Yukon46

  • Halo Diehards recorded our first Podcast last night and it was a success! Unfortunately the awesome contributions of BigBadMike will not be included in this first podcast due to technical difficulties, which is a bummer, because he had a lot to offer the conversation, but I know if we stick with it we’ll get learning-curve bugs out of the way as…[Read more]

  • CHa0s wrote a new post 11 years, 1 month ago

    Master Chief Collection for Dummies weapon comparisons, Halo 2

    The following series of articles gives a recap and brings new players up to speed on the weapons, vehicles, abilities, and spawn systems and strategy in multiplayer of Halo: Combat Evolved, Halo 2, Halo 3, and Halo 4. Due to the sheer volume of information, some subjects were chosen according to how much they vary from game to game, to better prepare the player.

    If you missed Prt 1 of Halo: The Master Chief Collection for Dummies – Halo Combat Evolved Weapons, you can find it here >>

    First a note to all you newbies out there: Halo 2 has dual-wielding. This means you can hold and fire two weapons at the same time. They don’t have to be the same two weapons, but only some weapons are dual-wieldable; you can’t dual-wield battle rifles, snipers or rockets, so don’t get too excited.

    Weapons that are dual-wielded are slightly less accurate and deal slightly less damage. You can’t throw grenades while dual-wielding, and if you melee you will drop your second weapon.

    These are weapons that can be dual-wielded in Halo 2:

    M6C magnum
    M7 SMG
    Brute plasma rifle (red)
    plasma pistol
    plasma rifle (blue, less powerful)
    Needler

    Strangely enough, the iconic assault rifle, that makes it’s appearance in Halo:CE cutscenes with Master Chief even when the player wasn’t using one, isn’t found in Halo 2.

    Master-Chief-Collection-for-Dummies_Halo-2_eliteElites made their first appearance in Halo 2, much to the frustration of many competitive players, who noticed immediately that their hitboxes weren’t the same as Spartans. Hit boxes are where you strike the enemy to get damage. The Battle Rifle, for example, can kill in three body shots and a headshot in Halo 2, but in Elites there is a space between the head and body where it looks like you’re shooting it in the head but the shot doesn’t count.

    Halo 2 uses hitscan, which means there is no “travel time” from when you fire your weapon to when it strikes the target; therefore, you do not have to lead your shots in Halo 2 by shooting in front of a running target.

    Something of note is in Halo 2 it is easy to do the “no weapon” glitch, even in multiplayer. This is used by gamers to create machinima, but if your friends don’t know about it you can play a trick on them, all you need is a plasma pistol and Oddball. The way to do it is you charge your plasma pistol as you approach the Oddball, picking it up while your weapon is charged. Quickly step back and release it. If you time it right, you’ll have empty hands and no reticule on your screen, but if you walk over any weapons Master Chief will do what he do and re-arm himself.

    See a list of weapons that are to be found in the Xbox version of Halo 2 matchmaking, and their specs below.
    Halo 2 UNSC Weapons
    The Master Chief Collection weapon comparison, Halo 2BR-55 Battle Rifle
    It might seem surprising to some, but the Battle Rifle made it’s first appearance in Halo 2, and was not seen in Halo:CE.

    Of note: along one side of this Battle Rifle are the Chinese symbols “猴王” which translates to “Monkey King”.

    Don’t miss the weapon reload glitches and more coming in the tips and tricks episodes of MCC for Dummies!

    Rounds to kill: 4
    Range: Medium to long
    Magazine: 36 rounds [12 bursts]
    Max. ammo: 144 rounds [4 magazines]
    Fire Mode: Semi-automatic, 3-round burst
    Accuracy: High
    Zoom: 2x

     

     
    M6C Magnum
    In Halo 2, the epic magnum was stripped of it’s glory, losing it’s scope and much of it’s power, but the ability to use it dual wield takes away some of the sting.

    Rounds to kill: 5
    Range: Close to long
    Magazine: 12 rounds
    Max. ammo: 60 rounds [5 magazines]
    Fire Mode: Semi-automatic, VERY fast
    Accuracy: Medium
    Zoom: none
    Dual-wieldable

     

     
    M90 Shotgun
    As always, a very effective close-range defense weapon with one shot kills. In Halo 2 the melee speed was increased and the bullet kill range decreased. Damage to vehicles was decreased as well.

    Rounds to kill: 1
    Range: Close to medium
    Magazine: 12 rounds
    Max. ammo: 48 rounds
    Fire Mode: Pump action
    Accuracy: High
    Zoom: none

     

     
    SMG
    Although the SMG has gnarly recoil, it works great close distance either dual wielded with another SMG or with a plasma rifle. It does not, however, have very good range.

    Range: Close
    Magazine: 60 rounds
    Max. ammo: 240 rounds [4 magazines]
    Fire Mode: Fully-automatic
    Accuracy: Moderate to low [distance and recoil dependent]
    Zoom: none
    Dual wieldable

     

     
    Sniper Rifle
    The main difference between the Halo 2 sniper and other Halo snipers is the magnetism when you swipe-snipe. Swipe-sniping results in a headshot more often than not, if you depress the trigger in the vicinity of the headshot. To swipe-snipe, simply move the reticule across someone’s head quickly as you depress the trigger.

    Of course “more often than not” means more often then not without the Halo 2 swipe-snipe magnetism. You still have to practice sniping to become a more accurate sniper.

    Rounds to kill: 1 headshot, 2 body shots
    Range: Long
    Magazine: 4 rounds
    Max. ammo: 16 rounds
    Fire Mode: Semi-automatic
    Accuracy: Extremely High
    Zoom: 5x/10x

     
    Master Chief Collection for Dummies - Rocket Launcher
    M41 Rocket Launcher
    The Halo 2 M41 SSR (Surface-to-surface Rocket) has a mean vehicle lock-on. Once you take out the enemies’ transports with this bad boy, you won’t want any other Halo Rocket Launcher. In Halo 2 the rockets were given a faster reload and melee, and you can see how much ammo you have when scoped in. On the downside, this weapon was stripped of some of it’s power for Halo 2.

    Rounds to kill: 1
    Range: Short to long
    Magazine: 2 rockets
    Max. ammo: 8 rockets
    Fire Mode: Semi-automatic
    Accuracy: Very high
    Zoom: 2x

     

    Check out these guys playing with the Halo 3 Rocket lock on in this quick video – – looks like fun!

     
    Halo 2 Rocket Tricks
    by OmfgIpod

     
    Fragmentation Grenades
    Starting in Halo 2, it was possible to shoot grenades out of the air. Like Halo:CE, the frag grenades in Halo 2 are consistent and predictable, bouncing off at the exact same angles when thrown accurately.

    No. to kill: 2
    Max. ammo: 4 grenades
    Kill radius: 5 metres
    Damage radius: 15 metres
    Explodes two seconds after first bounce

     

    H2 Covenant Weapons
    Plasma Pistol
    The charged plasma shot of a Halo 2 plasma pistol could chase a grunt down 50 feet of hallway and around the corner, completely removing his shields and rendering him harmless for the headshot. This weapon performs the same in Halo 2 multiplayer, allowing its wielder to easily take down the shields of anyone who’s unlucky enough to be locked on by it’s reticule.

    Once the enemy has no shields, they can easily be dispatched by a headshot from any variety of weapons, resulting in what is commonly known as the “noob-combo”.

    Range: Short to medium
    Max. ammo: 300 [charged shot takes 15%]
    Fire Mode: Semi-automatic, charged shot
    Accuracy: High
    Zoom: none
    Dual-wieldable

     

     
    Carbine
    This carbine works similarly to other Halo installations, with a 2x magnification and good range. As long as you work to keep the reticule steady, spamming the trigger on this semi-automatic results in a speedy death to your enemy. Most people do not like the Carbine. Most people don’t know how to use it.

    Shots to kill: 7
    Range: Medium to long
    Magazine: 36 rounds
    Max. ammo: 90 rounds [5 magazines]
    Fire Mode: Semi-automatic
    Accuracy: High
    Zoom: 2x

     

     
    Plasma Rifle
    The Halo 2 Plasma Rifle is a very powerful rifle and should not be passed up. It’s especially deadly dual wielded with any other weapon.

    Range: Short to medium
    Max. ammo: 400 bursts
    Fire Mode: Semi-automatic
    Accuracy: Moderate
    Zoom: none
    Dual-wieldable

     

     
    Master-Chief-Collection-for-Dummies_Halo-2_NeedlerNeedler
    Like the plasma pistol, the Halo 2 Needler got an upgrade and has a gnarly locking mechanism. It ruthlessly tracks down enemies not only across long distances, but around corners as well. The resulting explosion can do damage to the wielder and teammates if they’re too near.

    Rounds to kill: 7 needles causes explosion
    Range: Short to medium
    Magazine: 30 needles
    Max. ammo: 120 needles
    Fire Mode: Fully-automatic
    Zoom: None
    Dual-wieldable 

     

    Energy Sword
    In Halo 2 the energy sword has unlimited ammo in multiplayer. Unlike later games, once you’re locked on and your lunge starts, you will not change direction, although like later Halo matchmaking you can use the lunge to get up onto levels you wouldn’t be able to reach otherwise.

    When someone is coming at you with a sword, if you can side-step them and melee their sword arm, it is an instant kill.

    Strikes to kill: 1
    Range: Short
    Attack Mode: Melee or lock-on lunge
    Accuracy: High
    Zoom: none 

     

    Particle Beam Rifle
    This Covenant sniper rifle can fire 18 bursts with a maximum charge, but be careful because if you fire them in too quick of succession it will overheat.

    Shots to kill: 1 head or 2 body
    Range: Medium to long
    Max. ammo: 10 shots
    Fire Mode: Semi-automatic
    Accuracy: High
    Zoom: 2x 

     

    Master-Chief-Collection-for-Dummies_Halo-2_Brute-ShotBrute Shot
    The Covenant Brute Shot made it’s debut in Halo 2. The Brute Shot fires grenades that have significant splash damage and can be bounced around corners.

    Shots to kill: 2
    Range: Short to medium-long
    Magazine: 4 grenades
    Max. ammo: 18 grenades
    Fire Mode: Semi-automatic
    Accuracy: High
    Zoom: none 

     

    Sentinel Beam
    Also making it’s debut in Halo 2, the sentinel beam is nasty shock indeed. Headshots seem more effective with this weapon, which can be used to great effect to distract, harass, take down shields and take out unsuspecting enemies, but beware of overheating.

    Range: Medium to long
    Max. ammo: 100 battery units
    Fire Mode: Continuous
    Accuracy: High
    Zoom: none 

     

    Plasma Grenade
    Plasma grenades were used for grenade jumping in Halo 2 matchmaking, but only if you were host. If you weren’t host, you ran the risk of killing yourself with the blast.

    Because Halo 2 will be ran on servers in The Master Chief Collection, it’s up in the air whether or not we’ll be able to use them to grenade jump in matchmaking, but since 343 has announced that host glitches have inadvertently been removed even though they took every effort to include each of the Halo games in their entirety, the Halo 2 grenade jump was probably one that no longer functions.

    Max. ammo: 4 grenades
    Kill radius: 4 meters
    Damage radius: 12 meters
    Explodes three seconds from when it’s thrown 

     

    That’s all we have for you today on Halo 2 weapons in matchmaking, but just as a little added bonus, check out this Halo 2 weapon sounds comparison footage that came out a couple days ago from PAX Prime, of Halo 2 weapons in The Master Chief Collection. We’ll be able to switch on the fly as we can in Halo:CE, but it will be much faster, and dayum those weapons sound good!

     

     
    Halo 2: Weapon Sounds Comparison – Master Chief Collection [PAX Prime]
    by IGN

     

     

    What? I got something wrong, you say? Well lemmie know in the comments for gosh sakes so I can fix it!

     

    Sources: halo.wikia.com (various Halo 2 weapons), strategywiki.org (http://strategywiki.org/wiki/Halo_2/Weapons), halopedia.org (http://www.halopedia.org/dual_wielding)

  • [quote=53797]Has the time been clarified yet?[/quote]

    No. I asked Koges to come to the thread today, but his profile says it’s been three days. I was hoping he and Mike would be active in the thread so I wouldn’t have to track them down every time I need to run something by them  :losingit:  It’s crunch time and I’m feeling the pressure.

    I hav…[Read more]

  • I will be joining. I have the default MS recording software. I will use that. Has the time been clarified yet?

  • Edie, are you joining us this week? Does everyone have a way to record themselves, too? (I will be recording all of us and myself separately, everyone needs to record themselves separately for quality)

     

    I was hoping everyone would pipe in with a couple of subjects. Koges has suggested the following, which as we all know from the PGCR podcast,…[Read more]

  • CHa0s wrote a new post 11 years, 1 month ago

     

    Halo Diehards is launching a “Clip o’ the Week” in preparation for Destiny and Halo: The Master Chief Collection with this extended clip featuring Halo Diehards members ‘Hog team, Babe Ruthlessx0 and AddiCt3d 2CHa0s, and RandomBlackman grabbing Blue team’s flag – – and the humble Halo 4 chaingun Warthog.

    The Halo 4 Warthog may be made of cardboard, but that doesn’t mean it can’t do some damage.

    Submit clips for Halo Diehards’ “Clip o’ the Week” to AddiCt3d 2CHa0s on LIVE (the “0” is a zero), but remember: Halo Diehards members get first priority for clips. Not a member? Login and register easily with your YouTube, Twitter, Twitch, FaceBook – – even your LIVE account! — and more.

    Friends & Halo Diehards on Red Team:
    AddiCt3d 2CHa0s
    AimlessGohan
    Babe Ruthlessx0
    BlueStarNF
    Freyn AP Thyr
    RandomBLACKman

     

    ———————————————
    Video editing, writing, voice over: AddiCt3d 2CHa0s
    Neon Mech Intro & Extro by AddiCt3d 2CHa0s

    Music: “Ouroboros” Kevin MacLeod (incompetech.com)
    Licensed under Creative Commons: By Attribution 3.0
    http://creativecommons.org/licenses/by/3.0/
    ———————————————
    ———————————————
    This video was created under Microsoft’s “Game Content Usage Rules” using assets from Halo 4, © Microsoft Corporation.
    http://www.xbox.com/en-GB/Community/Developer/Rules

  • Awesomesauce :D

  • CHa0s replied to the topic Pulse Grenades in the forum War Room 11 years, 1 month ago

    I haven’t used the pulse grenades in a long time, but I used to use them all the time to dissuade/control movement. Kept meaning to get back to it, but once you get in a rut… lol

  • [quote=53772]I will be out of town next Tuesday…. so I guess I will miss this first one.

    :angry:
    [/quote]

    So does this mean you’re setting up Skype for the next one?  :hi5:

  • [quote=53711]Why has nobody else earned a special name like Cha0s (Keymaster) ?

    Everyone else is a “participant” .. .. . . . …
    [/quote]

    Anyone around here who would like to take on more responsibilities, such as setting up and running something like this:

    Home

    Can surely earn the role of Moderator. There are only five, howev…[Read more]

  • CHa0s wrote a new post 11 years, 1 month ago

    #ThrowbackThursday – “A Brief History of Halo”
     

    A Brief History of Halo, backstory story

     

    Catch up with the Halo back story with Urban Reflex’s “A Brief History of Halo” series. Urban sums up the backstory in a clean, linear fashion, great for catching up on events leading up to Halo 4 before Halo: The Master Chief Collection hits!

    Prt 1 – A Brief History of Halo: Mantle

    Prt 2 – A Brief History of Halo: Mendicant

    Prt 3 – A Brief History of Halo: Reclaimers

    Prt 4 – A Brief History of Halo: Great Journey

    Prt 5 – A Brief History of Halo: Schism

     

  • CHa0s wrote a new post 11 years, 1 month ago

    Halo: The Master Chief Collection Combat Evolved Weapons comparisons banner
    The following series of articles gives a recap and brings new players up to speed on the weapons, vehicles, abilities, and spawn systems and strategy in multiplayer of Halo: Combat Evolved, Halo 2, Halo 3, and Halo 4. Due to the sheer volume of information, some subjects were chosen according to how much they vary from game to game, to better prepare the player.

    Across the board, Halo weapons follow some general rules of similarity. For example, Covenant weapons as a general rule do not reload and are spent once you’ve used the ammo. For this reason, when you get the visual indicator to pick up another Covenant weapon that you are already holding, you should probably switch it out for a weapon with more ammo. Needlers are the exception.

    Automatic Covenant weapons will overheat and stop shooting if their fire is not controlled by the user and given breaks. UNSC automatic weapons, on the other hand, can be much more precise and the bullet spray more controlled if sharp, short bursts are used as well.

    Covenant weapons, being weapons of energy, take down shields faster. Once shields are down, UNSC weapons do a great job of finishing the enemy off.

    Both weapon classes have subtle and not so subtle nuances that make each weapon more effective if used just right. Of course there are plenty of Covenant and UNSC weapons that will finish the job just as it’s getting started, and here we hope to offer some tips and tricks on just which ones those are how to do that.

     
    Halo:CE Weapons
    Many of the weapons in Halo:CE are much more powerful than successive Halo installations, though they may take more skill to use due to less bullet magnetism. Bullet magnetism is assistance coded into the game that will actually pull your bullets into the enemy if you shoot close enough.

    Halo:CE was, and still is by many, considered the best competitive Halo, and the use of it’s far more lethal weaponry, resulting in faster killing times, could be one of the reasons why.

    At the time of Halo:CE’s release, the game was only available for multiplayer via LAN, where multiple Xbox consoles could be attached using ethernet cables, allowing gamers to play similar to the online custom Halo games of today.

    Following are some of the Halo:CE weapons that stand out as being significantly different in multiplayer gameplay than in other Halo versions.

    In Halo:CE, we weren’t able to use the energy sword yet, so it won’t be making an appearance in the standard matchmaking playlists in Halo: The Master Chief Collection.

    When firing weapons in the Halo:CE standard gametypes at long-distance targets, you must lead your shots. Whether this will be true when Halo: The Master Chief Collection hits will be interesting to see. 343 has said they went to great lengths to maintain the essence of the earlier Halo’s but that some things were changed inadvertently with better netcode and internet connections. It’s possible this is one of them.

     
    CE UNSC Weapons
    Halo Combat Evolved M98 Pistol, Master Chief CollectionM6D Pistol
    The go-to gun of Halo:CE, the pistol holds 120 rounds (12 in the clip) has automatic fire and similar to many fps sniper rifles, can zoom in twice. This weapon has a three-shot kill, five if they’re all body shots.
    The Halo:CE pistol can is a semi-automatic, but spamming it makes it far less accurate. It is better to line up and take one shot at a time.

    Rounds to kill: 3
    Range: Short to long
    Magazine: 12 rounds
    Max. ammo: 132 rounds
    Fire Mode: Fully-automatic
    Accuracy: High
    Zoom: 2x
    Reloads in about 1.8 seconds

     
    MA5B Assault Rifle
    The Halo:CE assault rifle is a staple starting weapon, and is good for close range, quickly losing accuracy at longer ranges. It fires 7.62 x 51mm armor-piercing rounds, which sounds good in theory, but in game provides low damage per hit.

    This rifle is more accurate at closer ranges and with controlled bursts against other Spartans, but seems to do higher damage to Banshees than other weapons.

    Rounds to kill: approximately 15
    Range: Short to medium
    Magazine: 60 rounds
    Max. ammo: 660 rounds
    Fire Mode: Fully-automatic
    Accuracy: Moderate to low, distance dependant
    Zoom: None
    Reloads in about 2.7 seconds

     
    Halo: Combat Evolved SRS99D S2AM SniperRifle, Master Chief Collection
    Sniper Rifle
    Like other Halo’s the 99C-S2 Antimatériel of Halo:CE can kill in one headshot or two body shots. In CE you don’t have to lead your shots with the sniper.

    Rounds to kill: 1 headshot/2 bodyshots
    Range: Medium to long
    Magazine: 4 rounds
    Max. ammo: 40 rounds on Xbox, 24 rounds on PC
    Fire Mode: Semi-automatic
    Accuracy: Extremely high
    Zoom: 10x
    Reloads in about 2.5 seconds, longer when empty

     
    M90 Shotgun
    The Halo:CE shotgun has crazy range. This thing is a beast. Each shot fires a burst of 15 pellets; however, it does only fire one round at a time before your Spartan has to reload another shell. Only effective at close range, but beastly on vehicles as well.

    Rounds to kill: 1
    Range: Close to medium
    Magazine: 12 rounds
    Max. ammo: 72 rounds
    Fire Mode: Pump action [Fully-automatic]
    Accuracy: high to low, distance dependent
    Zoom: None

     
    Rocket Launcher
    This weapon also has a 2x scope, allowing you to rocket-snipe your enemies from afar.

    Rounds to kill: 1
    Range: Short to long
    Magazine: 2
    Max. ammo: 10
    Fire Mode: Semi-automatic
    Accuracy: High
    Zoom: 2x
    Reload: Approx. 3 seconds

     
    Fragmentation Grenades
    In Halo:CE, the M9 HE-DP (High-Explosive Dual-Purpose) grenade was a very dependable thing. You can learn exactly where to throw this grenade, at what angle, and it will go to the exact same place every time, making for some great strategy and allowing you to better control maps, enemy spawns and movement, and get your kills.

    If your enemy does not have a shield, like all other Halo games, a frag grenade in the vicinity will be the kill.

    This weapon can also be used in Halo:CE for grenade jumps. If you have full shields, you can lob a frag grenade into a corner under where you want to jump, and time your jump so that it’s explosion launches you up and onto platforms you otherwise would not be able to reach.

    No. to kill: 2
    Max. ammo: 4 grenades
    Kill radius: 5 metres
    Damage radius: 15 metres
    Explodes 2 seconds after hitting ground, will not explode mid-air

     

    Here is a video by Paul Chinn showing the bullet magnetism in Halo:CE for UNSC weaponry, which is weaker than later installments of the series. As mentioned before, the Halo versions in The Master Chief Collection are expected to behave as each does originally, as much as possible.

     
    Halo CE Human Weapons Bullet Magnetism Test
    Paul Chinn

     

    CE Covenant Weapons
    Plasma Pistol
    This standard Covenant weapon has seen some performance tweaks across the board of Halo multiplayer gameplay, and the strength with which it tracks the enemy with a charged plasma shot varies from game to game.

    To charge a plasma pistol, hold the trigger until the indicator maxes out, then release it on a subject when your reticule shows red. This allows the charged plasma shot to lock on, but the gun can overheat if you hold that position for too long. The ball of plasma is slow and easy to sidestep.

    The plasma pistol has the fastest melee in Halo:CE. As with all the Halo games, in close range, you can spam the plasma pistol’s semi-automatic fire and usually finish off an enemy with a melee, provided you get enough shots in, but be conscious that in CE this pistol can overheat using single fire as well. In Halo Combat Evolved, the semi-automatic fire of the plasma pistol will stun your target.

    I could not find how many single shots it takes to kill with a plasma pistol in Halo:CE.

    Range: Short to medium
    Max. ammo: 100 [charged shot takes approx 10%]
    Fire Mode: Semi-automatic, charged shot
    Accuracy: High
    Zoom: none
    Reload: none

     

     

     

     
    Halo: Combat Evolved plasma pistols, Master Chief CollectionPlasma Rifle
    The plasma rifle on it’s own is pretty beastly at close-range, and quickly takes down an enemy’s shields. But be careful, this weapon overheats, and will begin to misfire when at around 10% battery life.

     

    Range: Short to medium
    Max. ammo: 200
    Fire Mode: Fully-automatic
    Accuracy: Moderate
    Zoom: none
    Reload: none

     
    Needler
    The needler in Halo:CE explodes when seven or more needles enter the object. It has the slowest melee, and does not have an impressionable tracking ability in this installation.

    Rounds to kill: 7
    Range: Short to medium
    Magazine: 20
    Max. ammo: 100 rounds
    Zoom: None
    Reloads in about 1.5 seconds

     

    Halo: Combat Evolved plasma grenade, Master Chief Collection
    Plasma Grenades
    Unlike later installations of Halo, the plasma grenade of Halo:CE is very sticky, and has a large blast radius. It won’t stick to the scenery, but it doesn’t bounce, either. It’s a favorite for grenade jumping, since you can more easily predict where it will stay when throwing it. But watch out for it’s blast radius, because too close and you’re a goner.

    Max. ammo: 4 grenades
    Kill radius: 4 meters
    Damage radius: 12 meters
    Explodes three seconds from when it’s thrown

     

     

    So there’s a bit of Halo:CE weaponry goodness for you to chew on. We’ll see you next week with Prt 2 of The Master Chief Collection for Dummies: Halo 2 Weapons. Until then, here’s another video, this one by MasterGameLord showing all the weapons of Halo:CE, how they fire and reload. (Editor’s note: Sniper zoom is 10x, not 8x as stated in video)

     
    Halo Combat Evolved Weapons
    MasterGameLord

     

     

     

    Prt 2 is out! You can get it here >>

     

    What? I missed something?! Well be sure and let me know ;D

    Sources: halo.wikia.com (http://halo.wikia.com/wiki/Halo:_Combat_Evolved), strategywiki.org (http://strategywiki.org/wiki/Halo:_Combat_Evolved/Weapons)

    • Nice job CHa0s!

    • OK, I didn’t know what the point of the first video was because I hadn’t heard the phrase “bullet magnetism” before. Perhaps add a brief description of what it is, and if it is stronger or weaker in CE than in other halo versions.

    • Thanks! :)

      Ah, yes, and thanks for the feedback, Kkrull! I did have that Halo:CE had “less magnetism” in the intro, but I was assuming people knew what that meant. It is difficult to write an article that can appeal to everyone: I didn’t want to put so much newb stuff in there it chased off more serious players, but that’s definitely a good one to clarify! I’ve changed the sentence as you’ve suggested.

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