Tuesday, October 19, 2010

HR Armor Abilities - Advanced

I have previously covered the new armor abilities in Reach in fairly extensive detail.  Here are some advanced tips on how to maximize your newfangled abilities:

  • Armor Lock - This is hands-down my favorite ability and what you'll see me grabbing almost all the time.  Key uses:
    • Grenade negation: Most players will lob in a grenade first and then look for a headshot.  When you see the grenade get near, hit armor lock just long enough for it to explode and then come out firing.  Using armor lock this way allows you to lock down twice per recharge, which is usually all the grenades anybody is carrying and throwing.  Remember that it takes a split second to engage, so lock down before the grenade lands.
    • Team fire: Teams operating together in close quarters benefit greatly from armor lock.  When the lead guy has low shields he can lock down while the team cleans up stragglers.  Alternating who is in lock down is very effective because other teams will tend to focus on the guy locked down.
    • Getting unstuck: If you find a blue spider on your face, locking down will unstick it.
    • Embarrassing campers: If you are by yourself and locked down because you have low shields, opposing players will tend to just wait for you to come out.  Use the EMP blast of armor lock to pwn their face.  Bad players will wait nearby so when your armor lock expires and sends out an EMP, their shields will be down and you can punch them in the face for an insta-kill.  Remember that you can move the camera around and you will come out of lock in whatever direction the camera is, not the direction you locked down in.  Mediocre players will run nearby while you're locked assuming you're locked down for the count.  You can come out of lock early (with a smaller EMP) and still punch them in the face for excellent results.  Good players will back off and wait.  If you're by yourself, look for someplace to jump for cover as soon as you come out of lock and call for help.
  • Sprint - This is most effective for getting to power weapons first, and then pairs extremely well with short-range power weapons like Hammer, Sword and Shotgun.  Sprint at a DMR foe and you'll be in his face before he can 4-shot you.
  • Jet Pack - This has two several good uses:
    1. Getting places others can't: Many maps will have good sniping locations up high accessible only via Jet Pack.  Note that the roof above sniper spawn on Asylum is being changed into a soft kill zone in the next title update because it's cheap as hell.  For maps with Rocket Launchers, they almost always spawn someplace that's hard to get in or out of without a Jet Pack.
    2. Changing the angle of attack: You can often flank land-based opponents by coming up on a level that's not normally accessible without a ramp.  This comes up on maps like Sword Base (alternate route to top of red lift), Pinnacle (getting to top of either tower without using the ramp) and Zealot (flanking on top floor without using ramp).
    3. Raining grenades: Grenade to headshot is easily the most popular kill combo in the game.  This is even more effective when jetpacking because you are immune from hand-thrown grenades when in the air.
  • Active Camo - This is more complex than appears on first blush.  Note that Active Camo jams your radar and the other team's radar, but *NOT YOUR OWN TEAM'S RADAR*.  This makes it extremely useful to follow your team into combat and engage your camo when getting close but not necessarily engaging in the fight.  This will keep you invisible (not firing) and be totally disruptive to the other team because they become radar-blind.  On multi-level maps, you can actually be on a level above or below the action and still wreak havoc because the jamming is multi-level.  Remember to try and stay crouched especially as your camo runs out so that the other team can't get a good fix on your location when the jamming stops.
  • Evade - There's a couple special uses for Evade:
    1. On Invasion Boneyard: Makes it possible on left-side Elite spawns to actually get to the base without getting picked off by DMR/Magnum fire.
    2. Stick people in the face.  Makes it really easy to stick somebody in close quarters and then back-roll away to safety.
  • Drop Shield - This has two special uses:
    1. Objectives: Drop a shield on an objective to allow it to be returned safely away from grenade damage.  Bungie has taken Drop Shield loadouts out of territory games (because it was cheap), but it's still allowed in CTF/Invasion games for protecting objectives.
    2. Medic: If you're running in a tight team, drop shield effectively allows you to heal your hurt team mates.  Drop it in a heated firefight to allow your team some reprieve.
  • Hologram - Couple of special notes:
    1. Objectives: This is great to plant a bunch of fake bodies around an objective (like the Core in Invasion).  It's especially effective to plant your hologram with a power weapon like a Sword which will really draw enemies in.
    2. Lifts: Interestingly, Holograms can travel up grav lifts, mancannons and elevators.  Use creatively.

0 comments: