Halo Reach Multiplayer Guide
By: Phawx
Version: 1.0
See the videos at
http://www.brainlazy.com/article/video-games/halo-reach-multiplayer-guide/
or
http://www.youtube.com/watch?v=T5D3d0OhGNs
A little intro before we begin:
A long time ago I created a Halo 2 Multiplayer Guide. I skipped over Halo 3,
not because I didn't like it, just didn't have the time. I *still* don't have
the time, but I'm trying to do some coverage for my site at BrainLazy.com,
where this guide will also appear. If you go to the site be sure to look up
the guide tag and you should see the Halo content. However, I want to let you
know that what you can get here at GameFaqs but you can get at my site is the
video guide I did as well.
If you would prefer to skip going to my site, the video is hosted at youtube.
My channel is BrainLazyVideos and you should be able to find the Halo Reach
Multiplayer guide there, as well as some other guides and some reviews.
First, I need to start off saying that the respawn times I got came from the
Forge editor. And while they are mostly accurate, particullary for the
heavy weapons they appear to be inaccurate. Instead of 180 seconds, the
correct times seem to be in he 120 seconds category. Also, the MAX amount
of the weapons allowed seems to be bugged as well, in the video I showcase,
the Concussion Rifle or *any heavy weapon* actually never respawns if I don't
let go of it. You can fire all the rounds, but as long as you are still
holding onto it, the respawn timer never actually gets triggered. The
respawn time actually begins when the weapon is discarded or despawns by
leaving it alone for thirty seconds.
I hope you enjoy the guide. My buddy and I worked as fast as we could to
get all of this info done in a short amount of time. Luckily, we were able
to snag the game early at a mom and pop gamestore. Haven't gone online
because we weren't sure if that was a no-no or not. So having said that,
let's get into the table of contents.
1.) The Right Equipment
2.) Know Your Weapons
3.) Don't Forget the Utility Belt
4.) Own the Map
5.) List of Times for Weapon Respawn
6.) What's in the video
7.) Final Thoughts
The Right Equipment
Before you actually start playing Halo Reach, or any twitchy game for that
matter, you really should be running the best possible hardware. Now, I'm
not saying you need to throw away any equipment you have already, but there
are some preferable displays to use. From best to worst it goes like this:
CRT (Big old non-HD TV) supposed 1 MicroSecond Response time
Plasma is in the 1 MicroSecond area
DLP (usually sold as rear projection sets) in the 15 MicroSecond area.
OLED (Only afforadable in phones currently) in the 25 Microsecond area.
LCD from 2 milliseconds to 16milli seconds
So, I am obviously not listing every type of display possible, just the more
popular displays commonly sold to consumers. The first four in the list
can react extremely fast to changes in the display. The real problem is that
LCD has largely been winning the display wars because it offers the best
quality when considering price. So many of you may own an LCD, even one of
those newer ones with 120Hz/240Hz OverDrive modes. Sadly, these don't
actually resolve the problem that LCD crops up. What you are doing is
putting extra frames in between the actual frames the TV is receiving.
Especially with Halo Reach, where they apply a motion blur as a processing
technique to make the game look better, it results on some LCD OverDrive sets
(like mine) to have a horrendously blurred image. This is what we like to
call inverse ghosting and I recommend you just disable any OverDrive features
that are available to your LCD.
Now, if you do use an LCD, you still have some hope. In the video I did,
I actually recorded video of movement differences between a wired and
wireless 360 controller with a highspeed camera. I recorded the video at
210 frames per second and then counted the frames to see when I began pushing
the analog stick and how long it took for that to translate into motion on
the screen. And when I stopped pushing and counting how long it took for the
screen to reach it's final destination.
My results show that using a wireless 360 controller on my TV, the time it
takes for my action to reflect on screen was 176 MilliSeconds. Getting
very close to 1/5 of a second. However, when I used a wired 360 controller,
the time it took for my actions to reflect on screen was 143 MilliSeconds.
Now we are a little bit above 1/8 of a second. Now you might not think that
the difference between 1/5 of a second and 1/8 of a second is a big deal,
but trust me it is. Some people may not notice it, but I have been playing
twitchy games for quite a while and it is quite noticible. If you don't
believe me, you can check out the videos I took and count the frames yourself.
Or if you happen to have a friend with a wired controller, try it out. I
very much recommend a wired controller regardless of what display you are
using.
Lastly, please use a wired connection. If you can't get a wired connection,
it will do. However, playing with a true dedicated wire to the net will
yield the best possible latency. Every layer you have between your Xbox
and the outside world is another layer of latency. Obviously, switches and
routers won't add a terrible amount, but wireless connections *especially*
considering your signel strength will determine the quality of your link.
Know your Weapons
There are three levels of weapons in Halo Reach. These levels aren't
explicitly stated within the game, however it's how I categorized them based
on the general time they have for respawning. The light weapons usually
respawn in the 30-45 second area. The medium weapons respawn in the 60 second
area. And the heavy weapons respawn anywhere from 120 seconds to 180 seconds.
Something new in Halo Reach is the inclusion of an expanding reticule or
reiticule bloom. Certain weapons are more affected by this than others. The
Magnum is in this case as you have a tougher time judging when you are within
the accuracy boundry.
The accuracy boundry, which I demonstrate in my video, is a level at which
you can maintain your accuracy while firing the weapon. The DMR is easiest
to showcase this because you have a very clear second circle which is your
accuracy boundry. The more you fire the DMR, the more exxagerated the bloom
becomes. However, it's very important to note that you do NOT have to wait
for the reticule to come back to a full resting place. Instead, you merely
have to wait for your reticule bloom to slip back under the accuracy boundry.
As with all Halo games. They are designed such that energy based weapons
will drop shields faster than ballistics based weaponry. However, ballistics
based weaponry is better at dropping the opponent when shields are depleted.
Tactics since Halo 2 have employed a fully charged Plasma Pistol followed up
by one shot with the battle rifle to drop your enemy. This is still possible
in Halo Reach, but there are some penalties when trying to "pre-charge"
a plasma pistol. I'll explain more later in.
It seems that single fire medium range ballistics weapons drop shields in four
shots at which point you can attempt a headshot. This applies to the DMR and
Magnum.
***The Light Weapons***
Magnum
This is a call back to the original Halo: Combat Evolved game. You have a
2x scope on the weapon. Four rounds will drop the shield and a fifth to the
head will bring your opponent down.
This is a Medium range weapon. 8 in the clip with two extra clips
Plasma Pistol
This is a convenent based energy weapon. The Plasma Pistol is really your
utility pistol. It's single shot is all but useless, don't bother with
single shots. It's charged shot is
what is important. Try not to pre-charge unless you plan on expending it
quickly. When the Plasma Pistol is overcharged, it begins to rapidly deplete
the *ammo*. The Plasma Pistol only has 100 energy. When you continue to hold
an overcharged Plasma Pistol you start to burn through 10 energy every 3.5
seconds. In 10 seconds, including, discharging an overcharged Plasma shot,
you will have depleted 45 energy. It also takes a full 5 seconds to get the
Plasma Pistol back into an overcharged state. If you are overcharging and
the Plasma Pistol reaches zero, it will discharge the overcharged shot and the
weapon will be useless.
Because they added this penalty, the charged shot now travels far faster. In
Halo 2 you could manage to dodge or duck behind cover to save yourself from a
charged shot, It would be very difficult to prevent thisnow. It's also worth
noting that a charged shot will short-circuit all vehicles for a period of 3.5
seconds. And one melee attack will drop your opponent after their shields
have been depleted.
This is a very close to medium range weapon.
Spiker
The Spiker is a Brute Weapons that fires.. spikes. It does not have an
expanding reticule which coupled with it's rather large clip size makes it ideal
for close to medium range situations. Because of it's slower bullet
speed, when using it to fire at a moving target in a medium distance, try to
fire where the opponent will be, not where he is.
Close to Medium range weapon. 40 in the clip with two extra clips
Needler
No longer able to dual wield, however needle speed has been increased as well
as homing ability. A full lock will be needed before firing to enable the
homing ability. Time needed for an explosion to happen kind of puts this
weapon directly in the medium range category. Too close and your opponent
will probably take you down before you could dispense enough justice to make
him pink mist. When your opponents shield is depleted, less crystals are
needed to make them explode.
Medium range Weapon. 24 in the clip with two extra clips
The Assault Rifle
The only reason I'm putting this in the light area section is because this is
the weapon you spawn with, as the Elite's spawn with a Plasma Rifle that is
also classified as a light weapon. The Assault Rifle is actually an excellent
starting weapon. The AR has pretty decent medium range abilities if you fire
2-shot bursts and can actually harass an opponent quite nicely. It's quick
rate of fire and relatively big clip size make it an ideal close range weapon
as you can just spam bullets at your opponent and go for the melee if you
empty out. Considering this is the starting gun for the Spartans, appropriate
use of this weapon will help you own the map. Get VERY proficient at using
this weapon.
Close to Medium range weapon. 32 in the clip with two extra clips
The Plasma Rifle
This is the Elite starting weapon and in my opinion not as good as the AR,
still a decent starting weapon. The Plasma Rifle has no expanding reticule
and has a very wide area of fire at all times. However, it's rapid cool down
time coupled with an extremely healthy ammo supply lend itself very well to a
harrassment weapon. Remember that energy weapons drop shields faster,
although lack of accuracy takes away from this a bit, constantly spamming
this weapon from a distance can try to suppress an enemy and work for a flank
or to drop a grenade in. In close range, it's rapid fire and long burnout
time lend itself quite nicely to close range combat.
Close to Medium range weapon. 100 energy MAX ammo from beginning.
***The Medium Weapons***
The Plasma Repeater
This is the extended Plasma Rifle. It has a much faster rate of fire and
does include an expanding reticule. However, it is my opinion that you
shouldn't treat this weapon like a Plasma Assault Rifle. Obviously, I've
been working feverishly fast to get this FAQ and video done in time, so
I could be wrong about it, but on the onset this weapon looks like the Plasma
Rifle x2. It is an EXTREMELY powerful suppressing gun, you lose accuracy
because of the slow bullet travel time, but you make up for it with the sheer
volume of plasma shots you can volley at your opponents. Combine that with
the only covenent weapon that has been able to *reload* and you see that the
intention of this weapon isn't successive bursts, but to run the weapon until
it's starting to overheat and then dump the heat and fire quickly again.
This is what I've noticed again, I could be wrong if someone finesses it
better. But right now, that's how I plan on using the weapon.
Close to Medium-Long range. 100 Energy. MAM ammo from beginning
The Needle Rifle
This is the Covenent DMR. While it takes more shots to bring an opponent
down than the DMR, it has an overall slightly faster fire rate while being
within your accuracy boundry and it has a larger clip size at 21.
The Expanding reticule is actually worse if you try to spam this weapon to
much, but you can actually find the rythem to the expanding reticule faster
than the DMR. I'll explain that in the DMR section. The Needle Rifle is
meant more for those who can't keep up with people with better aim. Because
if you can't land a head shot, all you need to do is land three consecutive
needle rounds after breaking their shield and they will explode.
Medium to Long range. 21 in the clip with two extra clips
DMR
For many this is going to be your go to gun. The expanding reticule is such
that it linearly ramps up until it plateus into a rythem you can maintain
inside the accuracy boundry. So the first few shots you can squeeze off in
greater succession but eventually you will slow down to a rythem to keep your
accuracy. Five shots is all you need to drop your opponent. Become
proficient with this weapon to properly own the map.
Medium to Long range. 15 in the clip with two extra clips
***The Heavy Weapons***
The Focus Rifle
Honestly, I didn't even play the campaign so I couldn't tell you exactly why
this is a Covenent weapon because it largely resembles ForeRunner tech.
However, it's listed as such so we will treat it like that. The Focus Rifle
fires a continuous beam that chews up energy quickly and overheats pretty
fast too. It really doesn't do very good damage to vehicles when a person is
in it, however if you could master this weapon you'd be a force to be
reckoned with. If only I could use a mouse! This weapon chews through
enemies like butter. If you could keep the beam focus on an enemy it will
take them down in two seconds. However, I can't manage this. Mostly my
gameplay revolves around lining up my shot and then strafe aiming. I can't
use this weapon effectively.
Medium to Long range weapon. 100 Energy MAX ammo from beginning
The Concussion Rifle
I love this weapon. Not only is it destructive but a direct hit will cause
your enemy to be shifted a few feet in the direction the shot was going.
Really nice way to disorient your opponent while messing them up. This is a
fantastic heavy weapon. Use this to gain access to areas that are heavily
fortified or (re)gain control of certain areas of the map.
Highly Recommended.
Medium to Long range weapon. 6 in the clip with 4 extra clips
The Plasma Launcher
This is the infantry rocket launcher. Don't bother with locking onto
vehicles with this unless you absolutely have too. Charging up 4 homing
plasma grenades takes a bit of time and sometimes won't even bring down
a vehicle. It uses 1 more energy to fire 4 in one shot, but it doesn't
matter, you are limited to 12 regardless. This works amazingly well against
infantry though. Get a lock, charge it for one second, let it rip. Kiss your
enemy goodbye.
Medium to Long range weapon. 12 shots.
Fuel Rod Cannon
Hurdles slugs of plasma at your enemy. Don't bother with direct hits, this
weapon is all about the splash damage. Excellent use for entering heavily
fortified areas or bunkered combatants. Please avoid using in tight
corridors and only single enemies. If you absolutely must use it on a single
enemy, do so.
Medium to Long range weapon. 5 in the clip with 2 extra clips
Energy Sword
Fantastic close range weapon. Only uses energy on successful hit. 10 hits
and the energy is depleted. When locked on, upon inititaing attack, you will
lunch very fast at your opponent. Tie this together with the evade armor
ability and you can hurdle a great distance and line up your lunge. Evade
makes the energy sword a usable medium range weapon.
Close to Medium (while using Evade ability) range Weapon. 10 slashes
Gravity Hammer
This weapon is weird. It's extemely powerful. It can do decent damage to
vehicles. However, you CAN kill yourself if you hit a wall. It's very
powerful against one enemy, but because it lacks the quick kill that the
energy sword does, you may just propel your enemy further away from you at
which point they can kill you. Never go barreling in with this weapon. They
will tear you up before you get to them. It's great for groups of enemies.
Best used with either Evade, Sprint or Jetpack abilities.
Close range weapon. 11 pounds
Shotgun
Standard Issue close range human weapon. Point blank it will immediately
take down an enemy, if it doesn't you can chain together a rapid melee attack
right after the initial shot. Careful when doing this at you have to wait a
full second before you can begin firing again. While reloading you can
discharge a shot immediately after putting a shell in. For dire situations
only.
Close range weapon. 6 in the clip with 2 extra clips
Rocket Launcher
It launches rockets. You have four of them. Don't use in close corridors.
Extremely effective against vehicles with lock-on technology. Not like
Halo 2 where you had to hold down the attack. Just line up the target and
the reticule will lock on. Fire.
Long range weapon. 2 in the clip with 1 extra clip
Sniper Rifle
Can kill in one head shot. You have 12 rounds. For medium to extremely
long range. Make'em count.
Careful of the ricochet.
Medium to Extreme Long range weapon. 4 in the clip with 2 extra clips.
Grenade Launcher
For getting into those hard to reach places. You can ricochet grenades off
walls to attack your enemy without them seeing you. Pretty decent splash
damage. If you also hold down the trigger button you can have a timed
detonation. The plus effect of doing this is you can short-circuit vehicles
like the Plasma Pistol and temporarily keep that vehicle out of commision.
You could technically chain shots one after the other and keep a vehicle
down for as long as you have ammuntion. Pretty handy.
Medium to Long range weapon.
Spartan Laser
Extremely accurate laser. And very powerful. And upon firing,
instantaneous. Can destroy vehicles in one shot. You only have four shots.
Much like the rocket launcher but without the lock on. However, you can
techinically harass an enemy without depleting any ammunition. Not for very
long as they will be comingafter you. But still serves its purpose.
Medium to Long range weapon. 4 shots
Don't Forget the Utility Belt
Armor Abilities. AA. Good stuff. Hopefully in future patches of Halo Reach
modders can forge different AA so that we could have a Team Fortress type of
game type, it'd be kind of neat.
Anyhow, let's get on to Armor Abilites.
Sprint
Does what it says it does. You can sprint for about 5 full seconds. Takes
about 5 seconds to recharge before you can sprint again. I still feel they
need to tweak this ability. Either you need to sprint faster or for a longer
amount of time. Feels underpowered compared to the other AA. Best places to
use are in CTF games and hallway laden environments. For when you need to
dart in and out of murder holes.
Active-Camo
This one is a mixed bag. Upon initializing this ability, it mutes your
sound, scrambles the radar and applies active camo onto you. Scrambling the
radar is a big sign that someone with active camo is in the area, muting the
sound makes it harder for you to hear if someone is coming looking for you
and the camo doesn't work that well. You need to be standing still for it
to fully work and even then, if it's brightly lit they can still see you.
The camo is really good for causing confusion and nothing else. It lasts a
LONG time (45 seconds) and returns in 15 seconds. I think Active-camo is
really a tag team ability. Use this with hologram and you will be setting
up a lot of people.
Hologram
This is an awesome ability. It requires you to aim where you want your
hologram to start running. It lights up the radar as if it was a real person
and if you equip the Gravity Hammer before using your Hologram, EVERYONE
will want to open fire on your hologram. It's a great support ability.
It lasts 12 seconds unless killed and the ability can be reused in 10 seconds.
Evade
This is a fantastic offensive/defensive ability. No other ability lets you
move this fast while also shrinking your target area. You could either
advance faster to your opponent or dart away if they got the jump on you.
Can be used consecutively. Recharge time is 5 seconds.
JetPack
This is a really good ability. Can help you gain access to a better fighting
position. Travese certain areas faster than others by going over obstacles.
Initiate a fight from above. Just be careful. Falling damage does exist.
Last for 5 seconds, takes 6 seconds to recharge.
Armor Lock
Personal invulnerability for 5 seconds. Upon completion lets out a small EMP
that will drain opponent shields. Has various uses, good for CTF games where
you just need those 5 extra seconds for your teammates to come bail you out.
Drop Shield
Create a bubble shield whenever you want. Bubble shield lasts 15 seconds
takes 20 seconds for it to recharge. Extremely effective for group coverage.
Decent support ability.
Own the Map
Alright, so what does "Own the Map" mean. I've been saying it for awhile
as running the map as well. But, basically it means to control certain areas
of the map to force your opponent to be at a disadvantage.
How do you go about owning the map. Well, first it's about knowing what and
where everything is. You start off with light weapons and spawn points are
designed such that early weapons are all light weapons. As both teams go
inward to collect the heavy weapons, along the way you will be picking up
the medium weapons. Basically get very good at using the AR/DMR/Needle
Rifle. Secure the Heavy weapons. When you pickup the heavy weapon and
especially when you discard it, timer's are set for them to respawn. On the
bottom right of your screen you should see a timer ticking down, make sure
to make note of the time when you picked it up or discarded it. As that
will dictate when the weapon will come back. In the next chapter of this
guide I will list ALL of the respawn times followed by the max amount of
that weapon at that point allowed in play, as well as the LOCATION of where
the weapon can be found. Thankfully Bungie included in all the non-forge
maps, names for certain areas. Please go by these naming conventions.
It will help everyone be on the same page. If you need help, you can quickly
call out to your buddies that you need help 3rd floor refinery.
All of the times were taken from Forge mode. I've noticed that while the
heavy weapons state that it takes 180 seconds for them to respawn, I've seen
it more in the 120 second area. So this maybe a bug, like stated earlier.
I'll update this FAQ if and when I can confirm if it's a bug or not.
So now that you own the Heavy Weapons, you need to position your troops
such that if they are close enough to a spawn point, it will force your
enemies to spawn in a different location then where you and your troops
are. So if your whole crew maintains a position, other people spawning
are going to be at a big disadvantage because they will have to wait and
regroup to be properly effective. Most teams don't have this type of
coordination. It's imporant that you try to be cohesive as a group.
So that's basically owning the map. Don't over extend yourself. You only
need to own 60% of the map. Fortify your stronghold, keep an eye on the
respawn timers for the heavy weapons and you will secure victory.
List of Times for Weapon Respawn
Boardwalk
Level Weapon Respawn Time Max Count
Service Tunnels Rocket 180 2
Service Tunnels Plasma Launcher 180 2
Service Tunnels DMR 45 3
Service Tunnels Needle Rifle 45 2
Ocean View Health Pack 15 5
Ocean View Plasma Repeater 30 2
Courtyard Shotgun 120 2
Courtyard Needler 45 2
Upper Courtyard Magnum 30 2
Makeout Point Plasma Grenade Never 2
Makeout Point Plasma Grenade Never 2
Upper Courtyard Health Pack 15 2
Upper Courtyard Plasma Pistol 45 2
Upper Courtyard Frag Grenades Never 4
Upper Courtyard Shotgun 120 2
Upper Courtyard DMR 45 3
Upper Courtyard Needler 45 2
Upper Courtyard Magnum 30 2
Cafe Hall Plasma Repeater 30 2
Sky Bridge Health Pack 15 5
Sky Bridge Frag Grenades Never 4
Courtyard Plasma Pistol 45 2
Reststop 1st Floor Health Pack 15 5
Overlook Sniper Rifle 120 2
Boneyard
Level Weapon Respawn Time Max Count
Middle Approach Needler 60 2
Cliff Approach Needle Rifle 30 12
Cliff Approach Plasma Pistol 30 2
Bridge Approach Needle Rifle 30 12
Bridge Approach Needle Rifle 30 12
Bow Health Pack 15 6
Stern Scaffold Plasma Launcher 180 4
Under The Ship Needle Rifle 30 12
Under The Bulkheads Needle Rifle 30 12
Extraction Point Needler 60 2
Extraction Point Focus Rifle 180 3
Junkyard Needle Rifle 30 12
Junkyard Needle Rifle 30 12
Junkyard Needle Rifle 30 12
Refinery Entrance Shotgun 60 3
Refinery Entrance Grenade Launcher 120 2
Refinery Second Floor Health Pack 15 6
Refinery Second Floor Health Pack 15 6
Core Case Needle Rifle 30 12
Shop Health Pack 15 6
Refinery 3rd Floor Rocket 120 3
Refinery 3rd Floor Sniper Rifle 120 3
Refinery 3rd Floor Health Pack 15 6
Refinery 3rd Floor Shotgun 60 3
Refinery 3rd Floor Spartan Laser 120 2
Refinery Roof Mounted Machine Gun 120 3
Conveyer Belt Plasma Launcher 180 4
Port Scaffold Sniper Rifle 180 3
Port Scaffold Needle Rifle 30 12
Junkyard Mounted Machine Gun 120 3
Refinery Roof Mounted Machine Gun 120 3
Junkyard Plasma Repeater 30 1
Junkyard DMR 30 10
Junkyard Grenade Launcher 60 2
Low Road DMR 30 10
Low Road DMR 30 10
Bow Health Pack 15 6
Bow Plasma Launcher 90 4
Bow Focus Rifle 45 3
Bow Sniper Rifle 180 3
Hold DMR 30 10
Bulkheads Rocket 180 3
Bulkheads Focus Rifle 45 3
Bulkheads Plasma Launcher 90 4
Hold Health Pack 15 6
Countdown
Level Weapon Respawn Time Max Count
Tech Stairs Plasma Rifle 30 3
2nd Floor Health Pack 15 3
2nd Floor Needler 45 2
Big Door DMR 30 6
Tech Stairs Plasma Grenades 30 4
Tech Stairs Plasma Grenades 30 4
Tech Hall DMR 30 5
Pipe Hall DMR 30 4
Pipe Stairs Plasma Grenade 30 2
Pipe Stairs Plasma Grenade 30 2
Pipe Stairs Needle Rifle 30 2
Catwalk Sword 180 2
3rd Floor Plasma Pistol 30 2
3rd Floor Plasma Pistol 30 1
Big Door DMR 30 3
Ventilation Shotgun 180 2
2nd Floor Health Pack 15 2
Launch Pad Needle Rifle 30 1
3rd Floor Health Pack 15 1
Balcony Concussion Rifle 90 2
Launch Pad Frag Grenades 30 2
Launch Pad Frag Grenades 30 2
Asylum Sanctuary
Level Weapon Respawn Time Max Count
Quarry Health Pack 15 2
Quarry DMR 30 2
Quarry Mounted Machine Gun 180 2
Quarry Sniper Rifle 90 2
Quarry Shotgun 90 2
Quarry Sword 90 1
Quarry Needler 30 2
Quarry Needler 30 2
Quarry Shotgun 90 1
Quarry Mounted Machine Gun Never 90
Quarry Sniper Rifle 90 1
Quarry Plasma Pistol 30 2
Quarry DMR 30 1
Quarry Health Pack 15 1
Quarry Needle Rifle 30 2
Quarry Needle Rifle 30 1
Quarry Plasma Pistol 30 1
Quarry Plasma Repeater Never 2
Quarry Plasma Repeater Never 2
Hemorrhage Blood Gulch
Level Weapon Respawn Time Max Count
Canyon Plasma Pistol 30 2
Canyon Plasma Repeater 30 2
Canyon Magnum 30 2
Canyon Frag Grenade 45 4
Canyon Frag Grenade 45 4
Canyon Sniper Rifle 120 2
Canyon Health Pack 15 2
Canyon DMR 30 2
Canyon Shotgun 180 2
Canyon Plasma Grenade 45 3
Canyon Plasma Grenade 45 3
Canyon Concussion Rifle 60 2
Canyon Plasma Launcher 180 1
Canyon Plasma Pistol 30 2
Canyon Plasma Repeater 30 2
Canyon Magnum 30 2
Canyon Frag Grenade 45 4
Canyon Frag Grenade 45 4
Canyon Sniper Rifle 120 2
Canyon Health Pack 15 2
Canyon DMR 30 2
Canyon Shotgun 180 2
Canyon Plasma Grenade 45 3
Canyon Plasma Grenade 45 3
Canyon Concussion Rifle 60 2
Canyon Plasma Launcher 180 1
Paradiso
Level Weapon Respawn Time Max Count
Island Health Pack 15 5
Island Grenade Launcher 99 1
Island Health Pack 15 4
Island Frag Grenade 45 6
Island Frag Grenade 45 6
Island Plasma Grenade 45 8
Island Plasma Grenade 45 8
Island Needle Rifle 45 4
Island Concussion Rifle 120 2
Island Health Pack 15 3
Island Spartan Laser 180 1
Island Concussion Rifle 30 1
Island Needle Rifle 45 3
Island DMR 45 8
Island Plasma Pistol 45 3
Island Mounted Machine Gun 60 2
Island DMR 45 7
Island Plasma Repeater 30 6
Island Sniper Rifle 180 2
Island DMR 45 8
Island Plasma Pistol 45 3
Island Mounted Machine Gun 60 2
Island DMR 45 7
Island Plasma Repeater 30 6
Island Sniper Rifle 180 1
Pinnacle Ascension
Level Weapon Respawn Time Max Count
Pillar Plasma Grenade 60 6
Pillar Plasma Grenade 60 6
Pillar Health Pack Never 3
Pillar Frag Grenade 60 6
Pillar Frag Grenade 60 6
Pillar DMR 30 3
Pillar Plasma Pistol 30 1
Pillar DMR 30 2
Pillar Health Pack Never 2
Pillar Rocket Launcher 180 1
Pillar Sniper Rifle 180 2
Pillar Needler 30 2
Pillar Plasma Grenade 60 4
Pillar Plasma Grenade 60 4
Pillar Magnum 30 1
Pillar Health Pack Never 1
Pillar Shotgun 180 1
Pillar DMR 30 1
Pillar Plasma Grenade 60 2
Pillar Plasma Grenade 60 2
Pillar Plasma Repeater 30 1
Pillar Needler 30 1
The Cage
Level Weapon Respawn Time Max Count
Coastline Plasma Grenade Never 4
Coastline Plasma Grenade Never 4
Coastline Health Pack 15 3
Coastline Frag Grenade Never 2
Coastline Frag Grenade Never 2
Coastline Shotgun 60 1
Coastline Needle Rifle 45 2
Coastline Plasma Launcher 120 1
Coastline Plasma Grenade Never 2
Coastline Plasma Grenade Never 2
Coastline Health Pack 15 2
Coastline Plasma Repeater 20 1
Coastline DMR 30 2
Coastline Plasma Pistol 20 1
Coastline Grenade Launcher 90 1
Coastline Health Pack 15 1
Coastline Needler 30 1
Coastline DMR 30 1
Coastline Needle Rifle Never 1
Powerhouse
Level Weapon Respawn Time Max Count
Cliffside Shotgun 180 2
Cliffside Plasma Pistol 30 3
Dirt Path Needler 30 3
Dirt Path DMR 60 5
Dirt Path Plasma Pistol 30 2
Dirt Path Plasma Repeater 30 1
Green Residence Health Pack 15 4
Green Residence Frag Grenade 45 6
Green Residence Frag Grenade 45 6
Lockers Grenade Launcher 90 2
Lockers Plasma Grenade 45 6
Lockers Plasma Grenade 45 6
Spillway Needler 45 2
Spillway Needle Rifle 60 2
Dormatory Roof Plasma Grenade 45 4
Dormatory Roof Plasma Grenade 45 4
Dormatory Roof Health Pack 15 3
Ridge DMR 60 4
Yard Focus Rifle 180 2
Spillway Rocket Launcher 180 2
Yard Frag Grenade 45 4
Yard Frag Grenade 45 4
Powerhouse 2nd Floor Brid Magnum 30 3
Dirt Path Plasma Grenade 45 2
Dirt Path Plasma Grenade 45 2
Dirt Path DMR 60 3
Powerhouse 1st floor Needle Rifle 60 1
Powerhouse 1st Floor Health Pack 15 2
Concrete Path DMR 60 2
Concrete Path Magnum 30 2
Concrete Path DMR 60 1
Shed Gravity Hammer 120 2
Yard Needler 45 1
Reflection Ivory Tower
Level Weapon Respawn Time Max Count
Entrance Health Pack 15 3
Zen Garden Frag Grenade 45 4
Zen Garden Frag Grenade 45 4
Zen Garden Rocket Launcher 180 2
Walkway Needle Rifle 30 2
Walkway Plasma Repeater 30 3
Koi Pond Sword 180 2
East View Plasma Repeater 30 2
East View DMR 30 2
Walkway Needler 45 2
Water Balcony DMR 30 1
Water Balcony Plasma Grenades 45 6
Water Balcony Plasma Grenades 45 6
West View Health Pack 15 2
West View Needle Rifle 30 1
Koi Pond Plasma Repeater 30 1
Back Room Magnum 30 2
Back Room Plasma Grenades 45 2
Back Room Frag Grenade 45 2
Low Hall Health Pack 15 1
Back Room Magnum 30 2
Back Room Plasma Grenades 45 2
Back Room Frag Grenade 45 2
Walkway Plasma Pistol 30 2
High Balcony Plasma Grenade 45 3
High Balcony Plasma Grenade 45 3
High Balcony Sniper Rifle 180 2
Grass Ramp Plasma Pistol 30 1
Grass Ramp Shotgun 180 2
Balcony Hall Needler 45 1
Spire
Level Weapon Respawn Time Max Count
Devils Den Fuel Rod Gun 120 3
Conveyor Belt Sniper Rifle 120 3
Conveyor Belt Rocket Launcher 120 4
Ridge Road Sniper Rifle 120 2
Middle Road Plasma Turret Never 3
Middle Road Sniper Rifle 120 1
Alpha Generator Needle Rifle 45 12
Alpha Generator Needle Rifle 30 11
Mountain Road Plasma Turret Never 2
Mountain Road Needle Rifle 45 10
River Needle Rifle 45 9
Middle Road Rocket Launcher 120 3
River Needle Rifle 45 8
Cliff Road Plasma Turret Never 1
BFG Concussion Rifle 60 2
BFG Needle Rifle 45 7
Bluff Needle Rifle 45 6
Crater Focus Rifle 120 3
High Trail Plasma Launcher 90 2
High Trail Fuel Rod Gun 120 2
Conveyor Belt Health Pack Never 5
Lower Spire Plasma Pistol 30 3
Lower Spire Plasma Pistol 30 2
Lower Spire Focus Rifle 120 2
Lower Spire Plasma Launcher 180 1
Lower Spire Needler 30 2
Sword Base
Level Weapon Respawn Time Max Count
Security Plasma Grenades 45 4
Security Plasma Grenades 45 4
Server Room Magnum 30 3
Damaged Hall DMR 60 5
Storage Plasma Repeater 30 3
Research Plasma Grenades 45 2
Research Shotgun 120 2
Research Magnum 30 2
Research Needle Rifle 60 3
Research Plasma Pistol 45 3
Atrium Frag Grenade 45 4
Atrium Frag Grenade 45 4
Laboratory Needler 60 2
Lobby DMR 60 4
Lobby Sword 120 2
Elbow Needle Rifle 60 2
Low Bridge Plasma Pistol 45 2
Yellow Lift Room Needler 60 1
Operations Needle Rifle 60 1
Operations Frag Grenade 45 2
Operations Frag Grenade 45 2
Operations DMR 60 3
Operations Plasma Repeater 60 2
Atrium Grenade Launcher 180 2
Corner Vent DMR 60 2
Atrium Magnum 30 1
Medium Bridge Concussion Rifle 180 2
Zealot Midship
Level Weapon Respawn Time Max Count
Ground Floor DMR 60 2
Blue Halls Magnum 60 2
Basement Needler 60 2
Ground Floor Plasma Grenades 45 4
Ground Floor Plasma Grenades 45 4
Space Concussion Rifle 180 2
Red Corner Plasma Repeater 60 2
Center Platform Frag Grenade 45 4
Center Platform Plasma Grenades 45 2
Center Platform Needler 60 1
Center Platform Frag Grenade 45 4
Center Platform Plasma Grenades 45 2
Blue Corner Plasma Repeater 60 2
Blue Corner Health Pack 15 3
Red Curved Hall Needle Rifle 60 2
Red Corner Health Pack 15 2
Holograms Sword 120 2 </pre><pre id="faqspan-2">
Blue Curved Hall Needle Rifle 60 2
High Center Frag Grenade 45 2
High Center Frag Grenade 45 2
What's in the Video?
Well the video contains a lot of this information, but I also highlight
certain areas to further elaborate on things like the timer and location
in the HUD. I also show off some vehicle stuff, because it's quick and
easy enough in a video setting that it doesn't really need to be in this
FAQ. I show stuff like reticule bloom on certain weapons. Respawn timers.
The latency difference between Wired and Wireless controllers. There certain
things that I just need to *show*. Those are left for the video. For the
minute detail and spreadsheet like stuff, I put that here.
Final Thoughts
Practice. You can use this as a primer, but everyone has a different
play-style. Please don't chuck grenades if your teammates are also fighting
someone. Chances are you'll just kill them and your teammate. +1 -1 = 0.
That's a zero sum game. And if your ally had some weapons, you just lost them
and potentially securing that area. So please be careful with explosive
ordinance.
For goodness sake put the mic on. Talk to your teammates. Even if you don't
know the name of an area pick an easy to distinguish call sign so people can
see you in the HUD. Just say, "where I am" say just about anything that will
help keeping your group together as a whole.
Well, first I hope you enjoyed this FAQ. My gamertag is Phawx so you can
send me a friend request if you like. I don't have very much time anymore.
To give an example, I've played 3,000+ games in Halo 2, while I've only
played around 250 games in Halo 3. Most of my time goes to work and my
family now. However, gaming is my hobby so I always make time for it when
I can. When new stuff
comes out, I tend to play that stuff now. My skills have degraded since
Halo 2.
I guess that's about it. gg. glhf.