armor and Helmet
  • You can buy 3 packs with 7500 REQ points as you begin with the game.

Master Chief Collection:

  • To get Mark VI Gen 1 Helmet and Armor, complete any single player mission or multiplayer match.
  • To get the Mark VI Gen 1 Scarred Helmet and Armor, finish Cairo Station in the second game.
  • To get the Helioskrill Helmet and Armor, beat all campaigns on Legendary difficulty.
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