Thursday, November 29, 2012

Clan night tonight. 9pm PT. Halo 4.

Spartan Ops and Campaign focused.

Tuesday, November 27, 2012

Clan night pushed to 9pm.

Sorry for the late notice. Forgot I had a late meeting, need to defer to 9pm.

Clan night tonight. 8pm PT. Halo 4

I'm back. Game on. War Games focus tonight.




Saturday, November 24, 2012

H4: Abilities and Tactical Packages

To continue the armor thread:

Now that we're a couple weeks in, we've seen some interesting usages of the new Halo 4 features.  Check out your playing style:

  • Close range general infantry - Prefer charging ahead on offense (AR), good communicator: Promethean vision + Grenadier + Explosives.  Promethean vision lets you see everybody, even if they're camo or not moving.  This is great for somebody who's leading the charge and can clue teammates in to where everybody is.  Having extra grenades and splash damage couples well, as it allows you to flush out the campers who are hiding behind corners.  Note that everybody on the map can hear you engage it, and it puts a bright red dot on your face.
  • Medium range general infantry - Prefer to always be engaged (BR), good at staying with at least one other partner: Regeneration field + AA efficiency + Ordnance priority.  A team in the "green stuff" is very difficult to take out, especially at range.  2-3 players can easily hang out in the regeneration field and wreck shop as a squad.  This loadout combo allows you to keep dropping the "green stuff" while also calling in advanced weapons.
  • Long range sharpshooter - Prefer hanging out on the periphery (DMR, Sniper), quiet player: Active camouflage + Shielding + Awareness.  With active camo and shielding, you can pop in and out of cover, taking potshots and finishing with headshots.  Tap active camo as enemies appear and you engage so that you're hard to see.  As your shields get low, duck into cover and regenerate quickly.  Awareness helps keep you safe while scoped in, and able to see flanking enemies.
  • Very close range objective specialist - Prefer charging into the thick (Shotgun, Scattershot, Sword, Hammer) and hitting unsuspecting enemies: Active camouflage + Mobility + Ordnance Priority.  For players who excel at getting behind enemy lines and killing them from dark corners or stealing objectives, this allows them to get there quickly and disappear.  Shotgun and Scattershot are the weapons of choice up close and pair very well with unlimited sprint, but are not available as default loadouts, so Ordanance Priority gets them up earlier.
  • Defensive camper - Prefer hanging out at home, good at defending objectives: Autosentry + Resupply + Sensor.  In gametypes like CTF, Oddball, Dominion where a territory or space needs to be defended, this combo allows one player to cover a lot of ground.  Autosentry effectively provides the ability to cover two entrances at once, with a long range sensor to provide advanced warning.  Resupply is useful because the player isn't picking up more weapons on the battlefield, they are largely limited to what dead players bring them.

Tuesday, November 20, 2012

Clan night tonight. 9pm PT. Halo 4.

I'm out of town unfortunately, but Octurian Pewn will be on and hosting games.  I know that darknorpo and many others are playing all week as well.

Thursday, November 15, 2012

Clan night tonight. 9pm PT. Halo 4.

I'm traveling, but Octurian Pewn will be hosting games.  Thursdays are Spartan Ops and Campaign focused.  Lots of Challenges and Achievements to get this week!

Tuesday, November 13, 2012

H4: Clan Emblem

We need to pick a new clan emblem system.  The numbers 0-9 that we've used since Halo 2 are inexplicably no longer available in Halo 4.  We are temporarily using a Grasshopper until enough of the clan has leveled up to choose a new emblem.  To set your clan emblem:

  • Hit 'Start' to enter Spartan Hub
  • Move to the Emblem menu
  • Choose Drone as emblem foreground
  • Choose Cyan is both primary and secondary colors
  • Choose no Background (background color doesn't matter)
  • Make sure that your Drone has the little tail sticking straight back.  If it doesn't, click 'LS' to toggle.
I'll be watching the clan ranks to see when it makes sense to pick a new emblem, as emblem packs are unlocked for players.  Start thinking about what you would like.  I'm guessing it will be around SR19.

Below reposted from gameranx.com:

Halo 4 Emblem Unlock Chart Guide

A chart for unlocking all the emblems in Halo 4's multiplayer.

by Ian Miles Cheong on 8th Nov, 2012
Halo 4
Halo 4 offers a variety of things to unlock in its multiplayer mode, otherwise known Infinity Multiplayer, which is split between Spartan Ops and War Games. Among the things you can unlock are weapons, aesthetic armor types, skills, and emblems. 
Emblems are little logos that you can use to personalize your Spartan. When you kill someone, they’ll see your player card, which contains your emblem, level, and other pertinent information. As you level up, you’ll gain new emblems to unlock for which you can use to designate who you are in the game. Your enemies may come to fear you as “the guy with the bow-tie cat emblem”. 
To that end, Redditor and Halo fan lol-jk has compiled all of the emblems into a chart so you’ll know precisely when these emblems will be unlocked. Keep in mind that these are only for the foregrounds, and not for the backgrounds. 
Halo 4 Emblems
You’ll gain these emblems at whatever SR or specialization it says on the chart. The stuff listed in “other” can only be attained through achievements or as pre-order bonuses. 
Halo 4 is currently available for the Xbox 360 as an exclusive to the platform. Microsoft and 343 Industries have no plans to release the game on the PC or any other platform, so you’re going to have to pick up an Xbox 360 if you want to play the game.

Clan night tonight. 8pm PT. Halo 4.

Tuesday nights will be weighted towards Infinity War Games, typically in 4v4 Slayer or 8v8 Slayer, depending on our party size.

We will continue a secondary Thursday night clan night for as long as there is interest.  Will typically be at 9pm PT, and will be weighted towards Spartan Ops, Campaign, achievement and challenge hunting, as long as party size allows.

H4: Ragnarok Tactics

Ragnarok is the only map in Halo 4 that is an obvious remake of fan favorite, Valhalla. The Tactics on this map are very different than on Valhalla however, given Ordnance Drops and weaker vehicles.


In Big Team Slayer, both teams start with a Banshee, Chaingun Warthog, Mantis, Ghost and two Mongeese.  There is a laser in the middle that is useful when the game starts, but it's not critical to make a rush for it.  After one week with the game, the vehicles tend to create a lot of havoc on this map, but don't necessarily win the game.  All the vehicles are weak enough now to be taken down with small arms fire, so a team that talks can concentrate fire on an enemy vehicle and kill it quickly with just DMR or BR rounds.  Ordnance Drops also call down lasers and sniper rifles to make short work of vehicles.

DMR rules this map.  It has about the same effective range as the sniper, but holds more rounds, fires faster, and doesn't draw the attention that the sniper gun does.  All players should choose DMR loadouts here, BR disperses too much at the range that battles are fought at on Ragnarok.   Blue players in Woods or Blue Rocks can reach Top Middle easily.  Red players in Red Rocks are Jungle have good sightlines to Top Middle as well.

Really useful Armor Abilities on this map include Regeneration Field, or Active Camouflage.  A fireteam of 2-4 in a Regeneration Field can dominate a region with very little risk of dying.  A sniper with Active Camo is nearly impossible to find given how much other chaos is going on.  Autosentry and Promethean Vision are largely useless.

A good strategy is to use the vehicles to cause chaos with sharp shooters getting DMR kills.
  1. Banshee: The Banshee can drop bombs and then zoom off before taking serious damage.  The Banshee can fly circles, dropping bombs on the middle or Turret/Wall area, and then boost back behind the base to recharge shields.  In all vehicles, hit Y to switch guns, and the targeting reticle will generally light up red before you can actually see the targets if you're flying around high enough.  
  2. Mantis: The Mantis can hang out near it's home base, using cover to pop in and out.  It is very slow moving, so it requires some protection.  The Mantis can't escape quickly like the Banshee, so you don't want to get caught out in the open taking fire from several directions.
  3. Shooters: Have all the team's best shooters equipped with DMRs, hanging around cover.  Shooters should be talking a LOT, calling out enemy targets.  It only takes 5 DMR shots to kill, and a typical team will have 6 players on foot with 2 in vehicles at any given time.  A team that talks can pretty much get instant kills if they can paint the same target.
The higher percentage play is to keep all vehicles and all players on your team's half of the map, never venturing past the middle.  No weapons have range further than half the map.  By keeping the fight on your half of the map, you will always have more guns on target.  For example, both Woods and Blue Rocks can reach Top Middle, meaning Blue Team can hit any target on the Blue side of the map with DMR shooters in those two locations.  Any Red player that dies on the Blue side has a long walk to get back, meaning his team his short handed.  Blue is a quick man cannon or instant spawn at Woods, or a short walk to Blue Rocks.  So soon as people start dying, Blue immediately has the advantage in numbers.  Red is either fully exposed walking over the hill at Top Middle with fire from both sides, or has to walk the cave gauntlets to approach from Wall or Pelican.

Monday, November 12, 2012

H4: Spartan Ops Episode 2

The next episode of Spartan Ops released today.

Weekly challenges available:

  • Core Legend: Complete Core in Departure on Legendary difficulty (1500 XP)
  • Harvesting Hunters: Kill 10 Hunters (2500 XP)
  • Leader of the Pack: Kill 10 crawlers in a single Spartan Ops mission (1250 XP)
  • Watchful Avenger: Kill 20 Watchers (1500 XP)
  • Knightmare: Kill 30 Knights (1750 XP)

Sunday, November 11, 2012

H4: Haven Tactics


Haven is one of the most popular 4v4 Slayer Maps because the layout is straightforward and easy to learn.  Even though it feels roughly symmetric, red base ("Closed Ramp") has proven to have a very distinct tactical advantage in the first week of play.



Most teams thus far are not coordinated enough to hold a position yet, so Blue can take over Red Base ("Closed Ramp") pretty easily by just walking around the outside perimeter ("Blue Street" or "Red Street").  Red Base ("Closed Ramp") is by far the best location to hold as an individual, 2-person fire team or 4-person squad.  If you are Blue and are unable to take Red Base ("Closed Ramp"), the next best options are either side base ("Blue Ramp" or "Red Ramp"), which are pretty defensible as well. From Red Base ("Closed Ramp"), there are clear sightlines to everywhere that matters on the map.  Just as importantly, there are very easy escape routes to get out of enemy fire and recharge shields.

Green arrows: When Red spawns, you can sprint up to the small platform ("Mohawk") and scope in to put fire on any Blues that venture into the upstairs Kill Box ("Top Mid").  It's very easy to back off the platform and into cover as Red, but there's not really anywhere for Blue to go once they're in the Kill Box ("Top Mid").  The small platform is also a good location to cycle around pick up flankers on either left and right upstairs.  The curve geometry of the corridors is such that enemies will show up just on the edge of your radar before they have line of sight, giving you plenty of warning to re-sight and prepare for them.

Yellow arrows: If taking fire or dealing with targets coming from different directions, it's easy to back down the ramp.  You can pop in and out from the ramp cover to take potshots, and the grenade throws from here are easy.  There are good sightlines to both upper and lower corridors once enemies are within mid-radar range.

Orange arrows: If shields are critical from upper level battles, you can very quickly drop down underneath the ramp to be safe from gunfire and grenade splash damage.  Being on the lower ramps gives direct sight lines to put fire on the lower kill box ("Bottom Mid").  Tactically, it is always easier to move/shoot down than it is to go up, so you should spend less time down here, if possible.  Enemies coming up from these ramps are easily disposed of as they have to make two turns while shooting, and are in a tight confined space.

Kill Box: There's two ways around the map, through the Kill Box, or through the perimeter corridors.  The Kill Box is exactly what it sounds like, where you go to be killed.  Both upper and lower center areas are terrible places to be, as they are exposed to fire from literally all sides.  The lower one is especially bad, as there are dozens of places to drop down into it to ambush you.  Avoid the Kill Box center.

Battle Rifle will be the most comfortable all-around weapon for most on this map, given the effective range of engagements.  Those very comfortable with the DMR will find it more effective at targets deep inside the Kill Box, but will want an AR as secondary loadout for close quarters combat around the ramps.  Ordnance drops provide Shotgun, Scattershot, SAW, Sword and Hammer, which are all excellent secondary weapons.

Thursday, November 8, 2012

H4: Map Walkthroughts

Reposted from wikia.

Halo 4 Map Walkthroughs with 343i

October 23, 2012 User blog:JAlbor

Hey everyone! 343 Industries recently released a load of developer walkthroughs of upcoming Halo 4 Multplayer Maps. This blog post collects them all in one handy place for your enjoyment!
I have already embedded the released videos on their respective pages, but thought I would make a blog post with them as well since I think they are awesome and don't think you should miss them. You can find them all below for your viewing convenience.

Also, are you most looking forward to? (I'm into Complex.)


Vortex

Clan night tonight. 9pm PT. Halo 4.

Trying out to see if we can sustain two clan nights a week for a while.

Wednesday, November 7, 2012

H4: Loadouts





To continue from the last post, here are details about Loadouts:


You should customize at least one Loadout so that you have your maximum competitive edge, regardless of what map and game type you go into.

 Primary Weapon

Weapon Cost Rank Notes
DMR 0 SP SR-1 Single shot DMR like Halo: Reach, ideal for long range. 5 shots to kill, min kill time 1.6 sec.
Assault Rifle 1 SP SR-2 Fully auto AR, improved for H4 in terms of kill efficiency, ideal for short range
Battle Rifle 1 SP SR-2 3-shot burst BR like Halo 3, ideal for medium range. 5 shots to kill, min kill time 1.6 sec. May be slightly easier to get headshots than single-shot weapons.
Storm Rifle 2 SP SR-5 Fully auto AR, replaces Plasma Rifle, ideal for short range. Can not be reloaded.
Covenant Carbine 2 SP SR-5 Single shot Carbine like in past games, ideal for medium range. 7 shots to kill, min kill time 1.6 sec (fires faster than BR or DMR).
Suppressor 2 SP SR-22 Fully auto AR, seems to replace Brute Plasma Rifle, ideal for short range. Can be reloaded.
LightRifle 2 SP SR-22 Single shot rifle, Promethean DMR equivalent, ideal for long range. 4-5 shots to kill, min kill time 1.3-1.8 sec.

Secondary Weapon
Weapon Cost Rank Notes
Magnum 0 SP SR-1 Single-shot, scoped pistol with long effective range like in Halo 1.
Plasma Pistol 2 SP SR-8 Can be overcharged for EMP n00b combo, seems to be upgrade for H4 in terms if single shot damage.
Boltshot 2 SP SR-18 Has both single shot and overcharge capability, unclear yet of overcharge has any special effects like plasma EMP.

Grenades
Grenade Cost Rank Notes
Frag Grenade 0 SP SR-1 Same frags as always, don't know if they have EMP effect like in Halo: Reach.
Plasma Grenade 2 SP SR-8 Same stickies as always.
Pulse Grenade 2 SP SR-18 Promethean grenade that creates a bright orange sphere called an attenuation field. This field is super obvious and pretty easy for infantry to avoid, but it slows vehicles, and drains both shields and health.
Ability
Ability Cost Rank Notes
Promethean Vision 2 SP SR-1 Gives a "Predator" effect allowing you to see through walls.
Thruster Pack 2 SP SR-1 Gives a short boost of speed, independent of leg movement. Much shorter burst than Sprint, but unlike Sprint, can be used in the air
Hologram 3 SP SR-6 Sends out a virtual hologram, like from Halo: Reach
Jet Pack 3 SP SR-6 Jet pack like from Halo: Reach
Hardlight Shield 3 SP SR-10 Portable, see-through Riot Shield, but can not shoot while using it. Unlike Armor Lock, is vulnerable at the sides and back, and can be punched through.
Active Camouflage 3 SP SR-10 Temporary invisibility, does not have as extreme Radar Noise as in Halo: Reach. Like before is affected by shooting and moving quickly.
Autosentry 3 SP SR-16 Deployable automated turret.
Regeneration Field 3 SP SR-16 Field affect that heals nearby Spartans
Tactical Package
Package Cost Rank Notes
Mobility 1 SP SR-7 Unlimited Sprint
Shielding 1 SP SR-7 Improves shield recharge rate
Resupply 1 SP SR-14 Allows recovering grenades from dead players
AA Efficiency 1 SP SR-14 Improves Armor Ability recharge rate
Grenadier 1 SP SR-24 Increases grenade carrying capacity
Firepower 1 SP SR-24 Allows configuring Loadouts with a primary weapon in the secondary weapon slot
Fast Track Pioneer PR-10 Increases the amount of XP earned per match.
Requisition TrackerTK-10 Allows two different sets of options for equipment rewarded through ordnance drops.
Wheelman OperatorOP-10 Improves durability of vehicles, as well as decreasing downtime when affected by EMP discharges.
Support Upgrade
Ability Cost Rank Notes
Dexterity 1 SP SR-12 Faster reload and weapon switch time
Ammo 1 SP SR-12 Spawn with extra clip
Sensor 1 SP SR-20 Longer range radar
Awareness 1 SP SR-20 Retain radar when scoped
Explosives 1 SP SR-26 Increases grenade damage to others, reduces grenade damage to self
Ordnance Priority 1 SP SR-26 More Ordnance Drops
Drop Recon EngineerEN-10Allows users to know the time and place of ordnance deployments prior to the drops actually occurring
GunnerPathfinderPT-10Improves upon elements of heavy weapon specialists, such as increasing the amount of time a mounted weapon takes to overheat during sustained fire or improving the general speed and mobility while carrying a detached turret.
NemesisStalkerSK-10Allows user to hone-in on the last enemy who killed them
StabilityRogueRG-10Increases aiming stability while taking incoming fire
StealthWetworkWK-10Allows users to move silently during combat, lowers their visibility profile on certain VISR enhancements (like Promethean Vision), and increases their ability to kill enemies from behind.

H4: XP, SP, SR, Rank, Loadouts - What you need to know

There are some significant changes to the Halo 4 multi-player system, the most obvious one that affects your competitive (dis)advantage are custom loadouts.  If you don't read any further than this first paragraph, take this away: Go into the Spartan Hub (hit Start) and customize your Loadout options to add a Tactical Package and a Support Upgrade.  That said, here's the rest of the nitty gritty that you may care about.


As you play in War Games and Spartan Ops, you'll see that you get points for things and you get "promotions" on a regular cadence.  Currently, everybody in the world has a level that looks like SRxx where xx is a number from 1-50.  You'll also notice that Loadouts are more complicated in Halo 4, with randomized Ordnance Drops that you can individually call down.  What does it all mean?  What do you need to do?  Here is the key terminology:
  • Experience Points (XP): Like in every game since Halo 2, you get experience points as you play.  You get different amounts based on game type and your individual performance.  You only gain XP from Infinity Gametypes (War Games, Spartan Ops), *not* from Campaign.  XP is what levels up your Service Rank, or SRxx number.
  • Spartan Points (SP): You probably won't even notice that you have these unless you poke around in the Spartan Hub to customize your Spartan.  These are earned as you level up and are spent on Loadout options.  As far as I can tell, Armor and Emblem options are unlocked by levels or accomplishments, but don't cost any SP.
  • Spartan Rank (SR): This is a number from 1-50 that represents how many XP you have earned, and roughly replaces the Halo: Reach ranks of Captain, Lieutenant, Inheritor, etc.  Doesn't really have any tie to "skill", is most representative of how much somebody has played Infinity game types.  You must reach SR50 before you can choose a Specialization.
  • Skill Rank (?): Starting early next year, players will start seeing a skill rank based on how "good" the are.  This is similar to the per-playlist rankings from Halo 3, or the Battle Proficiency Rating from Halo: Reach.  When it appears, it will be the best indicator of how "good" a player is in a particular playlist.
There's really not much you're going to do with XP and Skill Ranks don't show up until next year.  Nobody is close to SR50, so I'll blog about Specializations later.  What you care about NOW, is SP and Loadouts.

Tuesday, November 6, 2012

Tips and Requirements

Most Important: You must have at least 8GB of hard drive space to play Halo 4 multiplayer.  The second disc in your package contains all the content for War Games and Spartan Ops, and must be installed to the hard drive.  You will not be able to play clan night tonight until you install disc 2.  Disc 1, as far as I can tell, is optional.  Insert disc 2 and choose the option to Play Halo 4.  When it launches, it will give you the option to install.

Very Important: Make sure you get into the Xbox Live Chat party, so that we can talk you through any connectivity problems you may have, independent of the game chat.

[11/7/12 Update]: Disc 2 apparently only requires 4 GB of space to install, can go on your hard drive or a compatible flash drive.

Clan night tonight. 8pm PT. Halo 4.

Early clan night to celebrate the launch of Halo 4.  Master Chief is back.  w00t!

Monday, November 5, 2012

Clan night preview tonight. Midnight PT. Halo 4 campaign.

Halo 4 launches at midnight TONIGHT!!!!  Reminder that we'll be doing a campaign run at midnight, with War Games starting late morning/mid-day tomorrow.

Sunday, November 4, 2012

H4: Specializations Part 2

We've discussed Armor Specializations before, but here's my quick cut:

  • Wetworks: If you love assassinations and creeping around. (FragginURdoodz, TimMAY1023)
  • Pioneer: If you want to level up as fast as possible. (CoolerSopranos2, UnsavorySamurai)
  • Engineer: If you want to help the team coordinate special ordinance drops. (Beer4Porter)
  • Tracker: If you love special weapons. (FishBone10, Masher 24)
  • Rogue: If you spend a lot of time scoped in (Sniper, DMR, BR). (gtdroptop, Octurian Poon)
  • Stalker: If you get fixated on killing one person. (darknorpo, QuelBelle)
  • Pathfinder: If you're always in the gunner seat (OmniscientDeath, MEAN MR MONKEY)
  • Operator: If you're always driving (BeerMonkeee, Mean Mrs Monkey)
Picking your Specialization is important because you can't change it until you've fully leveled it up.  There are 8 choices in total, with Pioneer and Wetwork being available to all players at launch.  Purchasing the Halo 4 Limited Edition gets you access to all 8 right away.  Those who pre-order and play by November 20, will get all 8 quicker as well, but probably not until 11/20 (about 2 weeks after launch).


Idle Hands...

Some people seriously have WAY too much time on their hands.


Double XP

As previously noted, specially marked Mountain Dew and Doritos products will have codes that unlock double XP in War Games matches.  Be sure to head over to Dew XP so that you're all set to enter codes and get lots of XP!

Saturday, November 3, 2012

Halo 4 Interactive Guide

The kind folks at Waypoint have put together a comprehensive interactive guide that details everything about Halo 4.  Covers vehicles, story, enemies, basics, War Games, weapons and armor.  Don't want to feel like a n00b because you're the last one still wearing Recruit Armor?  Read up.

Friday, November 2, 2012

Forward Unto Dawn

Available on YouTube, and on Halo Waypoint, Halo 4: Forward Unto Dawn is a live-action digital series that takes fans back to the terrifying beginning of the Human/Covenant war, when the Master Chief inspired a young cadet who would eventually become a leader aboard the UNSC’s greatest vessel: the UNSC Infinity. Halo 4: Forward Unto Dawn tells a story leading into the events of Halo 4.

I just watched all five episodes and it's definitely worth your time.  They're about 15 minutes each, and surprisingly well produced.  I recommend watching them via Halo Waypoint on your Xbox 360 so that you can experience them in 1080p surround sound.  Short of that, you can watch them online at Waypoint.

After you're done watching that, this will tell you everything you want to know about Kelly-087.

Thursday, November 1, 2012

Halo 4 Tips: Improving Your Play

Reposted from primagames.  Some interesting notes about being unable to drop the flag, and calling down ordinance while indoors.

Halo 4 Tips: Improving Your Play11/01/12

No help when you’ve got the flag? Don’t be afraid to defend yourself. Further improve your multiplayer experience in War Games with these additional tactics and tips straight from the Major League Gaming Pros!

1. Jumping:
This is very important when you’re entering fights or disengaging from them. Use rocks, crates, and other scenery to reach higher ground. This can help in all types of objective games to cut off routes, complete shortcuts, or run in a flag faster so you can score.



2. Capturing the Flag:
If you’re holding power weapons and you’re by the enemy flag, then it is better to provide supporting fire, guard the flag, and let a teammate without such a great weapon run with the flag. You can’t drop the flag once you walk over it, so having rockets or a sniper rifle is useless. Instead, it’s simply smarter to slay and chaperone a teammate once they take the flag.



3. Oddball: If you’re in trouble during Oddball matches, and you know you’re about to be taken down while holding the ball, look out for any teammates near your position and throw them the ball. It is much better to keep it out of the other team’s hands.



4. King of the Hill:
It is wise to sometimes simply skip a hill if it will be changing soon and set up for the next one, or you may risk rushing aimlessly to a hill that’s too well defended and dying over and over again.

Try to control a point that’s close to where the next hill moves to, and set up there. Now when the hill moves, you’re in the location already and your opposition is likely to be farther away at the previous hill’s position and also in a weakened state. This allows you to accrue time easily and relatively safely.

When playing properly on a team, there should be only one player in the hill so the remaining teammates can cover the other angles to help keep the hill dweller alive. The only time two teammates should be on a hill is toward the end of a game when you need to keep the hill at all costs for the points. So, if one teammate dies in the hill, there’s a second to keep the time continuous.

5. Rushing: Never try to randomly run flags or rush an objective by charging in without help from your teammates.

6. Ordnance Discretion:

When calling in Ordnance Drops it’s important to remember a few things. First, don’t always call in a drop as soon as you get one. Instead, wait for your current provisions to run dry, especially if they’re doing the trick (which they likely are, as you just got an option for a drop!) Second, call in drops inside enclosed areas. If you do it in the open, the drop will be deployed from above the map and will be loud and noticeable. Instead, head to an interior or a location with an overhang and the ordnance will discretely materialize instead of dropping. And finally, don’t always select a power weapon which is often a player’s first reaction. If you’ve got a sweet weapon, selecting a power-up can sometimes make it even sweeter. There’s nothing quite like using a SAW to cut down a handful of enemies only to be rewarded by an Overshield, allowing you to cut down the same enemies all over again almost immediately after.