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Halo | Stellar Halo |
“ | Light weapon system which fires a series of energy charges in the form of a horizontal arc, capable of hitting and immobilizing several enemies. Deadly at close range
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- — in-game description
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Purchase Information | |
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In-Game Cost | 10,000 ![]() ![]() |
Real Value ![]() |
$40 |
Exp Level ![]() |
20 |
Type | |
Hardpoint ![]() |
Light |
Tier ![]() |
III |
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Base Statistics | Attributes | ||
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1 | ![]()
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2,200 per energy round | ![]()
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500 meters ![]() |
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9 seconds ![]() |
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Capacity | 5 energy rounds ![]() |
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Unload | 1.5 seconds |
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Workshop Production Information | |
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1 Day Cost ![]() |
3 Day Cost ![]() |
140,000 | 460,000 |
Components ![]() |
Components ![]() |
80 | 230 |
Introduction
The Halo is a close to mid-range (up to 500 meters, with a 100-meter optimal range) light energy weapon.
Strategy
This energy shotgun is the light version of the medium Corona and heavy Glory.
The Halo is similar to the kinetic shotgun Gust, however each projectile adds to an enemy's root (lock down) threshold "bar". This means the higher the Halo's level the more effective it is at locking down opponents. Users should note that if the projectiles from any root shotgun (also Corona and Glory) don't hit the enemy previously fired at for a second or longer, the enemy's root threshold bar will slowly drain.
The Halo has high burst DPS and the ability to bypass energy shielding making it effective against Dash robots. Due to the large horizontal energy arc it is possible to immobilize multiple targets in one shot at a significant range. This weapon can be effective against stealth robots such as the Stalker, Loki, and Pursuer if mounted on a lower side hardpoint due to projectile spread.
The key difference between the Halo, Corona, and Glory, when compared to the Shredder and Pulsar, is that the latter two are precision weapons and usually can only immobilize one enemy robot at a time, while the Halo, Corona, and Glory can immobilize several enemies at once.
The Halo, Corona and Glory's immobilization ability has several important uses. In addition to immobilizing enemy robots for you and your teammates to destroy, they can stop beacon cappers dead in their tracks, giving your team more time to capture vital beacons and gain control of a match. This is especially useful in the game mode Beacon Rush where beacons are extremely important. Finally, if you are low on health and are being pursued by an enemy robot, the ability to root to the ground for a few seconds can allow you to retreat behind cover so that when they do attack you are ready to counterattack and hopefully have teammates to help you out.
Like all shotguns it has the weakness of dealing very little damage from its maximum range. This is due to the spread of the projectiles allowing only a small percentage of them to hit the target. Energy shotguns have an even larger shot spread when compared to their kinetic counterparts. This means they require the player to get extremely close to deal their maximum amount of damage.
The kinetic shotguns (Gust, Storm, and Thunder) have great synergy with the Halo as they have the same range and similar firing mechanics. Pairing with strong burst fire weapons such as the Pinata, Orkan or Exodus, can allow you to quickly eliminate rooted enemies, with splash damage having a great effect on closely packed and immobilized enemies. Lastly, using strong energy weapons such as the Magnum, Taran, or Redeemer, can make full use of the Halo's energy based damage.
Pros and Cons
Pros
- Quick rate-of-fire
- Energy-based projectiles allows gun to bypass energy shielding
- Shots catch on Aegis shields, depleting them quickly
- Can lock-down enemies
- Huge damage at close range (300 meters or less)
- Reload-while-firing
Cons
- Bullet spread prevents weapon from reaching maximum damage capacity at range (though could be worse)
- Only mediocre damage at 300m-500m
- Does not have capability to lock an enemy down in one clip
- Ineffective against physical shields
- Takes a while to reload to full charges
Upgrade Cost
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Weapons data
MK 1 | Level | MK 2 | ||||||
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Damage per shot | Damage per magazine | DPS | Cycle DPS | Damage per shot | Damage per magazine | DPS | Cycle DPS | |
2200 | 11000 | 7333 | 1047 | 1 | 6400 | 32000 | 21333 | 3047 |
2500 | 12500 | 8333 | 1190 | 2 | 6450 | 32250 | 21500 | 3071 |
2650 | 13250 | 8833 | 1261 | 3 | 6600 | 33000 | 22000 | 3142 |
3000 | 14750 | 9833 | 1428 | 4 | 6700 | 33500 | 22333 | 3190 |
3300 | 16500 | 11000 | 1571 | 5 | 6800 | 34000 | 22667 | 3238 |
3650 | 18250 | 12167 | 1738 | 6 | 6950 | 34750 | 23167 | 3309 |
4000 | 19750 | 13167 | 1904 | 7 | 7050 | 35250 | 23500 | 3357 |
4400 | 22000 | 14667 | 2095 | 8 | 7150 | 35750 | 23833 | 3404 |
4850 | 24250 | 16167 | 2309 | 9 | 7250 | 36250 | 24167 | 3452 |
5300 | 26500 | 17667 | 2523 | 10 | 7400 | 36750 | 24500 | 3523 |
5850 | 29250 | 19500 | 2785 | 11 | 7500 | 37500 | 25000 | 3571 |
6400 | 32000 | 21333 | 3047 | 12 | 7600 | 38000 | 25333 | 3619 |
MK 3 Level 1 | 7980 | 39900 | 26600 | 3800 |
Effect Accumulation %
The higher the percentage the more effective the weapon's projectiles are at accumulating the root effect (allows the weapon to bypass an enemy's root threshold faster).
Note: Mark II levels 1-12 does not increase accumulation values (Mark I level 12 is the highest accumulation possible).
Level | Accumulation % |
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1 | 42% |
2 | 43% |
3 | 44% |
4 | 45% |
5 | 46% |
6 | 47% |
7 | 48% |
8 | 50% |
9 | 52% |
10 | 54% |
11 | 56% |
12 | 58% |
Accuracy By Distance
Below is the average percentage (%) of particles (per energy round) that hit an enemy robot (if aimed directly at) at specific ranges.
Range | Accuracy % |
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50 meters or less | 100% |
100 meters | 89% |
150 meters | 52% |
200 meters | 49% |
250 meters | 44% |
300 meters | 42% |
350 meters | 28% |
400 meters | 27% |
450 meters | 18% |
500 meters | 15% |
Note: The numbers shown are based on an average-sized robot being targeted. Due to this, these percentages can be higher or lower depending on the size of the targeted robot.
Audio
Update History
Version | Changes |
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7.9.0 | Damage increased by 10% |
7.0.0 | Damage increased by 10% |
6.8.0 | Effect accumulation per shot increased by 5% |
6.3.0 | Damage decreased by 10% |
5.8.0 | Shot interval decreased from 0.5 seconds → 0.3 seconds Reload interval increased from 1 second → 1.8 seconds Damage increased by 6% |
5.7.2 | New alternative model: Stellar Halo (Operation: Dark Nebula) |
5.7.0 | Now roots enemies after a certain number of projectile hits (rather than random activation) |
4.8.0 | Total Upgrade Time: 24 days 22 hours 45 minutes⟶19 days 20 hours |
4.7.0 | Total Upgrade Time: 29 days 15 hours 30 minutes⟶24 days 22 hours 45 minutes |
4.5.0 | Total Upgrade Time: 45 days 17 hours⟶29 days 15 hours 30 minutes Now available for 5,000 gold (can still be produced via Workshop 2.0) Bug fix: No longer locks down opponents at a higher % than intended |
4.3.0 | Damage increased by 10% |
4.2.0 | Weapon was added to the game |
Poll
Trivia
- The definition of Halo is a disk or circle of light shown surrounding or above the head of a saint or holy person to represent their holiness. This could represent the bright particles it fires.
- The Halo has a special variant - Stellar Halo - that was available in the Dark Nebula operation.
- Unlike the normal halo, the Stellar halo fires pitch black energy waves that can be very hard to see if the brightness on your device is too low. It's projectiles explodes into bright blue rays when it hits an object.
- The Stellar Halo also has a different sound effect while firing.
- This weapon was added on August 28, 2018.