This has been proven in the December issue of Game Informer, in an article on the Mythic map pack. Also while shooting exposed Lekgolo worms the worms will bleed, although the blood will not show on the ground. The flaps on the plasma beam are now small pads, and do not constitute the majority of the "head" as is the case in Halo 2.Īs pointed out before, the Scarab now appears to have no crew controlling it, just squads of infantry, to keep boarders off, and it is controlled by Lekgolo worms. The two anti-air turrets on the Halo 2 Scarab have been replaced by a single, larger turret on the craft's rear. The beam also looks more hose-like, whereas the beam in Halo 2 was in a straight line. In terms of weaponry, the V2's plasma beam is smaller and seemingly weaker on Legendary, the Halo 3 beam takes almost a full second to kill a player, while in Halo 2, the beam is instantly fatal. The V2 Scarabs are piloted by Lekgolo worms centered around the Scarabs' power cores, whereas the original Scarabs were piloted by Covenant infantry. The legs appear to be more capable of sustaining higher impacts. It seems to be shorter but wider, and it is purple rather than silver and blue. Its appearance has been completely altered, with a differently-shaped body and a more bulbous end. Unlike its Halo 2 predecessor, the V2 Scarab tank is now completely destructible (except in Halo: Reach). Halo 3, Halo 3: ODST, and Halo: Reach feature the Scarab, which features a much different chassis. Halo 3, Halo 3: ODST, and Halo: Reach (Scarab V2) In one of the later levels of Halo 2, the Arbiter must protect a Scarab being piloted by Sergant Avery Johnson to blast open the doors of a Forerunner building. This handicap leaves it susceptible to boarding actions. Its size makes it considerably less maneuverable than the smaller variant, preventing it from engaging fast-moving targets while confined in narrow areas, such as city streets. The model featured in Halo 2 is often theorized to be a dedicated excavation platform (and was used as such in the game), in contrast to the more combat-ready model featured in Halo 3, Halo Wars, Halo 3: ODST, and Halo: Reach, as it lacks many of the onboard weapons featured on the other model. In addition to the vehicle's main gun, two large anti-aircraft plasma weapons are mounted on top of the walkway this weapon was used to neutralize the Pelicans ferrying John-117 and his strike team while en route to Regret's Assault Carrier. 50 caliber rounds, and ANVIL HE missiles the armor could be similar to the plating used on Covenant warships. Scarabs' armor were invulnerable to damage from 90mm shells, 102mm shaped charges. This model is manned by a traditional crew, rather than being controlled by Lekgolo worms. It featured an upper deck that was guarded by numerous Sangheili, Kig-Yar, and Unggoy, along with a walkway going over the entrance to the control room. The Scarab was first seen in Halo 2 in the level Outskirts, where it appeared as a large, four-legged, silver-armored behemoth with an estimated height of one hundred feet. Ways to destroy the core are to either throw a grenade or two at it then run away, or to melee it until the shields break and then shoot it. Scarabs have been used in many battles during the Human-Covenant war, including the Fall of Reach, the Battle of Earth and the Battle of Installation 00, usually to deadly effect. To counter this, Scarabs typically carry squads of Unggoy and Kig-Yar, as well as some Jiralhanae and Sangheili. A Scarab will also be temporarily stalled if its legs sustain enough damage, allowing a would-be boarder to simply jump into the vehicle's troop bay. The legs can also be used to crush enemy forces on the ground.ĭespite their enormous strength, however, Scarabs are quite vulnerable to being boarded a Scarab's central core is protected only by the vehicle's external armor, so attacking the core is easy once an enemy boards the craft. Scarabs instead walk using their massive legs, which are surprisingly swift and precise given their massive size. Unlike most Covenant vehicles, Scarabs do not use anti-gravity propulsion to move. Their "bodies" are massive and multi-leveled and posses four legs. Scarabs are extremely powerful, possessing an exceptionally destructive plasma beam (mounted onto its "head"), as well as one or two dorsally-mounted anti-air cannons. They are used to attack heavily-defended structures and emplacements and often lend quick, but unstoppable support to Covenant troops on the ground. The quadrupedal behemoths are typically deployed from low or medium orbit, or from high atmosphere.
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