There exist different, controversial ideas about the effects of video games among children in school. Some people believe that these violent games cause aggression in school while other believes that they are not the cause of cruelty in school. Social psychologists support that aggressive video games promotes aggressiveness in children while scientists oppose this argument. Scientists believe that correlation does not mean causation. Following this discussion, I oppose the views from the scientists and support that aggressive video games promotes violent especially among children.
Violent scripts are addictive for they make children spend most of their time playing them so that they can improve their skills. This addiction increases learning because of repetitive practice. Therefore, children in school tend to manipulate others aggressively as a way of practicing what they have been playing. The aggressive videos place the participant in the position of the aggressor thus rewarding him the behavior of being violent. They also permit the player to rehearse the whole behavioral script from aggravation to selecting a violent declaration of conflict.
Most psychologists believe that children gain behavior from coping what others are doing. They argue that kids learn by mimicking, observing and adopting behavior. Exposure to video games may with time make children numb emotionally, make them have sleepless nights and nightmares, have a negative effect on their school performance and make them aggressive. This also applies to playing violent video games. Children tend to put themselves in the feet of the aggressor in the video games making them aggressive in real life situation. Moreover, infants who view a lot of violent scripts have a higher possibility of being violent as a way of solving conflicts. This is because they take an assumption that brutal acts are acceptable behavior.
Violent video playoffs put a perception that the entire world is violent. Therefore, children playing aggressive video playoffs increase fear of being a victim of violence. In that case, they become aggressive for self protection. They also increase the belief of mistrust in others. This makes it impossible for them to interact with other children in an effective way. It is therefore very crucial for parents to monitor their children behavior and the activities they may be engaging in. It is also important for parents to encourage social interaction among children to facilitate learning which is essential during childhood. Adults should set good examples to children by avoiding watching violent video games in presence of children.
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Console Games
Tuesday, 16 October 2012
Aliens Vs Predator - Talk About That!
The well-known Predator Franchise and Aliens Franchise clash in this epic battle between two of Sci-Fi's most popular characters! Based on the 1999 original PC Game, Aliens Vs. Predator was brought back to the video gaming world for Xbox 360, and PlayStation 3 February 16, 2010 in the US, February 19 in Europe, and February 18 in Australia.
Three Breeds of Warriors, Three Brutal Campaigns, and ONE Relentless Battleground!
Aliens - As an Alien, you play Specimen 6, a specimen once kept in a research lab. You must use your finely-honed killer instincts and battle using close-combat tacticts with the Alien's claws and tail. Aliens are faster than their enemies and have the ability to sense their prey through walls, as well as being able to detect a cloaked Predator. In the single player campaign, Aliens can also harvest "hosts" by pinning their prey down.
Predator - As a Predator, you play Dark, and Elite Predator who's main objective is to hunt down and collect humans as trophies for their intrusion on planet BG 386. As seen in the films, the Predator will prefer to hunt and stalk it's prey from the safety of the treetops. The Predator's life is dependent on it's stealth and it's tactics as it must constantly be aware of Aliens since they can easily be detected by one, and must always make sure not to remove it's cloak too early when fighting against Colonial Marines because their weapons and numbers heavily outmatch the Predator. The Predator relies on it's shoulder mounted plasma cannon, it's combi stick (throwing spear), and it's four retractable wristblades on its arm for close combat.
Colonial Marine - As a Colonial Marine, you play "Rookie". You must get the systems back online throughout several locations of the human colony, fighting your way through Aliens and Predators with a wide arsenal of flamethrowers, auto-tracking Smartguns, and pulse rifles and must get the systems back online throughout several locations of the human colony in order to track down all of the surviving marines.
Throughout each of the different campaigns, you play through and a totally unique storyline in which you see everything going on from the point of view of the character you are playing, to discover an intertwined storyline that intertwines with the others to create a compelling cinematic narrative!
Aliens Vs. Predator is a great game for all types of gamers because of it's total uniqueness! I recommend it for everyone who loves video games and would like to try something totally new and different!
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Three Breeds of Warriors, Three Brutal Campaigns, and ONE Relentless Battleground!
Aliens - As an Alien, you play Specimen 6, a specimen once kept in a research lab. You must use your finely-honed killer instincts and battle using close-combat tacticts with the Alien's claws and tail. Aliens are faster than their enemies and have the ability to sense their prey through walls, as well as being able to detect a cloaked Predator. In the single player campaign, Aliens can also harvest "hosts" by pinning their prey down.
Predator - As a Predator, you play Dark, and Elite Predator who's main objective is to hunt down and collect humans as trophies for their intrusion on planet BG 386. As seen in the films, the Predator will prefer to hunt and stalk it's prey from the safety of the treetops. The Predator's life is dependent on it's stealth and it's tactics as it must constantly be aware of Aliens since they can easily be detected by one, and must always make sure not to remove it's cloak too early when fighting against Colonial Marines because their weapons and numbers heavily outmatch the Predator. The Predator relies on it's shoulder mounted plasma cannon, it's combi stick (throwing spear), and it's four retractable wristblades on its arm for close combat.
Colonial Marine - As a Colonial Marine, you play "Rookie". You must get the systems back online throughout several locations of the human colony, fighting your way through Aliens and Predators with a wide arsenal of flamethrowers, auto-tracking Smartguns, and pulse rifles and must get the systems back online throughout several locations of the human colony in order to track down all of the surviving marines.
Throughout each of the different campaigns, you play through and a totally unique storyline in which you see everything going on from the point of view of the character you are playing, to discover an intertwined storyline that intertwines with the others to create a compelling cinematic narrative!
Aliens Vs. Predator is a great game for all types of gamers because of it's total uniqueness! I recommend it for everyone who loves video games and would like to try something totally new and different!
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Batman Arkham City Pro Review
The single major flaw of Arkham Asylum was that the wonderful and overwhelming thoroughness in which the Batman world was depicted made it hard to imagine how a sequel could accomplish or cover anything more. Every single element that defined the character was spot on, from his gadgets to his combats.
Even his detective skills that he had previously neglected are displayed in the most spectacular fashion in Arkham Asylum. At Rocksteady, the developers featured a few of Gotham City's greatest villains and then added hidden references to almost thirty more as mere fan service. A morbid setting was created with enough detail in efforts to capture the horror of the comic, but with enough scope to fit a Batmobile, Batwing and Batcave.
Rocksteady's developers thought of Arkham Asylum as 'practice' from the moment the Arkham City project was underway. Considered as the best ever superhero game, Asylum was the 2009 Game of the Year. However, in comparison to Arkham City, it seems like a demo - a draft or a blueprint for the most amazing Batman and superhero game ever created.
Improvements to Arkham Asylum
Any questions regarding how much better and bigger Arkham City is from Arkham Asylum can be answered by the sensational list of villains mentioned in the latter, but never seen before.
These names include Ra's al Ghul, Catwoman, Mr. Freeze, The Penguin, Two-Face, Scarface and the Ventriloquist, Clayface, Firefly, The Injustice Gang, Professor Hugo Strange, Mad Hatter, Tweedledum and Tweedledee, Black Mask, Hush, Killer Moth, Calendar Man, Prometheus, Maxie Zeus, The Creeper, The Ratcatcher, The Great White Shark, Humpty Dumpty, Amadeus Arkham, Martin "Mad Dog" Hawkins, The Spirit of Arkham and the Mystery One-Armed Inmate.
Half of these villains play big roles in Arkham City. In addition to that, all but one of the villains that were introduced in Arkham Asylum makes a return appearance in the sequel.
The developers and writers of the game could barely have done a better job, having successfully developed and justified the place of each character in narratives that make total dramatic and logical sense. The story is something special, blending the Animated Series episodes' humanity, Frank Miller's comics' brutal darkness and Christopher Nolan's films' confident risk-taking.
The innumerable moments of shock, awe and squealing will make a fan overpowered by these emotions in a matter of minutes of playing the game. The incredible quality of graphics makes the characters almost life-like, and the sound effects add to the intensity of the game.
Other features of the game
The magnitude of the game's atmospheric intricacy and epic scale is sure to leave you floored. Each building is unique and countless rooftops with distinct neon signs can be seen. A huge Ferris wheel reveals hidden bodies in each compartment when scanned using Detective mode.
While you may not be able to get your hands on the Batmobile just yet, climbing and diving and leaping and gliding across the vast playground using Batman's tools and cape offers incomparable exhilarating freedom, making Arkham City the best superhero game ever.
Bottom LineBatman Arkham City does everything Asylum did but bigger, brasher and with more freedom.on a whole the game is pretty solid
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Even his detective skills that he had previously neglected are displayed in the most spectacular fashion in Arkham Asylum. At Rocksteady, the developers featured a few of Gotham City's greatest villains and then added hidden references to almost thirty more as mere fan service. A morbid setting was created with enough detail in efforts to capture the horror of the comic, but with enough scope to fit a Batmobile, Batwing and Batcave.
Rocksteady's developers thought of Arkham Asylum as 'practice' from the moment the Arkham City project was underway. Considered as the best ever superhero game, Asylum was the 2009 Game of the Year. However, in comparison to Arkham City, it seems like a demo - a draft or a blueprint for the most amazing Batman and superhero game ever created.
Improvements to Arkham Asylum
Any questions regarding how much better and bigger Arkham City is from Arkham Asylum can be answered by the sensational list of villains mentioned in the latter, but never seen before.
These names include Ra's al Ghul, Catwoman, Mr. Freeze, The Penguin, Two-Face, Scarface and the Ventriloquist, Clayface, Firefly, The Injustice Gang, Professor Hugo Strange, Mad Hatter, Tweedledum and Tweedledee, Black Mask, Hush, Killer Moth, Calendar Man, Prometheus, Maxie Zeus, The Creeper, The Ratcatcher, The Great White Shark, Humpty Dumpty, Amadeus Arkham, Martin "Mad Dog" Hawkins, The Spirit of Arkham and the Mystery One-Armed Inmate.
Half of these villains play big roles in Arkham City. In addition to that, all but one of the villains that were introduced in Arkham Asylum makes a return appearance in the sequel.
The developers and writers of the game could barely have done a better job, having successfully developed and justified the place of each character in narratives that make total dramatic and logical sense. The story is something special, blending the Animated Series episodes' humanity, Frank Miller's comics' brutal darkness and Christopher Nolan's films' confident risk-taking.
The innumerable moments of shock, awe and squealing will make a fan overpowered by these emotions in a matter of minutes of playing the game. The incredible quality of graphics makes the characters almost life-like, and the sound effects add to the intensity of the game.
Other features of the game
The magnitude of the game's atmospheric intricacy and epic scale is sure to leave you floored. Each building is unique and countless rooftops with distinct neon signs can be seen. A huge Ferris wheel reveals hidden bodies in each compartment when scanned using Detective mode.
While you may not be able to get your hands on the Batmobile just yet, climbing and diving and leaping and gliding across the vast playground using Batman's tools and cape offers incomparable exhilarating freedom, making Arkham City the best superhero game ever.
Bottom LineBatman Arkham City does everything Asylum did but bigger, brasher and with more freedom.on a whole the game is pretty solid
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Call of Duty Black Ops: Get Kill Streaks!
Kill Streaks
In Call of Duty Black Ops Online Multi-player the person who develops the fastest kill streaks is usually the one on the top of the leader boards. I can bet that you want to have that position, don't you.Well what if I say that I have some specific tips that can get you where you want to be? Guess what... I DO! These tips are designed to help you go where you want to be and help you become a better gamer. Well then, are you ready?
Opening a Match
First off is the opening of a match. You must know where your opponents are heading in the beginning of every match.
This means studying your maps for the next few days, and studying where your opponents usually go at the start of a game.
Once you know where you opponents are heading you suddenly have an advantage. Why? Because you can use this knowledge to attack in which ever way you want. You can go head first and race them to their destination, or you can go around and hit them from behind.
Your first Objective
Second, at the beginning of each match always aim for a quick 3 kill streak. This means killing three opponents as quickly as possible. What this does is give you two advantages. If you have spy plane you have the advantage of knowing your enemies location and can plan a successful. Another advantage is that you are a tad bit safer because you know where most of your opponents are.
I say most of your opponents because there are a few sneaks that like to use ghost.
Always Remember This
The third thing you want to always do is plant claymores. You don't want to plant claymores just anywhere, no. You want to plant them by the most traveled routes on that map; therefore you have a better chance of getting a claymore kill.
Once you have killed around 5-6 people you have to take a bit more caution because you really are going to regret dying after that point. To lower death risk make sure you have a buddy around, because a lone soldier equals a dead soldier!
Defend Your Self Please
Another way to defend your self is by using your tactical grenades. If you don't have a clue where your enemies are you can through a tactical grenade to fell out the area, a mark will come up on your screen if there is a person that was hit by your grenade. This notifies you that there is someone around.
You must make sure not to stay in the same place for too long, but must also not go out into the open for too much.
The Key!
My last bit of advice for you my friend is this: Learn the maps re-spawn areas, learn where your enemies are re-spawning and spawn trap those punks!
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In Call of Duty Black Ops Online Multi-player the person who develops the fastest kill streaks is usually the one on the top of the leader boards. I can bet that you want to have that position, don't you.Well what if I say that I have some specific tips that can get you where you want to be? Guess what... I DO! These tips are designed to help you go where you want to be and help you become a better gamer. Well then, are you ready?
Opening a Match
First off is the opening of a match. You must know where your opponents are heading in the beginning of every match.
This means studying your maps for the next few days, and studying where your opponents usually go at the start of a game.
Once you know where you opponents are heading you suddenly have an advantage. Why? Because you can use this knowledge to attack in which ever way you want. You can go head first and race them to their destination, or you can go around and hit them from behind.
Your first Objective
Second, at the beginning of each match always aim for a quick 3 kill streak. This means killing three opponents as quickly as possible. What this does is give you two advantages. If you have spy plane you have the advantage of knowing your enemies location and can plan a successful. Another advantage is that you are a tad bit safer because you know where most of your opponents are.
I say most of your opponents because there are a few sneaks that like to use ghost.
Always Remember This
The third thing you want to always do is plant claymores. You don't want to plant claymores just anywhere, no. You want to plant them by the most traveled routes on that map; therefore you have a better chance of getting a claymore kill.
Once you have killed around 5-6 people you have to take a bit more caution because you really are going to regret dying after that point. To lower death risk make sure you have a buddy around, because a lone soldier equals a dead soldier!
Defend Your Self Please
Another way to defend your self is by using your tactical grenades. If you don't have a clue where your enemies are you can through a tactical grenade to fell out the area, a mark will come up on your screen if there is a person that was hit by your grenade. This notifies you that there is someone around.
You must make sure not to stay in the same place for too long, but must also not go out into the open for too much.
The Key!
My last bit of advice for you my friend is this: Learn the maps re-spawn areas, learn where your enemies are re-spawning and spawn trap those punks!
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Monday, 15 October 2012
Getting Started With Halo Reach, an Overview of Halo Reach Loadout, Enemies, and Allies
Loadout
With the loadout of a DMR, plasma pistol, and sprint, you can easily kill every enemy type in the Halo Reach campaign. In almost all missions, you can easily find these weapons because DMRs are located throughout each map, many enemies drop plasma pistols, and you usually start with sprint. When you cannot find a DMR, you can use the same techniques with a magnum or needle rifle.
A headshot with the DMR, magnum, and needle rifle impart infinite damage on any enemy without shields or a helmet. This is very useful because no matter how much health the enemy has, a single headshot will kill them, so these same strategies work on all difficulties and skull combinations. For enemies with helmets, shoot their helmet until it pops off, and then you can kill them with a single headshot. For enemies with shields, use an overcharged plasma pistol to remove their shields and then a single headshot to kill them.
Brutes and Hunters are the only two enemies that the DMR/plasma pistol combination cannot easily kill. If you have enough DMR ammo, you can kill Brutes with three to five headshots, but the DMR helmet strategy is not ideal in low ammo situations. In a mission with a large number of Brutes and no Elites, such as "Exodus" or the holdout section of "The Pillar of Autumn", swap your plasma pistol for a needle rifle. Three body shots with the needle rifle will cause a supercombine explosion, killing the Brute. You can also use a sniper rifle instead of a needle rifle because a single sniper rifle headshot will kill both Brute minors and majors.
DMRs are also not practical against Hunters because they rarely expose their weak spots and have extremely high health. Because the head of a Hunter is permanently protected by an invincible helmet, you cannot kill Hunters with headshots. Explosives, on the other hand, are much more successful against Hunters because the collateral damage will hit their weak spots even if the explosive is only near the Hunter. For missions with Hunters, save up your grenades beforehand so you will be fully stocked during the fight. Throw frags at the Hunters feet so they roll under them and explode behind them, damaging their rear weak spot. Stick them in their weak spots if possible, but anywhere on their body works too. With fuel rods and rocket launchers, shoot at their feet to avoid missing. If none of these weapons are available, there is almost always a shotgun near a Hunter fight. Move around to the Hunters back, shoot them once in the weak spot, and sprint away before they melee you.
Sprint is the best campaign armor ability because it allows you to quickly travel between areas, escape from areas with too many enemies, outrun melee threats, and run away from explosions. Almost all the other armor abilities are practically pointless in the campaign, although the drop shield is good if you find yourself constantly needing health. However, if you play carefully, you will not need a drop shield and they are relatively rare. Evade is a better version of sprint, but is only available in multiplayer and firefight.
Below are some tips for using the DMR and plasma pistol combination:
1. Overcharged plasma pistol rounds lock-on and follow enemies. If your reticule turns red when pointed at the enemy you wish to shoot, let go of the trigger and the shot will automatically home on that enemy. To achieve a lock-on, you must be close to the enemy and point at them for around half a second.
2. Overcharge plasma pistol rounds often cause enemies to stop when hit. This is especially useful for charging enemies with energy swords or gravity hammers.
3. The semiautomatic shots from a plasma pistol are especially effective against shields. However, it is faster and more efficient to use a single overcharged shot because it will remove all shields in one shot and homes.
4. The DMR is much more accurate when fired slowly. Be sure to fire especially slowly when removing Brute's helmets to conserve ammo. This technique is known as passing your shots.
5. It is important to note the size of enemy heads. The Grunts and Elites have huge heads, so are easiest to headshot. The Jackals and Skirmishers have medium size heads, so zoom in for higher accuracy when shooting them. The Brutes have the smallest heads, so be especially patient and pace your shots when fighting them.
6. The DMR has a 3x scope, so it is useful for picking off unshielded enemies from afar. However, it is almost impossible to hit a target with a plasma round from a distance, so Elites should be taken out up close without zooming in. You also should not zoom in when fighting Grunts up close because they have large heads so make easy no-scope targets.
7. When zoomed in with the DMR, you cannot see your health or radar. It is usually best to shoot a few shots, come out of zoom, reload, survey your surroundings for threats, and then continue sniping. This way, enemies cannot sneak up on you, and you will never empty an entire mag. It is important not to empty a magazine because then you will always be ready for a charging enemy.
8. If you have any plasma weapon equipped and walk over a plasma weapon of the same type with more energy remaining, you can swap out for the more full weapon by holding x.
Enemies
Grunts: Grunts are the most abundant infantry in the covenant army. However, as implied by their name, they are also the weakest and easiest to kill enemy. All Grunts have very large heads, no shields, and rarely wear helmets, so are easy to kill with a headshot. They also tend to wield low power weapons such as needlers and plasma pistols, so do not inflict as much damage as other enemies. Grunts usually fight in packs of three to five and stay near Elites or Brutes if possible. Grunts are only mildly aggressive and rather unintelligent, rarely rushing the player and moving in very predicable patterns.
The most threatening aspect of Grunts is their use of grenades. Of all of the covenant infantry, Grunts throw the most plasma grenades. In addition, they usually throw grenades shortly after one another, requiring the player to doge three or even four stickies at one time. In addition to this, Grunts also have a suicide attack, in which they will light two plasma grenades in each hand and charge the player. They will detonate themselves once they come within killing distance of the player. Furthermore, even if you can kill the suicide Grunt, it will drop its plasma grenades when it dies, which can damage you with splash damage. In most cases, the entire pack of Grunts will begin their suicide attack at the same time.
Grunt minor: Grunt minors are the weakest type of Grunt. They are only capable of wielding plasma pistols and needlers.
Grunt major: Grunt majors are nearly identical to Grunt minors, and are much more abundant. They have different shaped methane tanks and color schemes, but share the same intelligence and health. They are also able to wield fuel rods and plasma launchers, but this is very rare.
Grunt Spec ops: Grunt spec ops wear similarly shaped amror to Grunt majors, but their armor is jet black. Grunt spec ops are very rare, and are identical to Grunt majors in every way besides appearance.
Grunt heavy: Grunt heavies are uncommon in the campaign, and usually appear operating vehicles such as ghosts and turrets. You will also occasionally find them fighting on the ground, when they will usually use fuel rods, yet they can also wield plasma pistols and needlers.
Grunt ultra: Grunt ultras are the most powerful types of Grunts because they are equipped with a helmet. To kill them, shoot them twice in the head with a DMR or magnum, once to pop of their helmet and once to kill them with a headshot. You will usually find one Grunt Ultra per pack of Grunts. Almost all Grunt ultras wield plasma pistols, although they very rarely will wield needlers and fuel rods. If fighting Grunt ultras when you are using a needle rifle, it will require two shots to pop off their helmet. For this reason, it is more efficient to shoot them three times in the body to cause a supercombine explosion.
Jackals: Jackals are another common infantry in the covenant army. Similarly, to Grunts, Jackals usually stay in packs of two to four near stronger infantry. They mostly use plasma pistols and needlers as well. However, Jackals are much harder to kill than Grunts because they have smaller heads and carry an energy shield. To kill a Jackal with an energy shield, shoot it once in the hand, causing it to drop the shield, and then once in the head to kill it. This is a somewhat challenging maneuver, so I would suggest doing this zoomed in when possible. Notice that shooting a Jackal's hand with a needle rifle will not cause it to drop its shield.
Jackal: All standard Jackals carry an energy shield. Use the strategy specified above to kill them. They only ever use plasma pistols and needlers. The one exception to this is a single Jackal on the "Pillar of Autumn" mission that wields a plasma rifle. This could be an error or an Easter egg.
Jackal sniper: Unlike Jackals, Jackal snipers do not carry energy shields or stay in packs. They instead find sniping perches of high altitudes and attack the player from a distance with needle rifles and occasionally focus rifles. For this reason, killing Jackal snipers should usually be your first priority.
Skirmishers: Skirmishers are the same species as Jackals, yet they fight very differently and pose a much larger threat. Skirmishers are specialist covenant infantry, and are only occasionally seen throughout a level. They are incredibly mobile, both the fastest moving and highest jumping covenant units. In addition, they are much smarter than Jackals or Grunts, often flanking and surrounding the player, greatly increasing the threat they pose. They are capable of jumping on top of two or even three story buildings, allowing them to flank you when you least expect it. They can move faster than you can sprint, and tend to move in a weaving pattern, so are somewhat difficult to headshot. For this reason, I suggest that you try to kill the Skirmishers from far away so that it is easier to follow their rapid movements.
Skirmisher minor: Skirmisher minors mainly wield plasma pistols and needlers, but also occasionally wield needle rifles as well.
Skirmisher major: Skirmisher majors are very similar to Skirmisher minors, but wield needle rifles slightly more often and are a bit more aggressive.
Skirmisher commando: Skirmisher commandos are snipers. They do not run around like the other Skirmishers, but instead stay in one place and constantly fire needle rifles or focus rifles at the player. They rarely ever jump, and tend to walk slowly like a Jackals sniper. Commandos can deploy holograms.
Skirmisher murmillo: Skirmisher murmillos are a more powerful version of Skirmisher majors. They have shoulder energy shields that partly cover their head, so are even harder to hit. In addition to wielding plasma pistols, needlers, and needle rifles, they can also use focus rifles. However, they are most commonly seen using needle rifles. Murmillos can deploy holograms.
Skirmisher champion: Skirmisher champions look very similar to Skirmisher murmillos, yet have a more golden color scheme. They too have shoulder mounted energy shields. Unlike murmillos, champions mostly use plasma pistols and only occasionally use needle rifles. Skirmisher champions can deploy holograms.
Elites: Elites are the most intelligent units in the covenant army, and are the most similar units to the player. All Elites use shields, so cannot be killed with a single headshot. Instead, remove their shields with an overcharged plasma pistol and then kill them with a headshot. Elites will also melee the player and use plasma grenades, yet not nearly as often as Grunts. All Elites have two types of melee attacks, punching and kicking. An Elite's punch will remove your shields and two to four bars of health. A kick will instantly kill you, although an Elite takes longer to perform a kick, providing you with more time to react. An important trait that all Elites share is that they temporarily stop moving and growl once you remove their shields, giving you the perfect opportunity to kill them with a headshot after stunning them with a plasma pistol. This is especially useful for stopping charging Elites with an energy sword.
Elite minor: Elite minors are the weakest type of Elites with low shield capacities. For this reason, you can kill them from a distance by shooting them four times in the body to remove their shields and then once in the head to kill them. Elite minors usually wield plasma rifles, but can also use needlers and plasma repeaters. Elite majors are relatively uncommon.
Elite major: Elite majors are the most abundant type of Elite. They have normal shield capacities, so must be killed with an overcharged plasma pistol and a DMR headshot. Elite majors most commonly wield plasma rifles, but also use needlers, plasma repeaters, and plasma launchers.
Elite ultra: Elite ultras are a more dangerous version of Elite majors and are also very common. Their most common weapon is the concussion rifle, but can also wield plasma rifles, plasma launchers, plasma repeaters, and occasionally even dual wield plasma rifles. Due to their use of heavier weaponry, they inflict much more damage than Elite majors, so should be killed sooner and approached carefully. Elite ultras have higher shield capacity than Elite majors, but a single overcharged plasma pistol will still remove all of their shields. In addition, Elite ultras doge much more than other Elites, so are harder to hit with overcharged plasma blasts. They also use the armor lock ability.
Elite spec ops: Elite spec ops are weaker than Elite majors, yet are very dangerous as well. They are equipped with low capacity shields, yet constantly use active camo. Unlike when a player uses active camo, Elite spec ops appear on the radar normally. The most commonly use plasma rifles, but also dual wield plasma rifles and use energy swords. Due to their low capacity shields, they can be killed from a distance with four body shots and one headshot with a DMR.
Elite Ranger: Elite rangers are also equipped with low capacity shields, but they use longer-range weapons and jetpacks. Elite rangers tend to spawn and stay together in packs of three to five, and will jetpack together onto areas of high altitude. It is difficult to kill Elite rangers because once you remove the shields of one, it will jetpack away while the others provide it covering fire, forcing you to take cover before you can pull off a headshot. Elite rangers most commonly use needle rifles and plasma repeaters, but also use focus rifles and concussion rifles.
Elite general: Elite generals are very powerful, both wielding the strongest weapons and employing high capacity shields. For this reason, you must charge you plasma pistol longer when to remove an Elite general's shields. Elite generals most commonly use concussion rifles, but also wield fuel rods, energy swords, plasma launchers, and even plasma turrets, making them incredibly dangerous.
Elite Zealot: Elite Zealots are the second strongest and second most dangerous type of Elite. They have incredibly high capacity shields, so usually take two overcharged plasma shots or a long charged plasma shot to kill. They wield the most dangerous weapons, using energy swords, fuel rods, plasma launchers, concussion rifles, dual wielded plasma rifles. Elite Zealots are the only enemy capable of carrying two weapons.
Elite Field Marshal: Elite Field Marshalls are the highest ranked enemy seen throughout Halo Reach. You only encounter one Elite Field Marshall throughout the entire campaign at the very end of the "Pilllar of Autumn". Field marshalls are by far the most dangerous and strongest type of Elite. They have even higher capacity shields than Elite Zealots, so almost always require two plasam pistol blasts to kill. They also are the only covenant capable of carrying two weapons. The Field marshall that you encounter is weilding a fuel rod a energy sword.
Brutes: While most Brutes do not have shields like Elites, they instead are protected by large amounts of health and helmets. Brutes are incredibly aggressive but unintelligent. To protect themselves, they dive often and also use armor lock. To kill a Brute, shoot it multiple times in the head. The first few shots will take off the helmet, and the last will kill it. Notice that different types of Brutes have different strengths of helmets, so some will take more shots to kill using this method than others will. Furthermore, Brutes have the smallest heads of all of the covenant infantry, so pose much more of a challenge to kill than other enemies because they require multiple shots in a small area to kill. To overcome this, pace your shots. This means that instead of pulling the trigger as fast as you can, wait for your reticule to return to normal before firing again.
In certain sections, there is not enough DMR ammo to kill Brutes with helmet headshots. Other weapons useful for killing Brutes include needle rifles, gravity hammers, and sniper rifles. Sniper rifles will kill most Brutes with a single headshot, so are incredible useful for killing these enemies at a long range. Needle rifles will create a supercombine explosion after you shoot three needles into the Brute. However, Brutes will protect themselves from this by diving around and using armor lock. Gravity hammers will instantly kill most Brutes and can be used by standing behind a doorway and hammering the Brutes as they come in. This is especially effective due to Brutes lack of intelligence and heavy aggression.
Brute minor: Brute minors are the weakest types of Brutes. They take only two DMR headshots to remove their helmets, so are relatively easy to kill. Brute minors usually use spikers, but very rarely use concussion rifles.
Brute major: Brute majors require four headshots to remove their helmets, making them more formidable then Brute minors. However, they can still be killed by three needle rifle needles, a single sniper rifle headshot, and a single gravity hammer hit. Brute majors most commonly wield spikers, but are often seen wielding concussion rifles, plasma repeaters, and gravity hammers as well.
Brute chieftain: Brute chieftains are very rare enemies, but are also incredibly dangerous. In addition to requiring four shots to remove their helmets, they also have standard capacity shields, equal to the shields of an Elite major. For this reason, Brute chieftains cannot be killed simply using a DMR, sniper rifle, or needle rifle. There are three good methods for killing a Brute chieftain. First, you can remove its shields with an overcharged plasma pistol and then kill it DMR helmet headshots. Second, you can remove its shields with an overcharged plasma pistol and then kill it by sticking it. Finally, you can kill it with three gravity hammer swings. Brute chieftains also wield the most powerful weapons. They most commonly use gravity hammers and fuel rods, but also wield concussion rifles, plasma launchers, and plasma turrets.
Other enemies: Bugger: Buggers are rarely seen throughout the Reach campaign, but are not very difficult to kill. They are similar to Grunts in that they have nothing protecting their head, so can be killed with a single headshot. However, buggers constantly fly and have much smaller heads than Grunts, so can be difficult to kill for players inexperienced with the DMR. To overcome this, pace your shots and wait for the buggers to stop moving to kill them. If this is still too difficult for you, you can kill them with an assault rifle to. Buggers only every wield needlers and plasma pistols, another similarity to Grunts.
Hunter: Hunters are the strongest covenant infantry, and always fight in pairs. Unlike all other enemies, their helmets do not pop off and therefore cannot be killed with headshots. Instead, to damage a Hunter, you must attack them in either of their weak spots, located on their backs and under their necks. However, the DMR simply does not impart enough damage to kill a Hunter even in these areas, so different loadouts must be used. First of all, explosives are very useful against Hunters because the splash damage hits their weak spots. For these reason, grenades, rocket launchers, fuel rods, grenade launchers, and plasma launchers are all very useful against Hunters. When using frag grenades, try to roll them under the Hunters legs so more damage is done to the rear weak spot. Second, shotguns are also useful against Hunter, but are much more dangerous to use. When using a shotgun, sprint up behind the Hunter, shoot it once in the back at close range, and then sprint away. Hunters have two types of attacks. On their left arm, they have a fuel rod. This usually can be avoided by jumping over it. You can predict when a Hunter will shoot because the fuel rod gun will glow green as the Hunter charges up its next shot. On their right arm, Hunters have a large shield, which is used for melee purposes and imparts much damage. When a Hunter is charging you, sprint at a 45 degree angle to its right (your left) to avoid being hit. The Hunter will not be able to turn in time to hit you.
Engineer: Engineers are calm and peaceful animals forced to work for the covenant. They are completely harmless, but provide overshields to all covenant within a certain radius. This means that enemies usually without shields receive the same shields as an Elite major, and enemies already with shields gain an extra layer of shields the equivalent to that of an Elite major. This makes killing all enemies nearly impossible, so Engineers should always be killed first. To kill an Engineer, either shoot it in the body eight times if it has its back to you or shoot it in the head twice, once to remove the helmet and once to kill it.
Gueta: Guetas are bipedal animals native to Reach. Unlike the covenant, they have no reason to attack you, so generally wander throughout an area calmly. However, if you attack a gueta or get too close, it may feel threatened and attack you. They are very difficult to kill, and can only be killed through large amounts of damage, not headshots. Their only attack is a melee attack, but this will remove both your shields and most of your health, as well as send you flying long distances. For these reasons, it is best to avoid guetas and not provoke them.
Allies
Throughout the Halo Reach campaign, the UNSC aids you in the form of vehicles, infantry, and the other five Spartans of Noble team. The Spartans in Nobel team are especially helpful AI because they are invincible, somewhat intelligent, and somewhat effective at killing enemies. A single Spartan can even kill an Elite, although it takes them much time to do so. They have unlimited ammo and cannot hurt you as well. It is usually best to stay apart from the other Spartans during the campaign so that they draw some of the enemy fire and do not get in your way. The Spartans of Noble team will fill any of unused seats in vehicles if you drive up next to them, and are relatively good gunners. They sometimes even enter empty enemy vehicles, greatly increasing their effectiveness. For this reason, you may wish to "give" a jacked ghost or revenant to an ally by driving up next to them and exiting the vehicle. This usually causes the Spartan to enter the vehicle, increasing their firepower and ability to draw enemy fire. All Spartans on Noble Team are equipped with armor lock, yet this is pointless due to their invincibility.
Noble 1: Carter: Carter is the leader of the Noble Team, characterized by a noble and cool-headed personality. He uses both assault rifles and DMRs throughout different missions. Carter usually stays within medium range of the enemies and moves completely separately of the player. For this reason, Carter sometimes gets in the way, but also draws much of the enemy fire.
Noble 2: Kat: Kat is the most intelligent member of Noble Team, implementing both creative and highly successful tactics throughout the fall of Reach. She is also a highly trained Engineer, so is always chosen to perform tasks involving electronics and covenant technology. Kat uses both magnums and assault rifles throughout the campaign and is much more successful when using an assault rifle because she cannot achieve headshots. Kat's combat style is very similar to Carter's, although she uses slightly more intelligent tactics.
Noble 3: Jun: Jun is the sniper of Noble Team, always using a sniper rifle. He has a somewhat annoying and sarcastic demeanor. Jun will always try to hang back, staying slightly behind the player or other Spartans. Although Jun has the highest accuracy of all of the Spartans, he is unable to achieve a headshot. For this reason, he rarely kills any enemies. He also fails to draw much enemy fire because he stays behind the player, although he subsequently never gets in the way.
Noble 4: Emile: Emile is the arrogant, close range soldier of Noble Team. He always uses a shotgun and charges the enemies, usually staying ahead of the player and other members of Noble Team. For this reason, Emile draws much of the enemy's fire and rarely gets in the way, making him one of the more useful allies. Due to the high damage of the shotgun, Emile is also capable of killing enemies with high health and shields with relatively high efficiency.
Noble 5: Jorge: Jorge is the biggest, strongest member of Noble Team, but is also the kindest and most caring. Jorge always wields a heavy machinegun, a weapon similar to a detached machinegun. He therefore moves very slowly, but delivers large amounts of firepower. His fighting style is very simple; Jorge usually marches straight towards the enemies while constantly firing his machinegun, never taking cover or avoiding enemy threats like the other Spartans. For this reason, Jorge rarely gets in the way and is somewhat capable of killing both groups of light infantry and individual heavy infantry.
Throughout certain missions in the reach campaign, you will encounter soldiers of the UNSC army and ODSTs who join your fire team. Similar to Spartans, they follow you and attempt to kill any covenant near you. However, soldiers and ODSTs are not only capable of dying, but are rather weak and never last very long. Unlike the other Spartans, these allies are nearly incapable of killing covenant infantry, struggling to kill even the weakest of Grunts. Soldiers and ODSTs are still useful for drawing enemy fire, but can only do so for a short while before dying. Like Spartans, soldiers can fill empty places in a vehicle, but do not gun or drive as well as members of Noble Team.
One ability soldiers and ODSTs have that Spartans do not is the ability to swap weapons with the player. If you stand next to a non-Spartan ally and press x, you will swap your current weapon for their weapon. Because soldiers usually wield assault rifles, this is rarely a sufficient method for obtaining useful ammo. However, this allows you to supply allies with stronger weapons such as fuel rods and rocket launchers that you are not using. Because soldiers and ODSTs have bottomless clips, this allows them to provide constant, high-powered fire upon the enemies. When driving vehicles with extra passenger seats, it is often ideal to give a soldier a high-powered weapon and then have them ride in the passenger seat of the vehicle. Notice that you cannot give marines detached turrets, target locators, or melee weapons.
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With the loadout of a DMR, plasma pistol, and sprint, you can easily kill every enemy type in the Halo Reach campaign. In almost all missions, you can easily find these weapons because DMRs are located throughout each map, many enemies drop plasma pistols, and you usually start with sprint. When you cannot find a DMR, you can use the same techniques with a magnum or needle rifle.
A headshot with the DMR, magnum, and needle rifle impart infinite damage on any enemy without shields or a helmet. This is very useful because no matter how much health the enemy has, a single headshot will kill them, so these same strategies work on all difficulties and skull combinations. For enemies with helmets, shoot their helmet until it pops off, and then you can kill them with a single headshot. For enemies with shields, use an overcharged plasma pistol to remove their shields and then a single headshot to kill them.
Brutes and Hunters are the only two enemies that the DMR/plasma pistol combination cannot easily kill. If you have enough DMR ammo, you can kill Brutes with three to five headshots, but the DMR helmet strategy is not ideal in low ammo situations. In a mission with a large number of Brutes and no Elites, such as "Exodus" or the holdout section of "The Pillar of Autumn", swap your plasma pistol for a needle rifle. Three body shots with the needle rifle will cause a supercombine explosion, killing the Brute. You can also use a sniper rifle instead of a needle rifle because a single sniper rifle headshot will kill both Brute minors and majors.
DMRs are also not practical against Hunters because they rarely expose their weak spots and have extremely high health. Because the head of a Hunter is permanently protected by an invincible helmet, you cannot kill Hunters with headshots. Explosives, on the other hand, are much more successful against Hunters because the collateral damage will hit their weak spots even if the explosive is only near the Hunter. For missions with Hunters, save up your grenades beforehand so you will be fully stocked during the fight. Throw frags at the Hunters feet so they roll under them and explode behind them, damaging their rear weak spot. Stick them in their weak spots if possible, but anywhere on their body works too. With fuel rods and rocket launchers, shoot at their feet to avoid missing. If none of these weapons are available, there is almost always a shotgun near a Hunter fight. Move around to the Hunters back, shoot them once in the weak spot, and sprint away before they melee you.
Sprint is the best campaign armor ability because it allows you to quickly travel between areas, escape from areas with too many enemies, outrun melee threats, and run away from explosions. Almost all the other armor abilities are practically pointless in the campaign, although the drop shield is good if you find yourself constantly needing health. However, if you play carefully, you will not need a drop shield and they are relatively rare. Evade is a better version of sprint, but is only available in multiplayer and firefight.
Below are some tips for using the DMR and plasma pistol combination:
1. Overcharged plasma pistol rounds lock-on and follow enemies. If your reticule turns red when pointed at the enemy you wish to shoot, let go of the trigger and the shot will automatically home on that enemy. To achieve a lock-on, you must be close to the enemy and point at them for around half a second.
2. Overcharge plasma pistol rounds often cause enemies to stop when hit. This is especially useful for charging enemies with energy swords or gravity hammers.
3. The semiautomatic shots from a plasma pistol are especially effective against shields. However, it is faster and more efficient to use a single overcharged shot because it will remove all shields in one shot and homes.
4. The DMR is much more accurate when fired slowly. Be sure to fire especially slowly when removing Brute's helmets to conserve ammo. This technique is known as passing your shots.
5. It is important to note the size of enemy heads. The Grunts and Elites have huge heads, so are easiest to headshot. The Jackals and Skirmishers have medium size heads, so zoom in for higher accuracy when shooting them. The Brutes have the smallest heads, so be especially patient and pace your shots when fighting them.
6. The DMR has a 3x scope, so it is useful for picking off unshielded enemies from afar. However, it is almost impossible to hit a target with a plasma round from a distance, so Elites should be taken out up close without zooming in. You also should not zoom in when fighting Grunts up close because they have large heads so make easy no-scope targets.
7. When zoomed in with the DMR, you cannot see your health or radar. It is usually best to shoot a few shots, come out of zoom, reload, survey your surroundings for threats, and then continue sniping. This way, enemies cannot sneak up on you, and you will never empty an entire mag. It is important not to empty a magazine because then you will always be ready for a charging enemy.
8. If you have any plasma weapon equipped and walk over a plasma weapon of the same type with more energy remaining, you can swap out for the more full weapon by holding x.
Enemies
Grunts: Grunts are the most abundant infantry in the covenant army. However, as implied by their name, they are also the weakest and easiest to kill enemy. All Grunts have very large heads, no shields, and rarely wear helmets, so are easy to kill with a headshot. They also tend to wield low power weapons such as needlers and plasma pistols, so do not inflict as much damage as other enemies. Grunts usually fight in packs of three to five and stay near Elites or Brutes if possible. Grunts are only mildly aggressive and rather unintelligent, rarely rushing the player and moving in very predicable patterns.
The most threatening aspect of Grunts is their use of grenades. Of all of the covenant infantry, Grunts throw the most plasma grenades. In addition, they usually throw grenades shortly after one another, requiring the player to doge three or even four stickies at one time. In addition to this, Grunts also have a suicide attack, in which they will light two plasma grenades in each hand and charge the player. They will detonate themselves once they come within killing distance of the player. Furthermore, even if you can kill the suicide Grunt, it will drop its plasma grenades when it dies, which can damage you with splash damage. In most cases, the entire pack of Grunts will begin their suicide attack at the same time.
Grunt minor: Grunt minors are the weakest type of Grunt. They are only capable of wielding plasma pistols and needlers.
Grunt major: Grunt majors are nearly identical to Grunt minors, and are much more abundant. They have different shaped methane tanks and color schemes, but share the same intelligence and health. They are also able to wield fuel rods and plasma launchers, but this is very rare.
Grunt Spec ops: Grunt spec ops wear similarly shaped amror to Grunt majors, but their armor is jet black. Grunt spec ops are very rare, and are identical to Grunt majors in every way besides appearance.
Grunt heavy: Grunt heavies are uncommon in the campaign, and usually appear operating vehicles such as ghosts and turrets. You will also occasionally find them fighting on the ground, when they will usually use fuel rods, yet they can also wield plasma pistols and needlers.
Grunt ultra: Grunt ultras are the most powerful types of Grunts because they are equipped with a helmet. To kill them, shoot them twice in the head with a DMR or magnum, once to pop of their helmet and once to kill them with a headshot. You will usually find one Grunt Ultra per pack of Grunts. Almost all Grunt ultras wield plasma pistols, although they very rarely will wield needlers and fuel rods. If fighting Grunt ultras when you are using a needle rifle, it will require two shots to pop off their helmet. For this reason, it is more efficient to shoot them three times in the body to cause a supercombine explosion.
Jackals: Jackals are another common infantry in the covenant army. Similarly, to Grunts, Jackals usually stay in packs of two to four near stronger infantry. They mostly use plasma pistols and needlers as well. However, Jackals are much harder to kill than Grunts because they have smaller heads and carry an energy shield. To kill a Jackal with an energy shield, shoot it once in the hand, causing it to drop the shield, and then once in the head to kill it. This is a somewhat challenging maneuver, so I would suggest doing this zoomed in when possible. Notice that shooting a Jackal's hand with a needle rifle will not cause it to drop its shield.
Jackal: All standard Jackals carry an energy shield. Use the strategy specified above to kill them. They only ever use plasma pistols and needlers. The one exception to this is a single Jackal on the "Pillar of Autumn" mission that wields a plasma rifle. This could be an error or an Easter egg.
Jackal sniper: Unlike Jackals, Jackal snipers do not carry energy shields or stay in packs. They instead find sniping perches of high altitudes and attack the player from a distance with needle rifles and occasionally focus rifles. For this reason, killing Jackal snipers should usually be your first priority.
Skirmishers: Skirmishers are the same species as Jackals, yet they fight very differently and pose a much larger threat. Skirmishers are specialist covenant infantry, and are only occasionally seen throughout a level. They are incredibly mobile, both the fastest moving and highest jumping covenant units. In addition, they are much smarter than Jackals or Grunts, often flanking and surrounding the player, greatly increasing the threat they pose. They are capable of jumping on top of two or even three story buildings, allowing them to flank you when you least expect it. They can move faster than you can sprint, and tend to move in a weaving pattern, so are somewhat difficult to headshot. For this reason, I suggest that you try to kill the Skirmishers from far away so that it is easier to follow their rapid movements.
Skirmisher minor: Skirmisher minors mainly wield plasma pistols and needlers, but also occasionally wield needle rifles as well.
Skirmisher major: Skirmisher majors are very similar to Skirmisher minors, but wield needle rifles slightly more often and are a bit more aggressive.
Skirmisher commando: Skirmisher commandos are snipers. They do not run around like the other Skirmishers, but instead stay in one place and constantly fire needle rifles or focus rifles at the player. They rarely ever jump, and tend to walk slowly like a Jackals sniper. Commandos can deploy holograms.
Skirmisher murmillo: Skirmisher murmillos are a more powerful version of Skirmisher majors. They have shoulder energy shields that partly cover their head, so are even harder to hit. In addition to wielding plasma pistols, needlers, and needle rifles, they can also use focus rifles. However, they are most commonly seen using needle rifles. Murmillos can deploy holograms.
Skirmisher champion: Skirmisher champions look very similar to Skirmisher murmillos, yet have a more golden color scheme. They too have shoulder mounted energy shields. Unlike murmillos, champions mostly use plasma pistols and only occasionally use needle rifles. Skirmisher champions can deploy holograms.
Elites: Elites are the most intelligent units in the covenant army, and are the most similar units to the player. All Elites use shields, so cannot be killed with a single headshot. Instead, remove their shields with an overcharged plasma pistol and then kill them with a headshot. Elites will also melee the player and use plasma grenades, yet not nearly as often as Grunts. All Elites have two types of melee attacks, punching and kicking. An Elite's punch will remove your shields and two to four bars of health. A kick will instantly kill you, although an Elite takes longer to perform a kick, providing you with more time to react. An important trait that all Elites share is that they temporarily stop moving and growl once you remove their shields, giving you the perfect opportunity to kill them with a headshot after stunning them with a plasma pistol. This is especially useful for stopping charging Elites with an energy sword.
Elite minor: Elite minors are the weakest type of Elites with low shield capacities. For this reason, you can kill them from a distance by shooting them four times in the body to remove their shields and then once in the head to kill them. Elite minors usually wield plasma rifles, but can also use needlers and plasma repeaters. Elite majors are relatively uncommon.
Elite major: Elite majors are the most abundant type of Elite. They have normal shield capacities, so must be killed with an overcharged plasma pistol and a DMR headshot. Elite majors most commonly wield plasma rifles, but also use needlers, plasma repeaters, and plasma launchers.
Elite ultra: Elite ultras are a more dangerous version of Elite majors and are also very common. Their most common weapon is the concussion rifle, but can also wield plasma rifles, plasma launchers, plasma repeaters, and occasionally even dual wield plasma rifles. Due to their use of heavier weaponry, they inflict much more damage than Elite majors, so should be killed sooner and approached carefully. Elite ultras have higher shield capacity than Elite majors, but a single overcharged plasma pistol will still remove all of their shields. In addition, Elite ultras doge much more than other Elites, so are harder to hit with overcharged plasma blasts. They also use the armor lock ability.
Elite spec ops: Elite spec ops are weaker than Elite majors, yet are very dangerous as well. They are equipped with low capacity shields, yet constantly use active camo. Unlike when a player uses active camo, Elite spec ops appear on the radar normally. The most commonly use plasma rifles, but also dual wield plasma rifles and use energy swords. Due to their low capacity shields, they can be killed from a distance with four body shots and one headshot with a DMR.
Elite Ranger: Elite rangers are also equipped with low capacity shields, but they use longer-range weapons and jetpacks. Elite rangers tend to spawn and stay together in packs of three to five, and will jetpack together onto areas of high altitude. It is difficult to kill Elite rangers because once you remove the shields of one, it will jetpack away while the others provide it covering fire, forcing you to take cover before you can pull off a headshot. Elite rangers most commonly use needle rifles and plasma repeaters, but also use focus rifles and concussion rifles.
Elite general: Elite generals are very powerful, both wielding the strongest weapons and employing high capacity shields. For this reason, you must charge you plasma pistol longer when to remove an Elite general's shields. Elite generals most commonly use concussion rifles, but also wield fuel rods, energy swords, plasma launchers, and even plasma turrets, making them incredibly dangerous.
Elite Zealot: Elite Zealots are the second strongest and second most dangerous type of Elite. They have incredibly high capacity shields, so usually take two overcharged plasma shots or a long charged plasma shot to kill. They wield the most dangerous weapons, using energy swords, fuel rods, plasma launchers, concussion rifles, dual wielded plasma rifles. Elite Zealots are the only enemy capable of carrying two weapons.
Elite Field Marshal: Elite Field Marshalls are the highest ranked enemy seen throughout Halo Reach. You only encounter one Elite Field Marshall throughout the entire campaign at the very end of the "Pilllar of Autumn". Field marshalls are by far the most dangerous and strongest type of Elite. They have even higher capacity shields than Elite Zealots, so almost always require two plasam pistol blasts to kill. They also are the only covenant capable of carrying two weapons. The Field marshall that you encounter is weilding a fuel rod a energy sword.
Brutes: While most Brutes do not have shields like Elites, they instead are protected by large amounts of health and helmets. Brutes are incredibly aggressive but unintelligent. To protect themselves, they dive often and also use armor lock. To kill a Brute, shoot it multiple times in the head. The first few shots will take off the helmet, and the last will kill it. Notice that different types of Brutes have different strengths of helmets, so some will take more shots to kill using this method than others will. Furthermore, Brutes have the smallest heads of all of the covenant infantry, so pose much more of a challenge to kill than other enemies because they require multiple shots in a small area to kill. To overcome this, pace your shots. This means that instead of pulling the trigger as fast as you can, wait for your reticule to return to normal before firing again.
In certain sections, there is not enough DMR ammo to kill Brutes with helmet headshots. Other weapons useful for killing Brutes include needle rifles, gravity hammers, and sniper rifles. Sniper rifles will kill most Brutes with a single headshot, so are incredible useful for killing these enemies at a long range. Needle rifles will create a supercombine explosion after you shoot three needles into the Brute. However, Brutes will protect themselves from this by diving around and using armor lock. Gravity hammers will instantly kill most Brutes and can be used by standing behind a doorway and hammering the Brutes as they come in. This is especially effective due to Brutes lack of intelligence and heavy aggression.
Brute minor: Brute minors are the weakest types of Brutes. They take only two DMR headshots to remove their helmets, so are relatively easy to kill. Brute minors usually use spikers, but very rarely use concussion rifles.
Brute major: Brute majors require four headshots to remove their helmets, making them more formidable then Brute minors. However, they can still be killed by three needle rifle needles, a single sniper rifle headshot, and a single gravity hammer hit. Brute majors most commonly wield spikers, but are often seen wielding concussion rifles, plasma repeaters, and gravity hammers as well.
Brute chieftain: Brute chieftains are very rare enemies, but are also incredibly dangerous. In addition to requiring four shots to remove their helmets, they also have standard capacity shields, equal to the shields of an Elite major. For this reason, Brute chieftains cannot be killed simply using a DMR, sniper rifle, or needle rifle. There are three good methods for killing a Brute chieftain. First, you can remove its shields with an overcharged plasma pistol and then kill it DMR helmet headshots. Second, you can remove its shields with an overcharged plasma pistol and then kill it by sticking it. Finally, you can kill it with three gravity hammer swings. Brute chieftains also wield the most powerful weapons. They most commonly use gravity hammers and fuel rods, but also wield concussion rifles, plasma launchers, and plasma turrets.
Other enemies: Bugger: Buggers are rarely seen throughout the Reach campaign, but are not very difficult to kill. They are similar to Grunts in that they have nothing protecting their head, so can be killed with a single headshot. However, buggers constantly fly and have much smaller heads than Grunts, so can be difficult to kill for players inexperienced with the DMR. To overcome this, pace your shots and wait for the buggers to stop moving to kill them. If this is still too difficult for you, you can kill them with an assault rifle to. Buggers only every wield needlers and plasma pistols, another similarity to Grunts.
Hunter: Hunters are the strongest covenant infantry, and always fight in pairs. Unlike all other enemies, their helmets do not pop off and therefore cannot be killed with headshots. Instead, to damage a Hunter, you must attack them in either of their weak spots, located on their backs and under their necks. However, the DMR simply does not impart enough damage to kill a Hunter even in these areas, so different loadouts must be used. First of all, explosives are very useful against Hunters because the splash damage hits their weak spots. For these reason, grenades, rocket launchers, fuel rods, grenade launchers, and plasma launchers are all very useful against Hunters. When using frag grenades, try to roll them under the Hunters legs so more damage is done to the rear weak spot. Second, shotguns are also useful against Hunter, but are much more dangerous to use. When using a shotgun, sprint up behind the Hunter, shoot it once in the back at close range, and then sprint away. Hunters have two types of attacks. On their left arm, they have a fuel rod. This usually can be avoided by jumping over it. You can predict when a Hunter will shoot because the fuel rod gun will glow green as the Hunter charges up its next shot. On their right arm, Hunters have a large shield, which is used for melee purposes and imparts much damage. When a Hunter is charging you, sprint at a 45 degree angle to its right (your left) to avoid being hit. The Hunter will not be able to turn in time to hit you.
Engineer: Engineers are calm and peaceful animals forced to work for the covenant. They are completely harmless, but provide overshields to all covenant within a certain radius. This means that enemies usually without shields receive the same shields as an Elite major, and enemies already with shields gain an extra layer of shields the equivalent to that of an Elite major. This makes killing all enemies nearly impossible, so Engineers should always be killed first. To kill an Engineer, either shoot it in the body eight times if it has its back to you or shoot it in the head twice, once to remove the helmet and once to kill it.
Gueta: Guetas are bipedal animals native to Reach. Unlike the covenant, they have no reason to attack you, so generally wander throughout an area calmly. However, if you attack a gueta or get too close, it may feel threatened and attack you. They are very difficult to kill, and can only be killed through large amounts of damage, not headshots. Their only attack is a melee attack, but this will remove both your shields and most of your health, as well as send you flying long distances. For these reasons, it is best to avoid guetas and not provoke them.
Allies
Throughout the Halo Reach campaign, the UNSC aids you in the form of vehicles, infantry, and the other five Spartans of Noble team. The Spartans in Nobel team are especially helpful AI because they are invincible, somewhat intelligent, and somewhat effective at killing enemies. A single Spartan can even kill an Elite, although it takes them much time to do so. They have unlimited ammo and cannot hurt you as well. It is usually best to stay apart from the other Spartans during the campaign so that they draw some of the enemy fire and do not get in your way. The Spartans of Noble team will fill any of unused seats in vehicles if you drive up next to them, and are relatively good gunners. They sometimes even enter empty enemy vehicles, greatly increasing their effectiveness. For this reason, you may wish to "give" a jacked ghost or revenant to an ally by driving up next to them and exiting the vehicle. This usually causes the Spartan to enter the vehicle, increasing their firepower and ability to draw enemy fire. All Spartans on Noble Team are equipped with armor lock, yet this is pointless due to their invincibility.
Noble 1: Carter: Carter is the leader of the Noble Team, characterized by a noble and cool-headed personality. He uses both assault rifles and DMRs throughout different missions. Carter usually stays within medium range of the enemies and moves completely separately of the player. For this reason, Carter sometimes gets in the way, but also draws much of the enemy fire.
Noble 2: Kat: Kat is the most intelligent member of Noble Team, implementing both creative and highly successful tactics throughout the fall of Reach. She is also a highly trained Engineer, so is always chosen to perform tasks involving electronics and covenant technology. Kat uses both magnums and assault rifles throughout the campaign and is much more successful when using an assault rifle because she cannot achieve headshots. Kat's combat style is very similar to Carter's, although she uses slightly more intelligent tactics.
Noble 3: Jun: Jun is the sniper of Noble Team, always using a sniper rifle. He has a somewhat annoying and sarcastic demeanor. Jun will always try to hang back, staying slightly behind the player or other Spartans. Although Jun has the highest accuracy of all of the Spartans, he is unable to achieve a headshot. For this reason, he rarely kills any enemies. He also fails to draw much enemy fire because he stays behind the player, although he subsequently never gets in the way.
Noble 4: Emile: Emile is the arrogant, close range soldier of Noble Team. He always uses a shotgun and charges the enemies, usually staying ahead of the player and other members of Noble Team. For this reason, Emile draws much of the enemy's fire and rarely gets in the way, making him one of the more useful allies. Due to the high damage of the shotgun, Emile is also capable of killing enemies with high health and shields with relatively high efficiency.
Noble 5: Jorge: Jorge is the biggest, strongest member of Noble Team, but is also the kindest and most caring. Jorge always wields a heavy machinegun, a weapon similar to a detached machinegun. He therefore moves very slowly, but delivers large amounts of firepower. His fighting style is very simple; Jorge usually marches straight towards the enemies while constantly firing his machinegun, never taking cover or avoiding enemy threats like the other Spartans. For this reason, Jorge rarely gets in the way and is somewhat capable of killing both groups of light infantry and individual heavy infantry.
Throughout certain missions in the reach campaign, you will encounter soldiers of the UNSC army and ODSTs who join your fire team. Similar to Spartans, they follow you and attempt to kill any covenant near you. However, soldiers and ODSTs are not only capable of dying, but are rather weak and never last very long. Unlike the other Spartans, these allies are nearly incapable of killing covenant infantry, struggling to kill even the weakest of Grunts. Soldiers and ODSTs are still useful for drawing enemy fire, but can only do so for a short while before dying. Like Spartans, soldiers can fill empty places in a vehicle, but do not gun or drive as well as members of Noble Team.
One ability soldiers and ODSTs have that Spartans do not is the ability to swap weapons with the player. If you stand next to a non-Spartan ally and press x, you will swap your current weapon for their weapon. Because soldiers usually wield assault rifles, this is rarely a sufficient method for obtaining useful ammo. However, this allows you to supply allies with stronger weapons such as fuel rods and rocket launchers that you are not using. Because soldiers and ODSTs have bottomless clips, this allows them to provide constant, high-powered fire upon the enemies. When driving vehicles with extra passenger seats, it is often ideal to give a soldier a high-powered weapon and then have them ride in the passenger seat of the vehicle. Notice that you cannot give marines detached turrets, target locators, or melee weapons.
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Sunday, 14 October 2012
Free Wii Points for Nintendo Enthusiasts
Nintendo has left a mark in the industry as one of the most respected gaming console makers in the market. It is popular for casual gamers, hardcore gamers alike, and the products they offer appeal not only to young kids but also to the elderly. Noticing the loyalty of many gamers to the company, Nintendo has upped the stake and provided their gamers with a way of rewarding them through the use of free Wii points.
Free Wii points can be collected by Wii enthusiasts so that they can benefit of the many giveaways Nintendo offers every month. They can also be used to get some free additions from many video gaming publishers such as map packs or weapon perks and the like. The good thing about these free Wii points is that they do not cost you anything and you can find them easily.
We all know that playing video games as a past time can be very expensive especially for the young people because they do not really know the value of money. Video games are not cheap and one must take great efforts just to save money to buy a single game title. Luckily, the introduction of free Wii points has changed all that.
You can easily redeem your collected free Wii points through the Wii Shop Channel when you use your Wii console. The number of points you gained will function as your online currency in purchasing games or software in the form of virtual consoles.
In the past, the only way to gather these points was to purchase them. You could buy a scratch card in gaming stores or buy online through the Wii Shop Channel using your credit card details. However, because of the demand for these points, they have begun to be offered free in many websites.
It is very important to note though that many websites do not give out what they promise and you have to sort out the legitimate sites from the false ones. You should take your time exploring the website and look for third party reviews regarding the authenticity of that website. Luckily, there are still many websites that do give out free, legitimate Wii points in exchange for a few doable offers such as filling out a survey or recommending a certain amount of friends.
Looking for Wii points is a practical decision you could make if you want an affordable solution to fuel your gaming hobby. By knowing where to find legitimate sites that give away these free Wii points, you will surely gather enough points to purchase the game you want without spending.
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Free Wii points can be collected by Wii enthusiasts so that they can benefit of the many giveaways Nintendo offers every month. They can also be used to get some free additions from many video gaming publishers such as map packs or weapon perks and the like. The good thing about these free Wii points is that they do not cost you anything and you can find them easily.
We all know that playing video games as a past time can be very expensive especially for the young people because they do not really know the value of money. Video games are not cheap and one must take great efforts just to save money to buy a single game title. Luckily, the introduction of free Wii points has changed all that.
You can easily redeem your collected free Wii points through the Wii Shop Channel when you use your Wii console. The number of points you gained will function as your online currency in purchasing games or software in the form of virtual consoles.
In the past, the only way to gather these points was to purchase them. You could buy a scratch card in gaming stores or buy online through the Wii Shop Channel using your credit card details. However, because of the demand for these points, they have begun to be offered free in many websites.
It is very important to note though that many websites do not give out what they promise and you have to sort out the legitimate sites from the false ones. You should take your time exploring the website and look for third party reviews regarding the authenticity of that website. Luckily, there are still many websites that do give out free, legitimate Wii points in exchange for a few doable offers such as filling out a survey or recommending a certain amount of friends.
Looking for Wii points is a practical decision you could make if you want an affordable solution to fuel your gaming hobby. By knowing where to find legitimate sites that give away these free Wii points, you will surely gather enough points to purchase the game you want without spending.
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Getting Started With Halo Reach, an Overview of Halo Reach Structures
Structures
Although the environments of each mission are relatively unique, there are some common reoccurring structures. It is important to know how to use these structures to your advantage in order to gain the most benefit from the environment of each mission.
Covenant structures
Throughout the game, especially in the later mission when the covenant have established a presence on reach, you will find many covenant structures. You can identify covenant structures because they are usually purple or other bright colors. Many of these provide cover, and some are even large enough to be entered.
Tyrant Anti-aircraft battery: This two story building is used by the covenant to destroy various sized aircraft, and is similar in function to a Mac cannon. An AA battery is equipped with a large laser which must be charged up before each shot. A Tyrant cannot be controlled by the player, yet the building provides very good cover. A spiral ramp provides access to the top level, which provides an excellent DMR sniping position. Inside, you can stand in the doorway to snipe enemies and step back inside if you become injured.
Often throughout the campaign, you will need to destroy AA batteries to clear the UNSC's airspace. This is easy to do with strong vehicles, but can also be achieved on foot. By shooting the battery anywhere with seven to ten scorpion shells or two to three wraith shots, you can destroy it. On foot, you can overload the plasma source of the AA battery, causing it to explode. Melee the plasma shield protecting the core twice to remove it, throw a fragmented or plasma grenade into the core, and sprint out of the battery before it explodes.
Antenna: Covenant antennas are presumably used by covenant forces to relay information to allies groups. This structure is far too thin to provide any cover.
Barricade: Covenant barricades are placed by the covenant both to provide cover and to blockade roads. These structures are incredibly sturdy and nearly impossible to knock down. As they become damaged, their tops chip off, but they cannot be destroyed. Barricades provide very good standing cover because they are both tall and long enough to protect from a many angles of fire.
Crate: Covenant crates are used to store covenant weapons, and provide the player with both covenant weapons and decent cover. When standing up, a crate is tall enough to provide standing cover, but is not very long so provide poor cover from the sides. Crates can be easily knocked over by explosives and provide no cover on their sides. In addition, many crates are open on one side, revealing many different covenant weapons. Any energy weapon found in a covenant crate will have full energy. This is useful for providing full plasma pistols and needle rifles, and can even yield more powerful weapons such as plasma launchers or fuel rod guns.
Drop pod: Drop pods are used to deliver covenant infantry from orbit and come in two different sizes. Large drop pods, shown in the picture to the left, carry up groups of infantry. Although these structures cannot be entered, they provide good one-angled cover from behind. Small drop pods carry only one Elite or Brute, and provide good standing cover, but only protect the player from enemies directly in front.
Energy shield: Energy shields are placed by the covenant to provide cover to their infantry. This shield is similar to that of a Jackals; it absorbs explosives and projectiles, progressively turning more red until it finally breaks. The shield is then regenerated after a few seconds. Due to their curved shape and high height, energy shields provide good cover against few or far away enemies. However, energy shields are not optimal for protecting against large groups of close enemies because it will quickly break, leaving you unprotected. When using an energy shield, always pay attention to its color. When it turns a rose color, sprint to new cover.
Jammer: Jammers are used by the covenant to disrupt radio transmissions and UNSC ground scanning. They are smaller and less powerful than jammer arrays, producing a smaller area of disruption. To destroy a jammer array, walk up to it and press x. This will cause the jammer to overload, permanently destroying it. Jammers can be used as standing cover as well.
Jammer array: Jammer arrays are used by the covenant to hide an area from the UNSC Navy's radar. This type of jamming produces no effect on your motion tracker. The Jammer array is somewhat similar in shape to a large turret tower, consisting of a raised platform accessible by a gravity lift. Unlike turret towers, there are four legs securing the structure to the ground and the jamming device is located above the second story. Jammer arrays are equipped with three mounted plasma turrets, which are usually operated by Grunts. Although the second story of the jammer array provides you some elevation, it leaves you exposed if you are attacked from multiple angles, so is not a sufficient sniping position. The legs provide good one directional cover.
Methane refill station: This structure is placed by the covenant so that Grunts can refill their methane tanks between battles. Each station is capable of refilling up to four Grunts at one time. These stations are very useful because Grunts are unable to move or shoot when refilling, making them easy targets to kill. Up close, methane refill stations provide decent crouching cover.
Plasma battery: Plasma batteries are a type of fuel tank used by the covenant. Presumably, these batteries are used to refil plasma based vehicles and weapons. Because the plasma in plasma batteries is highly explosive, they will explode if fired upon. As a plasma battery takes damage, its color will change from blue to red. If it continues to take damage once it is red, it will explode, killing any infantry in a close proximity and dealing high colatoral damage to farther away infantry. For this reason, you should never stand near a plasma battery.
Plasma storage: Plasma storage is another type of fuel tank used by the covenant, containing a different type of plasma than the plasma in a plasma battery. Similarly to a plasma battery, a plasm storage will change color from blue to red and then explode if repeatedly fired upon. When a plasma storage explodes, it errupts in bright light, blinding nearby infantry, including the player. Unlike plasma batteries, plasma storages deal no damage when detonated.
Shade turret: The shade turret is a permanently mounted turret equipped with two rapid-fire, high accuracy plasma guns. Because they have two plasma guns and they have a higher accuracy than plasma turrets, shade turrets pose much more of a threat than plasma turrets. Less than half a second of shade turret fire will kill a player on foot, and continuous shade turret fire can destroy vehicles, including scorpions, relatively quickly. Shade turrets are usually operated by Grunts, although Elites and Brutes will enter an empty shade turret.
The easiest way to eliminate a shade turret is to kill the Grunt operator. When the shade turret is either facing directly at you or directly perpendicular to you, you will have a clear shot at the Grunts head. Therefore, a single DMR headshot can quickly eliminate the operator. When attempting to kill an enemy in a shade turret, make sure that you are very close to cover and ideally far away. This way, you can immediately step back into cover if the shade turret fires upon you, avoiding the plasma rounds before they reach you. You can also stun a shade turret with an overcharged plasma pistol, providing you with a longer opportunity to remove the operator.
Fuel rod shade turret: Fuel rod shade turrets look and operate similarly to standard shade turrets. However, fuel rod shade turrets fire fuel rods, greatly increasing the threat they pose to players both on foot and in vehicles. The fuel rods fired from a shade turret travel at a slower speed and are fired in slower succession then from a fuel rod gun, making them easier to dodge. On the other hand, fuel rod shade turrets do not need to reload, allowing them to bombard the player with a continuous stream of projectiles.
Because of the slightly different shape of the fuel rod gun on a fuel rod shade turret, is it much harder to kill the Grunt in a fuel rod shade turret. The size of the gun blocks your view of the Grunts head if you are below the shade turret. To overcome this, either fire from a position of equal or higher elevation to the shade turret or stun it with an overcharged plasma pistol. If you stun the shade turret, you can safely approach it and melee the operator.
Long ranged shade turret: Long ranged shade turrets are supurior versions of shadeturrets. As implyed by the name, the plasma guns of a long ranged shade turrets have a much longer range and higher accuracy, as well as higher bullet velocity and much higher damage. The body of a long ranged shade turret is also encased in multiple energy shields, completely protecting the opperator and increasing the durability of the turret. The covenant mostly use long ranged shade turrets for anti-aircraft puroses due to their longer range and higher damage.
The only time you encounter long ranged shade turrets throughout the campaign is during the "New Alexandria" mission when you are flying your falcon. Destroy these shade turrets with the burst fire machinegun of your falcon while flying sporadically to avoid the shade turret's fire.
Sniper tower: Sniper towers are placed by the covenant to provide Jackal snipers with an elevated perch. This allows the Jackals to both view more of the landscape and provides them with a clearer shot at UNSC forces. Sniper towers consist of a floating, circular platform with a gravity lift below that allows infantry to enter the top of the tower. Although they provide a good view and clear shot at most of the landscape, turret towers do not have any cover, so are not useful sniping positions for the player.
Whenever you see a sniper tower in the campaign, zoom in and carefully view the top level with your DMR. Watch for any Jackal snipers and kill them immediately with headshots. Since there is no cover on the tower, the Jackals are easy targets to eliminate. It is important to kill the Jackal snipers fist because they will be able to shoot you from a long range, unlike other covenant infantry.
Turret Tower: Turret towers are identical in design to sniper tower, but also have three plasma turrets mounted near the edges 120 degrees apart. These turrets are usually operated by Grunts. Turret towers provide no more cover than sniper towers, so provide poor sniping positions as well.
When you see a turret tower during the campaign, kill the Grunts with headshots when you are out of range of their plasma turrets so that they cannot return fire upon you. Their entire heads are exposed when they face perpendicular to you, so are easily killed in this position. Even when they are facing at you, a small portion of their foreheads are exposed, so still can be killed with a single headshot.
UNSC and civilian structures
Although the majority of each level is built from human or UNSC structures such as the houses of "Nightfall" and the skyscrapers of "Exodus", this section only includes reoccurring and identical objects such as weapons crates and cement barricades. These are most commonly seen in and around UNSC buildings such as Sword Base of the Saber launch facility.
Cement barricade: Cement barricades are used to blockade roads and are almost identical to the real life equivalent you find dividing the lanes of a highway. These cement barricades are both long and invincible, so provide relatively good cover. However, because they are somewhat short, so you must crouch for optimal protection when using a cement barricade as cover. The best tactic is usually to crouch and walk to either end of the barricade so you are just far enough out to see your target while still staying mostly covered. Once you require more protection,
step back towards the middle of the barricade so that you are completely covered.
Short cement barricade: short cement barricades are similar in design, length, and strength to cement barricades. However, as implied by their name, they are also about half of the height, so provide poor cover. Even if you crouch behind a short cement barricade, your head will be slightly exposed to enemies on the same elevation as you, and you will be entirely exposed to enemies on a higher elevation than you. For this reason, I only suggest using a cement barricade as cover if there is no better cover nearby. If you are forced to use one, implement the same cover tactics described for a cement barricade above.
UNSC Cover: Covers are steel structures placed by the UNSC around their bases to provide their infantry with protection. UNSC covers are U shade and have a large hole cut in the front, allowing you and UNSC soldiers to easily fire at covenant infantry. While this hole does provide you with a clear shot at infantry in front of you, it also provides the covenant with a clear shot at you. For this reason, UNSC covers should be used for fighting enemies at a distance, but not for fighting enemies nearby.
Small cover: Small UNSC covers are equal in height to UNSC covers, but are much skinnier and do not have a large hole cut in them. They do have a small, eye-level slit in the middle, but it is extremely hard to fire out of or into this slit. Covenant forces can knock small covers over with explosives, after which the cover becomes unusable. To use a small UNSC cover, stand to either side of it when firing and step into the middle for protection. Notice that when you stand in the center, the small cover will not protect either of your sides or diagonals due to its thin shape.
Large cover: Since large covers are both larger than normal covers and do not have hole cut in them, they provide very reliable protection. Furthermore, due to their heavy base, large covers cannot be knocked over. To use a large cover, stand next to it to fire and step towards the middle for protection.
Crate: Crates are used by both the civilians and UNSC on Reach to organize and easily transport items and materials. These crates cannot be opened by the player, yet they provide very good cover due to their size and durability. Crates are tall enough to be used as standing cover and heavy enough to stay in place. Stand next to a crate so that only a small amount of your body is exposed to shoot, and move to the middle of the crate for cover.
Small crate: Small crates are similar in use and design to large crates but have an eighth of the volume. Due to their small size, small crates do not provide any cover. A stack of small crates should also not be used as cover because they can easily be knocked down by explosives.
Gas tank: Gas tanks are large steel cylinders containing natural gas placed around some civilian facilities. If shot, these tanks will leak and begin burning. After burning for a few seconds, the gas tank will explode with immense force, imparting more collateral damage than a plasma battery. For this reason, you should never use a gas tanks as cover, and you should avoid them when possible. If you see a tank catch on fire, sprint away immediately.
Weapons case: With a durable exterior and foam eggshell interior, weapon cases are used by the UNSC to safely transport weaponry. Up to two of any UNSC weapon excluding machinegun turrets and grenades can fit in a weapons case. It is important to know the location of all DMR weapons cases throughout a mission so that you can stay fully stocked.
Wall mounted weapons case: Wall mounted weapons cases are found secured on walls or columns and contain up to three shotguns, assault rifles, or DMRs and up to three fragmented grenades. It is important to know the location of all wall mounted DMR weapons cases throughout a mission so that you can stay fully stocked.
Weapons crate: Weapons crates are much larger than weapons cases and are capable of carrying many more weapons. A weapons crate has multiple shelves, each designed to secure one type of UNSC weapon. For this reason, any UNSC weapon excluding machinegun turrets and target locators can be found in a weapons crate. Every single weapons crate carries at least four assault rifles or four DMRs in the center section. Therefore, DMR weapons crates are extremely valuable because they carry enough ammunition to allow you to restock indefinitely.
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Although the environments of each mission are relatively unique, there are some common reoccurring structures. It is important to know how to use these structures to your advantage in order to gain the most benefit from the environment of each mission.
Covenant structures
Throughout the game, especially in the later mission when the covenant have established a presence on reach, you will find many covenant structures. You can identify covenant structures because they are usually purple or other bright colors. Many of these provide cover, and some are even large enough to be entered.
Tyrant Anti-aircraft battery: This two story building is used by the covenant to destroy various sized aircraft, and is similar in function to a Mac cannon. An AA battery is equipped with a large laser which must be charged up before each shot. A Tyrant cannot be controlled by the player, yet the building provides very good cover. A spiral ramp provides access to the top level, which provides an excellent DMR sniping position. Inside, you can stand in the doorway to snipe enemies and step back inside if you become injured.
Often throughout the campaign, you will need to destroy AA batteries to clear the UNSC's airspace. This is easy to do with strong vehicles, but can also be achieved on foot. By shooting the battery anywhere with seven to ten scorpion shells or two to three wraith shots, you can destroy it. On foot, you can overload the plasma source of the AA battery, causing it to explode. Melee the plasma shield protecting the core twice to remove it, throw a fragmented or plasma grenade into the core, and sprint out of the battery before it explodes.
Antenna: Covenant antennas are presumably used by covenant forces to relay information to allies groups. This structure is far too thin to provide any cover.
Barricade: Covenant barricades are placed by the covenant both to provide cover and to blockade roads. These structures are incredibly sturdy and nearly impossible to knock down. As they become damaged, their tops chip off, but they cannot be destroyed. Barricades provide very good standing cover because they are both tall and long enough to protect from a many angles of fire.
Crate: Covenant crates are used to store covenant weapons, and provide the player with both covenant weapons and decent cover. When standing up, a crate is tall enough to provide standing cover, but is not very long so provide poor cover from the sides. Crates can be easily knocked over by explosives and provide no cover on their sides. In addition, many crates are open on one side, revealing many different covenant weapons. Any energy weapon found in a covenant crate will have full energy. This is useful for providing full plasma pistols and needle rifles, and can even yield more powerful weapons such as plasma launchers or fuel rod guns.
Drop pod: Drop pods are used to deliver covenant infantry from orbit and come in two different sizes. Large drop pods, shown in the picture to the left, carry up groups of infantry. Although these structures cannot be entered, they provide good one-angled cover from behind. Small drop pods carry only one Elite or Brute, and provide good standing cover, but only protect the player from enemies directly in front.
Energy shield: Energy shields are placed by the covenant to provide cover to their infantry. This shield is similar to that of a Jackals; it absorbs explosives and projectiles, progressively turning more red until it finally breaks. The shield is then regenerated after a few seconds. Due to their curved shape and high height, energy shields provide good cover against few or far away enemies. However, energy shields are not optimal for protecting against large groups of close enemies because it will quickly break, leaving you unprotected. When using an energy shield, always pay attention to its color. When it turns a rose color, sprint to new cover.
Jammer: Jammers are used by the covenant to disrupt radio transmissions and UNSC ground scanning. They are smaller and less powerful than jammer arrays, producing a smaller area of disruption. To destroy a jammer array, walk up to it and press x. This will cause the jammer to overload, permanently destroying it. Jammers can be used as standing cover as well.
Jammer array: Jammer arrays are used by the covenant to hide an area from the UNSC Navy's radar. This type of jamming produces no effect on your motion tracker. The Jammer array is somewhat similar in shape to a large turret tower, consisting of a raised platform accessible by a gravity lift. Unlike turret towers, there are four legs securing the structure to the ground and the jamming device is located above the second story. Jammer arrays are equipped with three mounted plasma turrets, which are usually operated by Grunts. Although the second story of the jammer array provides you some elevation, it leaves you exposed if you are attacked from multiple angles, so is not a sufficient sniping position. The legs provide good one directional cover.
Methane refill station: This structure is placed by the covenant so that Grunts can refill their methane tanks between battles. Each station is capable of refilling up to four Grunts at one time. These stations are very useful because Grunts are unable to move or shoot when refilling, making them easy targets to kill. Up close, methane refill stations provide decent crouching cover.
Plasma battery: Plasma batteries are a type of fuel tank used by the covenant. Presumably, these batteries are used to refil plasma based vehicles and weapons. Because the plasma in plasma batteries is highly explosive, they will explode if fired upon. As a plasma battery takes damage, its color will change from blue to red. If it continues to take damage once it is red, it will explode, killing any infantry in a close proximity and dealing high colatoral damage to farther away infantry. For this reason, you should never stand near a plasma battery.
Plasma storage: Plasma storage is another type of fuel tank used by the covenant, containing a different type of plasma than the plasma in a plasma battery. Similarly to a plasma battery, a plasm storage will change color from blue to red and then explode if repeatedly fired upon. When a plasma storage explodes, it errupts in bright light, blinding nearby infantry, including the player. Unlike plasma batteries, plasma storages deal no damage when detonated.
Shade turret: The shade turret is a permanently mounted turret equipped with two rapid-fire, high accuracy plasma guns. Because they have two plasma guns and they have a higher accuracy than plasma turrets, shade turrets pose much more of a threat than plasma turrets. Less than half a second of shade turret fire will kill a player on foot, and continuous shade turret fire can destroy vehicles, including scorpions, relatively quickly. Shade turrets are usually operated by Grunts, although Elites and Brutes will enter an empty shade turret.
The easiest way to eliminate a shade turret is to kill the Grunt operator. When the shade turret is either facing directly at you or directly perpendicular to you, you will have a clear shot at the Grunts head. Therefore, a single DMR headshot can quickly eliminate the operator. When attempting to kill an enemy in a shade turret, make sure that you are very close to cover and ideally far away. This way, you can immediately step back into cover if the shade turret fires upon you, avoiding the plasma rounds before they reach you. You can also stun a shade turret with an overcharged plasma pistol, providing you with a longer opportunity to remove the operator.
Fuel rod shade turret: Fuel rod shade turrets look and operate similarly to standard shade turrets. However, fuel rod shade turrets fire fuel rods, greatly increasing the threat they pose to players both on foot and in vehicles. The fuel rods fired from a shade turret travel at a slower speed and are fired in slower succession then from a fuel rod gun, making them easier to dodge. On the other hand, fuel rod shade turrets do not need to reload, allowing them to bombard the player with a continuous stream of projectiles.
Because of the slightly different shape of the fuel rod gun on a fuel rod shade turret, is it much harder to kill the Grunt in a fuel rod shade turret. The size of the gun blocks your view of the Grunts head if you are below the shade turret. To overcome this, either fire from a position of equal or higher elevation to the shade turret or stun it with an overcharged plasma pistol. If you stun the shade turret, you can safely approach it and melee the operator.
Long ranged shade turret: Long ranged shade turrets are supurior versions of shadeturrets. As implyed by the name, the plasma guns of a long ranged shade turrets have a much longer range and higher accuracy, as well as higher bullet velocity and much higher damage. The body of a long ranged shade turret is also encased in multiple energy shields, completely protecting the opperator and increasing the durability of the turret. The covenant mostly use long ranged shade turrets for anti-aircraft puroses due to their longer range and higher damage.
The only time you encounter long ranged shade turrets throughout the campaign is during the "New Alexandria" mission when you are flying your falcon. Destroy these shade turrets with the burst fire machinegun of your falcon while flying sporadically to avoid the shade turret's fire.
Sniper tower: Sniper towers are placed by the covenant to provide Jackal snipers with an elevated perch. This allows the Jackals to both view more of the landscape and provides them with a clearer shot at UNSC forces. Sniper towers consist of a floating, circular platform with a gravity lift below that allows infantry to enter the top of the tower. Although they provide a good view and clear shot at most of the landscape, turret towers do not have any cover, so are not useful sniping positions for the player.
Whenever you see a sniper tower in the campaign, zoom in and carefully view the top level with your DMR. Watch for any Jackal snipers and kill them immediately with headshots. Since there is no cover on the tower, the Jackals are easy targets to eliminate. It is important to kill the Jackal snipers fist because they will be able to shoot you from a long range, unlike other covenant infantry.
Turret Tower: Turret towers are identical in design to sniper tower, but also have three plasma turrets mounted near the edges 120 degrees apart. These turrets are usually operated by Grunts. Turret towers provide no more cover than sniper towers, so provide poor sniping positions as well.
When you see a turret tower during the campaign, kill the Grunts with headshots when you are out of range of their plasma turrets so that they cannot return fire upon you. Their entire heads are exposed when they face perpendicular to you, so are easily killed in this position. Even when they are facing at you, a small portion of their foreheads are exposed, so still can be killed with a single headshot.
UNSC and civilian structures
Although the majority of each level is built from human or UNSC structures such as the houses of "Nightfall" and the skyscrapers of "Exodus", this section only includes reoccurring and identical objects such as weapons crates and cement barricades. These are most commonly seen in and around UNSC buildings such as Sword Base of the Saber launch facility.
Cement barricade: Cement barricades are used to blockade roads and are almost identical to the real life equivalent you find dividing the lanes of a highway. These cement barricades are both long and invincible, so provide relatively good cover. However, because they are somewhat short, so you must crouch for optimal protection when using a cement barricade as cover. The best tactic is usually to crouch and walk to either end of the barricade so you are just far enough out to see your target while still staying mostly covered. Once you require more protection,
step back towards the middle of the barricade so that you are completely covered.
Short cement barricade: short cement barricades are similar in design, length, and strength to cement barricades. However, as implied by their name, they are also about half of the height, so provide poor cover. Even if you crouch behind a short cement barricade, your head will be slightly exposed to enemies on the same elevation as you, and you will be entirely exposed to enemies on a higher elevation than you. For this reason, I only suggest using a cement barricade as cover if there is no better cover nearby. If you are forced to use one, implement the same cover tactics described for a cement barricade above.
UNSC Cover: Covers are steel structures placed by the UNSC around their bases to provide their infantry with protection. UNSC covers are U shade and have a large hole cut in the front, allowing you and UNSC soldiers to easily fire at covenant infantry. While this hole does provide you with a clear shot at infantry in front of you, it also provides the covenant with a clear shot at you. For this reason, UNSC covers should be used for fighting enemies at a distance, but not for fighting enemies nearby.
Small cover: Small UNSC covers are equal in height to UNSC covers, but are much skinnier and do not have a large hole cut in them. They do have a small, eye-level slit in the middle, but it is extremely hard to fire out of or into this slit. Covenant forces can knock small covers over with explosives, after which the cover becomes unusable. To use a small UNSC cover, stand to either side of it when firing and step into the middle for protection. Notice that when you stand in the center, the small cover will not protect either of your sides or diagonals due to its thin shape.
Large cover: Since large covers are both larger than normal covers and do not have hole cut in them, they provide very reliable protection. Furthermore, due to their heavy base, large covers cannot be knocked over. To use a large cover, stand next to it to fire and step towards the middle for protection.
Crate: Crates are used by both the civilians and UNSC on Reach to organize and easily transport items and materials. These crates cannot be opened by the player, yet they provide very good cover due to their size and durability. Crates are tall enough to be used as standing cover and heavy enough to stay in place. Stand next to a crate so that only a small amount of your body is exposed to shoot, and move to the middle of the crate for cover.
Small crate: Small crates are similar in use and design to large crates but have an eighth of the volume. Due to their small size, small crates do not provide any cover. A stack of small crates should also not be used as cover because they can easily be knocked down by explosives.
Gas tank: Gas tanks are large steel cylinders containing natural gas placed around some civilian facilities. If shot, these tanks will leak and begin burning. After burning for a few seconds, the gas tank will explode with immense force, imparting more collateral damage than a plasma battery. For this reason, you should never use a gas tanks as cover, and you should avoid them when possible. If you see a tank catch on fire, sprint away immediately.
Weapons case: With a durable exterior and foam eggshell interior, weapon cases are used by the UNSC to safely transport weaponry. Up to two of any UNSC weapon excluding machinegun turrets and grenades can fit in a weapons case. It is important to know the location of all DMR weapons cases throughout a mission so that you can stay fully stocked.
Wall mounted weapons case: Wall mounted weapons cases are found secured on walls or columns and contain up to three shotguns, assault rifles, or DMRs and up to three fragmented grenades. It is important to know the location of all wall mounted DMR weapons cases throughout a mission so that you can stay fully stocked.
Weapons crate: Weapons crates are much larger than weapons cases and are capable of carrying many more weapons. A weapons crate has multiple shelves, each designed to secure one type of UNSC weapon. For this reason, any UNSC weapon excluding machinegun turrets and target locators can be found in a weapons crate. Every single weapons crate carries at least four assault rifles or four DMRs in the center section. Therefore, DMR weapons crates are extremely valuable because they carry enough ammunition to allow you to restock indefinitely.
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