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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