Detailed Halo 5 weapon stats (from Reddit)
Dec 24, 2015 18:42:17 GMT -5
eLantern and jaedrik like this
Post by wittyscorpion on Dec 24, 2015 18:42:17 GMT -5
Detailed weapon stats: https://www.reddit.com/r/halo/comments/3rqtno/a_fairly_indepth_halo_5_multiplayer_weapons/
Key stats/info for Arena are extracted below for convenience
1) Precision weapons (all hitscan)
One important aspect that is not in this table is the amount of aim assist.
2) "CQC" weapons
*Boltshot stats might not be entirely accurate. What is confirmed is that the Boltshot is capable of a 4-burst kill if all shots connect, with the 3rd burst doing some health damage. But if you encounter an enemy player without shields, they might need 2 full bursts if they are at full health.
3) Crouch effects (highlighted the ones that can make significant difference)
BR: completely remove vertical recoil
AR: cut vertical recoil in half, marginally reduce bullet spread
SMG: marginally reduce bullet spread (barely noticeable)
Hydra: reduce vertical recoil by 2/3
Storm Rifle: cut vertical recoil in half (barely noticeable)
Needler: cut vertical recoil in half
Fuel Rod: increases the speed of recoil, getting the reticle back on target faster
Boltshot: almost completely remove vertical recoil (not much to begin with)
Scattershot: seems that crouching increases the speed of the reticle getting back on target
Light Rifle: cut vertical recoil in half (barely noticeable)
4) Weapons with homing abilities
Needler
Boltshot
Suppressor
5) Red Reticle range, scope effects
Shotty: 8.25m unscoped (instant kill <= 8m), 10m scoped (instant kill <= 9m)
Sword: 6.7m unscoped, 11.8 scoped
Scattershot: 13.75m unscoped (instant kill <= 8m), 18.16m scoped (instant kill <= 9.5m)
Needler: scoped greatly enhancing homing ability
Key stats/info for Arena are extracted below for convenience
1) Precision weapons (all hitscan)
Weapon | Shots to break shields | No shield - head shots to kill | No shield body shots to kill | Rate of Fire (per minute) | Mag Size | Fastest TTK (seconds) | Shots needed for a follow up melee to kill |
Magnum | 4 rounds | 1 round | 3 rounds | ~205 rounds | 12 rounds | 1.46 | 3 rounds |
BR | 3 and 2/3 bursts, 11 rounds | 1 round | 2 bursts, 6 rounds | ~153 bursts | 36 bursts | 1.56 | 2 bursts, 6 rounds |
Carbine | 6 rounds | 1 round | 4 rounds | ~315.7 rounds | 20 rounds | 1.33 | 4 rounds |
DMR | 4 rounds | 1 round | 2 rounds | ~ 162 rounds | 15 rounds | 1.85 | 2 rounds |
LR - unscoped | 3 projectiles | 1 projectile | 2 projectiles | ~ 168.2 rounds | 36 projectiles | 1.42 | 2 projectiles |
LR - scoped | 2 projectiles | 1 projectile | 2 projectiles | ~ 124 rounds | 36 projectiles | 1.45 | 2 projectiles |
One important aspect that is not in this table is the amount of aim assist.
2) "CQC" weapons
Weapon | Shots to break shields | No shield - head shots to kill | No shield body shots to kill | Rate of Fire (per minute) | Mag Size | Fastest TTK (seconds) | Shots needed for a follow up melee to kill |
AR | 9 rounds | 3 rounds | 6 rounds | ~216 rounds | 36 rounds | 1.06 | 6 rounds |
SMG | 9 rounds | 4 rounds | 6 rounds | ~923 rounds | 60 rounds | 0.84 | 6 rounds |
Storm Rifle | 3 - 6 shots | 4 shots | 4 shots | ~444.4 shots | 100 shots | 0.94 - 1.35 | 4 shots |
Needler | 7 -> super combine kill | - | - | ~ 574 needles | 22 needles | 0.73 | - |
Plasma Pistol | 3 shots / 1 overcharge | 6 shots | 6 shots | ~ 253.8 shots ~26.41 overcharge | 100 shots 7 overcharges | 2.12 | 2 shots |
Boltshot* | 2 and 2/3 bursts, 8 rounds | 2 bursts, 6 rounds | 2 bursts, 6 rounds | ~ 141 bursts | 8 bursts | 1.70 | 2 bursts, 6 rounds |
Suppressor | 11 rounds | 7 rounds | 7 rounds | ~ 700 rounds RoF increases over time | 42 | 1.54 | 5 rounds |
*Boltshot stats might not be entirely accurate. What is confirmed is that the Boltshot is capable of a 4-burst kill if all shots connect, with the 3rd burst doing some health damage. But if you encounter an enemy player without shields, they might need 2 full bursts if they are at full health.
3) Crouch effects (highlighted the ones that can make significant difference)
BR: completely remove vertical recoil
AR: cut vertical recoil in half, marginally reduce bullet spread
SMG: marginally reduce bullet spread (barely noticeable)
Hydra: reduce vertical recoil by 2/3
Storm Rifle: cut vertical recoil in half (barely noticeable)
Needler: cut vertical recoil in half
Fuel Rod: increases the speed of recoil, getting the reticle back on target faster
Boltshot: almost completely remove vertical recoil (not much to begin with)
Scattershot: seems that crouching increases the speed of the reticle getting back on target
Light Rifle: cut vertical recoil in half (barely noticeable)
4) Weapons with homing abilities
Needler
Boltshot
Suppressor
5) Red Reticle range, scope effects
Shotty: 8.25m unscoped (instant kill <= 8m), 10m scoped (instant kill <= 9m)
Sword: 6.7m unscoped, 11.8 scoped
Scattershot: 13.75m unscoped (instant kill <= 8m), 18.16m scoped (instant kill <= 9.5m)
Needler: scoped greatly enhancing homing ability