Archive for the 'Game Type Tactics' Category

Mon
Jul
7

Halo 3 Balancing Changes. What is different now?

Master Chief

Grenade, Melee and Dual Wielding – What is probably the most significant pair of changes may seem minor. Both grenades and melee attacks have gotten a boost in damage and effectiveness that permeates every aspect of multiplayer battles. Since both grenades and melee attacks are now stronger, and since you can only use them with a single weapon, dual wielding in Halo 3 is much less effective than it was in Halo 2. This is an important fact to remember when choosing your weapons.

More on Melee Damage – Here’s something to consider: In Halo 3, two melee strikes with any weapon will kill an opponent with full shields (provided the opponent does not have an overshield). Generally, most weapons deal the same amount of melee damage, though some, like the Brute Shot, deal more damage but still require two hits to kill an opponent outright. A fully charged Plasma Pistol shot followed by any melee attack will now kill an opponent (not the case in previous Halo games) and a single melee attack from a stolen flag will also drop an opponent dead. A number of weapons, including the Battle Rifle and the Magnum pistol, can kill an opponent with one headshot after landing a melee attack.

Sniping Nerfed – Halo 3′s Sniper Rifle is not as good as Halo 2′s. That’s a good thing in our opinion, but nevermind our view because it directly affects your play no matter how you feel about it. Halo 2′s Sniper Rifle had some serious auto-correction that made headshots relatively easy to get with a technique dubbed “sweep sniping.” This is not the case in Halo 3, and consequently getting head shots with the Sniper Rifle is more difficult. Talented shooters can still get instant kills, but keep in mind that most people you play are not that talented. Against these less talented folks (like, uh, us) you can usually be pretty aggressive with a non-sniping weapon and overwhelm a would-be sniper.

Vehicle Balancing - We think the vehicles in Halo 2 were a bit too strong, and it looks like Bungie agrees. There are some balancing changes with the vehicles that generally make them less effective against on-foot soldiers. One major balancing tweak now lets a charged Plasma Pistol shot temporarily stall a vehicle’s engine. Peg a Warthog, Banshee, or even a Scorpion tank with a charged shot and the vehicle’s engine will stop working for about five seconds (a successful hijack will instantly kill the drivers of most vehicles following a Plasma Pistol-induced stall). Otherwise, vehicles seem generally more resilient, as it takes way more to actually destroy a vehicle. Ghosts no longer have a weak spot on their side. Gunfire is almost useless against most vehicles. The balance here is that it seems as though drivers and passengers of vehicles get no protection against guns like they did in Halo 2, as long as you’re shooting exposed bits. Moral of the story: When fighting vehicles, shoot for the drivers and passengers, not the vehicle. The only case in which you’re better off attacking the vehicle directly is if you’ve got a Rocket Launcher, Missile Pod, or grenades (sticky grenades destroy most vehicles instantly).

Rocket Launcher Lost its Balls – If by balls you mean lock-on, and in this case that’s what we mean. Halo 2′s Rocket Launcher had a lock-on feature that made taking out vehicles a brainless task—just point, pull trigger, and the rocket would tenaciously track a moving vehicle target. Halo 3′s Rocket Launcher does not have this lock-on feature, so you’ll have to show a bit of skill if you want to bring down a vehicle with the Rocket Launcher. Again, we think this is a positive change to the multiplayer balancing, but again our opinion doesn’t matter because even if you don’t like the change, it’s real and you’ll have to man up…

…Unless You Have the Missile Pod - Our swooning over the weakened Rocket Launcher is a bit short lived, though, because Halo 3′s Missile Pod has tracking abilities versus vehicles. The Missile Pod’s shots aren’t as powerful as the Rocket Launcher, but it can fire off shots in quick succession and bring down vehicles pretty quickly (it locks on instantly, too, which is better than even Halo 2′s rocket launcher). Thankfully, a carrier of the Missile Pod is burdened with the weight of the weapon and moves slowly.

Shotgun Range - The Shotgun in Halo 2 was always a bit finnicky in our experience, with uneven damage that varied by shot and a really short range that made one-hit kills a bit of a rarity. But this is another example of “no longer the case,” as Halo 3′s Shotgun packs a serious punch. In fact, the Shotgun is now one of our absolute most favorite weapons, especially if you can stick to corners and tight areas for fighting.

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Sun
May
11

Halo 3 Cheats, Glitches, Tips and Easter Eggs

Master Chief

This video is full of halo 3 cheats, glitches, tips and easter eggs! It is a fairly long video (almost 10 minutes), but really worth checking out. It has some interesting glitches and tips in it which I have never seen before! This guy also finds something interesting on the skulls! They are marked? or signed, what is that all about? In the comments of the video people are saying the skulls are marked because they are dead spartans! Could be true, but I am not sure about this, why would spartans have this in the back of their skull / head ??

Other people think it are dead soldiers and they were marked before going to battle? In the Halo world you never know! If you think you know the answer, please leave it in a comment so we can discuss or check / think about it.

Anyway, this video is worth checking out:

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Fri
May
9

Gaurdian

Gemstar

I experienced that most of the time no one will veto gaurdian. So if you get it your stuck with it. Now this map is an easy win. I will list the most important things you will need to know to win or at least not look like a nobb :) .

First we will start with knowing the call outs. This is important, It will not be hard to describe because most rooms are called on how they look or what power weapon they have. When your calling it out it has to be quick, clear and simple.

1- camo spawn and 1 has camo is different. Make sure your Clear! One more thing is if you see a guy jumping to blue room from gold don’t say gold say 1 blue. Now let’s look at the tower the sniper spawns at. The top where a spiral path leads to the fusion coil, this is called S3. S3 is said instead of sniper 3 because it’s too long to say sniper 3. the second floor where oversheild is, it’s called s2 and the bottom where sniper spawns is S1. To the right where there is that walkway to green, jungle or forest it’s called catwalk. Then the green area is called green or forest. Now hammer spawn is bottom mid and the top is top mid.

Now the gold portal has 2 floors. Top is gold2 and the bottom is gold1. If you have a team and the understand ur callouts, you could even shortin it to g1 and g2. Now where camo spawns is called camo. There is a room that’s blue which we call blow, then there is barrels which is the path by shotgun spawn which connects gold and blue. Shotgun spawn is green room and jumper to sniper tower is called bottom blue.

Now that I told you all the callouts I will tell you what the weapon respawns are and the game plan for TS or Doubles. 3minutes respawn for all power weapons which are Rockets, Sniper, Lazer, Camo, Shotgun, Hammer, Sword and Oversheild. Now off the start where you spawn by shotgun. You get 2 to rush camo, 1 gets shotgun then the other shoots his BR at blue or waits if he has an assault rirfle. The guy who gets shotgun drops it for a BR on AR start. Camo guy takes shotgun and rushs sniper tower. Now the guys who rush camo might have trouble with people trying to get him, the other team will have a rusher. If not they aren’t smart. So you check your radar if you see them on it wipe nades at camo and only rush them if the nades hit. Most likely the will grab camo and take the hits and die. In that case you have the shotty camp at gold.

The oversheild will probably be grabed he rushs u one nade on gold 2. the spot he will land when he jumps then you shotgun him. They guy camping blue rushs sniper. In doubles one gets camo the other gets shotgun. Shotgun camps and camo either trys to take their oversheild, assanates their oversheild if they rush or kills the sniper. Sniper and shotgun control the map. Because both will protect the teams when they are up. When you spawn on catwalk you have the best spawn! You have 2 rush camo and 2 go sniper tower. With doubles it’s 1 goes camo and 1 goes sniper tower. Now the people who goes camo picks up the brute shot and takes jumper. He whips a nade at camo and fires his brute shot at it. most likely the other team will rush it and dies. You have a 50% of him not touching it. After he’s dead grab stickys. Then run jump on the ledge above. Check radar and stick anyone coming out to check on you. Most likely will be shotgun guy and you stick him grab his shotty and run mid to green and back to sniper tower. The people who go sniper. 1 camps with him and the other guy grabs sniper. No one and I say no one should grab OVERSHEILD!!! You leave it, If the team rushs you then you pick it up. People don’t realase that when you pick it up you can’t be killed for a good 3 seconds! So when they take jumper to sniper tower you pick it up and you just stand their shooting taking no dmg. After you got both shotty and snipe. Sniper moves from s1 to check bottom for guys, jumps up on s2 check top mid and gold 2 then turns right to check catwalk then moves to the left side of s2 to look at jumper to sniper tower and looks at blue room. Sniper keeps repeating. Shotgun just camps on s2 just incase they rush, you got one bring on s2 and s3 ramp. Control the sniper and shotgun and you win.

Teamwork and communcation is important. Also if your good at trick jumping you can jump catwalk to middle and you can jump middle to s1 of the tree branch on the left.

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Tue
Jan
22

Get Off The Map To Win

Master Chief

On the map “The Pit”, if you go to the needler left of the rockets
and look to the ramp to your right, you will see a small hole. It
looks obvious enough that you can’t get into it, but you can! Go
right up to the hole and start crouching and un-crouching very fast
and at the same time walking forward. (This is called Teab Bagging on Halo 3)

Eventually you will fit inside. So, heres the plan. You get one kill on doubles and then
you just have to get you and your friend get inside there. As long as you
dont move around and show yourself on the radar, they probably
won’t find you! If you’re patient and wait the 10 minutes, you just
won the match!

This trick also works on other maps! Will write about them as I find them!

Tip provided by: Always Prevail Halo 3 Clan

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Thu
Nov
15

Expert Team Rockets Tactics

Master Chief

You’ll find this game type on Social Team slayer. Team Rockets is quite honestly my favorite game type. And thats pretty much because it’s the one that I win on all the time. And hopefully, I’ll be able to share most of my winning strategy here, so the next time your on Xbox Live with your friends you can come top of your team every time!

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