Halo 5: Guardians Weapons Tips, Best Req Cards, Grenades Guide

By   /   Oct 29, 2015

Halo 5: Guardians Weapons guide with tips and strategies to how best use these weapons.

Weapons in the game are essentially your standard weapons in Halo-verse. There are different ways to acquire these weapons in Arena and Warzone.

For more help on Halo 5, read our Skulls Locations, Intel Locations and Multiplayer Tips.

Halo 5: Guardian Weapons

In Arena, each player begins with an Assault Rifle and a Magnum, but other Loadout Weapons can also be acquired from different spots in the maps.

As for in Warzone, these weapons are acquired by using the ‘Req System’. Once acquired, a specific Loadout Weapon will stay in your inventory, but note that each weapon has a specific ‘Req Level Requirement’.

This guide covers all the Loadout Weapons in Halo 5: Guardians, tips and strategies for maximum effectiveness, and other details:

Weapons Attachments

Before we head in and discuss ‘Loadout Weapons’ in detail, it is a good idea to get an overview of all the Weapons Attachments available in the game:

  • Energy Bayonet – Increased damage and melee range
  • Kinetic Bolts – Increased vehicle damage and knockback capability
  • Laser Targeter – Increased weapon Accuracy
  • Long Barrel – Increased effective range
  • Silencer – Immune to enemy Motion Trackers
  • Stabilization Jets – Increased accuracy and reduced recoils

Weapons

Assault Rifle

Faction: UNSC
Magazine Capacity: 36
Firing Mode: Automatic

This weapon is best used at short-to-medium range due to increased rate of fire. Since it has increased melee damage, it is a good idea to get in melee range in order to finish enemies off.

In order to control recoil on Assault Rifle, you should always try and fire in short bursts; at long range. Furthermore, crouching while shooting also reduces recoil by a huge margin.

It is highly recommended to have a long-ranged weapon alongside the Assault Rifle to be better equipped for any situation. Lastly, you can also use it to render enemies with Active Camo visible.

Req Cards
Common Assault Rifle – Req Level 1
This has 1.5x Projection Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Recon AR – Req Level 1
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Longshot AR – Req Level 1
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Battle Rifle

Faction: UNSC
Magazine Capacity: 36
Firing Mode: Burst

This weapon is ideal when it comes to medium-to-long range engagements. You should be able to get maximum damage output from almost any range across the map.

After landing a couple of shots in the central body, you can go in with a single headshot to score an easy kill.

While equipped with Battle Rifle, you should definitely consider having another weapon for close-range engagements. In case you are unable to draw out your side-arm, make sure to fire from the hip at close-range to rack up some kills.

Req Cards
Common Battle Rifle – Req Level 3
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Longshot BR – Req Level 3
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Sentinel BR – Req Level 3
This has Sentinel Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

DMR

Faction: UNSC
Magazine Capacity: 14
Firing Mode: Semi-Automatic

In Halo 5: Guardians, DMR is easily the only Loadout Weapon which can outperform a Battle Rifle at long-range engagements; especially when we talk about ADS.

Since this is a semi-automatic weapon, the best way to use it is to let the weapon readjust its recoil pattern before firing again. In case you are in for consecutive shots, you should definitely try Stabilization Jets attachments.

With Stabilization Jets, your weapon should negate most of the recoil, allowing you to fire in quick succession without worrying about missing your targets.

If you are only running with a DMR, you will have a difficult time at medium-to-close range, unless you are really good with it. Therefore, try running with a side-arm which shines at close-to-medium range engagements.

Similar to Battle Rifle, you can also try and fire from the hip using the DMR, but it is better to switch to side-arm due to increased recoil.

Req Cards
DMR – Req Level 6
This has 3.0x Longshot Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Recon DMR – Req Level 6
This has 2.0x Recon Sight and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Sentinel DMR – Req Level 6
This has 4.0x to 6.0x Sentinel Sight with variable scope and the following attachments:

  • Energy Bayonet
  • Kinetic Bolts
  • Laser Targeter
  • Long Barrel
  • Silencer
  • Stabilization Jets

Magnum

Faction: UNSC
Magazine Capacity: 12
Firing Mode: Semi-automatic

You should consider running Magnum with the Assault Rifle or SMG in order to shine at medium-to-long range engagements. You should also practice switching to Magnum instead of reloading in the middle of an engagement.

While using Magnum, you need to use Smart Link in order to score rack up kills through headshots; in case enemy shields are down.

This not all! When operating at close-range, you should try and use that trigger finger followed up by a quick melee attack in order to score some easy kills.

The only drawback of using Magnum against SMG or the Assault Rifle is its sluggish rate of fire which may hamper your killstreak at some point. Therefore, it is a good idea to carry a weapon having a faster rate of fire.

One important thing that you need to bear in mind is never to engage an enemy at long-range equipped with a DMR, Battle Rifle, or any other strong weapon. Instead of meeting these enemies head-on, you should consider flanking these enemies and then trying and scoring kills.

Req Cards

  • Common Magnum Level 1 – Have1.5x Projection Sight
  • Whispered Truth Level 5 – Have sound suppressor and Burst Fire; increases Movement Speed

Common SMG

Faction: UNSC
Magazine Capacity: 60
Firing Mode: Automatic

Thanks to its increased rate of fire, SMG is probably the deadliest weapon when it comes to close-quarter combat. In case you meet an enemy head-on in CQC, you should always try firing from the hip.

Featured Videos

Hot Right Now

AMD Ryzen CPU

The AMD Ryzen CPU Hits The Right Marks, Just Needs Right Price

The AMD Ryzen CPU was demoed recently and what a demo it was. AMD showed that the upcoming AMD...

by   /   Dec 15, 2016
Death Stranding leak

New Death Stranding Leak Revealed The Name Of Norman Reedus’ Character

Hideo Kojima rocked the internet with the reveal of Death Stranding trailer at The Game Awards...

by   /   Dec 15, 2016
Video Game Remasters

Untold Stories of Video Game Remasters – the Good, Bad, and Ugly

In today’s video, we discuss something subjective – are video game remasters good or bad? And...

by   /   Sep 9, 2016
Video Game Villains

Top 10 Invincible Video Game Villains Who Just Won’t Die, No Matter What

We all are accustomed with video game villains and the story usually concludes with the fall of...

by   /   Aug 18, 2016
Panasonic 3DO

Top-10 Retro Consoles You Never Knew Existed

Video gaming has come a long way! While we are well-acquainted with the likes of Xbox Scorpio and...

by   /   Aug 17, 2016
Load More