- M3CH4 N1NJ4
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- Senior Heroic Member
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Here's to Halo's Lefties. (not the Jackals, the players!) Check my fileshare, I might be worth your while.Unfrigginbelievable!!! In campaign! check my fileshare!
AR/BR together! Why can' t they just get along?......Well, now I guess its AR and DMR,,,, oh will the flame wars never end?
Red Brute- "It gives you Jetpacks!"
Pillar of Autumn: Find a plasma pistol, not so much for the overcharge, though that really helps. I use it as a main, at least because I can "Jackal Fire" the damn thing. If you can't find do that, find a plasma rifle, my only complaints are that it is inaccurate at long range and its ammo depletes very fast. Secondary would most certainly be the pistol to headshot the grunts. Abuse the living hell out of the overshields.
Halo: PIstol and Needler/Plasma Pistol at "Flawless Cowboy". Take advantage of the high ground in any situation, as well as funneling the enemy. When you reach "Reunion Tour", try to save a spot on the warthog for the sniper marine; it may be a pain to save him, but it will be well worth it.
T&R: Abuse the amount of ammo you have at the beginning, there are many spots to pick up a nearly fully reserved sniper rifle. Do not let this weapon go even if it is empty. Don't forget that you can always get reinforcement/fodder at many points in the level. Of course there is that trick just before "Belly of the Beast" that allows you to trick the game into giving you more marines even though your initial party may still be intact.
Assault on the Control Room: The two pistol strategy works wonders leading up to the tank segment just before "Rolling Thunder". After that, keep a rocket launcher and one of the pistols for the battles ahead, especially the large scale one just before you seperate from the marines.
343: Anything works in the level, the jackals are the only real threat, but still not much to worry about if you can out plasma pistol them. Bring a full AR for "The Flood" to suffice until you can get a shotgun, the needler isn't enough for the amount of flood thrown at you, and remember these flood are completely melee proof. All you're doing by hitting them is getting yourself closer to their ferocious melee attacks.
Library: Just abuse the shotgun, ammo will bring itself to you, get the spanker asap and use it for those points where you are trapped and must deal with waves of flood.
Two Betrayals: A plamsa pistol can surprisingly take out the mob at the base of the control room, it will just take a really long time to wipe them all out. Just be sure to stay on the side away from the wrait shots then save the rockets on the wraith, or if you're feeling really resourceful, use every plasma pistol to take care of the wraith from a distance. I recommend saving rockets for those places where you trigger the flood to come out of nowhere, especially when you destroy pulse generator #2. Try to keep a ghost intact for the intense vehicle battle just before the this pulse generator. "Final Run" while one of the most epic of all halo chapters is one of the toughest. When you reach the part where you must steal a banshee, either use a ghost to soften up the scores of covenant or juggle a couple of rocket launchers and a sniper rifle with you to the battle otherwise the cleanup system takes away alot of viable rockets for you to fire. Remember that the cloaked Elites only show up until you've killed enough of the covenant forces and they literally come out of nowhere.
Keyes: Abuse the damn needler against the elites! save the shotgun for the flood. Easy if you can hold onto enough ammo. When you reach "Upstairs Downstairs" there is a hallway of neverending spawning flood, just avoid it and fall down into the next room, but be prepared for the ambush. Again at the end, just jump down and grab a banshee to clear the level, its not worth your time to go down the infinite black elite hallway.
The Maw: Nothing should give you trouble except where you must get through the hallway of flood just before the covenant vs sentinel battle which is just before "Light Fuse ...Run Away". When driving the warthog, you have less time to get the hell out, but that doesn't mean you should have a lead foot, if your sheilds drop, take any opportunity to recharge them, you need every bit of health to get past the final two elites of the game, or a rocket launcher.