Showing posts with label vehicles. Show all posts
Showing posts with label vehicles. 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)

Covenant Weapons


Covenant Weapons




Plasma Pistol



The plasma pistol fires single shots and as all plasma weapons, tends to be more damaging against shielding. However the party piece of this weapon is the overcharge feature which will annihilate all of a targets shield in one hit. Very handy if used in conjunction with a DMR or Pistol for example.


Plasma Rifle




This is the standard automatic rifle for the convenant, and does very well versus shields. Has a tendency to overheat with sustained fire.


Plasma Repeater





The plasma repeater is an advanced version of the plasma rifle with a far superior rate of fire. The shots do slightly less damage than the standard plasma rifle. Constantly firing the weapon causes it to fire more slowly, in which case the user needs to vent the heat out to resume full rate of fire.



Needler




A favoured side arm, whilst individual shard 'needles' are relatively weak, after several needles hit a target a super-combination of the shards results in a pink explosion, killing the victim and damaging nearby enemies.



Needle Rifle






Similar to the needler, the shards sport a similar super-combine effect. However more akin to the designated marksman rifle in that the needle rifle is intended for mid-range targets and as such supports head shot capability. Note that individual shots tend to be weaker compared to individual DMR shot when stripping enemy shielding. But up close, just hold down the trigger for semi-automatic action.



Focus Rifle




Somewhat akin to a sniper rifle but more so to the Halo 2 sentinel beam. This weapon can shoot a beam across the map. Continuous tracking of the target is needed for a kill. And there is no instant kill or headshot capability.


Concussion Rifle






The Concussion Rifle is more akin to the Halo 3 brute shot. A grenade launcher type that shoots explosive plasma. Firing 6 shots that can blast an opponent off course is quite handy.


Energy Sword



This one hit kill slicer is still as deadly as ever. Once the reticle turns red (when within range) you will lunge through the air and kill the opponent in one go. However if take care if they have a shotgun, as you will die mid lunge.



Gravity Hammer




The brute gravity hammer causes infantry, vehicles, rockets and grenades to fly off course. It also sports a small lunge feature. Generally killing in one smash.


Fuel Rod Gun




The fuel rod gun is an anti vehicle weapon that does extremely well against infantry too. 5 shots allow the user to fill the surrounding area in a deadly hail of large explosive plasma bolts. Caution is required when using this weapon. No lock on feature included.



Plasma Launcher




The plasma launcher is an anti vehicle weapon that can be used against infantry too. With 4 shots per salvo this weapon allows the user to fill the surrounding area in a deadly hail of  explosive plasma bolts. Each shot can lock on to a person or vehicle. Requires time to charge each shot.

Halo Reach UNSC Weapons


HUMAN WEAPONS

MA 37 Assault Rifle


The standard assault rifle, your basic starting weapon. Great for short range engagements. Best  kept as a secondary weapon or switched for something else. 32 Bullets per magazine.



M6 Pistol






The primary sidearm weapon of the UNSC, the Manum Pistol is great at short to mid range and can easily overwhelm a non-shielded opponent. With 12 bullets per magazine this sidearm can be switched to when a primary weapon runs out of ammunition, to finish the job as it were.


M392 Designated Marksman Rifle (DMR)



The DMR (designated marksman rifle) is the weapon of choice in any id range battle. With deadly accuracy, a good clip and powerful damage per bullet you want this as your primary weapon. Headshot capability makes it even more deadly. 15 Bulet per magazine eans you wil be dealing a lot of damage.





Sniper Rifle






The daddy of long range and open areas. Don't mess with this. It's a power weapon with one shot kill capability. But aiming ability is needed, as missing will leave you open to attack.




Shotgun






The monster of close quarter combat. Even against a sword  you will come out victorious.


Rocket Launcher





The Spankr. The favourite power weapon of choice. Quite literally any one at the business end of this becomes toast. Care is needed so as not to suicide with it. Can also lock on to vehicles for anti-armour support.


Grenade Launcher




A great addition to the arsenal, the 'Pro Pipe' has emp type grenades which decimate shields and stalls vehicles. But if you land the grenade on a human target they will die in one shot.



Spartan Laser






The Spartan Laser or 'Splaser' is an anti vehicle weapon which blows up pretty much most vehicles in one shot or two (like tanks). But it can be used against infantry too. Charge up the shot and whatever you hit will get roasted. Simple huh.



Grenades



There are two types of grenades in Halo Reach. The fragmentation grenade (left) and the plasma grenade (right). The most notable difference is that the plasma grenade sticks to players and vehicles, and fragmentation grenades do not. Also all grenades can be shot when on the floor or in mid air once thrown by a player.

Monday, 20 February 2012

How to Use It Effectively - The Banshee

The Banshee was given it's name by the shrill shrieking noise it makes during flight. So when you hear it coming you need to deal with it fast. The reason why a Banshee is such a potent killing machine is because the gunner and the pilot are one. The pilot is always pointing at where he intends to shoot. Add to that the very agile nature of the craft, it being relatively small and able to perform flips, makes this vehicle a very evasive and effective killing machine.

A banshee needs to watch out for other aircraft and in particular scorpion tanks, which could blow them up in one direct hit.

Being agile mean that the Banshee is fairly weak, only able to withstand so much small arms fire. High velocity bullets like sniper rifles will rip the craft apart in a few shots.

When piloting a Banshee your key objective is to stay on the move and avoid lots of attention. Not easy when you are flying high in the air with no cover, right? The Banshee's greatest strength is it's ability to quickly kill enemies using the fuel rod gun (secondary fire weapon). Infantry, and light vehicles get one-shotted with ease.

Try to focus your fire on infantry, who make easy prey. However if an enemy is virtually underneath the Banshee don't circle around to the ground in an attempt to desperately get a difficult kill as this will make you an easier target for grenade sticks, plasma pistol and grenade EMP effects and sky-jacking attempts. Instead break off and find a new target.

Spotting infantry is easy from your vantage point in the sky. You need to get a feel for how to set up for an attack. To set up effectively you need to bear in mind where your target is, could he run for cover? does he have teammate support who may attack you? are there any enemy vehicles nearby? If using the fuel rod gun, ensure you get within range to allow for travel time of the projectile to hit the target accurately.

The same applies for attacking ground vehicles. The only big difference is when taking on an enemy tank. Depending on it's strength the tank will require two shots from the fuel rod gun to destroy it. From the front tanks have stronger armour. Try to get behind the tank and attack from the rear, this will prove deadly to them, and will ensure that you don't get fired upon, putting you under less pressure at least initially.

When attacking another Banshee you need to be aware of a few things. An important point is to keep at a range that allows you to fire with the standard canons, but allowing you some time to evade (roll or somersault) to avoid a fuel rod gun shot. You can also use somersaults to get above and behind an enemy to get the advantage over them. Another good tactic is to bring the battle down to the ground, luring an enemy Banshee nearer your allies who can then fire or sky-jack the enemy vehicle and claiming it for your team.

Notice in this video that the Banshee pilot always keeps moving, performing somersaults and boosting around. This makes him virtually unable to be hit or attacked, which is exactly what a Banshee pilot should be doing.

One thing not to forget is that all covenant vehicles possess a boost ability that allows for quick movement, but at the cost of being unable to fire whilst boosting. A Banshee can use this ability to snap around the map very quickly and instantly rain death on unsuspecting victims, in a lot of cases for the entire length of a match.


A Banshee can control the map, control the players on both teams and can ultimately decide the game, if used effectively!

Try to take out a Banshee wherever possible, as you will find it much easier when one is not threatening you and your team throughout the course of a match.

Thursday, 16 February 2012

How to Use It Effectively - The Wraith

The Wraith is the Covenant's battle tank. It is bulky, slow, but very powerful and like the Scorpion it has two seats, one for the driver and one for a secondary gunner. The Wraith fires a massive plasma bomb that is heavy and deadly. Because of this it travels in an arcing trajectory, which allows the Wraith to hit targets over hills and behind obstacles.

Just like the Scorpion, the biggest threats to a Wraith include hi-jackers, other tanks and aerial attackers. However the wraith does have a limited boost function, which can be used to escape a jack attempt or to attempt a splatter on an infantry opponent who rushes you.

Try to avoid tight and enclosed spaces, and always have supporting infantry nearby to protect you from jacking opponents.

Advanced tactics of the Wraith include firing across long distances to a known enemy location, whilst you are under no immediate threat. The main canon never overheats, so you can fire it all day long. This tactic will only work for a limited time as people will catch on. But this can still allow you to catch a few players off guard grabbing some kills.

When going up against another tank try to position yourself near cover so you can fire at your target, cover while the main canon reloads, then come out of cover and resume firing. Sometimes the fight may be up close and personal with another tank, avoid hitting at point blank range as this will cause you to take damage from your own shots. Make good use of the boost function to evade shots. This requires good timing.

When attacked by an aerial opponent you have two choices:

1) fire back and attempt to hit them, or
2) bail out and take cover.

Trying to hit a distant aerial target is virtually impossible for any player, unless the target happens to stray too close or if he's clearly not paying attention to you. If you get caught out you can always bail out of the tank if needed, just remember that it takes a couple of seconds to get clear. Sometimes even if you think you have cleared the tank, it can explode and still kill you.



The Wraith driver in this video keeps to his team's side of the map, staying near his allies for support. He engages in tank vs tank combat and executes a well timed dodge with the boost function, avoiding destruction. 

One thing in particular you will notice is he always keeps moving. This is important because once you slow down in the Wraith you become a slow target and a big opportunity for hi-jackers and other vehicles. Note that it is necessary to lead you target quite a lot due to the slow speed of the plasma bombs. 

When threatened by a hi-jacker from directly infront, consider boosting into them to get a splatter, neutralising the threat. 

Practice with the Wraith to get used to the arcing trajectory of the main canon. You can fire over the entire length of a map and steal some quick kills, but your primary objective is to get used to hitting targets at medium range who are in direct (or indirect) line of sight.

Have fun.

Monday, 6 February 2012

How to Use It Effectively - The Ghost

The ghost is designed for quick travel and great agility. Whilst being effective against single and multiple infantry opponents, it is not advisable to engage other vehicles, especially tanks or aerial vehicles. The ghost is an infantry superiority vehicle.

A common feature of ghost users is to engage the boost action to mow down unsuspecting victims for an instant splatter kill, however you need to be aware of armour lock users, as hitting a locked infantry at full speed will result in you being destroyed.

 The ghost's primary plasma canons are fast firing and never overheat. The ghost naturally provides the driver with cover from the front, but tends to be exposed from the back and sides. Always try to face your opponent to reduce damage to your person.

If you are taking too much fire, rush away with the boost function. Note that the ghost is somewhat fragile and can be flipped easily or blown up by grenades. When deciding to use a ghost, if the vehicle looks wrecked avoid using it altogether.

When using the ghost attacking a single infantry opponent strafe around the target in circles or at a distance away from grenades to bombard him with continuous plasma fire. If he does not have armour lock consider the possibility of a splatter.

When engaging two or more opponents at once, who are not aware of you, consider going for a splatter. However if they are aware of your presence, the safer option may be to fire from range to weaken them.

Never be ashamed to run away if you are outmatched. When engaging any opponent(s) always be aware of obstacles or buildings to use for cover.


Good use of the ghost, shows that keeping on the move and being selective of when to splatter an opponent tends to work out better for the driver.


This second video shows that getting a bit too greedy and moving slowly in a more enclosed space allows opponents to hi-jack the ghost.

Thursday, 2 February 2012

How to Use It Effectively - The Scorpion Tank

Here is an 8 minute video of the scorpion in action on Hemorrage, however note that the latest updates have changed this to the wraith now.

The Scorpion tank is the most effective vehicle you can use in Halo Reach. Because of the destructive force and direct shot of the main canon a driver can easily kill and infantry and vehicle targets usually in one shot, with the exception of other tanks.

However one particular weakness with the scorpion is the ease with which the vehicle can be hi-jacked, particularly from players using sprint or evade. Because of this a driver will need to be aware of approaching and rushing infantry.

Another issue with the scorpion is space. The scorpion's footprint is huge (the largest in the game). Because of this huge footprint the scorpion easily gets affected by changing terrain or caught up in smaller obstacles. Terrain will affect the angle of you shot, causing you to miss. And getting a tread caught in nearby obstacles can hold in place allowing nearby enemies to attempt a hi-jack.

Its always a good idea to have a secondary gunner around to provide extra defence against infantry attackers.

The main focus for a scorpion driver is to watch for enemy vehicles, in particular other tanks and enemy air vehicles (banshee or falcons), then to take care of infantry. The scorpion can run head on into battle to rack up several kills quickly.


Care needs to be taken when going tank vs tank. The best strategy to adopt is hiding the tank beding cover (like a hill or other obstacle) and poke the main gun over the top. Avoid missing shots as the reload time can mean the difference between staying alive or not. Other tanks generally take two shots to destroy, sometimes three. Beware that the canon can be destroyed by a good shot, rendering the tank unable to attack. If this happens just abandon the tank before it gets destroyed.

How to Use It Effectively - The Falcon

The "Warthog of the skies" truly lives up to it's name. Instead of having one gun turret (like the warthog), this time you have two. Which means you need three players to use it fully. And if you have read the previous article about using the Warthog, then a lot of that ability translates into using the Falcon.

Instead of having one gunner with a 360˚ turn, you have two gunners which roughly have a 180˚ firing arc each, one for the left side and one for the right.

The driver needs to have the same awareness, being alert to possible dangers like in the warthog. Is there an enemy air threat approaching, a scorpion tank, or anti-armour infantry shooting you? The Falcon is capable of hovering in place, but it can move around fairly quickly too.  The primary role of the Falcon is to support ground units, rather than take on fights against all odds.

Don't expect the falcon to smoothly dodge locked on rockets either. Like the warthog you are large (compared to a banshee) and far less agile to evade attacks. And if a scorpion tank spots you, opt for getting out of his sights as you will be shot down instantly.

Check out these videos:

This first one is from the gunners perspective and you can see how he only has a 180˚ field of fire but still manages to get a kill frenzy. You will also see that the falcon is effective at taking out enemy infantry and an enemy falcon too.


This second video show how well a good pilot and gunner combination works together along with map knowledge of weapons and spawn locations, resulting in dominating the other team and the gunner obtaining a rampage.

In both of these videos the pilot always keeps on the move, strafing ground units for the best effect.

Don't drive the falcon alone.

That was in a paragraph of its own because it is just a waste of vehicle power. Actually you should always look to get 2 gunners inside a falcon quickly, as one gunner can only shoot on one side of the aircraft. Sometimes a second gunner may not be spawned nearby, but make it your first priority to pick up a second gunner asap, as long as it is safe to do so.

Wednesday, 25 January 2012

How to Use It Effectively - The Warthog

The first video shows you how a well co-ordinated team can score a flag capture very effectively.

The second video, although taken way back in the beta, shows how the warthog operates effectively against infantry, but can get destroyed quickly by a wraith tank.

The Warthog can be a potent weapon in the hands of a skilled solo player (or duo of players). On the other hand it can be a death trap for lonely and untrained drivers. We will briefly look at why this is the case and how you can learn to distinguish the right situation to use the warthog.

First things first, the warthog is a bulky jeep that swings around and draws lots of attention when sighted and by it's distinctive sound.

To use this vehicle effectively both the driver and gunner need to possess strong awareness skills, particularly so with the driver. The driver needs to be aware of armour lock users, the person carrying the rockets or other anti-vehicle weapons, if any tanks or banshees are on the battlefield, where his gunner needs to focus fire, objective carriers etc etc...

But the driver also needs to make life easy for his gunner. Only the gunner can attack, but he is much more exposed. Because of this the gunner and will be targeted first. A driver needs to help point the gunner toward his target(s), and to circle around them maintaining a good distance so as not to be under immediate threat.

At times the vehicle and/or players need to heal up, so retreating or fleeing can be the safer option. Along with evasive driving to avoid armour lockers, grenades and sharpshooters.

In battles which involve the warthog as the main fighting force versus infantry (foot soldier), the driver should focus on keeping at a sensible distance and always staying on the move. If you stay still for too long, grenades will hit, flip or destroy the warthog quickly.

In battles involving tanks, the best idea is to keep away from enemy tanks, and support your own tank guarding it from infantry attackers.

If negotiating with a banshee, drive directly underneath the craft to avoid it's shots. This enables the warthog gunner to attack the aircraft without recourse.

Avoid using the warthog on your own, and always try to team up with a player who communicates so you can coordinate your efforts when in combat.

Avoid using the warthog if the opposing team are capable of destroying any/all of your vehicles quickly, this may be because they have an excellent banshee or tank player, or someone who hordes the anti-vehicle weapons constantly throughout the match.

As a warthog gunner, try and focus shooting at short and mid range targets. And always take every opportunity to let the chain gun cool, rather than overheat. Because without being able to fire you could panic and die. Remember to prioritise your targets, if you run head-on into a battle and encounter another warthog, take them out first, mopping up the infantry later. If you have a tank shooting at you retreat and target other infantry instead.

Remember the warthog's primary role is to support a team, not be the focal point in a battle. Just because you are fairly quick does not mean you are indestructible. You are not a tank.

As with any vehicle, practice playing around with it on your own. Try to get a feel for how it handles, then try using it with a cooperative teammate. That's when there will be lots of fun to have using it!

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.