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  • Subject: VidMaster: Endure. An Extensive Assistance Guide.
Subject: VidMaster: Endure. An Extensive Assistance Guide.

Fancy joining a group, but don't wan't people too obsessed and serious? Want a group where messing around is a given?

DO YOU WANT TO BE A NINJA?

Then I have three words for you. Team Flying Ninja

Alternatively, add me and we will be happy to tell you about ourselves.

VidMaster Challenge: Endure.
In Firefight, on any mission, pass the 4th Set on 4-player Heroic LIVE co-op.

Award: 25G

Also known as "that b***ard FireFight Achievement", this is arguably one of the harder challenges to overcome to reach that elusive 1000G for ODST, and, ultimately, conclude your Road to Recon.

As such, I have put together an Extensive Guide detailing the easiest approach, from my own experience, to assist you in the challenge. Let's get started.

Maps
Lost Platoon and Alpha Site appear to be the venues of choice for this VidMaster. A lot of the maps, especially Crater & Windward, can leave you in uncomfortably difficult situations whereby the enemy can have the drop on you, leaving you on the lower ground and cut off from key weapons and your fellow players. This ultimately leads to lost lives. My own personal favourite is Alpha Site, as it is a balanced design with well-structured defensive areas, not to mention the fact you know exactly where the enemy is coming from, every wave.

This guide will detail tactics and planning ideas for Alpha Site ONLY - other maps contain differing weapons, defensive points and patterns of flow, and as such these tactics may not directly translate to other maps.

Planning
I have been part of a lot of Endure runthroughs where the participants haven't really understood what is expected of them. As such, they have lost many lives early on before getting their act together and working as a team. Sometimes they failed, sometimes they succeeded, but the need to look ahead and plan your attacks is key. One of the first things you should be looking at is the individual role for each player.

Player Roles

If everyone piles into the fight, trying to score the most kills for themselves, the game is very quickly going to degenerate into betrayals, wasted ammo and needless deaths. By giving each player a specific role, you can eliminate a lot of the problems that come with FireFight by being ready for almost any eventuality. Take, for example, the following plan. Weapons are good examples, but not rigid. Keep to the basic idea:

Player 1 - Sniper & Magnum starts. This guy will rule the first 2 sets, then be supporting for the last 2. When the sniper runs out, get a Plasma Pistol or Rifle & back up the others by taking shields off - you've had your kills. Ideally, try to use the sniper in the first few waves (Grunts and Jackals). It may sound stupid, but using 3 shots to take down 1 Brute is pointless. You should be getting at least a sharpshooter, and two is most definitely possible if you pick up the extra ammo.
Player 2 - Rockets & SMG/Plasma Rifle starts. Swap out the secondary depending on the situation. This guy becomes the front runner in the later sets, with the Rockets finishing off the more difficult opponents. Use the Rockets for Hunters and Chieftains (once their shields are down) ONLY - no matter how high the multikill could be, it's never worth it in the later sets. That said, make sure this guy keeps close to another person - the lack of either expendable ammo or a Headshot weapon will leave them vulnerable in CQC.
Player 3 - Carbine & Heavy Covenant starts. This guy should always be on the lookout for Fuel Rods & Beam Rifles, though the latter should go to Player 1 if it seems best. The lack of a decent shield-draining weapon means this guy should carry a Carbine rather than a Magnum, and takes dibs on any ammo dropped. A backseat runner, this guy will play heavily in supporting ALL players, rather than taking the frontline approach, but will be favoured in later sets.
Player 4 - Magnum & Shotgun/SMG/Plasma Pistol starts. This guy arguably will have the hardest job - running round to wherever the fighting is worst and supporting the player in need. As such, their weapons are flexible, but focus on support rather than stealing kills. By keeping lots of grenades handy (and taking first dibs on them), this guy can take a frontline in flushing out Stalkers and taking down JumpPack Brutes. Expect to have a LOT of assists if taking this role, but the reward in saved lives is priceless.
Notice how I have designated each player a specific role to play. No-one has too much work, and no-one is going to be taking too many kills. Also note the strengths and weaknesses of each role, such as Player 2 lacking a Headshot weapon, or Player 3 lacking the ability to take shields. By doing so, it forces you to think whether you actually have the tools necessary to go into a certain fight. In strengths, I have said where each player will take the frontline role, mentioning what weapons take priority for them, and where they need to step back and support other players, telling them where each player's own targets are.

Looking Ahead

Get in the habit of returning to the staircases after every wave. Not only are they excellent defensive positions, having both ample cover and the strategic high ground, but they also offer a view as to what each Phantom is dishing out. By looking ahead to what is coming in on each side, you buy yourselves precious seconds to prepare for what this wave contains. Drones and Hunters are key points here, as the sudden appearence of either can really test even the best groups, especially on the later sets.Knowing what you are facing gives you far better chances. Keep in mind that what you see is definitely not the whole picture - only one offload ramp is visible for each Phantom, and only one Phantom is visible from each side. Therefore you have to be aware of what is on the other side, the side you can't see but your teammates can. Leading me nicely on to...

Communications
If you don't talk, you die. Simple. I have seen situations where lives are needlessly lost because the player in question has no mic, and so is unaware of the Chieftain camped right outside the spawn, because he died across the other side of the map. A specific example to be sure, but the theory applies across the board.

Threat Callouts

Keep in the habit of calling out any major threats you see as soon as you see them. This definitely applies to Fuel Rod infantry, Drones and Stalker Brutes, which can really catch you unawares and obliterate you if you aren't prepared for them. Give yourselves as much of a headstart as you can - later sets will really test you. Don't worry if, when playing with randoms, you seem to be the only one calling out. Monkey see, Monkey do - they'll soon pick it up once they see the value of it.

Equipment Callouts

Communication also carries across to weapons and ammo. If you're on the hunt for ammo, say so. There's no use a player 'topping up' their Carbine Ammo to 72//18, when another player has half a clip left. If you see a prize weapon, call it out. Don't hog it for yourself until you check with people that no-one else would be better off with it than you. Keep note with fellow players about Health packs and Ammo stands. Knowing how many are left, even if none have been used, keeps players aware that they are in limited supply, and so people tend to use them more sparingly. More on Health & Ammo later.

Death Callouts

If you die - and you most likely will - make sure you call out 2 things. Firstly, what got you. This step can be missed if it's not a serious threat (Ha!) or if people were already tackling it, but try to keep people informed. Secondly, call out any key equiptment you had. There's no point in your teammates losing more lives trying to kill the Chieftain that got you using SMG's, when there are perfectly good Rockets on your body. Don't think "oh, I'll get them when I spawn", make sure that someone gets them. In a situation like that, it doesn't matter who gets or uses them, you can sort out and swap them around afterwards.

  • 06.16.2010 6:53 PM PDT

Fancy joining a group, but don't wan't people too obsessed and serious? Want a group where messing around is a given?

DO YOU WANT TO BE A NINJA?

Then I have three words for you. Team Flying Ninja

Alternatively, add me and we will be happy to tell you about ourselves.

<<Reserved>>

  • 06.16.2010 6:53 PM PDT

Fancy joining a group, but don't wan't people too obsessed and serious? Want a group where messing around is a given?

DO YOU WANT TO BE A NINJA?

Then I have three words for you. Team Flying Ninja

Alternatively, add me and we will be happy to tell you about ourselves.

<<Reserved>>

  • 06.16.2010 6:54 PM PDT