Monday, May 31, 2010

HR: Player Profiles - Octurian Poon

Player: Octurian Poon
  • Rank: Corporal Grade 1
  • Games: 48; Kills: 444; Deaths: 534; Assists: 219; Time: 0:07:09; Wins: 25; Medals: 559
  • Win %: 52%; K/D: 0.83; K/G: 9.25; D/G: 11.13; A/G: 4.56; M/G: 11.65; Encounters/G: 25.77
Bombadier Frontline Support, Needler Specialist. As opposed to Run and Gun types, Octurian Poon is a Bombadier using AR and frag grenades the most, which points to a propensity to hang further back in battle without relying so much on melee.  Seeks out the Needler, when available.  Has high overall Assist stats, as well as leading the clan in several stat categories for Invasion.

Best suited: Short to medium slayer, providing assists and kill support to team mates on the front lines.

Recommend: Consider learning to use the Needle Rifle.  Although it doesn't track targets like the Needler, it has both automatic fire and combine kill features which will allow for a transition period from the Needler.  Additionally, it has DMR characteristics like being headshot-capable, having extended range, and being able to zoom in.  For Bombadier types that like to hang back a little bit, the Needle Rifle may be a better tool.

Sunday, May 30, 2010

HR: Player Profiles - BeerMonkeee

Player: BeerMonkeee
  • Rank: Sergeant Grade 1
  • Games: 63; Kills: 589; Deaths: 630; Assists: 278; Time: 0:09:10; Wins: 35; Medals: 840
  • Win %: 56%; K/D: 0.93; K/G: 9.35; D/G: 10.00; A/G: 4.41; M/G: 13.33; Encounters/G: 24.70

Run and Gun Frontline Leader, Needler Specialist. With vehicles being nerfed in the Beta, BeerMonkeee was much more hands-on than in past Halo games, most notably leading the entire clan in overall win percentage (56%).  Seeks out the Needler and Rocket Launcher, when available, but most comfortable with the Run and Gun standard AR and melee combo.  A high K/D ratio and high Assist stat makes BeerMonkeee an ideal Frontline Leader.

Best suited: Short range slayer, leading teams into firefights on the front line.  Good for supporting rushes to grab Rocket Launcher and can hold the power weapon if the primary user doesn't make it.

Recommend: Consider using frag grenades more often.  BeerMonkeee has an overall frag grenade kill stat of 67 (11% of total kills).  The average range for the clan is 6-23%, so 11% is on the low side.  Even if melee is changed to be more effective in the production release, lobbing more grenades ahead of firefights will increase the effectiveness of the AR/melee combo, and will increase the K/D ratio.

Saturday, May 29, 2010

HR: Player Profiles - Mean Mrs Monkey

Player: Mean Mrs Monkey
  • Rank: Corporal Grade 1
  • Games: 63; Kills: 207; Deaths: 627; Assists: 142; Time: 0:08:50; Wins: 25; Medals: 347
  • Win %: 40%; K/D: 0.33; K/G: 3.29; D/G: 9.95; A/G: 2.25; M/G: 5.51; Encounters/G: 15.82
Run and Gun Frontline Support, Objective Specialist. Though relatively new to the Halo universe, Mean Mrs Monkey had an impressive showing in the highly competitive ranked playlist with a clan high win percentage and clan low deaths/game in Arena.  She also notably has the highest overall melee percentage, and the most flag kills in the clan.  Usually sticks to the Run and Gun prototype of AR and melee.

Best suited: Short to medium slayer, providing kill support while avoiding fire and prioritizing the objective.  Mean Mrs Monkey excels at all objective games and does well with fireteam slayer support around.

Recommend: Continue to stay out of the middle of firefights.  A low K/D ratio is balanced by the lowest Encounters*/Game (15.82) in the clan.  This is perfect as Mean Mrs Monkey specializes in grabbing objectives, so staying alive and out of the line of fire is ideal.


* Encounters: Total sum of Kills, Assists and Deaths.  Is a strong indicator of how often a player is engaged in firefights in each game.  As a general rule, players with high K/D ratios (near or over 1.0) help the team the most with correspondingly high E/G stats.  Conversely, players with low K/D ratios (0.70 or below) can hurt the team more with high E/G stats, but can minimize the effect by lowering the E/G number and helping the team in other ways (like working on objectives).

Friday, May 28, 2010

Bye Bye Beta

Bungie's short montage of the Beta.  Good, Bad-ass and Ugly.  Some really neat clips in the Bad-ass and Ugly sections.  :)

HR: Player Profiles - MEAN MR MONKEY

Player: MEAN MR MONKEY

  • Rank: Sergeant Grade 1
  • Games: 77; Kills: 723; Deaths: 818; Assists: 289; Time: 0:10:56; Wins: 31; Medals: 955
  • Win %: 40%; K/D: 0.88; K/G: 9.39; D/G: 10.62; A/G: 3.75; M/G: 12.40; Encounters/G: 24.65

Run and Gun Frontline Support, Launcher Specialist.  One of only two clan players not to lead a single stat category, MEAN MR MONKEY falls within the average standard deviation range across the board.  Seeks out the Rocket Launcher and Plasma Launcher, when available, but uses the default AR and melee the most often.  Has a high enough K/D ratio that he could probably be a Frontline Leader, but has relatively low Assist numbers, so may not pair as well with Ranged support.

Best suited: Short to medium range slayer, ideally suited for rushing power weapons with a Frontline Leader - MEAN MR MONKEY has demonstrated an ability to use power weapons effectively and can control them for the team with close fireteam support.

Recommend: Consider using frag grenades more often.  MEAN MR MONKEY has an overall frag grenade kill stat of 82 (11% of total kills).  The average range for the clan is 6-23%, so 11% is on the low side.  Even if melee is changed to be more effective in the production release, lobbing more grenades ahead of firefights will increase the effectiveness of the AR/melee combo, and will increase the K/D ratio.

Thursday, May 27, 2010

HR: Player Profiles - OmniscientDeath

Player: OmniscientDeath
  • Rank: Warrant Officer
  • Games: 113; Kills: 1042; Deaths: 1088; Assists: 481; Time: 0:16:17; Wins: 61; Medals: 1373
  • Win %: 54%; K/D: 0.96; K/G: 9.22; D/G: 9.63; A/G: 4.26; M/G: 12.15; Encounters/G: 24.06
Run and Gun Frontline Leader.  Logged the most Invasion games in the Beta and leads as many stat categories as FishBone10.  Is most comfortable with the AR and Melee, with a healthy amount of frag grenades thrown in for good measure.  Is the best Warthog Gunner in the clan, but is not reflected as much in the Beta stats because of how vehicles have been nerfed.  A respectable K/D ratio and high Assists stats shows that OmniscientDeath is able to hold his own on the frontlines.

Best suited: Short range slayer, leading fireteams into the front.  Well paired with a Bombadier type that allows fireteam respawn close to  battle, or with Ranged support to clean up kills.

Recommend: Consider using frag grenades more often.  OmniscientDeath has an overall frag grenade kill stat of 113 (11% of total kills).  The average range for the clan is 6-23%, so 11% is on the low side.  The melee system is expected to change for production, so AR to melee may become more effective than it was in the Beta.  Even if it does change though, lobbing more grenades ahead of firefights will increase the effectiveness of the AR/melee combo, and will increase the K/D ratio.

Wednesday, May 26, 2010

HR: Player Profiles - FishBone10

Player: FishBone10
  • Rank: Warrant Officer; Arena Season 1: Silver
  • Games: 115; Kills: 1162; Deaths: 1066; Assists: 445; Time: 0:16:53; Wins: 62; Medals: 1513
  • Win %: 54%; K/D: 1.09; K/G: 10.10; D/G: 9.27; A/G: 3.87; M/G: 13.16; Encounters/G: 24.33

Ranged Precision Slayer. Having logged the most Arena games in the Beta, FishBone10 leads the clan in an appropriate amount of stat categories.  Seeks out the DMR when available, is also comfortable at shorter range with the AR or melee.  Has notably high Win %, K/D ratio, Kills/Game and low Deaths/Game ratios.  Comparatively low Assists/Game numbers indicate a propensity to get headshots at range.

Best suited: Medium range slayer, providing kill support with an ability to join in on the front line.

Recommend: More practice with the Magnum, the most versatile weapon in the game.  Capable of the exact same shots/kill as the DMR with faster firing speed and easier close quarter kills.

Tuesday, May 25, 2010

HR: Player Profiles

I've gone through and spent some time analyzing the clan's stats from the Beta and have some interesting data to share.  Our clan falls out into a few basic groups of players.  I'll post one profile a day until I've got everybody's up.  If you want yours early, comment here and I'll prioritize.  You'll see "types" of players from these defintions:

  • Style
    • Ranged: Prefers medium to long range weapons, excels at headshots.  These players use weapons like the DMR, Needle Rifle and Magnum most often.  Can operate effectively alone, but is most effective supporting teammates that are up close in battle.
    • Run and Gun: Prefers short range encounters, tends to jump straight into battle.  These players  use the AR and melee most often.  They put most of their rounds into the body area and have higher assist numbers, generally most effective when operating in groups of 2 or more.
    • Bombadier: Prefers short to medium range encounters, tends be more cautious during battle and may pull out to avoid fire or allow shields to recharge.  These players use the AR and frag grenade most often.  Typically do well when supported by Run and Gun types.
  • Role
    • Precision Slayer: All "Ranged" style players are classified as Precision Slayer.  This means they are skilled at getting precision headshots and cleaning up kills at range.
    • Frontline Leader: This is seasoned player that thrives on the frontlines.  They can hold their own and get kills without support, but are best utilized when leading fireteams into the fray.
    • Frontline Support: This is a player that enjoys being in the firefight, but would benefit from being able to drop out of the fight on occasion to recharge.  Best suited for following a "Frontline Leader" player and providing support fire.
  • Specialist
    • Some players gravitate towards power weapons or other specialty roles.  I will point this out when appropriate.
As an example, here is my profile to start things off:

Player: gtdroptop
  • Rank: Warrant Officer Grade 2; Arena Season 1: Silver
  • Games: 168; Kills: 1796; Deaths: 1647; Assists: 666; Time: 1:00:18; Wins: 83; Medals: 2398
  • Win %: 49%; K/D: 1.09; K/G: 10.69; D/G: 9.80; A/G: 3.96; M/G: 14.27; Encounters/G: 25.55
Ranged Precision Slayer, Hammer Specialist. Having logged the most games in the Beta, gtdroptop leads the clan in more stat categories than anyone else.  Seeks out the DMR and Gravity Hammer, when available, is also comfortable with similar precision weapons like the Magnum or Needle Rifle.  Has the highest Kill/Death ratio in the Beta, also notably has high Kills/Game and Medals/Game ratios.  Comparatively low Assists/Game numbers indicate a propensity to get headshots at range.

Best suited: Medium to long range slayer, providing precision kill support to team mates on the front lines.

    No clan night this week.

    Local conflict for several of us.

    Monday, May 24, 2010

    Halo: Reach Launches September 14

    Bungie has formally announced that Reach will launch on September 14.  People picking up their copy on launch day will receive a free code to unlock Recon.  Expect me to pick it up at launch and play through the campaign immediately.

    Friday, May 21, 2010

    The Next Five Months

    While it was fun, the Halo Reach multiplayer beta is officially over.  The full game doesn't come out until "this fall" which is likely five or more months away.  I just posted a poll at the top of the page where you can voice your opinion about what we play next.  Here are the descriptions:

    • Halo 3: This is an older game, but keeps people in the mindset.  Plus, it's free.
    • L4D1: We could revisit this since people had so much fun with the original.  Or add the new DLC which links the two games in campaign, plus adds new maps and MP modes.  L4D1 is free since most people have it, the DLC is relatively cheap.
    • L4D2: We could go back to this, but it had gotten somewhat stale.  There is DLC that links it back to the first plus new maps and modes.  The DLC is the same price for either game, but is different for each game.
    • Rainbow Six Vegas 2: We skipped this because it's release date was too close to Halo 3, even though we really enjoyed the first one. It's really cheap now, and could be a nice distraction for the summer.  But the MP community is probably really small now.
    • Call of Duty Modern Warfare 2: Still one of the most played games on XBL and some of the clan already has it.  Still pretty pricey, and would be a really crappy learning curve at this point since most of the community is much better at this point.
    • Battlefield Bad Company 2: One of the newer games out there so it's still pricey, but has good XBL community support and everybody would be starting on the same playing field.  This is another shooter, and is the #3 top game on Gamespot right now.
    • Red Dead Redemption: Extremely new, from the makers of Grand Theft Auto 4 (and similar in game type).  This is a sandbox world kind of game, but has GTA4-style multiplayer...is the #1 top rated game on Gamespot right now.
    • 2010 FIFA World Cup: A popular game on XBL right now, this is EA's latest FIFA soccer game.  Like all their other sports games, it now supports much more extensive multiplayer with 4 player co-op, or what appears to be 4v4 multiplayer versus mode.  If folks want an alternative to the FPS staple.
    • Other: If you have another game to suggest, please leave a comment here.

    Tuesday, May 18, 2010

    Clan night starts at 9pm tonight.

    Because I'm sure nobody will read the comments.  OD will be on after 9pm to host games and suggests that you take the first hour to warm up.

    Clan night tonight. 8pm PT. Halo Reach Beta.

    I'm on a flight from Tokyo to SFO.  OmniscientDeath will be hosting games.

    Saturday, May 15, 2010

    HR Maps - Powerhouse

    Powerhouse is an asymmetrical outdoor map that shows up in all the 4v4 and FFA gametypes.  It hosts Slayer, CTF, Stockpile, Oddball, Headhunter, Crazy King, and Territories.  It has several power weapons, so controlling those will tend to tilt the board in your favor.  These are the things you should know (click for huge):

    1. Gravity Hammer - This is on the floor in this little room.  It is the closest power weapon from spawn, and the first that teams go for.  The fastest way there is to loadout with Scout and sprint the whole way.  It helps to have one person for backup, expect company.
    2. Grenade Launcher (Pro Pipe) - This is on the floor against the farthest left wall of the downstairs shower.  It is rarely claimed, so cruise by later in the match to grab it for great effect.
    3. Rocket Launcher - This is the most popular power weapon on the map, and most teams will send several people to claim it.  Since it only holds 4 rockets, it is spent quickly and will continually respawn, so check back often.  It is leaning against the wall in the water spillway.  The fastest way to get there and back is via jetpack.
    4. Focus Rifle (Laser Gun) - Because this map is pretty spread out and has decent sightlines, the Focus Rifle can be used pretty well, even if as supporting fire.  It is on the ground near the stairs.  This should be prioritized below the Hammer and Rockets because a team of two can take down the shooter pretty easily if the other team grabs it.  This pairs well with jetpack on this map as the shooter can hover up high and provide covering fire.

    HR Maps - Boneyard

    I get on a plane to Japan in 12 hours which means, sadly, that I've likely logged my last game of the Halo Reach Beta.  Hopefully they extend it so that I can get my Warrant Officer Grade 3 stripes and my shiny new helmet.  I leave you with some tidbits.

    [Updated 12/6/10: This is no longer true in the production release.] After Phase 1, several weapons caches become available.  Directly to either side of the first pair of generators are Covenant weapon caches.  Each one holds a Plasma Launcher (n00b tube) and Focus Rifle (laser gun).  These pictures show the caches along with paths from each generator.  Click for huge.



    Though good teams will both fight for these caches, Spartans get their own weapons cache as well.  The UNSC weapons cache is located above the indoor generator in Phase 2.  It holds two of each: Rocket Launcher, Sniper Rifle, Spartan Laser.  This cache will continually respawn more goodies as long as the game runs, so visit it often.  Click for huge.


    Reach Beta - Overlook Strategies

    This gametype actually isn't all that deep, but it is challenging because it's 3v3 with 3 generators to defend.  At the beginning there are random weapon drops that fall from the sky with power weapons.  Rocket Launcher, Sniper Rifle and Spartan Laser are all available.  You will want to grab these because all of them can do massive damage to the generators.

    Spartans

    • Keep the generators locked down!  They only need to cool off for a couple seconds between lock downs, so keep them locked down.  Even if they're not being immediately attacked, they are vulnerable to quick ranged damage from rockets or laser if left unattended.
    • Because there are only 3 Spartans to defend 3 generators, one Spartan should sprint off to each generator and lock it down.  The Spartan on B can then head over to A to help hold that one, as its the harder of the two outdoor ones.  Once A or C falls, one Spartan should stay near each one, with a runner between the two.  Once B is the last one left, everyone should fall back indoors.  Though the generator can take damage from outside, most players don't know that yet.  Also, staying indoors helps keep the generator locked down as much as possible.
    • Watch out for friendly fire!  The generators CAN take damage from friendly fire.  Be careful of lobbing grenades at Elites near generators.
    Elites
    • Grab the power weapons!  Because the generators are vulnerable from range, you can do massive damage without risk if you're holding any of the power weapons.
    • Grenade and melee!  These have the highest ROI of damage to the generators.  Some Elite loadouts give you 3 grenades, take advantage.
    • Divide and conquer!  The Spartans can't be in two places at once, so if you see one generator lock down, that means another is likely vulnerable.

    HR: Maps - Overlook

    Overlook is the map that Network Test 1 (a.k.a. Generator Defense) is played on, the playlist that went live yesterday morning.  It is a medium sized, asymmetrical, outdoor map that pits Spartans against Elites.   Click for huge:



    These are the locations you should be aware of:
    1. Spartan Spawn - This is where the Spartans start.  There are a couple points to choose from, but they're all basically around this base.
    2. Elite Spawn - This is where the Elites start.  Again, there are a couple points to choose from, but they're all basically below the river in this picture.  From the Elite spawn point, both Generators A and C are visible and hittable with ranged weapons.  Generator B can be hit from a perch on the hillside on the bottom right of this picture, reachable by jetpack from the spawn.
    3. Generator A: This is the hardest one to get to from Spartan Spawn and generally the one that falls first.  It should still be defended to tick time off the clock.
    4. Generator B: This is actually inside the Spartan base so is usually the last to fall.  Note that it can be hit from outside the base though, so Spartans will want to keep it continually locked down.
    5. Generator C: This is easily accessible by Spartans from a number of paths and has a chaingun mounted nearby.

    Friday, May 14, 2010

    Generator Defense is Live!

    The 3v3 Generator Defense playlist (a.k.a. Network Test 1) went live at about 11:30am PT today.  I won't be on until around 10pm tonight.

    Reach Beta - Generator Defense goes live today

    The last playlist and associated map goes live today.  Generator Defense is a 3v3 asymmetrical Spartans vs Elites game type played on Overlook.  Beta friends and family went live at 10am, the Beta went public around 10:30am, and Invasion went live about 11am.  I would expect a similar schedule again.

    Role Model Slayer

    Some recent games:

    It's about leading by example.

    Thursday, May 13, 2010

    Reach Beta - Title Update

    Bungie has released its first patch of bug fixes.  No download needed, you'll automatically get these with your next game:

    • Spartans vs Elites slayer gametype added to Grab Bag playlist
    • DMR removed from Spartan loadouts in Invasion Phase 1
    • CTF return radius increased
    • Headhunter skull pickup radius increased
    • Bug fixed in Stockpile which allowed players to pick teammates' flags to get credit for points

    Reach Beta - More Subtleties

    An extensive breakdown of some of the subtleties in Reach has been posted on bungie.net.  Here's the newest tidbits:

    • Field of vision is wider than H3, may consider increasing look sensitivity by 1 to compensate
    • Gravity is stronger in Reach, so jumps are less "floaty"
    • As posted here, bullets are "instant hit" now, but bullet contrails may look funny and not represent actual shot
    • Crouching slightly improves accuracy
    • Crouching reduces fall damage
    • Melee will take down shields completely, but will NOT break through shields.  This is a pretty big difference and may be manifesting in many frustrating ways.  But if you charge in with AR and punch, the other guy will not die if he had *ANY* shields left (even 1%) before the melee.  You can compensate in the Reach Beta by punching twice quickly (though the double punch is considered a Beta bug and may go away in production.)
    • [Update] Needle rifle is not "instant-hit" like the DMR.  3 needles to an unshielded body will combine kill, as will 1 head-shot.
    • Needle rifle has automatic fire capability by holding down the trigger.  Recommended to use it in 3-shot bursts or single-shot mode for accuracy though.

    Wednesday, May 12, 2010

    HR: Covenant Weapons - Plasma Grenade (Type-1)


    Basic description: a.k.a, "stickies" or "blue spiders." Usually one at a time unless launched from Plasma Launcher. Bounces off of walls and ceilings, but will stick to people, vehicles and floors. Causes EMP damage like frag grenades. Loadouts vary from 1 to 3, usually can carry 2 max. Nearly dentical in function to previous games.

    NEW FOR HALO REACH: Does significantly more damage than in previous games. Stickiness is slightly increased in the beta. Can be "unstuck" with Armor Lock.

    Restrictions: Seems to take more to kill Warthogs in Reach.

    Uses:Any range, stickies are instant kills as is nearby splash damage. Generally takes more than one to kill a vehicle, even Warthogs. Is a still one-shot kill when boarding tanks. Pairs well with jet pack and evade.

    Best for: New players to spam congested areas, flushing out corners, Covie Slayer gametype, killing vehicles.

    HR: Covenant Weapons - Needler (Type-33)

    Basic description: Fully automatic, ~20 needles per magazine, ~80 max capacity.  Medium accuracy, projectiles track targets slightly, can "combine kill" by filling a target with needles until they explode.  Takes slightly less than a full magazine to combine kill.  Very similar in function to previous games, can only be single-wielded. Available as a primary weapon loadout option for Elites in Invasion gametypes.

    NEW FOR HALO REACH: Magazine and capacity sizes haven't been verified yet, can not be dual wielded.  "Leading" reticle.

    Restrictions: Moving quickly will tend to break target lock and projectile tracking.  Does not appear to suffer from much (if any) reticle bloom, but needles to not lock as tightly as in previous games.  New "leading" reticle is available to direct where to shoot at moving targets.  Following the "leading" reticle makes this weapon *significantly* more accurate.

    Uses: Short to medium range, does best in tight corridors or against slow moving jet pack players.  Pairs well with active camo.

    Best for: New players who don't need to worry about accuracy, or players who like to run and gun.  Also good for sneaking into places up to medium range and finishing the kill without need for up close encounters (like Sword or Shotgun).  Good as front line support with Needle Rifle fire behind.

    HR: Covenant Weapons - Gravity Hammer (Type-2)


    Basic description: Hand held melee weapon, is the Brute equivalent of the Elite energy sword. Is a one-strike kill, either directly or very nearby splash damage. Splash damage also pushes other players away from the radius. Melee effect is not as effective. Holds enough charge for about 10 kills. No reticle bloom. Similar in function to previous games.

    NEW FOR HALO REACH: None known.

    Restrictions: Is very large and obvious when carried as primary or secondary weapon, expect to draw enemy fire. Very short range, does little to no damage outside of splash damage radius.  Can not pick up ammo on the field.

    Uses: Very short range. Instant kill. Good for closer quarters combat, protecting or gaining objectives. Pairs extremely well with sprint.

    Best for: Fast reflex players, protecting objectives, or clearing rooms.

    HR: Covenant Weapons - Plasma Pistol (Type-25)


    Basic description: a.k.a., "green gun." Very fast single shot rate of fire, medium accuracy, does not require reloading. Can be "overcharged" by holding down the trigger. Overcharges immediately drain infantry shields, stop vehicles for about 2 seconds, and may stall jet packs (haven't tried this yet). Must vent and cool down after overcharge is fired. Can switch weapons to undo overcharge. Very similar in function to previous games. Haven't tested reticle bloom. Overcharge shots have slight tracking ability. Is typically the secondary weapon for Elite loadouts.

    NEW FOR HALO REACH: May stall jetpacks (unverified).

    Restrictions: Single shots are basically useless and do next to no damage. Overcharges take time and may drain energy while held.  Can not pick up ammo on the field.  Holding overcharge will continually drain the battery.  Switch weapons to undo.

    Uses: Short to medium range. Almost impossible to get kills by itself, but works very well with any precision weapon (Magnum, DMR, Needle Rifle) for headshots with one-two kill. Very good against vehicles. Pairs well with armor lock when going after vehicles.

    Best for: Players pairing with precision weapons, or as part of two-man fireteam combo.

    Tuesday, May 11, 2010

    HR: Covenant Weapons - Focus Rifle (Type-52)

    Basic description: Fully automatic, scoped, continuous fire, sniper weapon.  Appears to be the replacement for the Convenant Beam Rifle, and is the counterpart to the human sniper rifle, but functions very differently.  Unknown capacity, but can overheat if continuously fired for too long.  Trigger can be held to produce a continuous beam of destruction, most effective against infantry, similar but much more powerful than the Sentinel Beam in previous games.  Unknown if headshots are effective.  Considered a power weapon and can kill in ~1.5 seconds of continuous fire.

    NEW FOR HALO REACH: Brand new for Reach.

    Restrictions: Continuous beam makes tracking back to yourself extremely easy.  Targets that can find cover quickly are hard to kill because there is no "instant kill" headshot ability.  Does not appear to be affected by reticle bloom, but will unscope if shot at.

    Uses: Medium to long range, but is more effective and usable at short range than human sniper rifle.  Pairs well with jet pack to reach sniper perches or gain temporary height.

    Best for: Snipers or long range support with team shooting.  Good for pinning targets down behind cover while teammates flank for kills.

    HR: Covenant Weapons - Plasma Repeater (Type-51)

    Basic description: Fully automatic, medium accuracy, infantry suppression weapon.  Covenant equivalent of the Assault Rifle.  Never needs to be reloaded.  Shoots plasma energy instead of bullets, so is more effective at dropping shields than doing health damage.  Fires faster and longer than Plasma Rifle from previous games, but is approximately the equivalent of dual wielding Plasma Rifles.  Generally available as a primary weapon loadout option for Elites in all gametypes.

    NEW FOR HALO REACH: Brand new for Reach.  Weapon will never fully overheat, will just slow down its rate of fire.  Hit reload button to "vent" and regain full firing speed.

    Restrictions: Loses effectiveness at range.  Can not pick up ammo on the field.  Continuous fire will slow down firing rate, requiring a vent cycle.  Recommend firing in bursts.

    Uses: Short to medium range.  Good for rushing in and dropping shields, causes good havoc in firefights.

    Best for: AR players and those that like to run and gun.

    HR: Covenant Weapons - Energy Sword (Type-1)


    Basic description: Single action, no reload time, locks on at short range, instant kill. Can be swung using "attack" or "melee" buttons with slightly different actions, melee is much faster but does not lock. Enough charge for about 10 enemies. Appears during Elite assassination animations even if not equipped. No reticle bloom. Available as an Elite loadout in Invasion phase 3. Very similar in function to previous energy swords.

    NEW FOR HALO REACH: Can be blocked by  melee. Weapon switch time is slow, so harder to switch at the last second. Goes invisible with the player using active camo.

    Restrictions: Weapon switch time is slower than before. Extremely short range, does 0 damage when outside of range.  A player that melees at the exact right moment can actually block a Sword attack with his arm, stopping the kill.  Can not pick up ammo on the field.

    Uses: Extremely short range. Instant kill. Good for tight spaces, defending objectives. Pairs very well with active camo, sprint, armor lock.

    Best for: Players who like to be in the thick of the action, or those that like to camp objectives.

    HR: Covenant Weapons - Plasma Turret (Class-2)

    Basic description: Mounted on the Wraith, requires a separate gunner, fully automatic, unlimited ammunition.  No reticle bloom.

    NEW FOR HALO REACH: Wraith turret can overheat if fired continuously.  Overheats have not been noticed on the Ghost or Banshee plasma cannons yet.

    Restrictions: Overheating will result in weapon being temporarily inoperable.  Wraith has a blind spot all the way around in close quarters.

    Uses: Medium range, best for infantry suppression to prevent boarding.

    Best for: Players who can communicate well with their driver to call out targets.  The plasma cannon does not kill targets easily, but can greatly weaken them so that targets can be killed with splash damage instead of direct hits.

    Clan night tonight. 8pm PT. Halo Reach Beta.

    Last week I'll be able to host Halo Reach clan nights until this fall, unless they extend the Beta.  I'll be in Japan next week during clan night.

    Monday, May 10, 2010

    HR: Covenant Weapons - Needle Rifle (Type-31)

    Basic description: a.k.a., "nerfle" Fully-automatic, scoped, 16 round magazine, unknown max capacity, very accurate.  Will continually fire if the trigger is held, but most people use it in single-shot mode for accuracy.  Covenant equivalent of the UNSC DMR.  Takes 6 shots to drop shields and one more headshot to kill.  Needles do not track targets, but three needles to an unshielded body can explode to cause a "combine kill" like the needler.  Usually available as a primary weapon loadout option for Elites.

    NEW FOR HALO REACH: Brand new for Reach.  Nerfle rounds are *not* "instant-hit" like the DMR and will have some latency effects.

    Restrictions: Takes more body shots to drop shields than DMR.  Suffers from significant reticle bloom, so shots much be spaced out for accuracy.  Somewhat less accurate than the DMR, but has faster sustained rate of fire.

    Uses: Medium to long range.  Good for anti-sniper and picking jet packs off.  Combine kill rewards "team shooting" more than the DMR, allowing teams to get fast kills without headshots.

    Best for: Covenant Carbine or BR players from Halo 3.  Players that prefer to hang back slightly from the thick of battle and pick off headshots to finish kills.

    HR: Covenant Weapons - Plasma Launcher (Type-52)

    Basic description: Scoped, grenade launcher class of weapon, effective against both infantry and vehicles, fires plasma rounds that act like plasma grenades, can fire between 1 and 4 rounds at a time, max capacity of ~9 shots.  Plasma rounds track targets slightly, sticks are one-shot kills as are very close splash damage.  Must hold trigger to charge each or all rounds.  Audio cue is easiest way to tell when first round is ready to launch.  Holding it down longer can result in 4 rounds launching at once.  Only first round will typically stick to infantry, with the rest either falling off when they die or splashing around for large area damage.  All rounds will stick to vehicles when locked and tracked properly.  Takes several direct hits to kill any vehicles, including Warthogs.  [Updated 9/29/10: The tracking ability has been significantly nerfed in the production gameIs currently the single most powerful weapon in the Beta.  Spawns in the middle of Sword Base, but is also found in Invasion gametypes between phases or in weapon drops.

    NEW FOR HALO REACH: Brand new for Reach.  Similar in ways to the human grenade launcher and Spartan Laser.

    Restrictions: Target lock can be broken by moving quickly, or using Elite Evade ability.  Targets being tracked will hear the weapon charging as it locks and can take evasive action.  Does not suffer from reticle bloom, but non-zero charge time leaves player vulnerable during close encounters.  At short range, tracking isn't as reliable, and targets that are stuck do not explode instantly, so they can charge player resulting in own death.

    Uses: Medium to long range.  Pairs very well with jet packs, evade and active camo.  Is the single best covenant defense against vehicles.

    Best for: Players used to the Spartan laser and/or good with plasma grenades.  i.e., players able to anticipate when the charge will be ready, and how to lead targets to get sticks.  Teams should work very hard to control this together because it will typically dominate any game.

    HR: Gametypes - Slayer

    I explained all the brand new gametypes in a previous post here.  There are a few Slayer variants that are available that aren't as obvious and that folks don't get to play very often.  They are:

    • Slayer FFA: This is free for all Slayer available *only* in the Free For All playlist.
    • Team Slayer: This is standard 4v4 Slayer in Grab Bag or Arena.  Standard maps, abilities, loadouts, etc.  This is the Reach slayer experience.
    • (Team) Slayer Classic: Armor abilities are disabled, but everything else is standard.  Like Halo 3 with new maps and weapons.
    • (Team) Slayer Pro: Sprint is the only armor ability available, DMR starts, no radar.  Like MLG playlist from Halo 3.
    • (Team) SWAT: Sprint is the only armor ability available, DMR and Magnum starts, no radar, no shields.  Get headshots to win, stay in cover, talk to your team, occupy high ground, switch to Magnum in close quarters, cover your backs.
    • Invasion Slayer: Previously posted and explained here.

    HR: UNSC Weapons - Bullets

    Just discovered that bullet physics in Reach are "instant hit" like in Halo 2, instead of "real-time" like in Halo 3.  This means that you hit what you shoot instantly, the bullet takes zero time to travel to the target, regardless of (bullet-based) weapon or distance.  This is a big change for the DMR compared to the BR, where you used to have to lead targets at range.  I have updated the DMR, Magnum, and AR posts to reflect this change.  This is not a change for the sniper rifle, because that was instant-hit in Halo 3.  Obviously doesn't apply to weapons like rocket and grenade launchers, but should apply to the Needle Rifle.

    Sunday, May 9, 2010

    HR: UNSC Weapons - Spartan Laser (M6)

    Basic description: Single shot, scoped, must be pre-charged, extremely accurate. One-shot kill for all infantry and vehicles. Very long charge time, but can be continuously pre-charged. Should be very similar to previous laser, but I don't honestly have hands-on experience yet. 4 shot capacity. 

    NEW FOR HALO REACH: Smaller charge capacity (4 shots instead of 5).

    Restrictions: Long charge time leaves player vulnerable. Taking fire will unscope. Targeting produces a very visible red laser beam that can be tracked back to player.  Can not pick up ammo on the field.

    Uses: Unlimited range, one-shot kill for everything. Best for killing vehicles. Pairs well with jet pack or active camo.

    Best for: Patient players who can hang very far back from the action. Usually only one on the map, so the team holding it keeps their own vehicles safe from it.

    HR: UNSC Weapons - Sniper Rifle (99D)

    Basic description: a.k.a., "snipe", "long gun." Semi automatic long range weapon. 4 round magazine. Very high recoil, extremely accurate. Fairly similar to previous sniper rifles.

    NEW FOR HALO REACH: Very large reticle bloom.

    Restrictions: Suffers from extreme reticle bloom, shots must be spaced out. Reticle also blooms when moving quickly, so running and gunning is much harder now.

    Uses: Long range. One shot kill. Pairs well with Active Camo. A good sniper can dominate a map. Very good for covering objectives.

    Best for: Snipers. Patient players that like to hang very far back in sniper perches.

    HR: UNSC Weapons - Chain Gun (M41)


    Basic description: Medium range. Usually mounted on the back of a Warthog or on top of the Scorpion tank, has infinite ammunition, no recoil effect.

    NEW FOR HALO REACH: Takes much longer to spin up to speed, and can overheat if overused.

    Restrictions: Accuracy is compensated for with sheer number of rounds. Has a blind spot all the way around the warthog when enemies are too close.

    Uses: Short to medium range. Suppressing infantry, defending objectives, killing vehicles. Note that the Warthog will lose most direct 1:1 vehicle battles unless a skilled driver can avoid enemy fire. Aiming for head may increase kill rate, even though this is not a headshot weapon.

    Best for: New players that can contribute just by holding down the trigger. Is significantly more effective in the hands of a seasoned gunner though.

    HR: UNSC Weapons - Shotgun (M45)

    Basic description: Pump action, fires wide spread shells. 6 round capacity, can be reloaded individually or all 6 at once. Very slow full reload time. Can be a phase 3 loadout option in Invasion gametypes.

    NEW FOR HALO REACH: Significantly reduced range, will do little damage at distance.

    Restrictions: Very short range and long reload time.

    Uses: Short range. One-shot kills, no headshot required. Good secondary weapon for ranged primary like sniper or DMR. Pairs well with Active Camo or Sprint.

    Best for: Players who like to be in the thick of the action with fast reflexes. Also good for defending tight spaces.

    HR: UNSC Weapons - Rocket Launcher (M41)

    Basic description: Shoulder mounted rocket launcher. Scoped. 2 rockets per reload, maximum 8 total rockets. Large splash damage radius.

    NEW FOR HALO REACH: Heat seeking/target lock is back. Hold reticle over target to lock (don't need to hold trigger)

    Restrictions: Can result in easy suicides in close quarters, usually has only a few rockets.

    Uses: Any range. One-shot infantry kills, multi-kills, anti-vehicle. Pairs very well with jet pack.

    Best for: Skill players that can conserve ammo for the greatest effect, i.e., killing vehicles or protecting objectives.

    HR: UNSC Weapons - Assault Rifle (MA37)

    Basic description: a.k.a. "AR." Fully automatic suppression weapon. 32 round magazine, 352 max capacity. Medium recoil, fairly inaccurate. Nearly identical to previous Assault Rifles, is the default Spartan loadout option.

    NEW FOR HALO REACH: Reticle bloom affects accuracy.  Bullets are "instant-hit" instead of "real-time travel over distance."  This means you hit when you shoot, regardless of range, no need to lead targets anymore.

    Restrictions: Suffers from significant reticle bloom, shoot in bursts to increase accuracy.

    Uses: Short to medium range. Used alone, takes about a full clip to kill. Can be paired with a pistol for finishing headshots, which is faster than reloading. Very good as a team weapon to focus fire on common targets. Works well when backed up with DMR fire.

    Best for: AR players from Halo 3. Players that like to run and gun will still be most comfortable with the Reach AR.  Is *significantly* more accurate and effective when fired in bursts instead of continuous automatic fire.

    Saturday, May 8, 2010

    HR: UNSC Weapons - Combat Knife

    Basic description: Appears exclusively during assassination animations. Hold the melee button when behind an opponent to trigger the assassination. Equipped by all Spartans.

    NEW FOR HALO REACH: Brand new in Reach.

    Restrictions: Note that you are vulnerable during this time and can be killed before killing your target.

    Uses: Extremely short range, from-behind attacks. Pairs well with Active Camo, Sprint, or Evade.

    Best for: Players that like to hide around corners and sneak up on their prey.

    HR: UNSC Weapons - Frag Grenade (M9)

    Basic description: Can be thrown by hand or fired from the Grenade Launcher. Has a wide splash damage radius. When thrown by hand, will detonate shortly after bouncing. Max 3 grenade loadout or 2 grenade carry.

    NEW FOR HALO REACH: Now causes EMP damage in Halo Reach, and is noticeably stronger in Reach. Some loadouts allow you to carry one extra grenade.

    Restrictions: Can be slightly unpredictable in bouncing, can be shot out of the air or caused to explode by other explosions. Can result in significant friendly fire casualties.

    Uses: Any range. Spamming rooms, enclosed spaces, and objective locations. Can be bounced around corners to flush enemies out. Pairs well with any headshot weapon for a quick one-two kill. Enemy players will shimmer in Halo Reach when their shields take damage. Pairs well with jet pack and sprint, can be used during both abilities.

    Best for: New players to get easy kills, but need to be careful about friendly fire. Also good for skill players as a headshot combo.

    HR: UNSC Weapons - Magnum Human Pistol (M6G)

    Basic description: Semi-automatic, single-shot, 8 round magazine, 40 rounds total. Headshot capable, light recoil, very accurate. Very similar to the original pistol from Halo 1. Is usually the secondary weapon for all Spartan loadouts.

    NEW FOR HALO REACH: Zoom capable, accuracy affected by reticle bloom.  Bullets are "instant-hit" instead of "real-time travel over distance."  This means you hit when you shoot, regardless of range, no need to lead targets anymore.

    Restrictions: Subject to recoil and will lose accuracy when bullet spamming.

    Uses: Short to medium range, good as secondary weapon to finish headshots. Used alone, kills with 4 body shots and 1 head shot. Superior to DMR/Needle Rifle in close quarters due to easier headshots and less recoil. Good for killing jet pack players. Very good in close quarters on Team SWAT.

    Best for: Players with a knack for headshots and those that are efficient with ammo. Because it takes a minimum 5 shots for a kill and has only 8 shots in a magazine, there is not much room for error.

    HR: UNSC Weapons - Designated Marksman Rifle (M392)

    Basic description: a.k.a. "DMR." Semi-automatic scoped precision weapon. 12 round magazine, max 48 rounds total. Headshot capable, medium recoil, very accurate. Very similar to the Battle Rifle from Halo 3. Can be a phase 2 or 3 loadout in Invasion gametypes.

    NEW FOR HALO REACH: Brand new in Reach.  Fires one round at a time unlike 3 round bursts for the BR.  Bullets are "instant-hit" instead of "real-time travel over distance."  This means you hit when you shoot, regardless of range, no need to lead targets anymore.

    Restrictions: Suffers from significant reticle bloom, so shots must be spaced out to maintain accuracy.

    Uses: Medium to long range. Used alone, kills with 4 body shots and 1 head shot. Superior to pistol at range due to better accuracy. Good for killing jet pack players.

    Best for: BR players from Halo 3. Players that like to hang back and get headshot kills. Anti-sniper.

    HR: UNSC Weapons - Grenade Launcher (M319)

    Basic description: a.k.a., "pro-pipe." Single shot, single reload. Launches a grenade that does impact damage and splash damage. Grenade explosion can be delayed by holding trigger down, will not explode until trigger is released. Max 15 rounds. Can be a phase 3 loadout option in Invasion gametypes. 

    [UPDATE 12/3/10] - Secondary mode with holding down the trigger generates an EMP burst, but does less splash damage.  Primary mode (fire and forget) does not have EMP mode, but does more damage.  Direct hits cause massive damage but are difficult to score on infantry.  The small display on the grenade launcher itself (not the HUD) displays distance grenade has traveled and how many entities are in the kill radius of the grenade.  This is extremely useful for judging how far you've launched it and when to release the trigger!



    NEW FOR HALO REACH: Brand new in Reach.

    Restrictions: Slow reload leaves player vulnerable on misses. EMP

    Uses: Medium to long range. One-shot kills, EMP damage from splash damage. Can launch grenades near targets and time explosion to do remote damage. Can leave grenades in doorways as traps. Pairs very well with jet packs.

    Best for: Defensive players in tight spaces or clearing out objective areas.

    Invasion Slayer Territories

    I've updated the previous post with one more detail that has arisen. Namely, only the team that captures the territory can trigger the power weapon or vehicle spawn. This gives you motivation to capture territories. 15 seconds after the territory is captured, the icon above it will show a parachute with a "0" if it is not occupied by the capturing team. It will remain that way until somebody from the capturing team re-enters the territory. The opposing team can not trigger the spawn. The territory appears to be able to stay in this state indefinitely.

    This is a pretty big change to how the game is approached. It gives you strong motivation to take a territory, but also allows you to defer the weapons until the coast is clear. This is *especially* useful in phases 2 and 3 when vehicles are dropped in. Currently in most games, the vehicles are instantly spammed with grenades when they spawn and are killed quickly. It's probably a good idea to let the other team cool off and head to the next territory before triggering your vehicle spawn.

    Friday, May 7, 2010

    Invasion Tips

    As per previous post, the new 6v6 Invasion game type went live today and it is FUN! Here are some quick tips:

    General:

    • The base engine of this game type appears to be multi-team because everyone is split into two-man fireteams and each two-man team is scored separately. If you care about score, play nicely with your assigned teammate.
    • You have your choice of spawn locations which can be selected with the D-Pad. You can spawn on your fireteam partner, or in the vehicle bay when they're unlocked, as examples. Choosing spawn is important! The fastest (and maybe only) way into the vehicle bays is via spawn choice.
    • If your fireteam partner has chosen to spawn on you, you'll get notified with a big red warning. They can not spawn on you if you're in combat, and you'll see that at the top of your screen (area unsafe). But the big red warning pops up a bit before their spawn timer is up, so you'll see it even if you're in a safe zone.
    Invasion Classic
    • On initial start Spartans should load out with a DMR first and sprint to the balcony to suppress oncoming elites. Save your grenades for defending the territories. Elites should scatter to spread out the Spartan DMR fire and go for both sides of the base.
    • In Phase 1, once Elites have reached the base, teams should cover the right and left territories on the end, they're the most vulnerable. Talk! It only takes 20 seconds in total (timer does not ever reset) to unlock a territory, so you can lose a territory just be trying to get from one to the other. You MUST work as a team.
    • In Phase 2, everyone is fast tracking it to the other side of the map where the other two territories are. Both can be defended from the interior hallway that connects them. For Elites, the easier territory to take is the inside one on the left because it's harder to defend. The territory out in the open is subject to tons of grenade spamming.
    • In Phase 3, Spartans need DMRs once the core is out in the open. If you put a good long range player on the lift pad for the Phantom, that fireteam can keep spawning there, Elites will be focused on grabbing the core. Banshee becomes available to Elites and is super Splatter happy. Beware of Armor Lock Spartans, they will break you if you try to splatter.
    Invasion Slayer:
    • Firefights will center around the territories, so head towards those.
    • [Updated 5/8 12:39am] Stay near the territory after you capture it!!! The territories are not the objective, they are only spawn points for power weapons and vehicles! The weapons/vehicles don't come in for another 10-15 seconds after you capture the territory, so stay there until you get your stuff! Only the team that captured the territory can trigger the spawn. There will be a parachute showing "0" if unoccupied or held by opposing team after capture. Will not drop weapons until the capturing team returns to the territory.
    • Territories are KEY to winning. In my last game, we had THREE Wraiths cruising around at the end against Spartans on foot.

    Invasion is Live!

    The 6v6 Invasion playlist for the Halo Reach Beta just went live! I'll be on much of the day.

    Thursday, May 6, 2010

    HR: Armor Abilities - Evade

    Basic description: Allows player to dive roll, covering a lot of ground quickly. Can dive roll in any direction, each full charge allows for at least two rolls. Tapping action and pushing a direction on the left stick automatically rolls, do not have to hold down action button. Available to Elites only.

    Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles, can not fire or throw grenades. Firing or attacking during roll will do nothing, must wait until roll finishes before attacking.

    Uses: Good for avoiding danger. Especially useful for getting away from splash damage after sticking a grenade on somebody. Good for covering distance to opponent for melee or close range weapon. Breaks weapon locks, so is a good counter to the Plasma Launcher. Pairs well with Energy Sword.

    Counter: Anticipate where they will end up and melee or grenade to that spot. Remember that they only have two rolls available at once and attack after they are spent.

    HR: Armor Abilities - Active Camo

    Basic description: Makes player absolutely invisible and jams enemy radar by generating lots of false red dots. Player's own radar is also jammed, but teammates' radar is not. Moving quickly, shooting and/or taking fire will reduce the invisibility effect as well making the effect fade more quickly. Crouch walking allows player to stay fully invisible and extends the effect. Can be toggled on and off using action button, do not have to hold down to stay invisible. Available to Spartans and Elites.

    Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles. Sound is heavily muffled while using active camo.

    Uses: Good for holding territories, defending spaces, sneaking into enemy territory. Pairs well with Energy Sword because sword is invisible in Reach as well.

    Counter: Find a team mate to pair with to light up the camo player and keep them visible under fire. Jetpack away from the area or somewhere inaccessible on foot. Remember that the camo player has their radar jammed as well, so will be unable to track you without line of sight. Because the camo player has muffled sound, they may not hear grenades or weapon fire.

    HR: Armor Abilities - Jet Pack

    Basic description: Allows player to fly. Note that Halo Reach has fall damage, so a player that runs of jetpack fuel and falls out of the sky will take damage and be stunned for a moment. It's a good idea to save some fuel so that you can feather your landing. Jets only fire when the action button is held. Available to both Spartans and Elites.

    Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles.

    Uses: Good for getting places quickly, especially vertically oriented maps like Sword Base. Good for getting over obstacles and otherwise inaccessible areas. Sometimes can provide a good high sightline for firing. Works well when starting from a running jump.  Pairs very well with Rocket Launcher, Plasma Launcher or Grenade Launcher.

    Counter: Jetpacks are very loud and not easily maneuverable. Players above your position show up in radar as a red dot with a shadow. Jetpacks tend to be easy targets for precision weapons like the DMR, Needle Rifle, Human Pistol or Sniper Rifle.

    HR: Armor Abilities - Sprint

    Basic description: Allows player to run significantly faster, until it runs out of charge. Can be toggled on and off by hitting action button, does not need to be held down. Available to Spartans only. Note that Elites naturally run about as fast as a Spartan in Sprint.

    Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles, can not fire weapons, but CAN throw grenades. Can only sprint moving forward. Can turn while sprinting, but can not sprint and strafe (like Evade). Firing will stop the sprint (but is allowed).

    Uses: Good for getting to objective items quickly (skulls, flags, etc). Good for getting out of trouble and into cover. Pairs very well with short range power weapons like Gravity Hammer, Energy Sword or Shotgun.

    Counter: Sidestep or jetpack over a charging sprinter. It's harder for them to turn while sprinting. Also remember that they can not fire and are vulnerable while sprinting.

    HR: Armor Abilities - Armor Lock

    Basic description: Makes player absolutely invincible as long as the ability button is held, until it runs out of charge. Can not take damage from anything, including weapons, grenades, bombs and vehicles. Sends an EMP blast when released that can take down shields, holding it longer generates a larger radius blast. If held for the entire duration, will release a huge EMP blast and allow your own shields to recharge. Available to Spartans only.

    Restrictions: Can not hold any objective items (will drop bombs or flags), can not be in vehicles, can not fire or throw grenades, can not move.

    Uses: Good for holding territories or returning flags, several players can alternate activating their armor lock to hold a territory invincibly for a prolonged time. Good for flushing out campers in tight corners. Good for being in the center of a firefight and allowing team mates to pick off the distracted enemies. Pairs well with short range power weapons but also works with the Human Pistol for headshots due to the EMP blast. Interestingly, will "unstick" plasma grenades.

    Counter: Back away from EMP blast or circle around behind player. Time grenades to explode when their charge ends. Do not try to melee.

    HR: Maps - Sword Base

    Sword Base is one of the two maps currently available in the Beta. Here is a picture illustrating a number of the important items (click for huge):


    These are locations you should be aware of:
    1. Red Lift - This is accessed from the first level of the main atrium. There is a small opening in the wall, that leads around to a red gravity lift which will bring you to the third floor.
    2. Green Lift - This is accessed from a room on the first level on one side of the map. It sends you to the third floor, but ends up in a tight room.
    3. Mancannon - In the center of the atrium, provides access to both the "Lower Bridge" and "Middle Bridge" when jet packs are not equipped.
    4. Low Bridge - The low bridge on one side of the map.
    5. Middle Bridge - In the very middle of the map, spawns the Plasma Launcher ("n00b tube") right in the middle.
    6. High Bridge - Green Lift room exits onto one side of this bridge. This bridge tends to see the most action in Slayer matches.
    7. Sniper Ledge - Is actually all the way against the back wall (not the ramp itself). Can be accessed by going out the door from Red Stockpile and following the ledge out into the open.
    8. 1 Flag Spawn - In 1 Flag CTF games, this is where the flag spawns. Has to be taken to directly upstairs to the second level, but is complicated by the Green and Red lifts being disabled.
    9. Red Stockpile - In Stockpile games, this is the red spawn and where red flags are collected.
    10. Blue Stockpile - In Stockpile games, this is the blue spawn and where blue flags are collected.
    11. Sniper Rifle - Spawns against the pillars on this side of the atrium. For Covenant games, this is the Focus Rifle.
    Grav Lifts. Lots and lots of activity centers around the lifts, especially in Slayer games. The top of Green Lift is an absolute CF and should probably be avoided if possible. Taking Green Lift up leaves you in a tiny room that is constantly spammed with grenades. Exiting the lift room involves dodging DMR/NR fire from both sides. At this point of the Beta, most people do not know how to access the Red Lift, so it's a much better option to get upstairs and flank people camping the top floor.

    Currently, the mancannon is the fastest known way to move the flag in 1-flag CTF. A Scout can jump down from attacking spawn onto the ramp leading to the flag and sprint in. They can then hop over the railing, turn left and mancannon the flag up to Low Bridge. The flag carrier moves too slow to clear the jump themselves, but can throw the flag up for awaiting team mates. It may be possible to jump the other way onto middle bridge as well, but that involves passing the lift and coming the other way.

    Weapons. I've only marked the Plasma Launcher and the Sniper Rifle on the map because they are easy to mark in the atrium. There is also an Energy Sword in a side room (fairly obvious) and a Shotgun under a staircase on the other side. The Plasma Launcher is the best power weapon in the Beta and is very much overpowered. The fastest way to reach it is to drop down to the main level of the atrium and take the Mancannon up. Or jet pack over, if equipped.

    Sniping. I've marked the one Sniper Ledge, but there are also sniper perches on both sides of the map. A balcony is at the top of Red Lift that has visibility to much of the map. There is also a small perch directly above Low Bridge that is accessed via an inside ramp from the top of the Green Lift exit area.

    Wednesday, May 5, 2010

    HR: Weapons - Reticle Bloom

    Lots has changed for Halo Reach. One of the more subtle changes causing lots of frustration both within the clan and the rest of the community is "reticle bloom." Bungie has introduced a way to simulate the recoil effect of weapons, and is illustrated in your HUD by the reticle expanding in size with each shot. This video demonstrates the DMR:



    Your reticle is the targeting window for your weapon, and your shot will generally land anywhere within the reticle. The bigger the reticle, the less accurate the shot. You'll notice the DMR starts with a nice small reticle because it is a precision weapon. However, with each shot, the reticle grows a bit and then shrinks down. With fast shooting, the reticle gets a good deal bigger and doesn't shrink down.

    The lesson here? Shoot SLOWER. Especially at range. Players from Halo 3 are used to the BR which forced you to shoot slower because of the 3-shot burst, or the Covenant Carbine which allowed you to spam as fast as you wanted with no penalty. In Reach, the DMR and Needle Rifle replace those weapons and require you to pace your shooting. The human pistol and human sniper rifle also have the same reticle bloom effect, but will be less noticeable due to how people use them.

    Tuesday, May 4, 2010

    Clan night tonight. 8pm PT. HALO REACH BETA!!!

    It's finally here! zomg so excited! "Jetpacks are the tits."

    The party system is working and the servers have been fixed. Join my HR game party and I'll take us into matchmaking as a group. If you log on late, you should be able to see the whole group together in your "Active Roster." Just select me and choose to queue join. You'll have to wait, but you'll automatically be brought in after our next game. I'll get notified that you're in the queue.

    I'm not planning on starting an Xbox Live party right now, but that may change depending on our group size. If you join and see the white bubbles next to everybody's name, it's because we're in a separate XBL party. Try to join that as well.

    Monday, May 3, 2010

    HR - Servers stable

    It appears that the server issues have been fixed for now. Matchmaking is working smoothly, and team play is working as well. Arena matches seem to be much slower to connect than Social Grab Bag.

    Halo Reach Servers Inundated

    The servers for the Halo Reach multiplayer beta are getting hammered right now. Most players will see "Playlist data pending download..." or "Reach server unreachable..." error messages. You may eventually get into a game if you want in the Matchmaking lobby long enough. If you are able to get into a game, it is recommended that you stay in the matchmaking interface to keep more games coming. Don't try partying up, or exiting to the main matchmaking lobby if you can avoid it, just let the game keep serving games up for you. I was able to play continuously as long as I didn't back out to the lobby.

    Halo Reach Beta Now Available

    You can now download it via your ODST campaign disc. Expect delays and retries as the servers get hammered.

    Sunday, May 2, 2010

    HR: Beta - What You Need to Know

    I've flooded the blog with a ton of content about Reach and there's a ton more coming. But this post will give you the high level overview of everything you need to know to get started.

    How to get in: Use your Halo 3: ODST *CAMPAIGN* disc. Will be available "late morning" on Monday, 5/3. I will post here on the blog as soon as its available.

    Player models: Spartans and Elites are very different now. The game will decide for you which side you will play on. Elites are faster, have better shields, but are a bigger (easier) target to hit.

    Health and shields: Halo 1 (or ODST) style "health" is back for Spartans. After your shields are down, you will take health damage. Shields regenerate, health does not. Health packs are wall mounted and can restore your health, but you must hit a button to activate (can't just walk over it). Elites have regenerating health.

    Radar: Enemies below will be a darker red dot. Enemies above will have a shadow behind their dot. Active camo has a radar jammer effect and will create lots of fake red dots.

    Melee: In general, works the same as it did before. You can now hold melee to do a super cool assassination when behind a player. This takes time and is not an instant kill, which means you can be killed in the process before your target is dead.

    Armor abilities: Brand new in Reach. You will have to choose a loadout, and with it, an armor ability at every spawn. Learn the icons so you know what you're choosing. Spartans have: Active Camo, Armor Lock, Jet Pack, Sprint. Elites have: Active Camo, Jet Pack, Evade.

    Weapons: No more dual wielding. Learn the icons so you know what weapons you're choosing with a loadout. The biggest changes to your most common loadouts are the Magnum and DMR. Magnum is now the Halo 1 human pistol that pwns face again. DMR (Designated Marksman Rifle) replaces the H3 Battle Rifle (BR), but works very similarly.

    Gametypes: Reach introduces several new game types. These will be in the Beta:

    • Generator Defense: 3v3 Spartans vs Elites. Spartans have 3 generators to defend. Elites try to destroy them. Generators can be temporarily locked down and made invulnerable.
    • Invasion: 6v6 Spartans vs Elites. Spartans have a data core to defend, protected by two layers of defenses. Elites try to shut down both layers of defense and steal the core. Each phase of the game lasts 4 minutes and introduces better weapons and vehicles.
    • Headhunter: Team or Free For All. Try to collect skulls and bring them back to your scoring zone. Kill other players to collect their skulls. Hold and score 10 skulls at once to get an instant win.
    • Stockpile: Team. Try to have as many flags as possible in your scoring zone at the end of each scoring period. Scoring periods end every 60 seconds.