Sniper Rifle / Beam Rifle
The sniper rifle is a favorite of many competitive players, as it is often seen as a weapon that requires a lot of skill to use well. It can kill with a single shot to the head from any distance (there is a range limitation, but you won't encounter it on any MLG tournament maps) and impressive snipe kills are among the flashiest things that one can pull off in Halo 2. But aside from the “wow” factor of the sniper rifle, it is a very strategic weapon that is invaluable to the success of any team.
By far the most effective weapon for long range combat with its 5 and 10x zooming and extremely powerful bullets, the sniper is an irreplaceable part of your team's arsenal. However, it does have its disadvantages, such as the fact that—like all scoped weapons in Halo 2—if you take fire while using the scope, you are knocked out of it, making it virtually impossible to hit a target at a distance. The sniper's tiny reticle makes it necessary to use the scope in order to hit targets at mid-to-long range (you'll get lucky sometimes, but let's not kid ourselves here: you need the scope at that range). Therefore, a lot of the strategy behind using the sniper revolves around keeping your distance from enemies and finding ways to avoid taking fire.
The sniper will kill in just two shots even if you don't land a head shot, and this power makes it a great weapon at any distance, although it does have some caveats at mid and close-range. At mid range, the sniper is as useful as ever with the 5x scope. In fact, you should strive to use the 5x scope almost exclusively when sniping, as the 10x scope is often too much zoom for all but the furthest shots, causing you to have to make drastic movements to adjust your reticle a short distance and making it harder to follow your target than needs be. The one difficulty in sniping a mid-range, though, is the fact that it's much easier for your targets to lay significant fire on you in return. At long-range, they may be unloading clips on you to keep you out of your scope, but there is little real danger of you dying, as you can easily escape the fight and most of the BR shots are only partially connecting anyway. At mid-range, you could easily be laid out by a BR if you're not careful, or fall victim to a well-placed grenade. With mid-range use, the element of surprise is much more important, because once they know where you're shooting from, it will be easy for them to lay fire on you, keeping you constantly out of your scope and forcing you to either retreat or switch to your BR.
Then, of course, there's the infamous close-range application of the sniper. While this is by no means regarded as a reliable method of combat, its extreme power, plentiful ammo and unlimited damage range do give it some use in close-range situations. Seriously, people love to put no-scope clips in their montages and run around with their sniper out all the time just to showboat, but make no mistake—for every sweet no-scope sniper kill there are five failures (at least). This is not something to strive for at an actual tournament, and it's not the way to win MLG games with any sort of consistency. If you watch VoD, you will not see any pros running around trying to use it like a shotgun, and neither should you. No matter how steady your hand, there are just too many other more reliable (and often equally fast) ways to go about getting a close-range kill to make using the sniper worth your while and worth the risk.
There are, however, some realistic situations in which you will end up using a sniper at close range—typically to try to save your life when you're in a tight spot. Probably the most common situation is when you are in your scope and concentrating on some target at a distance and then get blindsided by another attacker at close-range. If you didn't see this person coming, you will almost definitely take a bunch of damage before you even have a chance to respond (or else you'll get outright assassinated), so your chances of turning around and winning a BR fight are very poor. Depending on where you were located, you may be able to dart around a corner, cover your trail with grenades to keep them from following, and then let your shields regenerate. If that's not an option, your best bet is sometimes to go for a no-scope snipe, because you only have to get lucky with that one shot to the head to completely win the fight out of nowhere. Actually, you could turn the fight around with something like a double-melee, a BXR, or a no-scope and then BR head shot, but we'll cover those techniques in the next guide.
If you are waiting around a corner or if you are for some reason not taking fire, the 5x scope can be used even at very close range, but you have to understand that it becomes very difficult to adjust your aim quickly when your target takes up so much of your screen from the zoom. However, you can minimize how much aim adjustment you have to do by getting the reticle as close as possible to the target area and then zoom in for the fine-tuning. Close-range zooming obviously only really works when you have the jump on someone and you're not being fired upon, but it is much more reliable than no-scoping. Even if you can't seem to line up the head shot, the body is taking up most of your screen anyway, so two quick shots and they're dead. At the very least you can get that first shot and then switch to your BR or toss a grenade.
In MLG settings, you will only find the Covenant beam rifle on Sanctuary Snipers. While it has the same damage, zoom options and range as the human sniper, there are some key differences between them. Each rifle has a different reticle and scope graphic, which will not make a difference for most people, but some will find it easier to aim with one than the other. This is purely a mental or psychological preference, as there is no actual difference in their functionality.
A bigger difference comes in the ammo for each gun. The human sniper rifle comes with 12 bullets per pickup, and can hold four shots per clip before you have to reload. The beam rifle, on the other hand, has a fuel cell that depletes through repeated use rather than ammo. One beam rifle pickup will give you 18 shots. While the beam rifle comes with much more ammo off the bat, it makes little difference in MLG games because human snipers are all over the map to be picked up in a sniper game (the only time the beam rifle is even available).
By far the most significant difference between them is their rate of fire. The human sniper can fire fairly quickly (slightly slower than the BR), but must be reloaded after four shots. But since the beam rifle essentially draws power from a battery rather than ammo, it can be shot continuously until it's empty—provided that you shoot slowly enough. The main strategic aspect of the beam rifle is that it can shoot at any rate of fire you choose, but you run the risk of overheating it if you shoot it too fast, which causes a brutally long recovery animation (switch weapons to continue fighting while you're waiting it out). How is this useful? Well, let's say you're looking for a target across the map, and you spot one, but all you can see is their leg. Since no head shot is available, it will take you two shots to kill the target, and with the beam rifle, you could shoot those two shots so fast that the enemy wouldn't even have time to react and move out of the way before they died (this will overheat the rifle afterward, but you got the kill). The downside to this is that players will often get over-excited with it and overheat it on accident after only two shots in normal application. With the human sniper, you are guaranteed your four shots at a pretty good rate of fire with no fear of repercussion.
Ultimately, it's a matter of preference, as neither is clearly or significantly better than the other. You will probably find certain situations where you wished you had one over the other, so all you can really do is try to pick the best one for the best times. When playing an all-snipers game setting, you should choose either the sniper or beam rifle, but do not drop your BR to have both of them. In a mid-range situation against an opponent toting a BR, you will have little chance of survival and no real way to fight back—not to mention your relatively poor chances of getting a no-scope at close-range.
Rocket Launcher
The rocket launcher is one of the most versatile and dangerous weapons in the game, and as such is found in very limited quantities. Picking up the rockets will grant you four shots, and when used effectively they can easily net you at least four kills. This weapon can be very dangerous at any range, but must be used with extreme caution. This is the only weapon in MLG play besides grenades that you can accidentally hurt or kill yourself with, so you must be very aware of what you're doing with them, especially when using them in confined spaces or battling someone at close range.
The rockets are best suited for mid-range combat, where the opponent is not so far away that you really have to guess how far to lead them, but where they're not so close that you risk blowing yourself up along with them. However, as previously mentioned, when in skilled hands the rockets can be used effectively at any range, making them very useful in general. When shooting rockets, you should never be aiming to actually hit your target's body. The likelihood of you landing a body shot are very minimal, and besides, the splash damage from the rocket blast is very often enough to kill them. Therefore, the preferred strategy is to aim for the nearest surface to your target, which is almost always the floor (or sometimes a wall/ceiling).
When you are on relatively level ground with your opponent, it is almost always best to jump while you're aiming and shoot the rocket at the height of your jump. This is because when you are in the air, you are looking down at the ground from a much easier vantage point, better enabling you to judge where their feet are and aim for the ground directly at them. In some cases jumping won't be necessary, such as when you're shooting at someone on the ground from an upper level of the map. Also, sometimes you won't have time to jump first, such as when you are being lunged at with a sword. Like almost everything in Halo 2, you have to take it on a case-by-case basis, and let your experience accumulate until you learn what to do in each situation.
The biggest threat to a player with a rocket launcher is when they are attacked unexpectedly at very close range. In this case, you are faced with very quick decision to make. You could turn and fire a rocket, risking killing both of you with the explosion, or you could put it away an try to win a fight through normal means when you are probably already damaged from the surprise. There's no easy answer, because when someone attacks the rocket man at close range, they often try to get as close as possible to force the rocket man to kill himself if he fires. If you were truly surprised by the attack, you don't have great odds of pulling out your BR and turning the tables on the fight, so often your best bet is to risk it and shoot (if there's no escape, of course). To minimize your chances of dying if he's extremely close to you, jump and try to shoot the rocket behind your charging opponent, putting his body between the rocket blast and you to so that he is closer to the explosion than you. If you do it right (and get a little bit lucky), he will have been close enough to die from the blast while you just took damage from it. The worst case scenario is that you die and he lives, because then he has your remaining rockets, so if you don't think you can win the fight any other way, at least make sure he dies whether or not you go down too. If you die, be sure to alert your teammates as to where you dropped the rockets so they can try to retrieve them.
Getting and holding possession of the rockets is often key to a match. Because of this, you want to keep them out of the enemy's hands at all costs. It is far better to waste an extra rocket or two in order to ensure your survival than to hand them over to the enemy team. Not only would handing it over give them your remaining ammo, but you are also giving them the power to decide when/if the next rocket launcher will spawn (more on that in the next guide).
Consider this situation: You are taking heavy damage from an enemy, but manage to jump into the air and fire a rocket at their feet. Your shot was just a little too far off, so he didn't die. However, he is nearly dead, so it would seem silly to overkill him with another precious rocket, and you are tempted to pull out your BR for the finishing shot. This is typically not wise when you are already injured in a fight. Not only do you have to suffer a bit of a recovery time to put the rocket away and pull out the BR, but you also then have to be accurate enough in a clutch situation to pull off a head shot to guarantee the kill. During this time, the enemy could easily have thrown a grenade or made a well placed shot and killed you. Five seconds later, his shields are back as if nothing ever happened and he has your rockets. That didn't turn out too well. The rockets' rate of fire is surprisingly fast (even though there are only two shots per load), so in those situations you should always be willing to “waste” the extra rocket to ensure the kill rather than risk turning them over to the other team.
Plasma Pistol (and a note about dual-wielding)
Although it can shoot individual plasma pulses, the only legitimate use for this weapon is to charge it up and release a massive heat-seeking bolt of energy at your opponents. The automatic tracking on this charged shot is completely insane, and can sometimes even bend around a corner to a small degree to hit its target. All you have to do is make sure that the target is within a medium distance and that you release the charge when your reticle is on or near them. The bolt will pretty much do the rest and will completely remove any shield (even a full Overshield) instantly from an opponent, leaving them inches from death. Once the bolt has hit and the enemy's shields are gone, you have several good options at your disposal. The most common next step is to pull out the BR or Carbine and finish the enemy off with a single shot to the head. This is known as “the combo,” or if you play a lot of XBL, “the noob combo.” Say what you will about it, but it's a very powerful and effective method of fighting that can counterbalance just about every weapon but a long range rifler or sniper.
Since in Halo 2 your shields comprise the majority of your overall “health meter,” you are left extremely vulnerable once they are depleted by a charged plasma shot. Because of this, the weapon has other good applications besides the “combo.” At very close range, it can actually be used much like the shotgun. If you intend to use the plasma pistol, it is best to run around with the bolt already charged up since it takes a few seconds to prepare (unless you don't see any immediate application for it, in which case you should put it away and use your BR anyway). When the bolt is already charged, if you find yourself within melee range of an enemy, release the bolt right in their face and follow it immediately with a melee for a quick and easy kill. If you hit an opponent with a charged shot and they turn a corner or hide behind some form of cover, keep in mind that any contact with a grenade will kill them at this point, so try to flush them out with grenades rather than charge toward them to get an angle on the finishing shot.
It's worth noting that it is virtually useless to use a plasma pistol in combination with any weapon besides a BR or Carbine in MLG gametypes. This is because the weapon is only effective as a means to removing a shield so you can finish an opponent off quickly through your secondary weapon, grenades or melees. It's neigh impossible to kill someone with this weapon alone, and if you're toting a power weapon you don't need a second weapon to remove shields for you; you need a utility weapon such as a BR.
Well, I suppose technically you could dual-wield it too, but you would be unwise to do so. The MLG community has been criticized in the past for its negativity toward dual-wielding, but there's a simple explanation for it all (besides the fact that it is not a very good test of skill, and our company is designed around, well, testing skill): in MLG gametypes with MLG settings, dual-wielding is almost completely ineffective. This is because through a combination of BR shooting, grenades, advanced combat tactics and even game glitches, people running around with two moderately-effective-but-short-ranged weapons stand very little chance of accomplishing much. While I would highly discourage you from ever dual-wielding in MLG games, I would recommend that you pick up just about any weapon on the map that you come across as your second weapon if you do not already have one. Aside from the off-chance that it could save your life should you run out of BR ammo mid-fight, having a secondary weapon of some sort is necessary to accomplish a number of strategic weapon glitches that are used heavily in competitive play (which we will get to in a future installment). Since dual-wielding will not serve you very well in MLG, and since all of the dual-wieldable weapons besides the plasma pistol are for the most part ineffective on their own, they will not be covered in this guide.
Grenades and Melees
The use of grenades and melees in competitive Halo 2 are tied so closely with combat strategy that they will be covered in the next installment of this guide.

KagomJack said:
My girth isn't anything to bitch and moan about in long, elaborate paragraphs.
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