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Old 12-18-2007, 04:52 AM   #1
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Dr.No's Halo Multiplayer Guide

Coming Updates
Sandtrap
New maps
More pictures....MANY MANY MORE

Right this is my multiplayer guide, I’m sorry for the delay but due to many, many, many technical difficulties it was delayed. In short my computer died when I was near completion of my 1st form of this guide (which was over 100 damn pages and 200 images at the time of death) and I had no backup for it so I needed to start from scratch. Also this guide was made with Ranked play in mind, so I havn’t gone into detail into unranked things like the hornet, the bansee, the sentinel beam or sand trap. Expect a few updates for those but at the moment the heroic pack and mass effect are eating up my time.

So lets get into it eh?

Halo is a constantly evolving game, when playing multiplayer the enemy has a mind of their own. Sometimes it is impossible to predict the enemy, for this reason I try to avoid using strategies inside this guide. I feel it is better to stick to the facts rather than tell people what to do. Remember I am just a fellow player, my opinion is no better than your own, in order to succeed in Halo you need to learn things out on your own. Not just use another persons.
Also quick note, all distances are based off the Spartans height, MC is 7 feet. Another note, all information in this guide was researched by myself, the maps were made by myself as well. So don’t expect pinpoint accuracy, I tried my best though and vehicles speed, weapons power, and a few other things are based off 100 tests to check for accuracy, then rounded to the nearest .5 for time and 1 for ammo.

Table of Content

General Tips
Types of Players
Equipment
Vehicle
Reloading
Radar
The Trinity of Halo

-Melee
-Grenades
-Weapons

Maps
-Weapons
-Tactical Jumps/Hiding Places
-Strategies


Avoid Fire
There are 2 simple ways to avoid fire when cover isn’t available.

Jumping
Simply mix a jump into your movements as you move to throw an enemy’s fire off of you. As long as the crosshair is off you, you are avoiding fire.

Strafing
Simply move back and forward left and right, this will avoid fire from your enemies while still allowing you to shoot at them.

Working Together
Everyone knows that 2 guns are more powerful than 1, it’s a basic and simple fact. This is the main reason that working together works well. With twice as many people you have twice as much heath, firepower, and ability. Here are a few important things to remember about teamwork.

Communicate
Simple things like calling out where enemies are can help Talking to each other before going into a fight for a quick strategy can almost always help in a fight. It may seem like a simple thing but its important for all other aspects of teamwork as well.

Shoot the same target
If 2 enemies are coming at you and there are 2 of you then its important to know which enemy to shoot at first. Lets take a hypothetical situation…

You and your buddy Dave are in Valhalla and both take the man cannon. You meet up with Bob and Dale who are enemies. Lets say you all have ARs. You begin to shoot Bob and Dave shoots Dale. Dale and Bob both shoot Dave, since their damage to Dave is twice that of what you are doing to Bob or Dale they kill Dave as each of them reaches half health.
Chances are you might be able to kill Bob but since both enemies will now focus their fire on you at least one would be left alive. Lets take a look at the positive effects of the enemies winning this battle

-+1 to overall K/D spread
-control of area (in this case Spartan laser and man cannon camp)
-position (they don’t need to move back to the center and now have a chance to get into whatever position they want)

An easy way to have countered this is to have focused both of your fire onto the same enemy. An easy way to know which to shoot is to simply set an order of who to kill, more often than not you should kill the closer enemy first and then the further. If they stand in a line kill either the left or right one first, which ever you want. As long as you both are killing the same person it’s all cool.

Stick close together
Clearly if you’re fighting together you’re going to be nearby each other, what I mean by close is to move in a line. Lets look at a hypothetical situation…

Dave heads around a corner and you follow a second later. Unfortunately there were 2 enemies on the other side of the wall. They began to fire on Dave and had him almost dead by the time you rounded the corner. After killing him they take you out. If you had both moved around the corner at the same time though the fight would go more like this.
You both head around the corner, there are 2 enemies, Bob shoots you and Dale shoots Dave. You both shoot Bob (who is closer) and kill him and then finish off Dale. You high five and grab a beer.

Use similar weapons
We all know that a shotgun and a sniper rifle make a great combination. But what’s the point of having twice the firepower if only 1 is effective at certain ranges. Instead use the same (or similar) weapons as your buddy. Lets look at a hypothetical situation…
You and Dave are in the pit, he has the sniper and you have a shotgun.
You are by where the spikers spawn. Dale and Bob come around the corner nearby the active camo and both have assault rifles. Unless Dave is very good at no scoping or they are stupid enough to charge at you for a melee kill, they will win.

Work as a Unit
When you and another player are on the same team you have the same goals. You both want to get the most kills/plant the bomb/cap the flag. The only way to do this is to work as if you were both 1. When your friend crouches it may mean that he spotted an enemy. If your buddy is crouched and you aren’t there isn’t any point to him hiding. Crouch alongside him.
When your buddy is going in for a bomb plant don’t follow behind him because you want to live. Scout ahead and see what defenses the enemy has set up. It’s important to have a solid bond with your group in order to work well effectively.

Find a Good Group
No one likes to join a ranked match by themselves and end up with crappy players who don’t want to work together. It’s important to find a group of players who you work well with together. Weather it be some friends or people you met online. Don’t be afraid to party up after a game you dominated in, because if you don’t, no one else will.
__________________

Last edited by drno; 12-19-2007 at 04:31 AM.
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Old 12-18-2007, 04:53 AM   #2
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Types of Players
There are a few different types of people who play this game. I’m not going to go into the specifics about what they do or what they say but am instead going to focus on their play style.

The Offensive Player:

The offensive player favors close range weapons over those with long range due to their power. The offensive player will throw themselves relentlessly in the hopes of getting a kill. The offensive player won’t change their strategy often and to take most enemies on their own. Although the offensive is a loner he will accept help if it profits him. The offensive player can be heard saying “that didn’t work, lets try it again.” The offensive player realizes that bungie’s MVP system favors more kills over the K/D spread.

The Defensive Player

The defensive player focuses on keeping themselves alive, they stick to their respective base and any ranged weapon they can find. The defensive player wants a good K/D spread and refuses any crazy type playing. Sometimes while playing an offensive game, such as assault when on offensive, the player may move up but won’t leave cover.

The Objective

The objective player always focuses on the objective, weather it be CTF, assault or territories. The objective always works on getting the job done. Unfortunately the objective almost always focuses on the objective and ignores any killing that may need to be done. The objective is prone to changing their strategies based on the enemies. The objective also has fairly good communication skills usually.

The Hardcore

The hardcore wants to rank up, since the bungie system is based solely on winning the hardcore will sacrifice themselves for the greater good. As long as the hardcore thinks it will lead to victory they will do it. The hardcore has strategies but focuses more on themselves than the enemies often leading to sometimes poor strategies.

The Slayer

The slayer only wants to kill, the slayer plays any game as if it were a slayer match. The slayer has good control over fights and can kill most enemies they come up against but are too unfocused on their objective to make a major difference in the game. More often than not the slayer will go out of the way of the flag for a kill or powerful weapon.

The Player

The player is the basic halo player. They focus on working together and more often partner up with friends for additional fun. The basic player will focus on the objective but realizes that killing is an important and fun portion of Halo. The player is an all around player.

The Sneaker

The sneaker is the player who is intent on getting a surprise attack on every enemy they fight. The sneaker is the player who wants to get inside the enemy base and grab the flag without killing anyone. The main weapon of the sneaker is crouching, the sneaker never wants to be found due to their fear of death. The sneaker relies on instant kill weapons such as the shogun, mauler, rocket, sniper, needler or assassinations. The sneaker plays an offensive game but if need be will play defense and hide/camp somewhere ready to surprise enemies.

Equipment
Basic Setup is
Name
Comments
Time: (amount of seconds it will stay around)
Radius: (the radius of the weapons effect, in feet and it’s the radius, not the diameter)

Power Drainer

Comments: The power drainer creates a large blue field that will drain the enemy’s shields. You can shoot the power drainer itself to destroy it quickly but a better course of action is simply to flee from it. You need to be in/around the power drainer for .5 seconds for it to drain your entire shield. When the power drainer times out it will blow up, killing you if you have no shields.
Time: 5
Radius: 20 feet

Radar Jammer

Comments: The radar jammer creates a large amount of traffic on all radars within the radius of the jammer. It can be shot and destroyed to remove the red dots. Best used when attacking a base and you want to do it stealthily.
Time: 13
Radius: 140 feet

Bubble Shield

Comments: The bubble shield is the ultimate defensive technology. When deployed an impenetrable bubble will protect you from all damage outside the bubble. Players can still enter and kill you but you are safe from all enemies fire from outside. The bubble shield can also be used offensively, so to speak. With a short-range weapon you can drop a shield and then draw enemies inside to kill them safely. You can destroy the bubble shield by shooting the small thing inside, of course you need to be inside the shield to blow it up. Be aware of how much time is left on the shield, try to get to real cover before the shield expires or you could be open to fire.
Time: 19
Radius: 10 feet

Tripmine

Comments: The tripmine is a mine, it can hurt enemies and vehicles when planted but will trigger when anyone touches it, friend or foe. Basically, its crap, it won’t even kill a person stupid enough to touch it.
Time: N/A
Radius: 2

Gravity Lift

Comments: The gravity lift will propel you upwards when you step on it. The gravity lift can be used in many places to gain access to near impossible places. The gravity lift can be destroyed by shooting it. The gravity lift is more of a tactical equipment more than anything else, that doesn’t mean it still can’t be used defensively. Plant it in a small doorway and you can cut off most of the enemy’s ability to move through there.
Time: 30
Radius: 1

Regenerator

Comments: The regenerator will make your shields recharge at 100% speed even if you’re under fire. When fighting against an enemy with a regenerator, shoot the regenerator itself before trying to kill him. With a regenerator down whoever gets inside is nearly invincible, the only way to be killed is by a 1 hit KO.
Time: 15
Radius: 15 feet
Vehicles
The basic layout is as follows.
Name (name of vehicle)
Speed (speed based on feet per second, the MC moves at 15.5 feet per second)
Passenger (weather it be a turret or a person in a seat)
Comments (additional input)

Mongoose

Speed: 58f/s
Passenger: 1 seat
Comments: The mongoose is the main form of travel in Halo 3. It moves incredibly fast and has very low health. It has no firepower beyond the friendly in the back but can be used to carry friends back and forth on the map.

Scorpion

Speed: 35f/s
Passenger: 1 turret
Comments: The scorpion is slow, but still faster than on foot. Enemies can board you fairly easily if you don’t spot them quickly. Of course the tank is incredibly powerful and has an almost impossibly strong defense.

Ghost

Speed: 28f/s drifting, 50f/s boosting
Passenger: None
Comments: The ghost is the best vehicle for using by yourself. It moves quickly and is fairly powerful. The ghost allows the body of the player to be seen but gives a bit of cover with the hull of the ghost. You can splatter enemies easily by using the boost on the ghost (LT) but they have a chance to board you if you slow down too much. Best used by simply shooting at enemies.

Banshee

Speed: 20f/s drifting, 70f/s boosting
Passenger: None
Comments: The banshee is incredibly mobile, it flies, it boosts, and you can fire giant beams of light that kill enemies upon impact. Of course missile pods are hard to avoid but the banshee is a definite pickup for BTB on Valhalla or Sandtrap.

Hornet

Speed: 70f/s
Passenger: 2 seats
Comments: The hornet is arguably to most powerful vehicle in the game. It flies, fires heat seeking rockets, and generally kicks ass. Use it whenever possible, which if you’re playing matchmaking, is never.

Prowler

Speed: 47f/s
Passenger: 2 seats 1 turret
Comments: The prowler is the brutes answer to the warthog. It has a more powerful turret, more passenger seats, and has a strafing ability. It’s slightly faster too and still more mobile. Take it over the hog if possible.

Wraith

Speed: 28f/s
Passenger: 1 turret
Comments: The wraith is basically a tank with an amped up fire. The fire of the wraith has a larger splash damage radius but slow moving projectiles. The wraith also moves slower and is easier to board. Of course the wraith comes with a booster, this can splatter enemies but due to its short boost range it isn’t 100% effective. The wraith is powerful, just not as good as the tank.

Last edited by drno; 12-19-2007 at 04:30 AM.
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Old 12-18-2007, 04:54 AM   #3
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Warthog

Speed: 47f/s
Passenger: 1 seat, 1 turret
Comments: The warthog is the basic unit transport. It is armed with a turret, and is mobile. The warthog is one of the most powerful vehicles due to its combination of speed, power, and an extra seat. Great for cruising around with 2 people to get kills or for picking up a flag carrier. Great for splattering enemies too.

Reloading

Reloading is a key part of halo gameplay. In general there are only 3 times you should reload.

-When not in combat or near enemies
This means that no enemies are nearby. If you’re using the sniper and there are no visible enemies or your radar shows no movement. Go ahead and risk it.

-When using the AR
At long range the AR will run out of bullets before it kills the enemy. This is why it is important to have a full clip when going into battle. Without a full clip there is no way to kill an enemy at medium range.

-When below the redicule distance minimum
Enemies aren’t always going to be right in your face. Be aware of how many shells the enemies body will hold. As a general rule of thumb half the clip of a gun is the minimum.

Now if you’re in combat and low on ammo. Rather than reload switch your gun. This takes .5 seconds but is much more viable to do midfight rather than find cover to reload safely. Also another thing to be aware of is reloading canceling. If you're reloading and an enemy pops around the corner when you still have a good 3/4ths of your clip. You can double tap y to switch your weapon twice and get out of reloading.

Radar
The radar is a powerful tool in halo 3. It is the difference between getting caught off guard and catching your opponent off guard. The radar will detect everyone within a set distance. The only way to avoid a radar is to remain perfectly still or crouch. Firing your weapon will put you right back up there in addition to moving. Clearly the only way to sneak around is to crouch.

Now the radar is not something you should watch for any movement, just be aware of it. Keep it within your view or risk losing view of your enemy. Enemies without radar rely only on their eyesight, this limits them to only 3 of the 8 plains of view in front of them. With the radar you get all 8 plains of view, a major advantage.

The Trinity of Halo
Bungie has a idea on Halo multiplayer. Each trinity of the halo combat, weapons, grenades, and melee, should be used equally in order for the player to succeed. This is true. Mastering all of the trinity will bring you power, don’t go without weapons, melee or grenades just because you can.

Melee
Melee is a key aspect of Halo. At close range it is the most powerful weapon you may have. Melee has a 10-foot lunge, get within that and you get the opportunity for a melee kill. Melee is powerful enough to take down an enemies shield on its own. See the table below for the amount of bullets required to kill an enemy with melee for each weapon.

Assault Rifle, 5

Plasma Rifle, 3

Plasma Pistol, 3 uncharged or 1 charged

Sniper, 1

Rocket, 1

HMG, 3

Missile Pod, 1

Spartan Laser, 1

Brute Shot, 1

Beam Rifle, 1

Battle Rifle, 9

Shotgun, 1

SMG, 13

Spiker, 7

Magnum, 3

Every weapon has the same lunge, and damage from the attack. With the exception of the brute weapons that is, which do slightly more with their melees. The melee system of Halo is also kinda different from what you may expect, it works a little like this…

If 2 players within a melee attack of dying melee at the same time, the player with more health wins the melee. If a player with less heath melees but the player with more health melees back within .5 seconds, that player wins. Basically, if you know you have less health than an enemy you should avoid a melee. A possible way to exploit this is to try to melee late.
Rather than melee as soon as you are in range try to melee enemies who are already midlunge. Remember also that meleeing the back of an enemy will kill them instantly.
Grenades

There are 3 types of grenades found in Halo 3 matchmaking. The spike grenade, the plasma grenade, and the frag grenade. The general idea of grenades is to throw them around corners or at other players in an attempt to weaken them before going in guns blazing. Here is some basic info about the 3 grenades in Halo.

Also the pictures show the damage radius of the grenade, red is high damage, green is low damage. And I know I’m Van Gogh when it comes to paint images.

The Frag

The frag is your basic grenade. It is affected differently by terrain, it sticks in snow, bounces off of buildings and concrete, and does a slightly smaller bounce off of grass and dirt. The frag is useful for throwing around corners by ricocheting it off of walls. It is the first grenade you start with, although it can’t kill enemies with 1 grenade you can still bring their shields down with a well placed grenade. A few tactics with the frag

-Skipping it, toss it into the ground and bouce it at your enemy to give them less time to react and get away from the explosion. This works with walls just as well.

-Suicide, if you think you’re going to die toss your grenades at your feet or nearby walls. You might get caught in the explosion but lets hope your enemy does too.

-Grenade jump, using the explosion as a way to jump a little bit higher than previously possible

The Plasma

The plasma is more powerful than the frag. It carries a slightly larger blast radius and a more powerful explosion. The plasma can also attach to enemies if you hit them with it on the fly. This will kill the enemy when the explosion goes off. The plasma also has the ability to kill an enemy standing ontop of the grenade or within a small range of it. Unfortunately the plasma grenade is plainly visible, any idiot can get out of the way. The plasma will also bouce off walls but not nearly as well as a frag grenade will. It will also stick to the ground and is useful for destroying vehicles.

The Spike

The spike grenade shares similar properties to the plasma, it can stick enemies and attaches to surfaces. The spike grenade though can attach to walls as well as the ground. The main difference between the spike and other grenades is its splash damage. Rather than hurt enemies around it the spike grenade will kill any enemy in its heads direction. The spike grenade will release a volley of spikes upon explosion killing any enemies in the path of the spikes. A few tips,

-Wall stick, if you know an enemy is around the corner toss the spike grenade onto the wall opposite them. The spikes will get the enemy.

-Kamakazie, stick your buddy with one and then have him run into the next corridor in a desperate attempt for a kill. More for fun than practicality, works with plasma too.

General Tips
This is how you need to angle your player to get the furthest throw with a grenade.

Grenades arc up the same as they arc down. If you need to get around a corner be sure to throw it higher for larger corners and lower for smaller ones.
Weapons
The weapons are one of the main parts of halo and will undoubtedly affect how often you will win a battle. I'm going to go through each individual weapon in the following form.

Name
The pictures: (I add will have a picture of the weapon, a picture of the red distance, and a quick breakdown of the stats, click for a bigger resolution)
Redicule (this is the amount of shots it will take for a weapon to kill an enemy at the distance where your reticule turns red as well as the distance the red will come at)
.Blank (the amount of shots taken for the weapon to kill someone when within inches of the enemy)
Clip (the size of 1 clip of a weapon)
RoF (the rate of fire or the amount of bullets a gun can fire every second)
Reload (time required to reload a gun)
Comments: Any additional input I have on the weapon
The pictures: I add will have a picture of the weapon, a picture of the red distance, and a quick breakdown of the stats
All numbers are based off of 100 kills (except for obvious ones such as Spartan laser) with headshots disabled. Alright lets get on with it then

Assault Rifle

Redicule: 35, 55 feet
.Blank:
Clip: 32
RoF:
Reload:
Comments: The assault rifle is your starting weapon. Although the AR has a long redicule distance it is incredibly weak at that point and is best used in closer range. It is fairly effective at killing enemies and is a basic full auto gun.

Last edited by drno; 12-19-2007 at 04:27 AM.
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Old 12-18-2007, 04:55 AM   #4
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Plasma Rifle

Redicule:
.Blank:
Clip:
RoF:
Reload:
Comments: The plasma rifle tears through shields like paper. That is it main strength, put a few bullets into the enemy and then hit them with a nade or melee and the enemy is history. It also has fairly good range and is best when paired with a spiker or SMG.

Shotgun

Redicule: 4, 20 feet
.Blank: 1
Clip: 6
RoF: 1
Reload: .5s to start, .5s per bullet, .5s to finish
Comments: The shotgun is the primary close range weapon. It is considered a power weapon mainly due to its ability to kill an opponent at close range with a singe shot. When you have the shotgun stick to corners and don't run around the field with it brandished. Avoid the open with it as well, as you can tell the shotgun has almost 0 effect at anything further than red range. The reloading is a unique thing about the shotgun, rather than reload the clip all at once you feed the gun 1 bullet at a time and are able to interrupt reloading. Due to the shotgun looking somewhat like an AR there won't be too many issues with people fleeing from you as long as you don't open fire before getting in range.
In short, use the shotgun at corners, don't run into the open, reload when necessary and feel free to interrupt its reloading to fire.

Brute Shot

Redicule: 4, 55 feet
.Blank: 3
Clip: 6
RoF: 3
Reload: 3
Comments: The brute shot is a good weapon. It is overall very balanced and while it doesn’t have the ability to shoot across the map still has amazing range and does additional damage with its melee. 1 shot and than a melee will kill anyone. The brute shot also has a small splash damage radius; although not large it is helpful. When using the brute shot try to get all of your shots to hit their torso, this is the most effective form of damage against enemies. The brute shot also no longer arcs with its fire. Contrary to popular belief it goes perfectly straight.
In short, the brute shot is an all around good weapon. Use its powerful melee to your advantage to end fights ASAP and its accurate shots and small splash damage to make sure every shot counts.

SMG

Redicule: 50, 45 feet
.Blank: 20
Clip: 60
RoF: 20
Reload: 2
Comments: The SMG is best used at moderate range and in conjunction with a plasma rifle or another SMG. Due to its heavy recoil it is recommended to pull down lightly on your right analog while firing. The SMG's are best kept to small rooms and corners so as to avoid anyone with a battle rifle, sniper, or even an AR. With proper use the SMG is one of the most powerful weapons due to its rapid fire and strong damage.
In short, stick to small spaces and try to compensate for the huge recoil.

Spiker

Redicule: 15, 43 feet
.Blank: 13
Clip: 40
RoF: 8
Reload: 2
Comments: The spiker is similar to the SMG except for its smaller recoil factor and its improved accuracy. As you can tell the spiker loses very little damage when at slightly longer distances. Unfortunately the spiker also has slightly slower moving bullets that can be avoided if enemies are too far and strafing. Try to get an enemy to charge directly at or you or straight back. This will ensure that the maximum number of bullets connect to your target.

Plasma Pistol
Redicule: X, 65 feet
.Blank: X
Clip: 10
RoF: 1 to overcharge, maximum speed of finger
Reload:
Comments: The plasma pistol is a weird weapon to use. Overcharging the gun will destroy an enemy's shields but at that point the weapon can no longer hurt the enemy. The single shot of the plasma pistol will take out 10% of an enemies shields and will fire as fast as you can pull the right trigger. The main technique for the plasma pistol is to use another weapon with it to finish of enemies quickly after you have fired your overcharged blast.
Good weapons to go with these are the pistol or the battle rifle. The overcharged blast is also a good way to prep an enemy for a melee to take them out in a shotgun esque manner. The overcharge now takes energy from the plasma pistol while it charges and until you fire it. It also take 20 energy out of the gun and forces the gun to cool down for about .2 seconds before you can begin charging again so watch your ammo. Luckily the overcharged blast will follow your enemy, don't expect any miracles but it will compensate enough to go around small corners or it the enemy is slightly off center.
In short, the plasma pistol is best used on enemies not moving or moving in a straight line twords or away from you. It is also best used in conjunction with another weapon.

Sniper

Redicule: 2, 37 feet
.Blank: 2
Clip: 4
RoF: 1
Reload: 2.5
Comments: The sniper is another power weapon. It has commanding power at long ranges and short ranges. It is able to fire across the map and at the same time is able to kill an enemy in 2 shots or 1 headshot. The sniper is designed to be used at long ranges, so stick to 1 side of the map and allow enemies to come within your range before tackling them; don't rush out. Unless you truly are a headshot honcho its best to sometimes rely on hitting their torso twice.
When an enemy is in the open with no nearby cover or is shooting at you with a weapon is a good time to use your 2 shots. When the enemy is nearby cover or is not moving is when you should go for the headshot. Also be fully aware of the recoil from the sniper. Although small is could completely throw off your second shot. The sniper rifle is not only a powerful long range weapon but is fairly strong at short range too.
A close range battle can usually be won be getting off 2 quick shots on an enemy. Although ill-advised it is usually better than trying to pull your secondary on them. Be aware that the sniper rifle will leave a smoke trail leading from where the bullet landed to where it was shot from a.k.a. you, be prepared to move around after a shot if you were previously hiding.
In short, stick to long range with the sniper. Shoot at enemies torsos when they’re in the open and at their heads when they're near cover.

Battle Rifle

Redicule: 21, 75 feet
.Blank: 21
Clip: 36
RoF: 3
Reload: 4
Comments: The BR is most likely going to be your go to weapon due to the huge amounts found on most levels. If you didn't notice the BR actually becomes weaker if you get too close to an enemy. It is best used at medium-long range and should always be shot at an enemies head when they lose their shields. The BR is mainly a support weapon, while you can use it alone it's best used to cover a friendly rushing at the enemies with an AR or SMG since the scope is somewhat helpful in aiming.
In short, the BR is all about placement, too far and you can't hurt them, too close and it becomes too weak. Put at the just right distance though the BR is 3 shots to the body and 1 to the head.

Needler

Redicule: 8, 85 feet
.Blank: 8
Clip: 18
RoF: 9
Reload: 2
Comments: The needler is any sneakers weapon of choice. It boasts powerful damage, deadly accuracy, and causes the enemy to explode. The needles also will home on to an enemy slightly more than an overcharged plasma pistol would. The needler comes with a major downside though, at red range the needles can be avoided simply be strafing. Any enemy looking at you most likely will see the needler and the relatively slow moving needles in time to avoid enough to avoid exploding.
Of course if an enemy doesn’t see you or is charging at you then the kill will take less than 1 second. The explosion happens relatively .5 seconds (rounded up) after the 8th needle connects. Due to its explosive nature, the bullets themselves are fairly weak and melee becomes useless.
In short, the needler is best used on any enemy not aware of you or not aware that you have a needler; it should win most of those fights.

Last edited by drno; 12-23-2007 at 05:30 AM.
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Old 12-18-2007, 04:55 AM   #5
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Spartan Laser

Redicule: 1, 91 feet
.Blank: 1
Clip: 1
RoF: 1/3
Reload: 2
Comments: The Spartan laser is technically the most powerful weapon in halo. It kills any enemy in 1 hit as well as any vehicle. It unfortunately has a 3 second time before firing where it heats up. It also projects a small laser where it will be fired before it fires. This can be seen not only by yourself but also by the enemy, try disguising this by keeping the reticule directly on top of them or slightly behind them before firing.
The laser also has no negative effects for charging it over and over so feel free to charge it up halfway before going into a fight, you can tell how charged it is by watching the small arrow on the right of your crosshair make a semicircle.
In short, the laser is best used at long distances or against vehicles, don't get up close with it and expect a kill.

Beam Rifle

Redicule: 2, 35 feet
.Blank: 2
Clip: 2
RoF: 2
Reload: 2
Comments: The beam rifle is almost the exact same as the sniper in everyway. It has a slightly smaller recoil, shorter reload (or in this case overheat), slightly faster rate of fire, and a slightly smaller recoil. Otherwise the same rules apply to the beam rifle as they would to the sniper.
In short, stick to long range with the beam rifle. Shoot at enemies torsos when their in the open and at their heads when they're near cover.

Rocket Launcher

Redicule: 1, 92 feet
.Blank: 1
Clip: 2
RoF: 1/2
Reload: 4
Comments: The rocket packs a powerful punch and has tremendous splash damage. It is best to shoot at enemy’s feet so as to make use of the splash damage. The rocket does have powerful damage and long range so it could potentially be useful anywhere but due to its slow moving fire and its splash damage it can really only be useful and moderate to medium range. It is also very effective against enemy vehicles and groups of enemies.
In short, shoot at enemies feet who are far away enough to not hurt you with the splash damage but not so far as to avoid the rocket completely.

Sentinel Beam
Redicule: 10
.Blank: 10
Clip: 20
RoF: 10
Reload:
Comments: The sentinel beam is most likely the most powerful weapon in the game. It has enough power to kill someone quickly at not only short range but also at very long range. It travels between yourself and your target instantly and is 100% accurate. Of course it is left out of matchmaking so I'm not going to go over it any more in-depth.

Heavy Machine Gun

Redicule: 68, 110 feet
.Blank: 13
Clip: 200
RoF: 8
Reload: N/A
Comments: Although it doesn’t look it the turret has immense power. It has a big enough reticule so that keeping your target pinned down is simply and is powerful enough to kill most enemies faster than most other guns. Of course you move slower and are unable to throw grenades or melee. The turret is best used at moderate range. As long as you stay out of melee range you should be fine.
The turret isn't recommended for use across the map from where it spawns either; use it solely as a defensive weapon. Since the HMG always starts as a turret which is better, it is recommended to only detach it if you want to defend another place; not if you want to use it there.
In short, use the turret to camp small rooms that keep you far away enough to avoid melee while still keeping you close enough to drop enemies quickly.

Magnum

Redicule: 8, 55 feet
.Blank: 8
Clip: 8
RoF: 2
Reload: 2
Comments: The magnum is basically a weaker form of the BR. It is advised to use the magnum with another magnum and to aim for the heads of your enemies, the magnum is very accurate and if you had 2 and got 2 headshots with each the enemy would be dead in a second. Don't underestimate the magnums recoil though. The magnum is advised for open areas, since the magnum has no scope it is less advised for use than the BR which is slightly more accurate. The magnum should be used as you would use a BR but more offensively rather than defensively.
In short 2 magnums fit in anywhere and nowhere.
They have no major weak point in terms of range so as long as you play to your enemy’s weakness you've got some game.

Sword

Redicule: 1, 15 feet
.Blank: 1
Clip: N/A
RoF: N/A
Reload: N/A
Comments: The sword is the glowing close range light saber of the halo universe. The sword has a lunge ability, when within redicule distance the sword will instantly lunge at and kill an enemy with a simple pull of the right trigger. The sword is always found near the center of the map and is almost always fought after. The sword will take 10 energy from its 100 every time it kills someone.
The sword glows and so should not be used openly when charging at someone from 30 or more feet away. Instead switch to the sword as you approach the enemy so as to give them less time to react. Unfortunately the sword has a short wait time between the switch so the sword does need to be prepared a little before fighting someone. Also the sword has a very short time between when the sword lunges and when it connects with the enemy; this time gives you a chance to hit the enemy with a melee or powerful shotgun attack.
In short, use the sword at close range but don’t run around in the open with it. Be aware when someone is coming close and then switch to the sword for a quick 1 hit KO.

Hammer

Redicule: 1, 10
.Blank: 1
Clip: N/A
RoF: N/A
Reload: N/A
Comments: When using the hammer use similar methods as when using the sword. The main difference between the hammer and the sword is that the hammer, while it does have a slightly shorter lunge range, has a larger push range when it will knock the enemy back. While this may seem bad (since it moves your target further away) it can be used to knock enemies off ledges to send them to a death by fall. The hammer also uses 5 of its 100 ammo every time it swings.
In short, get close and then either knock your enemy to their death or kill them with a devastating attack. Use similar tactics as when using the sword.

Missile pod

Redicule: N/A
.Blank: 1
Clip: 8
RoF: 2
Reload: N/A
Comments: The missile pod has a lock on ability. Anytime a vehicle comes nearby the missile pod will lock on to it instantly, any shots you fire while locked on will follow the enemy vehicle relentlessly. More often then not the missile pod will take out the vehicle in 2 shots.
The missile pod forces you to move slightly slower than when not holding it. The missile pod can take out an enemy on foot as well too but has a fairly shot splash radius. Due to the small splash radius you should try to hit the torso of the enemy as almost all damage from the missile pod can be avoided by a well timed jump on the enemy’s part. The missile from the pod flies incredibly accurate, so you may use it at almost any range.
In short, the missile pod is meant for vehicles. Although it does pack a punch against enemies on foot it isn’t recommended.

Last edited by drno; 12-19-2007 at 04:25 AM.
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Old 12-18-2007, 04:56 AM   #6
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Quick note on the maps, the small color bordering each weapon tells you how long it takes to respawn. Green is 1-60 purple is 61-120 red is 121+.
Construct
4v4
1st floor

2nd floor

Tactical Jumps/hiding spots

How to do it: Jump from near the center of the platform the sniper is found on. Then push forward on your left analog near the end of the jump, crouch as you are about to land.
Advantages: Good sniping spot that allows you to see along twords the sword and the stairs as well.

How to do it: Take a crouch jump to the small ledge along the glass wall, then to the next level up.
Advantages: Protection from sniper, access to elevator without going up it, mobility.

How to do it: Basic jump
Advantages: Get away from fire when at sword quickly, mobility.

How to do it: Crouch jump from the very corner of the small island.
Advantages: Mobility.

How to do it: Crouch jump.
Advantages: Mobility.

Team Slayer:

Team slayer is the only game type available on construct. The battle to 50 points is generally determined by whoever camps the elevators 1st. The best strategies for this map are as follows.

The Start:
Both teams start near each other on the bottom floor. The flamethrower is directly in front of you and one team has easy access to the missile pod. Here you have 2 options, fight for the flamethrower by grabbing plasma pistols and maulers if you are team and the missile pod and spikers if you are team. Or you can try to head for the sword at the start, the team should head for the elevator at the start and the team should head up the small inverted slope.

General Strategy:
After retrieving the sword it is best to grab the bubble shield and then allow an ally to get the sniper. Allies without the sword or sniper should grab maulers and BRs. The idea here is to camp the elevator rooms, enemies who head up these are off guard and easy targets.
Of course enemies can also come from down the lane or from the stairs. In order to counter this it is suggested the ally with the sniper stick to its spawn. From here the sniper can hit enemies approaching from the lane or the stairs. Allies guarding elevators should stay crouched and stay far away enough to avoid frag grenades thrown through the elevators and aware of the weapons an enemy has. Remember, if you control the top the enemy controls the bottom.

This means there should be 1 person with a sword/BR at the far elevator.
1 person with 2 maulers/BR at each close elevator.
1 sniper/anything at sniper spawn.

Counter Strategy:
The lower level of the map has a plethora of power weapons. It has the spartan laser, missile pod, and the flamethrower. The spartan laser is the recommended weapon for going up the ramp twords the sword. From here you have a good vantage point on anyone nearby the sniper spawn.
With the spartan laser you can then move to the nearby elevators and take out any unaware enemies with a quick blast. Keep the spartan laser charged, if you know where the enemies are then time your blast so it goes off right as you go around the corners.
The missile pod is best used to head up the stairs and then on the mauler/BR enemies nearby the elevators. Try to avoid alerting the sword wielding enemy who could then quickly drop down on you and end your assault.
The flamethrower is the only weapon you should bring up the elevator. Before heading up with the flamethrower push the power core up the elevator followed by 2 frags. The point of this is the check where the enemy is. If the enemy is hit by an explosion then he will drop crouch quickly. Watch your radar to see what direction he is in. After you see his general direction head up with the flamethrower facing that way. As you exit the elevator spray as much fire as you can and hope you get him.

Other ideas:
Bring a plasma pistol up the elevators, if you’re facing off against a mauler and you both connect with you shots the plasma pistol will almost always win with an overcharged blast.
Throw a power drainer up the elevator. Sometimes stupid enemies won’t want to leave their post unaware that the power drainer can actually kill you when it explodes. Just remember not to follow the power drainer yourself.

Epitaph
2v2
1st floor

2nd floor

Tactical Jumps/Hiding Places

How to do it: Jump
Advantages: Quick cover when at rocket spawn, mobility, good camping spot

How to do it: crouch jump from almost below brute shot
Advantages: mobility
Team Slayer:

The Start:
Both teams start at opposite ends. One team is closer to the shotgun, the other is nearby the elevator that takes you to the rocket. Team should head to the elevator immediately to get early control over the rocket while the other heads for the gravity hammer while the rocket covers him.
Team should split up, 1 should head up the nearby elevator and grab the bubble shield then head for the brute shot. From here the player may be able to take out the other team as he grabs the rocket. Player 2 should head for the shotgun and then twords the carbine. Chances are he will need to fight off the gravity hammer wielding enemy. Whoever wins this battle usually depends on who won the rockets. From the floating platform cover your friends.

General Strategy:
Epitaph is all about weapon control. Due to the shield doors it is recommended to have the shotgun and the gravity hammers under control. After dispatching the enemies at the start get to work on weapon control by taking a BR/Gravity hammer combo and a rocket/shotgun combo. Either camp by a shield door or stick to small areas. If you move to the center room chances are the enemy might find that sweet spot with their AR where you can’t get them with your weapon but they stay effective.

Counter Strategy:
It is important to realize that your enemy has all the powerful weapons. Chances are they will camp a shield door for the entire game. The only quick respawning weapons you should think about using in close range are 2 maulers.
A simple way to take out an enemy waiting for you to move through the shield door is to get to that point in the fight where you and your enemy are both staring at each other waiting for one to make a move. Have your partner crouch and move around to the back of the shield door and start unloading on the enemy, he either will attack your buddy or move back through the shield door. Either way he’s dead as long as your buddy stays far away enough.

Guardian
4v4
1st Floor

2nd Floor

Tactical jumps/hidden spots:

How to do it: Take a simple crouch jump from the small ledge and aim for the lower bridge. You should make it easily.
Advantages: Allows you to make a quick surprise attack on enemies camping the sniper.

How to do it: Jump to the small object and then up to the ledge.
Advantages: Allows quick movement.

How to do it: Simple crouch jump from the ledge over to the lower platform.
Advantages: Quicker movement and ability to move past the elevator room or out of fire quickly.

How to do it: Throw a grenade and use the blast to jump up to the small ledge.
Advantages: Good hiding place to drop down on enemies from as the pass by.

How to do it: Basic crouch jump
Advantages: Quick movement between rooms.

How to do it: Simple crouch jump from the higher to the lower platform.
Advantages: Allows movement past the elevator room as well as quick movement to the gravity hammer.

How to do it: Jump from the low platform, then up slightly higher up to the next ledge, then to the highest ledge.
Advantages ability to move up to the high platform without using the elevator.

How to do it: Jump to the small indent in the wall above the plasma battery, then to the spot on your right with a crouch jump.

How to do it: Lob a nade between the wall and the battery, then take a jump.
Advantages: Cool, fun, good camping spot
__________________

Last edited by drno; 12-19-2007 at 02:52 AM.
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Old 12-18-2007, 04:56 AM   #7
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Team Slayer:

The Start:
One team starts nearby the shotgun. The other near the 2 spikers. The team near the spikers should head spread out their people, 1 heads twords the gravity hammer, the others up the ramp for the carbine, needler, mauler, and sniper. From here team should either hold this position or head twords the elevator.
Team should spread out too. 1 person should grab the shotgun, another should head up the elevator and grab the BR and mauler (active camo too) before dropping down to the lowest level to fight for the gravity hammer. 1 should grab the plasma rifle and head for the gravity hammer. And the last should grab the 2 pistols if they want before taking the man cannon to the needler.

General Strategy:
There are lots of close range quarters on this map so try to equip every player with a mauler, shotgun, or gravity hammer. There are also a few good sniping spots and open rooms so try to get a BR, carbine, or sniper as your secondary. Try to hold the elevator area. Here you can simply use your power weapons to take out enemies that come from the long hallway and the center with your long-range weapons and enemies that do enter with your short range.

Counter Strategy:
Until a sniper or carbine respawns then you have no long-range weapons. This means you might need to rely on your AR as a moderate range weapon or grab a DW combo/needler. Try to head along to the room containing the flare. From here the AR or DW combo is powerful. Try to take out a few enemies or throw grenades to kill a few enemies before moving in to try and finish the rest off. The best vantage points for killing enemies are from the ledge or the short hallway. Watch out for the power cores behind you though.

Highground
4v4
1st floor


Objective

Tactical Jumps/Hidden Spots

How to do it: Crouch jump, can be done on any open door.
Advantages: Easy to drop onto unsuspecting enemies.

How to do it: Near the end of the platform do a simple crouch jump to make it.
Advantages: Good view of the outside of the base as well as complete protection from close range weapons.

How to do it: Throw a frag into the small crack, or a plasma below the broken hole in the roof and use a crouch jump to make it up.
Advantages: Better view of the map than your previous spot.

How to do it: From the small grating above the turret take a simple crouch jump.
Advantages: Mobility; allows for the ability to get to an enemy near spartan laser without using stairs.

How to do it: Crouch jump.
Advantages: Good shot at enemies coming through pipes.

How to do it: Basic crouch jump
Advantages: Quick access to area above flag.

Team Slayer:

The Start:
One team starts on the beach, nearby the sniper, shotgun, overshield, and bubble shield. The other team starts in the back of the base, near the Spartan laser, power drainer, the needler and the active camo. One member of team should grab the sniper and try to pick off the enemy who will go for the active camo as well as any enemy that gets on the turret.

Another member should quickly rush through the cave to grab the rocket while another grabs the overshield, grav lift, and shotgun before heading up the grav lift to the spartan laser. The final member should grab the BR and mauler before heading underground to try to get behind the enemies. The other team should have 1 member head for the Spartan laser, grabbing the needler along the way. 1 member should rush the active camo and then the rocket.

The other member should head through the pipes, grabbing the BR or carbine along the way and then the mauler before jumping in to take out any enemies who run through the middle. The final member should jump on the turret and either man it or detach it to take out any enemies approaching the base while at the same time hoping a sniper doesn’t take him out.

General Strategy:
Try to take or hold the base. From here you have a Spartan laser, turret, and active camo as well as the rocket. The turret can take out any enemies in the open heading for the underground route or just rushing the base. The Spartan laser can use its long range to kill the sniper when it respawns. The needler-wielding ally can grab the active camo. Try to hold the wall by using the carbines, they have long range and good power. The people outside the base will have very few weapons.

Counter Strategy:
Use the sniper to clear any enemies off the turret or away from the walls. Focus on killing the turret first and then any enemies with long range weapons. Your team should grab the overshield and bubble shield and use them to move underground. Try to arm your allies with the mauler, shotgun, BR, and smg/spiker that are found nearby. Use these to kill enemies in close quarters while underground or enemies on the wall who don’t notice you.

Isolation
1st floor

2nd floor

Tactical Jumps/Hiding Spots



How to do it: Basic crouch jump from the top of the rock to the tree.
Advantages: Trees are almost the only cover near the middle of the map. Players generally don’t look up either.

Team Slayer:

The Start:
Both teams start on opposite ends. There are 4 key weapons in this level. The shotgun, the sniper, the rocket, and the ghost. You should have 1 player move twords the shotgun and 3 move twords the sniper. Everyone should grab a weapon from the base before moving out. Fight for the sniper and then head down the small hole. From here the rocket and ghost are in easy access. If you won the shotgun have that player hold the shotgun area while the rest of the team make their way up their.

General Strategy:
Hold the high ground. From here you have a good sniper position, easy access to the rocket, the shotgun, and some cover. Have your ghost cruise around but avoid going below ground. Have your sniper stay near the top for optimal sniping and your shotgun stay near the bottom under cover. Try to arm everyone with BRs

Counter Strategy:
Have your team grab some BRs and spike grenades from the bases and a regenerator from underground. Split your team 50/50 and have both take different sides. Start from underground and then slowly work your way twords the Highground using whatever cover possible. If the ghost comes close try to get a stick off on it or drop a regenerator and shoot it.
Once within red distance of the sniper take it out with your BR watching for the shotgun if he leaves cover to charge someone. Next move so you are on a horizontal line and able to shoot under the cover of the small structure. Try to keep near rocks or trees in case a rocket might fly twords you.

Last Resort
4v4
1st floor

2nd floor

Objective

Tactical Jumps/Hiding Spots

How to do it: Basic crouch jump.
Advantages: Allows quick access from the bottom floor to the 2nd level.

How to do it: Jump from the higher level to the lower level.
Advantages: When playing territories using the bubble shield in this position gives near invulnerability.

How to do it: Basic crouch jump.
Advantages: Good sniper position to cover the beach.

How to do it: Jump to the bar, then slightly before the end of it jump again maneuvering your spartan around the wall.

Last edited by drno; 12-19-2007 at 02:53 AM.
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Old 12-18-2007, 04:57 AM   #8
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Team Slayer:

The Start:
One team spawns in the main base and another spawns on the beach. The team that spawns on the beach has quick access to a sniper, a shotgun, and vehicles. The other team has a similar setup except the shotgun and sniper are slightly further away, less vehicles, a Spartan laser, a turret, and quick access to the active camo.
The beach team should have 1 person climb into a ghost, 1 head up the starts and twords the enemy’s sniper grabbing a BR along the way, 1 should head for the closer sniper, and 1 for the shotgun. The other team should have 1 person head for the Spartan laser to take out any vehicles. 1 should head for the sniper. 1 should head for the shotgun. And the last should man either turret or grab the active camo.

General Strategy:
The idea of Last Resort is to try to control the base. Here you get superior weapons and turrets. If possible bring a warthog over for an additional mobile turret or a ghost if you dig that. Have one player control the sniper and shotgun, another control the Spartan laser and a turret, another control the enemies shotgun and sniper, and your final player use the needler and turret. Have each player stick to the higher portion of the windmill except for your sniper/shotgunner who should stick near the spawn.

Counter Strategy:
Use the vehicles as much as possible and try and get past the enemies front defenses to the back of the level. From here take any weapons you choose, the power drainer, and try to control the turrets. Detach them if necessary and try to take out any enemies on the higher ground while at the same time avoiding the sniper fire.
Try to hold the area near the fort while waiting for the Spartan laser to respawn as well as the camo. If you took out the sniper as well you have access to the shotgun and sniper. You can then attempt to fight for the enemy’s shotgun and sniper.

CTF:

Attackers:
Get 2 people in a warthog, 1 in a ghost, and have the last go for the nearby sniper. Have the sniper check for a Spartan laser before moving on to grab the shotgun and then for the active camo. The warthog and ghost should “patrol” around checking for the sniper, shotgun, and anyone on a turret.
Have the sniper move forward after getting the camo to open the gate. From here the warthog should move in slowly covering the far wall, the ghost should rush in and check the close wall. Have your sniper/shotgunner grab the flag and hop in the warthog. Have the ghost cover your front and the turret cover your back. Take the flag home and finish off the round.

Defenders:

Have 1 player rush the shotgun and sniper, have him watch for the sniper on the enemies side. Have another player grab a Spartan laser and watch for any vehicles coming in, making sure to kill them if possible. Your 3rd player should head for the bubble shield, active camo, and the enemies shotgun/sniper. Your last player should grab the plasma pistol before going detach a turret, have that player grab the powerdrainer and sit near the back of the flag room.
In the event that an enemy does open the gate and pull a warthog into the flag room have the player with the powerdrainer hit the enemy warthog with either the power drainer and then pummel it with the turret, or use the plasma pistol to stop the car and then have the Spartan laser finish it off. The player with the sniper should move back along the grate to be able to take shots into the flag room at the warthog/ghost/enemies.

Assault:

Get the bomb and a driver into a mongoose, have another player get the shotgun, sniper and bubble shield. Get one player into a ghost to go clear the down area while the sniper watches the turrets and outside while moving along the windmill to get inside the base. Once the sniper is inside he should make sure to crouch and avoid any fighting possible.

The mongoose with the bomb should head over to the back gate. Have the sniper open the gate, and then the ghost should rush in. The bomb should move in via the main gate and your final player should head along the backside. Have your sniper stick near the top picking enemies off, when the bomb is dropped the sniper should drop down, drop the bubble shield on the bomb, and brandish his shotgun. From here it should be smooth sailing.

Defenders:

Have one player rush the spartan laser, one rush the sniper and shotgun, one head for the turret, and your last head along the top windmill for the active camo. The Spartan laser should head over by territory 4 for protection from the sniper while simultaneously trying to kill any vehicles. The sniper/shotgun should try to take out any enemies nearby the opposite sniper.
The turret should detach and then move back to the metal grating above the plant position. The final player should get the active camo and then head over to try and get the enemies sniper and shotgun. Basically the same tactics for defending the flag should be used for defending the bomb.

Territories:

Attacking:
Send 1 player to territory 1 to capture and defend it, another to 2, grabbing a shotgun along the way, your 3rd should grab a ghost and then head to 3, your last should get in the mongoose and make a quick rush to 5.
Territory 1 should have no problems being defended. If a player does come he will likely come from the small cave on your left. A simple way to kill him is to simply stay crouched and make sure you get the first hit with your AR. Chances are they won’t have any better weapon if they were in a hurry.
Your 2nd player should grab the shotgun and sniper at 2 and then get the bubble shield, before dropping down check for any players on turrets or by the Spartan laser that you can sniper, then drop down behind the small wall. If you begin to get shot drop the bubble and then wait for them to come in or switch which side you are on.
Your 3rd player should take the ghost and drive up to 3, from here you can protect the enemies sniper if you were fast enough, if there is a player with the Spartan laser than get out of your vehicle and take the sniper rifle to try and get him. Make sure to watch the stairs for any approaching enemies.
The 4th player should hop in a mongoose and drive down to the very back of the map, to the back entrance of the factory. From here grab a plasma pistol and a brute shot. Chances are if you are playing idiot enemies they won’t notice you. Chances are though that they do see you so just try to be a diversion for your buddies.
Next up to grab is 4, have the player with the shotgun head up the stairs and grab another bubble shield if possible. Head to the back of the small wall. From here camp with the shotgun, dropping a bubble shield if necessary. The player in the ghost should get out and start moving along the metal grate nearby with the sniper. This is a good place to cover 4 from. The player at 1 should grab the regenerator and then head along under the 3rd territory grabbing any weapons they please while at the same time heading for territory 5.
After snatching 4 have the player with the shotgun move inside the factory and cover the back right corner, and have the player on the metal grate head into the factory as well covering the back left corner. Have your last 2 players try to get inside the territory and use the regenerator when necessary.

Defending:

I’m just going to say a simply way to defend each territory.
To defend territory 1 head down there quickly, grabbing a plasma pistol and brute shot or BR from your base and then using a mongoose as transportation. Since there may be a person at territory 2 blocking your way to 1 head through the small staircase along the wall that leads to the regenerator. Head in with your plasma pistol charged and your brute shot loaded. To keep control of this one head to the high point above the territory, the small alcove in below the previous spot, or use the small cave you came from.

To defend 2 head along the upper way near the windmill. Grab a BR and needler along your way and then head up to the bubble shield. From here you can get the shotgunner easily with your needler. To protect 2 grab the shotgun and then head behind the small wall or use the same position as you used for taking it.

For territory 3 grab a Spartan laser and use it to take out any vehicle that comes to sit there or grab the shotgun and camp it. That or use the sniper on the metal grate right outside of base. To hold it use the same tactics as defending it.

For territory 4 get a Spartan on the metal grate nearby where the sniper spawns. If they happen to drop a bubble shield or get out of the snipers view then use a needler or a plasma pistol to take them out.

To defend 5 use snipers that are either inside the base or on the metal grate outside to protect it. You can also detach a turret and use it on the metal grate above the territory.

Narrows
4v4
1st floor

2nd floor

Objectives
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Old 12-18-2007, 04:57 AM   #9
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Tactical Jumps/Hiding Spots

How to do it: Walk
Advantages: Clear shot at enemies nearby gravity lifts.

How to do it: Simple jump
Advantages: Mobility

Team Slayer:

The Start:
Send 1 player out to grab the rocket, another goes for the sniper and shotgun, one goes for the enemy’s powerup and the last goes for their own powerup. The player going for the rocket should grab a mauler or 2 along the way and then use that as their weapon and the small barriers as cover. They should head directly for the rocket and if they got to it first then use it to kill any enemies they please.
The player going for the shotgun should head directly for the sniper and then use that to take out the enemy’s sniper or enemy going for it. It is important to let your enemy come into a position where you can get them rather than rushing it yourself and risking being killed by their sniper. After getting the sniper move to the back of the map and keep an eye on the man cannons. The player who gets their powerup should also get the brute shot and then a BR or a plasma pistol.
They should move along the man cannon and then flank their enemies on the bridge. The final player should grab a needler and then move along the man cannon. If quick enough they can get the enemies powerup and then flank the enemy from behind.
General strategy:
Have the sniper stay near the back, covering the man cannons and using their shotgun when enemies get close. The player with the rockets should use them until they run out then grab a BR and keep the rocket spawn covered. The player with the needler should head back to the base and pick up a smg and use the needler to get players who land from the man cannon by covering their powerup. The final player should cover the middle with a BR.

CTF:

Attackers:
Have 1 player head below to grab the sniper, the 2nd should grab 2 maulers and then head for the rocket the 3rd should grab the 2 smgs the powerup and then head man cannon, the final should grab the bubble shield and a needler before heading man cannon. The player with the sniper will take out the enemy’s sniper and then take the small ledge above the shotgun that allows them to see the flag.
From here the player can effectively cover the flag and protect his players who grab it. The sniper should also move along the bridge based on where the enemy is. The player with the rocket should jump down nearby the spot the sniper is covering and then take out any visible enemies nearby the flag.
The needler and smg should have both headed man cannon around the same time. Have the needler grab the powerup if it is still there and then head twords the flag while the smg heads forward and starts killing any enemies in the base. After grabbing the powerup the needler should head around and flank the enemies the smg is fighting. The needler should then grab the flag and then head man cannon while the rest of the team covers the bridge and the smgs cover the man cannon.

Defenders:

Send 1 player for the sniper, 1 for the needler and powerup, 1 for the 2 smgs and powerdrainer, and the last for the rocket grabbing a mauler along the way. The player with the smgs should cover the man cannon, using the powerdrainer. The player with the needler should grab the powerup and then circle around to where the sniper is before heading for the shotgun and then proceeding to camp any corner nearby the flag they please.

Snowbound
2v2
1st floor

2nd floor


Team Slayer:

The Start:
If on the active camo side then send 1 player to grab the powerup before heading for the shotgun, the second player should grab the Spartan laser and then head for the ghost. If on overshield side then send one player for the sniper and then for the shotgun. And the other player for the overshield and then the ghost.
The player with the active camo should head directly for the shotgun then retreat behind the shield door. The player with the sniper should head through the lower door in their base and then watch the shotgun to see if anyone is coming. Chances are they are invisible so watch out. If they grab it and get behind the door immediately throw a grenade to blow up the cores.
The overshield should head for the mauler and brute shot to be prepared to take out anyone who heads for the ghost with the Spartan laser. If no one is coming head for the ghost yourself. The Spartan laser should head twords the brute shot and use the rocks as cover from fire and use the laser to kill any enemies before heading out for the ghost.
General Strategy: Either use the shotgun to camp any and all shield doors in the lower level, use the beam rifle in the corner of the map to pick off any enemies and the ghost to splatter or kill any that get close. Or both at the same time if you have control of everything.

The Pit
4v4
1st Floor

Tactical Jumps/Hiding Spots

How to do it: Grab the brute shot, stand directly under the hole in the wall and fire off 3 quick shots after a jump. Push forward after the 3rd shot.
Advantages: Good sniping spot.

How to do it: Jump to the blue panel with a crouch jump then jump again.
Advantages: Mobility
Team Slayer:

The Start:
Have 1 player grab the needler and then cover the hallway with the rocket in it grabbing the rocket when possible, have another player grab the sniper and then use it right above where it spawns, killing any enemies that come to their side, have another player grab the sword ASAP and then camp the room waiting for the other enemy going for it to unwittingly come in, the final player should grab the shotgun and then grab the active camo before heading around to flank any enemies covering the rocket hallway.

General Strategy:
Keep your sniper nearby the regenerator. The shotgun covering the inside of the base or the hallways. The rocket should head out to the enemy base to get some kills before grabbing a mauler/shotgun and camping nearby the enemies sniper spawn to kill any snipers and take the enemies sniper. The player with the sword should stick to any small rooms they want.

Last edited by drno; 12-30-2007 at 04:58 AM.
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Old 12-18-2007, 04:58 AM   #10
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Valhalla
4v4

Base

Objectives


Tactical Jumps/Hiding Spot

How to do it: crouch jump from the rock, to the nearby rock, then crouch jump up and aim for the corner.
Advantages: Good sniper/BR spot

How to do it: Crouch jump
Advantages: Good sniper spot for defending.

Team Slayer:

The Start:
Send 1 player out on the man cannon to try and get the Spartan laser, 1 player should grab the sniper and then take any sniping spot they see fit, 2 players should get into the warthog and try to avoid the enemies missile pod near the start.

General Strategy:
Use the warthog to take out any enemies on the ground, the sniper to take out any enemies in the base and the Spartan laser/missile pod on any vehicles.

CTF:

Attackers:
Get 2 people into the warthog, 1 heads for the laser, the final player should head along the man cannon as well but with a sniper. The players should all head to the center to get the Spartan laser. The point of having the Spartan laser is not to use it but rather to stop the enemy from having it.
After securing the laser the players with the laser and sniper should try to kill any enemies inside the base who have the missile pod. If the player with the laser so chooses they can go ahead and grab a shotgun. The player with the sniper should stay back and offer cover while the player with the laser gets into the passenger seat of the warthog. From here get the laser player inside the base and grab the flag while the warthog patrols outside. After grabbing the flag hop into the warthog and speed home.

Defenders:

Send 2 players along the man cannon to secure the Spartan laser. Have the third player grab the sniper and cover the center of the map. The final player should grab a BR and be aware of approaching vehicles, if a vehicle comes the player should grab the missile pod and take out the vehicle. All players in the base should be somewhat aware of the enemy’s sniper, if out of cover chances are the sniper will have a chance to get you.

Assault:

Attackers:
Fill up in 2 separate mongooses. Have 1 mongoose with a plasma pistol/SMG and the sniper, the other mongoose should have the bomb and powerdrainer. The 1st mongoose should head along the left side and grab the bubble shield. From the small ravine the sniper should quickly check the base for the missile pod.
The mongoose with the bomb should head along the right side grabbing the shotgun along the way. Hopefully you both end up at the base at the same time. When inside the base throw the powerdrainer before moving in for the plant. Once you plant the bomb allow the drainer to blow then move onto of the bomb, plant the shield, brandish your shotgun and protect the bomb.

Defenders:

Send 1 player to in the mongoose to grab the shotgun, another along the man cannon for the laser, the third should grab the missile pod and then cover the stairs leading down into the bomb plant point. The final player should grab the sniper and cover the middle. The player who grabbed the shotgun should head back to the base and camp inside the bomb plant point.
The player with the laser should head back to the base and then cover the center of the map with it. The missile pod should stick to watching the plant point, only moving if the enemy is in a vehicle and approaching. The sniper should watch the middle. Use the power drainer if the enemy is camping the plant point.

Territories:

Attackers:
Send a player to territory 1 with a plasma pistol and BR. One player should head over to territory 3 in a mongoose with a plasma pistol and BR. The other 2 should get into the warthog and then head to territory 2. After securing 1 the player should head to Spartan laser, then to 4 grabbing a shotgun along the way. After the player at 3 secures it, head to 5. After capturing 2 with the warthog, start patrolling around, protecting the players capturing 4 and 5.

Defenders:

To defend territory 1: Sit 2 people down in a warthog and head over to territory 1, after taking out the enemies proceed to camp the territory.
To defend 2: Use the warthog and cruise around the pelican, use the laser at a range, use the sniper at range, or use the BR from the cave.
To defend 3: Use the sniper from range, 2 SMG’s inside the small ravine, a BR from the turret, or the turret.
To defend 4: Use a shotgun inside the base, use grenades and a BR to take them out from a small distance away.
To defend 5: Use the missile pod, park the warthog on the territory, use the sniper to protect the outside of the base.

Any and all comments are appreciated.

Last edited by drno; 12-19-2007 at 05:00 AM.
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Old 12-18-2007, 01:21 PM   #11
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Insta-sticky!!!

Yet another absolute top-notch guide there Dr. No.
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Old 12-18-2007, 06:40 PM   #12
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Wow, incredible guide- deserves a sticky.
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Old 12-18-2007, 10:06 PM   #13
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This is definately sticky worthy. This is just as good as your camaign guide, maybe even better. Keep cranking out these great guides!
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Old 12-20-2007, 12:21 AM   #14
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Great Guide! Very well done and very good info here.
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Old 12-24-2007, 04:40 PM   #15
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Click to check out (and support) the bungie version of the guide. Currently at 8 pages!
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Old 12-24-2007, 05:51 PM   #16
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a great guide, the only problem is that some of the weapons spawn maps are not accurate anymore, bungie changed a lot in their last update
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Old 12-24-2007, 09:12 PM   #17
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If theres one thing i KNOW...its Halo. And Coming from me, a lvl 50 Grade 2 General....

This guide is fantastic. A+++. Dr.No you really outdid yourself, i am impressed. I really liked how you gave the blast radius of the grenades and the GIF helpful jumps section is GREAT!

I wrote the Shadowrun Multiplayer guide on this website and i thought i had done a pretty nice job, but this Halo guide is absolutely outstanding. Best i've seen by far.
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Old 12-25-2007, 03:53 AM   #18
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Great job, I am loving the GIF jump tutorials, just a n00b question:

A crouch jump is when you crouch then release the crouch and jump really fast right?

Great Guide!
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Old 12-25-2007, 04:35 AM   #19
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Quote:
Originally Posted by blackvista View Post
Great job, I am loving the GIF jump tutorials, just a n00b question:

A crouch jump is when you crouch then release the crouch and jump really fast right?

Great Guide!
Crouch jumping is jumping then while mid-jump applying your crouch. This allows your legs to lift while in mid air giving you about 1 foot of additionally jump space. While not significant most tactical jumps rely on the crouch jump and since it is a fairly simple maneuver it should be used as much as needed without hesitation.
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Old 12-25-2007, 01:25 PM   #20
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Also just looking at your pit map, you are missing the sword. It should be in the room between the two BRs at the top of the map
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Old 12-25-2007, 04:58 PM   #21
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Great guide, few things that are wrong, I will point out.

In ranked, the maulers are now removed from certain maps, Guardian, Epitaph, Construct, and maybe another map I'm forgetting,

In the regenerator, you can still kill them without a 1 hit KO. you can have a beat down challenge, and since the regenerator does not recharge your health faster then the damage is done by the beat down, 2 beat downs in a row quick and fas could kill you.
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Old 12-25-2007, 06:06 PM   #22
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Quote:
Originally Posted by Bullet2theface View Post
Great guide, few things that are wrong, I will point out.

In ranked, the maulers are now removed from certain maps, Guardian, Epitaph, Construct, and maybe another map I'm forgetting,

In the regenerator, you can still kill them without a 1 hit KO. you can have a beat down challenge, and since the regenerator does not recharge your health faster then the damage is done by the beat down, 2 beat downs in a row quick and fas could kill you.
Yes I'm aware of that, I'm gonna get on it but am too lazy right now with it being christmas and all. And on the regenerator topic, you can kill the enemy with beatdowns or constant bombardment from SMGs or a few other weapons but it is generally inadvisable. Thats why I don't recommend it.
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Old 12-30-2007, 02:19 AM   #23
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Great Guide, for beginners and for Veterans trying to improve their game. It has lots of common sense, and a lot of facts about weapons. The finer details of everything including reload times, etc adds a great deal of flare to the guide as well.

Good well done.

One jump I can recommend for your guide involves Valhalla. When going off the ManCannon from the defenders base in Territories, you can hit the corner of the rock that you'll land on, and it'll push you into the middle. This can save you several seconds, in an important fight to gain position of the middle.
If you have a hard time visualizing it, send me a message and I can send you a video.

Ps. I'll try to get this stickied.
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Old 12-30-2007, 03:16 AM   #24
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Originally Posted by Maka View Post
Great Guide, for beginners and for Veterans trying to improve their game. It has lots of common sense, and a lot of facts about weapons. The finer details of everything including reload times, etc adds a great deal of flare to the guide as well.

Good well done.

One jump I can recommend for your guide involves Valhalla. When going off the ManCannon from the defenders base in Territories, you can hit the corner of the rock that you'll land on, and it'll push you into the middle. This can save you several seconds, in an important fight to gain position of the middle.
If you have a hard time visualizing it, send me a message and I can send you a video.

Ps. I'll try to get this stickied.
i agree!

nice for people who want to be a better halo player. . . and for other shooters and others! Especially Tactical Shooters like Rainbow Six Vegas and Call of Duty 4!!!
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Old 12-30-2007, 03:18 AM   #25
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how long did this take?

how do you put a sticky???
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Old 12-30-2007, 03:39 AM   #26
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Quote:
Originally Posted by d1abl0z0p3ra View Post
how long did this take?

how do you put a sticky???
Around 100 hours-ish. But it was more recreation than work. Only moderators and admins can sticky stuff. Maka is most likely going to send a PM to a mod or admin and use his own authority to boss them around.
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Old 12-30-2007, 07:18 PM   #27
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dont know if its been posted or not, but someone on bungie posted this and said its his guide. All kinds of people are calling him out and he is saying he made it.

http://www.bungie.net/Forums/posts.a...tRepeater1-p=1
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Old 12-30-2007, 07:29 PM   #28
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Quote:
Originally Posted by PillowPants219 View Post
dont know if its been posted or not, but someone on bungie posted this and said its his guide. All kinds of people are calling him out and he is saying he made it.

http://www.bungie.net/Forums/posts.a...tRepeater1-p=1
Darn, you beat me to it. I literally came here to post the same link. Anyway it was a poor plagiarism attempt. He didn't even copy the one that was bungie.net format. Pretty stupid of him.
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Old 12-30-2007, 07:45 PM   #29
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Darn, you beat me to it. I literally came here to post the same link. Anyway it was a poor plagiarism attempt. He didn't even copy the one that was bungie.net format. Pretty stupid of him.



Funny part is the guy who posted it on bungie said it took him 2.5 hours!
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Old 12-30-2007, 08:12 PM   #30
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I think my favorite was when he denied copying the guide yet said it was similar.
Quote:
Posted by: UnReaL L0neWulf
Quote:
Posted by: freetogoodhome
Quote:
Posted by: SteelersFan44
Where have I seen this guide before? Oh that's right
http://www.xbox360achievements.org/f...ad.php?t=49140
Thought it looked familiar.
ive read it just now and it seems almost quite the same

but its not mine!
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