Monday, May 10, 2010

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.