wittyscorpion
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Post by wittyscorpion on Nov 7, 2012 16:08:39 GMT -5
I am creating this thread for two purposes:
1) share impressions about Halo4 MP; 2) share Halo4 MP tips, especially from the perspective of helping CoD veterans who are new to Halo;
I'll start.
------------ My first impressions
Loving the game despite the fact that I am getting my ass kicked :-)
Although I have played Halo since the first title, I spent most of my play time in campaign. I did play MP to some extent, but have never been able to enjoy them very much for multiple reasons:
1) Fear of deaths put me into a campy mentality and that's no way to enjoy a FPS game (was in that mindset when playing MW2 as well, but starting MW3 I got out of it)
2) Being a mediocre player means that I don't get to play much with power weapons, and it is no fun being pwned by more skilled players who also have more powerful weapons :-)
H4 have several changes that made the game much more enjoyable to players like me, while still giving advanced players significant edge.
------------ My 2 cents on beginner tips
As I said above, I am not a good player so I won't be offering any advanced tips. What I have are some beginner tips especially for CoD players.
Halo's motion sensor track your teammates and moving enemies, it provides vital SitRep information.
Tip 1: Watch your motion sensor. Tip 2: To be stealthy, you should either a) be completely still, or b) crouch walk. Tip 3: As a beginner, combine motion sensor with Premethean Vision (PV) for better intel. At the beginning of your H4 career PV is godsend to help you a) see through solid objects and b) highlight the enemies. As you become more familiar with the maps and the usage of motion sensor, you'll find PV become less and less useful and you can replace it with other Armor Abilities (AA).
Halo is a game about "numbers"(i.e.: 2 players > 1 player, 3 >2, 3 >>1). No player can take out multiple enemies head on. Even the best players in the world probably cant out shoot 2 mediocre players like me in a face off. This means
Tip 4: NEVER charge into multiple enemies; Tip 5: when possible, travel together with your teammates. Space yourself appropriately to reduce the chance of giving enemies opportunity to nail multiple members in your team with a grenade. Tip 6: Call out enemy positions to facilitate "team shoot" on the same target.
Halo's health system is consisted of 2 components: a) a shield from the armor, b) player's health without armor.
When the shield is fully depleted, visual/audio cues will make it very obvious, after which a single headshot will kill. However, headshot or not does NOT make a difference on shield.
Tip 7: headshot ability is a vital skill in Halo. Tip 8: take your time to line up the final headshot, zoom in if possible. The satisfaction of nailing a headshot is one of the biggest thrills of playing Halo.
In addition to headshot, there are two other tools of destruction that are very important in a Halo fire fight: a) grenade, b) melee.
Grenade:
Tip 9: use your grenade wisely. A well placed grenade can completely strip your opponent's shield, you can then finish him off with a headshot. Tip 10 (specific for CoD players): grenade throwing in Halo has a major difference compared to CoD. The grenade is thrown as soon as you pull the trigger, as supposed to CoD which will not go out until you release the trigger. So you need to look up first to gauge the distance before touching the trigger. Tip 11: Don't throw grenade near your teammate! By default friendly fire is on in Halo, so don't help you enemy with careless grenades.
Melee: melee is only 1 blow kill from behind. From front a single melee will only strip the shield.
Tip 12: Melee+Headshot combo. Melee first strip the shield, jump back and headshot. Tip 13: Double melee combo. Most likely the enemy will melee you between your 2 melees, so this is not a great way to kill because you'll be very vulnerable after. Tip 14: shoot then melee. The amount of shooting required varies by weapons.
Hip fire vs. scoped in (ADS): in Halo, precision weapons can be fired from hip or scoped in. There is no difference in damage (with the exception of Light Rifle and Binary Rifle).
Tip 15: CoD players need to fight their habit of going ADS all the time. This is going to get you killed :-) Only ADS when a) you need the extra zoom; b) you are lining up for a headshot.
Automatic vs. precision weapon:
Unlike CoD which is dominated by automatic weapons, in Halo precision weapons dominate.
Tip 16: for mid to long range, use precision weapons. Tip 17: for closer range, automatic weapons (e.g.: assault rifle) are much more effective compared to past Halo titles. AR now has a decent effective range, but you need to burst fire to control the bloom effect (very similar to hip firing inaccuracy in CoD) outside of point blank range.
Movement: main difference between Halo and CoD, a) jumping is very important in Halo, b) Halo does not have prone stance.
Tip 18: jumping is an important movement in Halo. It is especially useful when trying to throw your opponent's aim off when you have no shields and vulnerable to headshot. Tip 19: jump height in Halo is significant. You can use jump to open some line of sights would otherwise be not accessible to you. Tip 20: strafing during a fire fight is important, the more unpredictable the better.
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eLantern
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Post by eLantern on Nov 7, 2012 17:45:52 GMT -5
Excellent post Witty. Hey, btw we should try pairing up to play... I'm not an expert myself, but I think I'm a tad better then average.
Original CE: not sure of the K:D but of the massive LAN parties we use to play I think most of the people I played with would have considered me one of the top 6 best players out of the 22 or so people we played with.
H2: I believe I had a K:D ratio somewhere around 1.28 (all the hacking and cheating severely lowered my K:D ratio).
H3: I had a K:D ratio of 1.37 (had some difficulty maintaining it above 1.4 considering how much swapping back and forth between CoD4, WaW, and H3 I did).
Reach: I had a 1.61 K:D ratio (mostly due to an outstanding SWAT K:D ratio).
Anniversary: I had a 1.57 K:D (found I was much better then I remembered at the classic gameplay).
Currently I have a 1.48 K:D in H4 as I've been struggling to get use to the controls... constantly am trying to crouch jump with the sprint button or using the AA button when trying to sprint... (edit) I've been consistently getting more comfortable.
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 7, 2012 17:58:09 GMT -5
Excellent post Witty. Hey, btw we should try pairing up to play... I'm not an expert myself, but I think I'm a tad better then average. Original CE: not sure of the K:D but of the massive LAN parties we use to play I think most of the people I played with would have considered me somewhere around the 4th - 8th best player out of 22 or so people. H2: I believe I had a K:D ratio somewhere around 1.28 (all the hacking and cheating severely lowered my K:D ratio). H3: I had a K:D ratio of 1.37 (had some difficulty maintaining it above 1.4 considering how much swapping back and forth between CoD4, WaW, and H3 I did). Reach: I had a 1.61 K:D ratio (mostly due to an outstanding SWAT K:D ratio). Anniversary: I had a 1.57 K:D (found I was much better then I remembered at the classic gameplay). Currently I have a 1.32 K:D in H4 as I've been struggling to get use to the controls... constantly am trying to crouch jump with the sprint button or using the AA button when trying to sprint. Sure. You are a way better player than I am (I have an abysmal KDR of 0.70 so far), but it might still be better than playing with randoms :-) At least we can communicate and call out for each other. What's your gamer tag? Mine is WittyScorpion72 and I am on west coast. How do you like H4 so far?
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malgato
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Post by malgato on Nov 7, 2012 23:58:05 GMT -5
I have been enjoying the game, as well. I am always up for playing, too.
Witty - good summary. I haven't played Halo for at least a year, so it is taking me some time to get me feet under me...
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malgato
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Post by malgato on Nov 7, 2012 23:59:05 GMT -5
eLantern, feel free to look me up. XBL = Mal Gato
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wittyscorpion
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Post by wittyscorpion on Nov 8, 2012 0:03:38 GMT -5
I have been enjoying the game, as well. I am always up for playing, too. Witty - good summary. I haven't played Halo for at least a year, so it is taking me some time to get me feet under me... Yeah, I saw you playing H4 last night. Did not ping you for partying as I was still trying to feel out the MP by playing Regicide and Infinity Slayer. Once I can get a better grasp, we can try to form a team to go into Dominion. The game mode is gaining popularity, right behind fan favorites of Slayer / CTF / Infection (Flood).
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brandon7s
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Post by brandon7s on Nov 8, 2012 1:44:30 GMT -5
I'm brand-new to the Halo series, except for a few hours of gameplay at friends' houses doing split-screen. I've only gotten about 4-5 hours of mutliplayer time under my belt but I really enjoyed it. So different from the CoD, Ghost Recon, Rainbow Six stuff that I normally play. The main thing that strikes me as so different is how important it is to NOT fight more than one enemy at a time or in quick succession. Traveling alone is a death sentence if the other team us sticking together.
Anyways, my gamer tag is Rune Gladius. Send me an invite if you'd like; I'm located on the east coast. Just make sure you put a note in your invite saying your from Denkirson's, otherwise I'll probably delete it, haha.
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Post by iw5000 on Nov 8, 2012 9:25:12 GMT -5
I haven't got this yet, plan to. One of the things that threw me off quite a bit with Reach and 3, was the verticality on some of the maps. Jumping around is one thing, but on some maps on Reach, there were like four or five story buildings. That tied in with all the super jumping going on...baffling.
I've always felt 'how one does' is really tied into map & spawn knowledge (a lot more than what weapons you use)....and with Reach...I just couldn't figure out the maps for anything. I suppose I didn't play it enough. How are these maps Witty? Kind of like Reach? Or more in the CoD style?
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wittyscorpion
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Post by wittyscorpion on Nov 8, 2012 10:59:42 GMT -5
I haven't got this yet, plan to. One of the things that threw me off quite a bit with Reach and 3, was the verticality on some of the maps. Jumping around is one thing, but on some maps on Reach, there were like four or five story buildings. That tied in with all the super jumping going on...baffling. I've always felt 'how one does' is really tied into map & spawn knowledge (a lot more than what weapons you use)....and with Reach...I just couldn't figure out the maps for anything. I suppose I didn't play it enough. How are these maps Witty? Kind of like Reach? Or more in the CoD style? Maps are very different from Reach. I consider myself severely "orientation challenged" :-), so it normally takes me quite a long time to get my bearings on any map (Halo or CoD). However, so far I have no problem with H4 maps. One potential issue with H4 is lack of maps. It has 10 maps total, and most playlists only have < 5 maps. The good thing about it though is that you get to play the same map multiple times in one gaming session so you'll figure them out pretty fast. More forge maps should be coming soon, and first DLC will arrive in December. IGN has great map walkthrough videos, you can take a look before deciding to buy the game: www.ign.com/wikis/halo-4/Maps
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eLantern
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Post by eLantern on Nov 8, 2012 11:44:25 GMT -5
What's your gamer tag? Mine is WittyScorpion72 and I am on west coast. How do you like H4 so far? eLantern is my gt. I'm located in Wisconsin. I'm loving H4, minus the occasional laggy BS, but I do wish there were more maps... especially big-ish maps. I've only truly struggled terribly on one particular map and that's Solace. Otherwise, Ambush and Abandon have been the other two maps I've had a little more difficulty on getting accustomed too, although I've had some really good games on those two maps too. Exile, Longbow, Complex, Haven, and Adrift I've been pretty consistently good on, but I have to say my favorites are Ragnarok, Meltdown, and Vortex... haven't really had any personally terrible games on any of those maps and enjoy the game flow on them.
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malgato
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Post by malgato on Nov 8, 2012 12:37:37 GMT -5
I am enjoying the BTB (COD translation = ground war) maps. Vehicles are fun. Except I really suck at Banshee...
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eLantern
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Post by eLantern on Nov 8, 2012 12:56:28 GMT -5
Get pro at banshee :u if the past holds true its the best vehicle bar guass hog Agreed. One stellar Banshee pilot can devastate an opposing team. I too wish I was much better at piloting the Banshee... I was terrific with the Halo 2 Banshee, but since that game the changes they've made to how it handles and controls have made it easily my worst vehicle to operate. To note: The Mech is a pretty good anti-Banshee vehicle, but it's best to take it down with a Laser or Sniper. The Guass Hog is filthy nasty... you almost need the Scorpion Tank to face it.
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wittyscorpion
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Post by wittyscorpion on Nov 8, 2012 13:36:00 GMT -5
Tip sharing: headshot hitbox
From the video below, you can see that H4 has a pretty generous hitbox for headshots:
If you are using an BR, you can try brush your reticule through the face/neck area and the 3 round burst would give you a much better odds at getting the kill.
This is the one advantage BR has over DMR. In other aspects DMR seems to be stronger:
a) slightly faster fire rate (both 5SK) b) more accurate (its bloom seems to present a smaller problem than BR's recoil) c) higher zoom (3x vs. BR's 2x)
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 8, 2012 16:26:34 GMT -5
Guys, what's your verdict on loadout options?
Below is my recommendation for players new to H4:
Primary weapon: experiment with BR and DMR and choose the one you like (until Light Rifle is unlocked, then experiment with that as well). Also, have a loadout with AR.
Secondary weapon: Plasma pistol for emergency situation (super charge + melee combo). Magnum is too weak and redundant to be paired up with precision primaries (good option with AR). Boltshot is another option, but it does not have the EMP effect on vehicles.
Grenade: frag or plasma, whichever floats your boat
AA: start with PV
Tactical package: mobility then AA proficiency once unlocked
Support upgrade: dexterity
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eLantern
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Post by eLantern on Nov 8, 2012 17:19:24 GMT -5
These are my current 3 classes...
Loadout 1 Primary: Designated Markman Rifle (DMR) Secondary: Plasma Pistol Grenade: Plasma AA: Jet Pack TP: Shielding SP: Dexterity
Loadout 2 Primary: Assault Rifle (AR) Secondary: Magnum Grenade: Frag AA: Promethean Vision TP: Resupply SP: Sensor
Loadout 3 Primary: Battle Rifle (BR) Secondary: Bolt Shot Grenade: Plasma AA: Jet Pack TP: AA Efficiency SP: Dexterity
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wittyscorpion
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Post by wittyscorpion on Nov 8, 2012 18:52:28 GMT -5
Jet pack seems to emerge as the favorite among the advanced players. It provides much richer movement options that are otherwise not possible.
However, for players with poor KDRs like me it does not help much. I need PV crutch until I can get better at winning 1v1s :-)
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malgato
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Post by malgato on Nov 8, 2012 23:37:26 GMT -5
I actually think the standard pistol is decent - better than recent iterations. With accuracy and controlled fire you can use it at pretty good range. Up close, it seems to have a high enough fire rate to save you in CQC.
Plasma pistol is definitely critical for disabling vehicles. The new promethean grenade also has an emp effect, similar to the blue ball in H3.
I know banshee is critical, I have always sucked at it, though, all the way back to H2...
I think BR is an ideal primary for new players. Not quite as strong as DMR at range, but more forgiving at medium to close range.
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tooros
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Post by tooros on Nov 9, 2012 4:01:05 GMT -5
I'm getting SO fed up of Melee'ing the air mid gun battle. I'm losing > 75% of 1v1's because about 3 bursts/shot in I cluthch the controller and melee using the right stick. I'm using the COD-like 'fishstick' controls but they don't have a 'tactical' version where melee/crouch are swapped. I used to use 'recon' but a full year's worth of muscle memory with MW3 has meant I have no choice but to go with Fishstick. The biggest reason is the inclusion of sprint on the left stick click. I can't get used to anything else so it's fishstick all the way. Sometimes I remember to stay light fingered. Sometimes panic takes over and where this leads to a bonus drop-shot kill in COD it leads to a death in Halo. Bugs the shizzle out of me! Anyway - Witty - another beginner tip is to switch to plasma sticky grenades and, if you're about to die, spam them, in the hope of a bonus sticky kill.
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brandon7s
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Post by brandon7s on Nov 9, 2012 6:42:40 GMT -5
The best tip I can give people is to STICK WITH AT LEAST ONE TEAM MATE. If you travel together, you'll survive a lot longer and in general your team will die less. Like OP says, numbers matter above all else.
Second tip; if you have run out of shield and can manage to get away: do it! Wait for your shield to recharge before you run back into the fight. Otherwise, you're just giving another kill to the enemy.
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Post by MoopusMaximus on Nov 9, 2012 7:35:00 GMT -5
Protip: When you reach SR-27;use the explosive Support Package. Grenades dont suck anymore!
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 9, 2012 13:43:52 GMT -5
Alright, last night I finally got a chance to have an extended MP play session, and now I am officially de-noobified for H4.
Below are my assessments about various things and more tips sharing:
---- Primary weapon
Automatic vs. precision: precision weapons are still the preferred choices, but automatic weapons can be quite effective in CQC.
Precision weapon assessment (both the popularity among players as well as my own preference):
#1 choice - DMR (single shot); 5SK, strong for all ranges. # 2 choice - LR: this weapon has an interesting design. From hip it is 3 round burst, after scoped in it becomes single shot. More importantly, from hip it is 6SK, but by having 1 scoped shot it becomes 4SK! Also, 2 scoped shots + melee = kill. So this is a very powerful weapon if you can master the scoped shots. # 3 choice - BR: 5SK, "slightly" easier to use than DMR for close to mid range, much less capable for long range. Its fire rate is slower than DMR but faster than LR. #4 choice: Carbine: 8SK, much faster fire rate. I only used it by picking up one from the ground. It is great for clean up (i.e.: when you are in a team shoot situation and its faster fire rate gives you an edge over your teammate for nailing that final headshot), but in 1v1 situations it is significantly harder to use than others.
Automatic weapons:
AR: In close range it beats precision weapons in 1v1 Suppessor: Faster fire rate but effective range is smaller. Store rifle: on par with AR. No need to reload but overheat = death sentence. The key is to manage the firing to maximize the damage without causing overhead.
---- Secondary weapons
Magnum: If your primary is precision weapon, then I don't recommend using Magnum as secondary. It offers no advantage compared to your primary. However, it is a good option for AR loadout.
Both plasma pistol and boltshot offer a way out of desperate situations: when you are hurt and an enemy is chasing you. With PP, you can do super charge+melee combo. With boltshot, a super charge alone can be a one shot kill.
For maps with lots of vehicles, plasma pistol is the best choice. super charge + grenade (ideally plasma grenade) is a lethal combo to use to kill ghosts and warthogs.
---- Grenades
Frag (bounce off surfaces) & Plasma (sticky) for combat, pulse grenade for area of denial. I don't recommend putting pulse grenade on loadouts, as they are much less useful in combat situations than the others.
---- Armor abilities
For your try-hard classes, go with Premethean Vision, Active Camo or Jet Pack. The other choices are fun to use, but when push comes to shove, nothing beats PV to see through walls, AC to 1) make yourself much harder to see, 2) hide from PV, and 3) mess up enemy's radar, or JP to 1) let you move vertically with freedom, 2) get up high to make several weapons more effective (e.g.: rocket launcher, concussion rifle), 3) throw off opponent's aim when your shield is stripped and he is trying to nail you with a headshot (e.g: jump first then JP), 4) obtain better angles on enemies.
---- Tactical packages (excluding armor mod, which won't be available until way later)
You can never go wrong with AA efficiencies. It will make your PV or JP more useful.
For the others, they offer help but not game changing. I like mobility for unlimited sprint and resupply for picking up grenades from fallen players. For players who don't like any of the pistols, Firepower lets you have 2 primary weapons and provides the peace of mind that 1) you don't need to worry about choking due to reload, and 2) you don't need to worry about out of ammo (which happens surprisingly often). Some combos I can think of: automatic (e.g.: AR) + precision (e.g.: DMR), LR + Carbine
---- Support upgrade excluding armor mod, which won't be available until way later)
IMHO this is a more contended space. Dexterity is an early unlock and it makes weapon reload and switch faster.
After getting to higher rank:
- Ordinance Priority is a great choice for infinity slayer, it makes you earn ordinance drops faster - Explosive is super useful, it increases damage of your grenade, and makes you more resistant to grenade damages. Pair it up with resupply to keep you stocked with grenades at all times. - Awareness is a great companion for players who like to overwatch from sniper perches. LR and SR's best friend. - Sensor increases the range of your motion sensor. Not my top choice because 1) the default range of motion sensor is already pretty good, and 2) PV + AA efficiency provides much richer intel.
---- Ordinance drops
There are 3 kinds of ordinance drops: initial drop, random drop, and personal drop (Infinity Slayer game mode), which can be of 3 categories: grenades, power weapons, and power-ups.
Grenades: not much to talk about here. For initial and random drops, pick them up when you need to re-stock. For personal drops, there are almost always better choices in the weapon and power-up category.
Power weapons (in order of decreasing preference):
Tier 1: Rocket launcher / Incineration cannon. Almost guaranteed free kills until you run out of ammo. Tier 1 (for vehicle maps): Spartan Laser to destroy vehicles
Tier 2: Sniping weapons - Sniper Rifle / Beam Rifle / Binary Rifle.
Tier 3: SAW - AR on steroids, with longer range, higher fire rate, and bigger mag size. Tier 3 (tied): Sticky detonator - this weapon is like C4 in CoD, but much more versatile. Tier 3 (needler): impossible to escape if you are in its homing range with no cover around
Tier 4: CQC weapons - shotgun / scattershot / sword / hammer. Tier 4 (tied): railgun. The tier of this weapon can change dramatically depending on how good you are with it. It is basically a no-scope OSK weapon for any range, and it requires a charge time at the start. It can be tier 3 for players great at it. One tip for using it is that you can tap your trigger finger repeatedly (i.e. charge it half way and let go) if you expect enemy may rush you. This way you are not committing while can fire it faster when needed. Tier 4 (tied): concussion rifle - find higher ground (or JP up) and spam it towards your enemies.
Power-ups: only available for personal drops. Unlike power weapons, the great thing about this category is that you don't need to worry about losing them to the wrong hands after death.
# 1 choice: damage boost. This reduces shots to kill (e.g.: 5SK -> 3SK). Personally I would prefer this over tier 4 weapons mentioned above.
#2 choice: overshield
# 3 choice: speed boost. This speeds up your movement as well as rate of fire (I think). Normally I would not choose this unless I already have a CQC power weapon.
---- Vehicles
Tier 1: Scorpion and Mantis
Tier 2: Wraith and Banshee
Tier 3: Warthog (if you can find a driver or gunner to pair up)
Tier 4: Ghost
Tier 5: Mongoose
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 9, 2012 17:33:11 GMT -5
FYI: Halo 4 progression and unlocks:
Halo 4 Progression Unlocks
Spartan Rank 1
Unlocks
Loadout 1 DMR Promethian Vision Thruster Mobility Dexterity
Spartan Rank 2
Unlocks
Battle Rifle
Spartan Rank 3
Unlocks
Armor Abilities are unlocked
Spartan Rank 5
Unlocks
Carbine Storm R
Spartan Rank 6
Unlocks
Loadout 2
Spartan Rank 7
Unlocks
Tactical Packages are unlocked
Spartan Rank 8
Unlocks
Plasma G Plasma P
Spartan Rank 12
Unlocks
You Unlock Support Upgrades
Spartan Rank 14
Unlocks
Loadout 3 Resupply AA Efficiency
Spartan Rank 16
Unlocks
Autosentry Regeneration Field
Spartan Rank 18
Unlocks
Bolt Shot
Spartan Rank 20
Unlocks
Pulse G Sensor Awareness
Spartan Rank 22
Unlocks
Suppressor Light Rifle
Spartan Rank 24
Unlocks
Lightrifle Grenadier Firepower
Spartan Rank 26
Unlocks
Loadout 4 Explosives Ordnance Priority
Spartan Rank 41
Unlocks
Loadout 5
Spartan Rank 50
Unlocks specialization tracks
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malgato
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Post by malgato on Nov 10, 2012 0:22:40 GMT -5
Another excellent writeup, Witty. It was fun playing with you and eLantern. We had some good games together.
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 10, 2012 12:16:14 GMT -5
Another excellent writeup, Witty. It was fun playing with you and eLantern. We had some good games together. You two had some great games, I was just doing research on respawn spots :-) Played another session last night and gaining confidence. Discovered one loadout that suits me pretty well: Primary: DMR / LR Secondary: AR Grenade: Frag / Plasma AA: Jetpack Tactical package: Firepower Support upgrade: Explosives This loadout is strong all around. For rushing into tight corners, use AR. For picking out enemy at mid to long range, use DMR. Explosives make my nade more powerful and more resistant to nade spam. Jetpack offers a wealth of offensive and defensive options: Offensive: 1) Gain angle on enemy behind low cover; 2) Move to overwatch spots faster; 3) Confuse enemies on radar with rapid elevation changes; Defensive: 1) Escape nade (jump and JP away) and vehicles; 2) Remove angle from enemy;
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wittyscorpion
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All warfare is based on deception.
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Post by wittyscorpion on Nov 10, 2012 12:23:53 GMT -5
Question for bros who use Fishstick: What are the controls for Banshee? I could not figure out which button fires the bomb.
EDIT: figured it out. Use Y button to switch between the two weapons.
Back flip: left bumper
Left (right) roll: LS left (right) then left bumper to roll
This time around Banshee feels much less nimble, make it less powerful
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Z3R0FLAME
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Post by Z3R0FLAME on Nov 10, 2012 13:28:38 GMT -5
# 2 choice - LR: this weapon has an interesting design. From hip it is 3 round burst, after scoped in it becomes single shot. More importantly, from hip it is 5SK, scoped in makes it 4SK. This makes it ideal for long range engagement. Actually, it takes 5 bursts to down the shield and another one to hit the head, effectively making it a 6 burst weapon. However, I calculated the time between bursts to be faster than the BR by about 1/5th, so in a sense, it can almost make up for the loss in power. # #4 choice: Carbine: 8SK, much faster fire rate. I only used it by picking up one from the ground. It is great for clean up (i.e.: when you are in a team shoot situation and its faster fire rate gives you an edge over your teammate for nailing that final headshot), but in 1v1 situations it is significantly harder to use than others. They need to either decrease the shield damage shot by 1 (favoring precision as it would only take 6 shots to down the shield), or decrease the amount of non-shieled shots by 1 (favoring closer ranges, as there are times where spamming 4 more shots would prove effective). # # 3 choice: Storm Rifle. I did not use this myself, and did not run into anybody using it. Major advantage over the Assault Rifle is that you get more starting ammunition without having the Ammo perk-thing. Each percent fires 2 rounds, so 100% yeilds 200 rounds in the gun and storage. It also has a slightly elivated 725 RPM. The downside is that it still only fires up until 32 blasts, and it has a dismal 3 second cool time. It's also less accurate. Kinda an uncomfortable toss-up that most people dislike. # Both plasma pistol and boltshot offer a way out of desperate situations: when you are hurt and an enemy is chasing you. With PP, you can do super charge+melee combo. With boltshot, a super charge alone can be a one shot kill Charging the plasma pistol isn't really worth it when you're talking about the final headshot. It downs the shields in a mere 4 shots, making this combined with Dexterity and a precision weapon a worthwile venture as opposed to waiting for the charge. If you're charging the boltshot and only knock the shields down, fire another shot into their head for the kill (something the plasma pistol can't do.)
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wittyscorpion
True Brorange
All warfare is based on deception.
Posts: 8,598
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Post by wittyscorpion on Nov 13, 2012 13:50:26 GMT -5
Thanks for the correction and comments. I did not know LR unscoped is 6SK. That's huge :-)
However, the following video reveals 2 surprising facts about LR:
1) To get a 4SK, you only need ONE scoped shot!
What this means is that you can zoom in for a quick first shot and then zoom out and use it like how you use BR/DMR from hip, and kill with 4 shots.
2) 2 scoped shots + melee = kill
Since getting shot will not knock you out of zoom, LR can be used in CQC by zooming in for a quick double tap and then follow with a melee.
Regarding automatic weapon comparison, looks like all 3 are pretty solid. AR and SR are on par with each other across ranges. Suppressor has higher RoF for close range.
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