Showing posts with label halo multiplayer tips. Show all posts
Showing posts with label halo multiplayer tips. Show all posts

Saturday, 9 June 2012

Halo Reach Vehicles


Vehicle Pool

Vehicles fall into a unique category within Halo Reach. Each class of vehicle has a certain role to play at any given time. Generally the classes are Transport, Support, and Attacking vehicles. Beside each vehicle description below will be the class it fits into and why.

Vehicles tend to draw lots of attention. As such, using vehicles too much will result in them being overcome by a determined team. Plasma pistol charge shots and the emp effect from grenade launchers can stall all vehicles.

UNSC Vehicles

Mongoose




Role: Transport (only)
Driver: 1
Passenger: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tend to roll easily. No protection for passengers.

This vehicle is for transportation only and has no offensive capability.


Warthog laag






Role: Support and Transport
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

The Warthog laag is mainly a support vehicle.
As such the LAAG will overheat if fired too much, and require cooling.



Rocket Warthog





Role: Support, Transport and Attack
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Moderate vs light arms
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

You can only see this version of the warthog in Firefight missions and Custom gametypes, but not in standard matchmaking.





Falcon

The falcon is dubbed the 'warthog of the skies'. It is generally used as a support and attacking vehicle.




Role: Support and Attack
Driver: 1
Passenger: 2 (campaign only)
Gunner: 2 (one each side)
Armaments: 2x ChainGuns
Durability/Strength: Moderate/Strong vs vehicle and light arms
Weaknesses: Large target for anti-vehicle weaponry.



Scorpion Tank


The Scorpion is one of two tanks in the halo reach vehicle pool, and possesses the most potent direct fire canon as well. As it can deal out and take a lot of punishment it's primary role is that of attacking the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (machine gun, can not be used by driver)
Armaments: 1x main canon 1x machine gun
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry.



Covenant Vehicles


Ghost

The ghost is a quick response ground support unit. It sports a boost function which redirects steering and canon power to speed around the battle field quickly. The driver is somewhat protected from the front, but the back and the sides leave a driver exposed.




Role: Support (and attack)
Driver: 1 (driver operates canons)
Passenger: 0
Armaments: Dual plasma canons.
Durability/Strength: Light: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.


Revenant

A Revenant is more of a hybrid between a ghost and a wraith, having the agility and speed of a ghost with it's main weapon being a larger version of the concussion rifle round having the arcing trajectory of a wraith tank shot.





Role: Support (and Attack)
Driver: 1 (driver operates canon)
Passenger: 1 (can shoot hand weapons)
Armaments: Plasma Caster
Durability/Strength: Moderate: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.


Wraith


The Wraith is one of two tanks in the halo reach vehicle pool, and possesses a destructive plasma canon. As it can deal out and take a lot of punishment, the wraith's primary role is to attack the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (plasma repeater canon, can not be used by driver)
Armaments: 1x main canon 1x repeater canon
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry. Weak versus banshees.




Banshee

The Banshee is the quintessential covenant aerial flier. It can boost for a long time and can strafe all targets with ease. Also expect to see operators doing fancy aerial flips to avoid attacks, even the lock on of rockets.





Role: Attack (and support)
Pilot: 1 (operates all weapons)
Passenger: 0
Armaments: Dual plasma repeater canons, 1x fuel rod gun.
Durability/Strength: Average/Moderate vs light arms
Weaknesses: Weak strength compared to Falcon, can't shoot directly underneath itself. (blindspot)

Tuesday, 17 January 2012

Covenant Vehicle Basics

So here is the covenant section of vehicles. Although they are similar in types like support and attack, they use of each vehicle is unique from each, so you will need to practice a bit to get used to how each one works. To use vehicles effectively against smarter human opponents, look out for our upcoming series of video article that will show you the best way to use these vehicles to devastating effect.


Covenant Vehicles



Ghost

The ghost is a quick response ground support unit. It sports a boost function which redirects steering and canon power to speed around the battle field quickly. The driver is somewhat protected from the front, but the back and the sides leave a driver exposed.




Role: Support (and attack)
Driver: 1 (driver operates canons)
Passenger: 0
Armaments: Dual plasma canons.
Durability/Strength: Light: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.


Many operators use the superior agility and speed of the ghost to circle and strafe targets on foot. Even the boost function can be used aggressively to charge through and splatter victims who stray into open ground.
This tactic is now countered by armour lock, so be cautious. Ghosts are very quick when boosting, and can cover the length of a map in little time, much like a mongoose.


Revenant

A Revenant is more of a hybrid between a ghost and a wraith, having the agility and speed of a ghost with it's main weapon being a larger version of the concussion rifle round having the arcing trajectory of a wraith tank shot.





Role: Support (and Attack)
Driver: 1 (driver operates canon)
Passenger: 1 (can shoot hand weapons)
Armaments: Plasma Caster
Durability/Strength: Moderate: average vs light arms, weak vs anti vehicle weapons.
Weaknesses: Less effective versus tanks and aircraft. Armour lock.

The Revenant is used similarly to the way a ghost is used. You can circle and strafe ground infantry. However the main canon will not go toe to toe with heavy tanks and airborne opponents simply because the main weapon is easily dodged.
The Revenant can be used as an objective transporter carrying a passenger in the side seat.


Wraith (Tank)


The Wraith is one of two tanks in the halo reach vehicle pool, and possesses a destructive plasma canon. As it can deal out and take a lot of punishment it's primary role is that of attacking the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (plasma repeater canon, can not be used by driver)
Armaments: 1x main canon 1x repeater canon
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry. Weak versus banshees.


The Wraith Tank is the the Covenant heavy attacker on the battlefield. Its main purpose is to attack and hurt the enemy very quickly. Although the tank is slow and clumsy, not being anywhere near as agile as a ghost or revenant, it's arcing trajectory plasma bombs can be launched mortar style over obstacles and still batter opponents with deadly barrage of plasma. As with the Scorpion tank, a priority is keeping enemy infantry at distance. Another teammate can operate the plasma repeater canon for extra close quarter protection. The wraith does have a limited boost function to allow quick escape from attacks.



Banshee

The Banshee is the quintessential covenant aerial flier. It can boost for a long time and can strafe all targets with ease. Also expect to see operators doing fancy aerial flips to avoid attacks, even the dodging the lock-on of a homing rocket.





Role: Attack (and support)
Pilot: 1 (operates all weapons)
Passenger: 0
Armaments: Dual plasma repeater canons, 1x fuel rod gun.
Durability/Strength: Average/Moderate vs light arms
Weaknesses: Weak strength compared to Falcon, can't shoot directly underneath itself. (blindspot)

Banshees are very deadly in the right hands. They can quickly pick off individuals or groups of enemy infantry. Even ground based tanks can be threatened by a skilled Banshee pilot.

Monday, 16 January 2012

UNSC Vehicle Basics

Vehicles

Vehicles fall into a unique category within Halo Reach. Each class of vehicle has a certain role to play at a given time. Generally the classes are Transport, Support, and Primary Attacker vehicles. Beside each vehicle description will be the class it fits into and why.

Vehicles tend to draw a lot of attention when used over a longer time. As such, using vehicles too much will result in them being overcome by a determined team. Plasma pistol charge shots and the emp effect from grenade launchers can stall vehicles.

Human (UNSC) Vehicles

Mongoose

The mongoose is an ATV transport. It has no weapons built onto it. It can carry occupants to locations very quickly. The passenger can fire weapons while riding, but the driver can not. Both passengers are very exposed, hence they are easy to pick off with DMR and Sniper Rifle fire.



Role: Transport (only)
Driver: 1
Passenger: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tend to roll easily. No protection for passengers.

This vehicle is for transportation only and has no offensive capability.

The most effective way to use this vehicle is to dash to where you need to go then get off as soon as possible to avoid taking damage. Especially if you are alone you will not be able to shoot back if you stay onboard.


Warthog laag


The Warthog is a supportive transport vehicle. The Light Anti Aircraft Gun (chaingun) Warthog version is intended for anti-infantry and anti-aircraft support. As with the mongoose the driver only drives. The primary gunner operates the main gun. And there is a passenger seat for a third occupant, who can fire as well. The Warthog provides a moderate amount of protection for driver and passenger, with the gunner being exposed.




Role: Support and Transport
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Weak
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

The Warthog laag is mainly a support vehicle.
As such the LAAG will overheat if fired too much, and require cooling.

Effective uses of the warthog include circling around the battlefield to catch unsuspecting enemies off guard, generally those who stay out in the open. In objective based games the warthog can be an effective drop-off and pick-up transport for a flag carrier. (although somewhat obvious target and slower than a mongoose)

Don't expect a warthog to last long when attacked by a Rocket Launcher, Plasma Launcher or Spartan Laser.




Rocket Warthog



The RocketHog has the same purpose as the standard warthog, but with much more powerful armaments. This version fires off a full volley of several rockets each time the trigger is pulled, so caution is required.




Role: Support, Transport and Attack
Driver: 1
Passenger: 1
Gunner: 1
Armaments: None
Durability/Strength: Moderate vs light arms
Weaknesses: Tends to roll. Large target for Anti-Vehicle weaponry.

You only see this warthog version in Firefight missions and Custom gametypes, not in standard matchmaking.

Effective uses of the warthog include circling around the battlefield to catch unsuspecting enemies off guard, generally those who stay out in the open. In objective based games the warthog can be an effective drop-off and pick-up transport for a flag carrier. (although somewhat obvious target and slower than a mongoose)

Don't expect a warthog to last long when attacked by a Rocket Launcher, Plasma Launcher or Spartan Laser.




Falcon (aircraft )

The falcon is dubbed the 'warthog of the skies'. It is generally used as a support and attacking vehicle.




Role: Support and Attack
Driver: 1
Passenger: 2 (campaign only)
Gunner: 2 (one each side)
Armaments: 2x ChainGuns
Durability/Strength: Moderate/Strong vs vehicle and light arms
Weaknesses: Large target for anti-vehicle weaponry.

The falcon is the master of the sky, generally being quite durable against ground infantry. And even able to hold off airborne banshees. However it is not advised to use the falcon at close range where Tanks, or anti-vehicle weaponry is used. Falcons are most effectively used to support and protect front line troops or defend an objective.



Scorpion Tank


The Scorpion is one of two tanks in the halo reach vehicle pool, and possesses the most potent direct fire canon as well. As it can deal out and take a lot of punishment it's primary role is that of attacking the enemy.





Role: Attack (and support)
Driver: 1 (operated the main canon)
Passenger: 0
Gunner: 1 (machine gun, can not be used by driver)
Armaments: 1x main canon 1x machine gun
Durability/Strength: Heavy/Strong vs vehicles, light arms and anti vehicle weapons.
Weaknesses: Large target for anti-vehicle weaponry and easily  Hi-Jacked infantry.


The Scorpion Tank is the ultimate weapon on the battlefield. Its main purpose is to attack and hurt the enemy very quickly. Although the tank is slow and clumsy, not being as agile as a mongoose or warthog, it's stopping power is the Scorpion's party piece. Keeping enemies far away is vital. Another player can operate the machine gun, which acts as a close range protection for the driver, this can prove the deadliest combination in the game. Tanks should generally have infantry support as well to defend against enemy infantry jack attempts.



The next article will include covenant vehicles. coming soon.

Thursday, 12 January 2012

January Update

Hello everybody.

As we are plunging into a new month and new year (as you may have heard),  I've got some updates for you to be aware of that have recently taken place.

  1. The video series of How to Use Armour Abilities Effectively has now finished. Each one included a video or two of some serious in-game action that focused on each of the particular armour abilities. If you missed them they can be found on the Homepage or on the Basics and Advanced page under the armour abilities sub-heading.
  2. The Basics and Advanced page has been updated to include all the above mentioned armour ability links to their corresponding articles.
  3. The Merchandise and Games pages are available to view via the menu bar, but the pages themselves are still in a state of flux. Changes will be taking place soon.

With those updates in mind what is on the horizon?

Well the primary focus for upcoming weeks will include adding vehicles to the Weapons and Vehicles page. And with the addition of including the vehicles I may include some useful articles on how to use the them effectively as well. So watch out for some cool new images, photos and descriptions of all the Halo Reach vehicles that the game has to offer.

And looking ahead to Halo 4, only some details have come through about it so far, referring of course to the teaser trailer and official concept artwork of last year. But be assured that when something interesting pops up I'll do my best to shove it into your faces asap so you don't miss a thing.

Well that's all for now.


How to Use Drop Shield Effectively


Drop shield is intended as a defensive and healing ability. When used effectively a player can time it very well to protect an objective or to save himself or his team from immediate danger. Like the video above shows: the user throws down a quick drop shield just before the red attacker fires a rocket. The rocket splash kills the red player whilst the blue player remains alive.
Of course if you find yourself low on health and not under attack, it is a good idea to throw a drop shield down to obtain full health once more.
Remember that drop shield only heals the health, not the shielding, of any player(s) within its bubble.

Thursday, 15 December 2011

How To Use Armour Lock Effectively




In this short 30 second clip you will see just how to use armour lock effectively. The player uses armour lock to destroy a ghost who charges directly at him. The ghost explodes and he gets the kill. Then a warthog tries to run him how, the warthog gets flipped and stunned.

Can you see how simple but effective armour lock can be when used correctly for defending, but then how that defence can be turned around into an offensive power/ability. One that can tip the battle in your favour.

Try doing this yourself, just to see how easy it is to kill a charging vehicle.

Armour Abilities: How They Work - Part 3

As everybody knows by now, when Halo Reach hit the shelves back in Sept 2010, and having sampled the beta myself in May 2010, the newly included armour abilities were introduced into the game.

The idea behind armour abilities is to give a player a certain advantage in battle. And to fit in with the story of Halo Reach, the planet Reach was primarily a military fortress world where new technology was being developed. Hence we get these armour abilities. From the next game in the series point of view the armour abilities are a more refined version of the deployable, and 1-time use, equipment from Halo 3.

Now, there are several armour abilities you get to choose from when you begin a match in Halo Reach. These armour abilities are preset by the gametype and match you are playing.

The armour abilities include:

  • Sprint
  • Evade (elites)
  • Armour Lock
  • Jet Pack
  • Medic (drop shield)
  • Camouflage
  • Hologram


    We'll take each armour ability at a time, describing how it works dynamically, and then a brief note on how to use it to full effect.

    Note: all armour abilities have a cool down time once used, which replenishes automatically, some take longer than others. And you get the choice to switch which ability you want to use each time you respawn. So you can keep changing them each time if you want.

    Copy and paste over. In part three of this article we will look at the last two of the Armour Abilities. We'll talk about Camouflage and Hologram.


    CAMOUFLAGE


    Camouflage is an armour ability that renders your character somewhat invisible to the eye. When activated two things happen, you become invisible and the radar gets jammed. The reason for this is for balance so even though you may not be seen, an enemy will know you are nearby.

    Things to know about Camouflage. When pressed the ability meter will begin to drain. The rate of drain depends on how fast or slow your character is moving. Camo is more effective when moving slowly and drains the meter much slower. You can fire when camouflaged but the more you do the more visible you will become.

    Using camouflage can work well with melee weapons like the sword or hammer, or even the rocket launcher or sniper rifle. You can sneak into position, or stay in a really open place where no one usually travels and still be safe. Camo can be used to distract a whole team when attacking or defending. One player pops their camouflage and the other team will lose their radar to the jamming effect, thus disrupting their flow and co-ordination.


    HOLOGRAM


    Hologram projects an image of your character when activated. The hologram moves across the terrain to wherever you have pointed your reticle. Holograms serve to confuse your enemy into wasting shots, or distracting them while running away or towards them.


    Things to know about hologram. Only one hologram can be activated at a time. The ability recharges quite quickly. If a hologram has not disappeared before a new one is deployed, then the old one will vanish when the new one is activated.

    Hologram is mostly used in team sniper games. Hologram is the bane of snipers because not only does a shot become wasted, but your position is revealed as well. A trick that many use when closing in on someone is to send a hologram right at them, this can confuse their aim if done correctly, as both the hologram and the players tend to merge in and out of each other.

    So that's all for now on armour abilities. I hope you have a good idea of how they work now and how you can use them to good effect in your online matchups.

    Tuesday, 13 December 2011

    Armour Abilities: How They Work - Part 1

    As everybody knows by now, when Halo Reach hit the shelves back in Sept 2010, and having sampled the beta myself in May 2010, the newly included armour abilities were introduced into the game.

    The idea behind armour abilities is to give a player a certain advantage in battle. And to fit in with the story of Halo Reach, the planet Reach was primarily a military fortress world where new technology was being developed. Hence we get these armour abilities. From the next game in the series point of view the armour abilities are a more refined version of the deployable, and 1-time use, equipment from Halo 3.

    Now, there are several armour abilities you get to choose from when you begin a match in Halo Reach. These armour abilities are preset by the gametype and match you are playing.

    The armour abilities include:

    • Sprint
    • Evade (elites)
    • Armour Lock
    • Jet Pack
    • Medic (drop shield)
    • Camouflage
    • Hologram

      We'll take each armour ability at a time, describing how it works dynamically, and then a brief note on how to use it to full effect.

      Note: all armour abilities have a cool down time once used, which replenishes automatically, some take longer than others. And you get the choice to switch which ability you want to use each time you respawn. So you can keep changing them each time if you want.


      SPRINT

      Sprint is well sprinting. This is much faster than the ordinary run speed. You can not fire when you sprint, but can fire very quickly after you stop.

      Things to note about sprint. If you jump when sprinting you will leap much further than normal. This is handy for jumping big gaps, evading an enemy or fleeing a vehicle. A deadly combination of sprinting is using a melee weapon like the sword or gravity hammer. You sprint up to an opponent and kill them in on hit with the sword or hammer.


      Tip: Press the sprint button again to stop the sprinting before the meter runs out. The recharge time is fractionally less than if you were to let the meter run down entirely.










      EVADE

      Evade is commonly used by elites. It is an ability that allows the player to perform a rolling manoeuvre in whichever direction the character is running. A player can evade 2 times in quick succession before the meter runs out. After which the ability recharges.

      Things to note about evade. Whilst evading you can not fire. A good way to use evade is to use one evade to move around and attack, and then use another evade to take cover again. Also, try rolling behind an enemy so they can't shoot you. You can also use two evades to close in on an opponent quickly if they are far away, then melee them with the sword. 


      Tip: If you jump immediately after evading, the jump will be slightly more pronounced in distance leapt than a regular jump. However this was toned down slightly from the beta.









      ARMOUR LOCK

      Armour lock is a protective ability which makes you immune to damage. Yes you become invincible. The ability remains on only as longs as you hold down the trigger. Your character goes into a crouch position, unable to move. However you can still revolve the camera around to see any enemies. And once you release the trigger the ability releases a small emp shock that reduces nearby enemy shields. 

      The intended use for armour lock is versus a vehicle. Say a ghost or warthog that wants to splatter (crush) you. Armour lock can destroy a vehicle that hits you directly when activated. 

      Things to know about armour lock. Armour lock can be activated twice in succession, or continually for several seconds. 


      Tip: If you are nearby an enemy armour lock and release, then beat them down with a melee. The emp effect reduces their shields and you get a free kill. If an enemy armour locks, run up to him and use your armour lock. Simply wait and release after he comes out. Other tactics include locking, thus avoiding damage, releasing and throwing a grenade, then armour locking again to stay alive.






      The other four armour abilities will be discussed in part 2.

      Monday, 5 December 2011

      Part 3 - Basics to Online Multiplayer, Getting the Best Out of You



      Part 3 - Avoiding Mistakes and Focusing.

       Here are some mistakes you want to avoid, these include:
      • Mis-throwing a grenade that backfires on you, hurts/kills a team mate or flips a friendly vehicle.
      • Rushing into battle constantly with only an assault rifle and grenades. (seen it thousands and thousands of times) Unless you're very experienced and have deduced that the enemy is not good enough to beat you. 
      • Rocket killing your own team mates. Which is even easier that grenade killing them.
      • Carrying 2 power weapons at a time. Rockets and Shotgun. Sniper and Rockets. Are bad combos for one player, it's generally much better to assign a team mate the other power weapon and have a DMR or Pistol in reserve.
      • Rushing into battles, and giving away your position. (again see I this thousands of times)
      • Running out in the open with short range power weapons.
      • Staying indoors with long range power weapons like the sniper rifle.

      That point about rushing into battles ties in with being focused, because most times it's your attitude that makes you rush in and dying ( which just feeds the enemy kills until they get a free win.) You just get frustrated and try the same thing over and over again. Use your map knowledge, learn where the right weapons are that you need.

      Being Focused.

      This is something you need to get in the habit of doing. And it's best described as being in the zone. Sounds a little cliched, but it's almost like you have to be sensitive to everything going on in the game. The movement of your team and the opposing team, the power weapons, who controls them, what the current score is, who the good and bad players are.

      The more you stay focused on these things and especially on achieving your short term and overall game goals, the better you will do. This means having as few out of game distractions, like eating, drinking, talking etc... this of course is different for everybody, but do what's best for you.

      Another thing is to try and stay loose. An overly tense player can't fully focus on playing as they are too tense. And this can change throughout the course of a game. Try to relax and focus on playing your game.