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 Halo 4 - MP Strategy

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DeathByAK

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PostSubject: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeTue Feb 26, 2013 5:17 pm

So I've been watching videos from several different H4 commentators in an effort to pick up some basic game-play strategy/tactics.

One recurring theme that I've noted in several different vids is the concept of "team kill". This is a completely & total variation from CoD strategy. This would never work in CoD. It's also mainly been mentioned in a fashion as if it's very obviously basic strategy - as in breezed over like a CoD commentator would breeze over aiming down sites when shooting.

Team Kill strategy is one in which the team, or at least 3-4 members of the team stay close together & work together. As they come across an enemy, they all shoot/nade/etc the enemy at the same time. It makes for a super fast kill and then they focus on the next target.

I did this playing solo a few times - if I would see one or 2 guys already shooting at someone, I would join in the frey. Like I said - super fast kills.

I think this is an interesting tactic to take when we have several guys in a party. Again, the beauty of playing with a clan is the communication - team killing obviously takes communication & coordination.

I think we could do some serious damage using this approach. I've also just unlcoked the proximity heal thing - so we could have 1 guy running that & heal up the group as we work our way around the map.

(as a side note, i've fallen in love with the DMR - I've learned to hang back and scope in rain hell from a safe distance..lol)
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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeTue Feb 26, 2013 8:59 pm

Im glad you explained the "Team kill" thing it got heated the other night in a few matches...We had the thinking of a cod hardcore team killer issue
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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 8:50 am

You guys are learning all the Halo lingo now! haha hell yes team killing or going round the map in "doubles" is key. (also why the doubles playlist exists) 90% of the times (usually after going for the power weapons after 1st spawn you team up with another. Normally you split into two teams of two as all the competitive matches are 4 vs 4. [If you've noticed that's why im usually trying to locate one of you Halo new guys and follow you always asking "where are you, where are you" lol. Razz ]

Another huge tactic in halo is using grenades unlike almost all other FPS. There are a few schools of thought (P vs P use) but it basically comes down to start or finish with a grenade. If you can, lob a grenade to land right next to your foe to hopefully take down or completely pop your enemy's shields and follow up with a quick one shot, head shot for the kill. Conversely, some take a few shots then finish with a grenade. The important part is to remember halo's grenades (talking bout Frag here, sticky's a whole nother thing haha) explode almost instantly upon impact with a surface (can hang in air indefinitely).

just a Nade fact sheet for ya guys i found lol:

Supply and Use

- You only start with 1 Pulse Grenade on spawn, compared to Frag and Plasma grenades where you start with 2.
- You can hold 2 of every grenade.
- You throw all grenades equally fast.
- The delay between grenade throws is equal for all grenades. (1 second)
- All grenades fly in the same arch, and can thus travel the same throw distance.
- Plasma grenades bounce once when hitting the floor, frag grenades bounce until momentum is lost.
- Plasma grenades take longer to detonate than any other grenade. Frag grenades take 1 second to detonate after contact, plasma grenades take 1.5 seconds to detonate after contact, and pulse grenades detonate instantly on contact.
- Pulse grenades have the longest explosion, taking 3 seconds. Both Plasma and Frag grenades explosions last under 0.5 seconds.
- Grenades can be thrown as far as you like, and will never detonate in mid-air unless shot.
- Grenades only activate their detonation timer once they have hit the ground, a vehicle, or a Spartan. Grenades will not start their detonation timer when hit against walls or ceilings.
- Plasma Grenades do not stick to walls, ceilings or floors.
- Tested against a small dominion shield. All grenades destroy base shields at the moment of detonation. The Pulse grenade continues its 3 second explosion as normal.
- Grenades do not go through teleporters. All grenades are effected by gravity cannons.
- It takes the full duration of 2 pulse grenades to destroy a mongoose. Compared to Frag and Plasma grenades which take 4 explosions.
- Plasma Grenades are more powerful when stick to a vehicle, taking only 2 sticky explosions.
- The force of a grenade throw effects its bounce. Frag and Plasma Grenades bounce higher when thrown down at the ground while jumping or standing above the ground.
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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 9:05 am

Figured id post this here for everyone to use.

All you guys need to know about the weapons/armor etc

Wired.UKs H4 Multiplayer Guide

Lock and load
343 Industries' love and adoration of the Halo series is most evident in the way it's gone about assembling Halo 4's arsenal; all of the favourites are here -- and it's even squeezed a few extra toys online that don't appear in the main campaign missions.

The weapons have been finely tuned to the extent that no single gun will rule online play -- but some guns have clearly been balanced in such a way that they suit some tasks better than others. Here's our weapon overview:

UNSC weapons
Assault Rifle (MA5D ICWS -- but you totally knew that)
Most effective: Mid- to short-range.
For both Halo 3 and Reach, the Assault Rifle largely played second fiddle to the BR and DMR -- it was great for rushing a cornered foe and following up with a melee, but that was about it. It feels like 343 has boosted the damage of the Assault Rifle in Halo 4, making it a bullet hose of Halo: CE standards. Such is its power that in a short-range battle, the Assault Rifle can now easily dispatch a lesser-skilled BR or DMR user.

In team-based games, the Assault Rifle should be the weapon of choice for the bum-rushing assist player -- while scope-wielding teammates hang back looking for the headshot, a player armed with an Assault Rifle can ruin an enemy's shield and cause a very noisy, scope-ruining distraction.[Some team killing tips right here!]-Gun


Battle Rifle (BR85HB SR)
Most effective: Mid-range.
The BR is back, spiting its triple bullet death spew with wonderful familiarity. The BR has been very carefully balanced to allow it to sit alongside the DMR (see below) without feeling like the same gun. The BR suits mid-range scenarios better than its DMR counterpart, making it the better rifle to take into medium-sized levels where the majority of action will take place in tight corridors. Five shots will take down an enemy (free of overshield), but if you go one-on-one against a skilled DMR user at a longer range, chances are the DMR will finish you off given its better accuracy.

DMR (M395 Designated Marksman Rifle)
Most effective: Long- to mid-range
In short, the DMR feels like the Magnum of Halo: CE; a superb single shot weapon, ideally used to pick off any foe whose mid-range weapon can't reach you. The 'bloom' inaccuracy ofReachhas been toned down significantly, but the single shot means that you have to be spot on against a player armed with the BR, whose burst shot will finish off less-than-perfect DMR users. Just as with the BR, the DMR takes five shots to take down an enemy.

The battle will no doubt rage for a while as to whether the BR or DMR is the better primary weapon if Halo 4; they will suit different playing styles and different scenarios, but will both kill with five accurate shots.

Magnum
Most effective: Mid- to short-range
Returning to the sidearm role of Halo 3, the Magnum has been downgraded from the powerful position it found itself within Reach. It's now a very "agile" weapon; in a notable change to the Halo series, the Magnum can now be used by flag carriers in CTF matches. The Magnum is now slightly quicker at unloading its clip; the most effective use witnessed by Wired.co.uk was in emptying rounds as quickly as possible into an onrushing opponent while strafing/running backwards.

Rail Gun (ARC-920)
Most effective: Mid- to short-range
A new edition to the Halo arsenal, the Rail Gun is a shockingly brutal charge-to-fire weapon. Hold the trigger, watch the charge gauge and unleash a single shot of death with immense satisfaction. But beware, the magazine only holds one shot, and the longer-than-average reload time could see you look like a total fool should you miss your target. Brilliant for aiming into a crowded corridor, or taking out team players stupid enough to run through narrow doorways one behind the other.

Rocket launcher
Most effective: Mid- to short-range
Significantly, the rocket launcher of Halo 4 can lock onto vehicles, making it a must for any Big Team Slayer games as larger vehicles can wreak havoc on ill-equipped foe. Rockets move at much the same pace as they did in Reach, and it feels like they have the same damage radius. Essentially, aim for the feet, and only pull the trigger if your enemy isn't standing in your face.

SAW
Most effective: Short-range
Wired.co.uk's favourite new weapon of Halo 4, the SAW machine gun turns a player into a one-man bullet storm, ideally used for sweeping busy battlefields and corridors. Given the extra long clip, players should note that they can rack up two or three kills before needing to reload. This is the perfect tool for supporting a flag carrier in CTF, or for laying down heavy fire in team-based action.

Never, ever run head-on at a player carrying a SAW, even if you're wielding the Shotgun or Scattershot -- it's too much of a gamble. Run away, go for headshots and throw grenades -- and pray they need to reload.

Shotgun
Most effective: Short-range
Six rounds, six instant kills in the right hands, the Shotgun feels like the same death-wand that Halo players have always loved. Play a few games of Flood if you want to sharpen your Shotgun skills -- it's vital to work out just how close is close enough before you pull the trigger.

Sniper Rifle
Most effective: Long-range
Not a lot has changed concerning the awesome power of the Sniper Rifle -- other than the devastating new soundtrack that accompanies a pull of the trigger. Aim for the top of the head and happy hunting.

Spartan Laser
Most effective: Long- to mid-range
The crowd pleaser is back, with no changes to speak of other than its aesthetic. The best anti-vehicle weapon in the game by a mile (rockets can be dodged by skilled drivers), and deeply satisfying to use against Spartans stuck in open ground. Takes three seconds to charge and fire. Point, pause and smile.

Sticky Detonator
Most effective: Mid- to short-range
Remember that funny little pistol that the Master Chief grabbed in the first E3 video of Halo 4? That was the Sticky Detonator, a medium to short-range grenade launcher. Fire the grenade at a surface or opponent with the first pull of the trigger, then pull again to detonate it remotely. There's a short delay before you can detonate the round, so be sure to have plenty of practice before you try heading into the middle of a match with one of these; it can be deeply frustrating to watch an opponent run past your shot before you have the chance of detonating it.

It should be noted that the DMR and BR make for a deadly partnership for the Sticky Detonator -- if your detonated round doesn't finish off an opponent, it will have more than likely have ruined their shield. Follow up with a swift round to the head -- the new n00b kill of Halo 4.

Covenant weapons
Beam Rifle
Most effective: Long-range
The Beam Rifle makes a welcome return to Halo 4, with no major changes. It'll kill at the same rate as the Sniper Rifle, but if you fire off two shots too quickly, the gun will overheat and render you useless. Instant kill with headshot, two body shots anywhere else for a kill.

Concussion Rifle
Most effective: Mid- to short-range
The Concussion Rifle can pop up from time to time in ordinance drops, and makes for a brilliant crowd control weapon. A high rate of fire and decent damage radius makes it ideal for taking on Ghosts, Warthogs or enemy teammates stupid enough to stand next to each other. Not as powerful as the rocket launcher, but its larger clip means that you don't have to be as accurate with every shot.

Covenant Carbine
Most effective: Mid-range
The Covenant Carbine offers an interesting alternative to the DMR and BR; it takes more shots to kill your target (roughly seven), but has a faster rater of fire and larger clip (18 shots) than either of the UNSC rifles. This means when working alongside a SAW wielding teammate, you may be able to find the all important killing headshot a little quicker with the DMR or BR.

Energy Sword
Most effective: Short-range
The Energy Sword returns, even more super-sparkly than ever. As with previous Halo games, if you miss with your lunge, be sure to follow up swiftly with a melee attack, as the melee is available in less time than a second lunge.

Needler
Most effective: Mid- to short-range
Prepare yourself for this -- Halo 4 sees the Needler become a map-dominating power weapon. We were surprised too. The moment you lock onto a target, drain out a clip and chances are you enemy will explode in a purple cloud before they can take you down. An ideal weapon to have if you're trying to take down a jet-pack equipped enemy (they can't strafe as quickly, and look ridiculous trying to avoid the needles) or for use on opponents from above. Beware the small clip size.

Plasma Pistol
Most effective: Mid- to short-range
Still at the bottom of the Halo weapon food chain, the Plasma Pistol should only ever be used for taking down an opponent's shield before following up with a headshot. The charged up shot appears to track enemies a little more generously than in previous games, but this will never be a weapon of choice.

Storm Rifle
Most effective: Mid- to short-range
The replacement for the Plasma Rifle (we miss it too), the Storm Rifle works on a single clip and must be discarded once used. It's a very effective distraction weapon, with similar power to the UNSC Assault Rifle -- although slightly less useful given that it can overheat and you can't pick up new ammo for it.

Promethean weapons
Binary Rifle
Most effective: Long-range
The Promethean sniper rifle packs a heck of a wallop, and doesn't suffer from the same overheating issues as the Beam Rifle. Some players might prefer the larger clip of the UNSC Sniper Rifle (the Binary Rifle only holds two shots), but the Binary Rifle will take a Spartan down in one shot. Deeply satisfying noscope action.

Boltshot
Most effective: Mid- to short-range
The Boltshot is a slightly chunkier variant on the Plasma Pistol; a rung below the Magnum as a sidearm, but a charged shot is brilliant at taking off an enemy shield.

Incineration Cannon
Most effective: Mid-range
As the name suggests, the Incineration Cannon is more than a little aggressive. The projectile it fires produces further cluster damage once it's hit its target, meaning that the Incineration Cannon is devastating against vehicles or crowds of opponents. Be sure that you're not anywhere near your target though, as you can easily be damaged by the cluster blast of your own shot.

Lightrifle
Most effective: Mid-range
The Lightrifle is one of the most interesting guns of Halo 4 thanks to its unique round-changing capacity; when scoped, the Lightrifle fires a single shot like the DMR -- but can stop an opponent in four, rather than five shots. Unscoped, the Lightrifle fires a burst round, like the BR, but takes six shots to stop an opponent. Given its potentially quicker kill-rate, don't be surprised to see more advanced players switching from the DMR to the Lightrifle after a few months of game time.

Scattershot
Most effective: Short-range
The Promethean shotgun is a formidable weapon in the right hands, with shots that are able to bounce off surfaces and track players to a small extent -- making it an arguably more useful weapon than the UNSC Shotgun (though the UNSC Shotgun is able to hold six shots to the Scattershot's five).

Suppressor
Most effective: Mid- to short-range
The Suppressor is the Promethean variant of the Assault Rifle, carrying slightly more rounds at 50, but with slightly less stopping power than the UNSC variety.

Building your loadout
Following in the wake of other major online FPSs, Halo 4 has introduced ordinance drops to Infinity Slayer: earn enough in-game "points" from kills, assists and other reward-worthy plays like distraction or assassination, and you can call in your own ordinance dropped weapon or armour boost.

Customisable loadouts have also been included, allowing you to take control of more than just your weapon combination, with Armour Abilities and Armour Mods. Here's our guide to their best uses and tips on how to partner them up.

Armour Abilities:

Active Camo:
As in Reach, Active Camo generates near invisibility for a player. Best teamed with a mid- or close-ranged weapon, like the Shotgun or Assault Rifle, and the Stealth Upgrade armour mod (see below).

Hardlight Shield:
Like a Jackal's wrist shield, the Hardlight Shield throws up a protective shield in front of the player, though you can't fire while using it. It can be easy to forget about the Hardlight Shield in the heat of battle, but it can be a life-saving tool for evading multiple enemies or killing time against a SAW-equipped opponent while teammates come to the rescue. Your shield won't recharge while using the Hardlight Shield, but it can be vital to use it as cover while you backpedal into more stable cover.

Promethean Vision:
This battlefield changing ability allows you to see the outlines of all the players on the map in a Predator-like red glow. Best used on smaller maps (the scan can take too long to cover wider maps), and in quick bursts, to see if an enemy is lurking round the corner. Tap it on before entering a room -- should there be someone in there already, throw in a grenade first and follow it up.

Hologram:
A brilliant and underrated armour ability from Reach returns. You can easily find yourself hammering a player wondering why they won't just die -- only for that player to run headlong into a wall, causing you to realise it's a hologram, cursing as the real player pops up to finish you off. Used wisely, this is one of the most useful armour abilities available, allowing you to escape battles or create battle-winning distractions.

Jet Pack:
A favourite of Reach, the Jet Pack coupled with a dexterity or fast track armour mod can make a player one an impossibly slippery player. One of the most terrifying encounters Wired.co.uk had during the test phase was against one such player armed with a Needler, who proceeded to bounce and skip around the map, reducing all other gamers to a heap of tears and anger.

Regeneration field:
For team players, the regeneration field will heal all nearby Spartans. Useful in the loadout of assist players or drivers, along with the Wheelman armour mod.

Thruster Pack:
Like the Elite dodge of Reach, the Thruster Pack can be vital for getting yourself out of a sticky situation, and wickedly useful when facing off against a foe armed with the Sword or Shotgun. Coupled with a dexterity or fast track armour mod, no one is ever, ever going to catch you.

Autosentry:
Deploying a little turret (which can be blown up if required) can be pointless for some game types, but game changing for others. Deploy a turret by a flag or base and it's like your team has gained an extra man.

Armour Mods

Firepower Package:
Want to carry a primary weapon in your secondary weapon slot? Then the Firepower Package is for you. Particularly useful if you want to carry both the BR and DMR (but Wired.co.uk advises against this), the Firepower Package is only really useful once you've unlocked some powerful primary weapons in the loadout options.

Resupply Package:
Allows you to recover grenades from dead Spartans. The least useful Mod Wired.co.uk used.

Wheelman Package:
If you're the designated driver, then the Wheelman Package is a must. This gives your vehicle more stamina, and prevents charged Plasma pistol shots from stopping your onslaught. Keep this in a second loadout for use in points mid-game when you know there's a Scorpion tank or Warthog at your team base.

Fast Track Package:
This is a good go-to Mod for all players, allowing you to rank up at a faster rate than usual. Useful for improving your overall rank before you start specialising in particular skills.

Sensor Upgrade:
By increasing the motion sensor, you can annoy every player on the field with your terrifying knowledge of where everyone is at all times. Coupled with Promethean Vision and a Sniper Rifle, and you're nearly unstoppable.

Stealth Upgrade:
This will make you near silent when sprinting (an ever available option in Halo 4), the Stealth Upgrade is a must for players using the Active Camo armour mod, allowing you to assassinate players (an act that gives you more points than a standard melee to the back) with quicker speed, leaving you less vulnerable to counterattack from teammates.

Explosives Upgrade:
Hard to detect when active, this armour mod will mean that grenade explosions will do less damage to you, changing their blast radius and thus hopefully taking out other nearby opponents.

Dexterity Upgrade:
A very useful generic mod, this upgrade will see you reload and change weapons with terrifying speed.

Wired.Uk
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DeathByAK

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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 11:41 am

Thanks for posting Gun - good stuff.

I'm proud/embarrassed to say that I learned several of those things the hard way! lol

I'm having a blast learning this game - one thing that I really like is that you CAN have fun playing MP as a solo - but the game is CLEARLY a team based game at it's core. Most of the successful strategies rely heavily on coordination and the elements are designed to be a team-based game (i.e. the proximity healer 'perk')

I know BF3 is also very much team based - but I feel like the action in H4 is so much more fast paced.

A few other tactics/tips I've picked up after playing MP the last few days:
- Mechs should be used primarily to take out enemy vehicles (banshee, ghosts, etc)
- Mechs should NOT be taken out into the center of the map (oops lol) - too easy of a target that way
- Melee is a big player in this game - shoot a guy a few times then rush in to melee for the kill
- Accuracy trumps all - this one hurts me as I've always been a 'spray & pray' kinda guy

My very favorite thing to do so far in this game is to hijack an enemy ghost and immediately b-line for their spawn in it - kill as many guys as I can and force them to blow the thing up. I get several kills and they are forced to destroy their own ghost - soooo much fun!!

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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 12:19 pm

Haha AK man nothing wrong with finding out the hard way! I'm JUST now getting back into it my pwnage and i've been playing Halo MP religiously since CE! haha takes a while to learn or get back into it.

You hit on some other awesome key points. Melee is super important.

There is an old classic "move" competitive players use (and still use) when shotgunning... you pull the trigger and beatdown button almost at the same time so (b/c you're already up close with a shotgun) if your 1-hit blast misses your beatdown lunges to them and gives them no time to react and is just about instantaneous and the combo kills every time.

There is also the new BXR "move" (google BXR for an explanation of its Halo 2 roots) which is almost the same thing used nowadays that involves a series of button presses with the melee, weapon switch/cancel and firing that allows for shield take down and if aimed right, almost instant death. (very tricky to do but is part of the old school halo-isms).

It's more a novelty/glitch if anything but does stress the importance of melee in Halo and how it shouldn't be used like a "knife" in CoD. The beatdown is a viable "weapon" in Halo... and should be incorporated by everyone. It' See vid

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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 1:08 pm

Ok, couldn't really follow the point of the vid - especially since I don't use the same button configuration.

But I do agree that the melee shouldn't be thought of like the knife in CoD - it's much more of an offensive & reliable 'weapon'

I'm also learning how to use the 'radar' - and learning how to drop off that thing (by stopping/squatting).

Got a triple kill the other day by dropping off their radar after flanking, then assassinating 2 guys and headshotting the 3rd before any of them had any idea I was there. It's moments like those that feed my addiction. lol

I can't wait to unlock some more of the armor mods...as right now I only have dexterity equipped. That's my next area of focus - figuring out the right mods for my style of play.
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PostSubject: Re: Halo 4 - MP Strategy   Halo 4 - MP Strategy Icon_minitimeWed Feb 27, 2013 1:18 pm

Haha yeah you'd have to get the BXR "thing" i guess. Basically back in Halo 2 it was found if you quickly hit B then X then R-Trigger up close on someone with a Battle Rifle it would instantly melee, melee cancel (super quick) and shoot so you could "BXR" people making for one shot kills up close. Smack, shoot, smack again if needed up close... method has changed but not the act lol.

Yeah buddy... Halo 4 has a bunch of unlocks to go for haha. i'm at around 40 now and i'm looking forward to 50 so i can pick which armor specialization to first unlock and use. Thinking Wetworks.. hmm
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