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Archived: Halo2 Help(Very Long)

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Halo2 Help(Very Long)
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Ron Burgundy
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Maybe this will help out on Halo 2..........


Ascension- When your team has Banshee, you must also possess rockets. Without one, the other will cease to be. In oddball, you can jump off the edge gain about four (maybe longer) seconds and then a teammate picks it up in the middle. In CTF try going for the overshield, and when you grab the flag from the big base, jump on that overshield walkway, past the banshee, and to the Leap of Faith to score. Snipers can own with any game type. Some people like to wait by the shotgun respawn to assassinate the rocket guy, which is a good strategy.



Beaver/Battle Creek-

CTF Offensive- Enter through top of opponents base and throw the flag back up to a teammate who jumps down and runs through the teleporter who throws it to another teammate waiting above that teleporter and brings it home for the score.

CTF Defense- Block Offensive from getting overshield and rockets. Make sure opponents cannot use the offensive strategy above by positioning two guys on the top one with rockets, and two guys inside (one on the left, one on the right) and one of them has the overshield.

In slayer, rockets and overshield are a must. There are also Plasma Pistols for that good ol' infamous combo. As well as the Magnum for close range. Dual Needlers can be found on the left side of the base if you are looking at its teleporter. Teleporter jumping (going back and forth between teleporters and killing whatever may appear) is also a popular strategy.



Burial Mounds-

A popular strategy for CTF is the offensive rush from warthog-side to jumping through the front of the base. In CTF and all other game types snipers really do wonders. The ghost can be used to help weaken opponents for teammates to finish off (if the Ghost itself does not kill them) and by the ghost is that Plasma Pistol for the newb combo. On this map in slayer, your team should have these weapons : Human Sniper, Rockets, Sword, Alien Sniper. If so then victory is yours.



Coagulation-

Block teleporters, hoard snipers, teamwork here is key, take advantage of the rocks for cover and to hide, and use the camo and overshield.

In the beginning gather a group to rush to rocket and get a sniper to cover your bacon. Banshees could totally scout out the maps. Use the vehicles to carry teammates. You're like, this guys a sped. I mean get someone on the warthog somewhere get him to crouch to get 4 sometimes 5 guys on 1 warthog ( one time I saw a perfected formation of a banshee carrying a guy on each wing and 1 on the nose. There are some banshee-accessible-only spots on the map.

Newb combo, shotguns good to have on defense in the base.

Defenders look out, there are openings from above, below and left and right.





Colussus-

In oddball, you can "do the matrix" which is gravity lift to propel yourself up and then landing back down into again, repeating this over and over. CTF requires communication, and their should always be someone on defense. When the game starts 1 person should get overshield and one stays at base while the others run for sniper. Sniper is HUGE on this level. Shotgun is good for protecting the level where the sniper rifle is . Many teams like to hold their ground their or regroup at that point.

Headlong-

In assault, sometimes someone on offense can beat a defender to the wraith, so do your best. Some people don't know that this map even ahs Camo, a sword and 2 rockets. Those weapons are great for slayer as well. In CTF, when the flag is grabbed, the flag carrier should move to the top floor and walk back camo side since some people don't know of that way.



Ivory Tower-

In 1 Flag CTF, 1 defender should get overshield and a Plasma Pistol and another get rockets. When you kill the incoming offenders, they usuaully leave you early-christmas presents such as the shotgun and sword. Pick them up so they can't use them again. Once the offense brings it close to the base it gets harder for the defense because the offense can contest the flag easier. Usualy whle going up the "elevator" on the second elvel there is usually s guy to the right with a charged Plasma Pistol, on the next floor is usually a guy to the left with a sword. A good startegy is to camp with the power weapons at the top level.



Lockout-

Know which jumps you can make center-to-sword for example. Sword and shotgun is awsome for a team to have. With backup from a sniper, it's even better. You can actually go down the blue grav lift by jumping into it and pressing crouch. This is effective with sword or right after throwing a grenade down there. In KOTH, keep one guy in the hill whiel the rest cover his back, trust me it works great.



Midship-

Carbine/Shotgun/Sword are must-haves on this map. Practicing your sticky skills pay off here. In CTF a good strategy is the human chain, where one person grabs it tosses it to the center then tosses it to another person who tosses it up to home base who brings it in for the score. In oddball, if the indicator is off you can actually jump to hiding spots ( on same level as sword). Fusion cores can be used to blow up enemies following you. In oddball, I liek to wait at the bottom of a grav lift under a base and when trouble comes I go up. I get lots of time using the strategy.



Waterworks-

I think for offensive and defense, the wraiths are key. when the game starts try using a ghost to rush to their wraith. When a team has 2 wraiths, they can do some nasty damage. There are rockets and snipers on each side of the map. Some people don't know that in the middle there are ladders. In CTF the base should not be left unguarded, because the openents can enter from the top ( walking down the ramp or dropping straight down), front, and behind.

This map basically has every weapon on Halo 2, and has the newb combo. Communication is key here. That's why in BTB try to get a party of 8 containing people you know.

If you can perfect a rush with ghost, full warthog, rocket, a newb , a shotgun and a bomber banshee-riding (obviously there is a banshee driver), you will own assault.



Zanzibar-

In assault, bomb guy should always get invisibility and crouch into base. I like using a warthog with a guy trying to open the gate is a nice diversion. If that guys' mission is successful the objective can be achieved earlier next time, but if it doesnt it still draws attention away from the bomb guy. In slayer especially snipers are very important, this map always has easy-to-reach-for-offense weapons including the rocket and sword.



Foundation-

On one of the non-turret sides that have the stairs, the wall on its left side can actually have rockets shot through it. Rockets are the thing needed to run this map. You can sit all day in a room with rockets and blow them away when they pass by, gaining their sword, which one of your teammates should have picked up already.



Backwash-

If you have the sword keep it as your secondary weapon until you use it, then put it right back. When the game starts you must rush the sword, brute shot, and 2 shotguns. The you're kind of unstoppable. When playing oddball with the indicator off , sometimes the enemies names above their heads appear so you now know their location. When playing CTF , use the human chain strategy.



Elongation-

When playing CTF use the conveyor belts to move faster. If you are playing oddball wait by the end of the conveyor belt and when you're in great danger, dive into the hole, so that a teammate can pick the ball and wreck havoc once again. CTF requires teamwork and communication, even though it's small it's CTF matches are challenging.



Containment-

I think this map is the definition of Big Team Battle. I use the strategy of using the tank at defensive. Someone has to open the gate and then the tank guy waits at base and when he sees an opponent, he blows him up. Rockets are good for getting rid of the opposing teams tank. Camo should only be used in dark areas. Theirs an overhshield in the middle, good for bomb carrier. If playing a clanmatch, the clan should have a plan for this map varying on the gametype.



Warlock-

In slayer, this map is teleporter jumping, shotguns and Battle Rifles. In neutral flag , or even in any CTF match, a human chain should be used. When the indicator is off in oddball you can hide on the side of the teleporter in the darkness, a con of that place is one grenade can take you out usually. In head-to-head I hide in the bushes or under the stairs and blow the enemy with a shotgun or assassinate him.



Gemini-

When the game begins and you exit the door and appear by the statue the other team is exactly opposite of you approxiamtely 10 ft away, use stickies to get a lucky stick while one person goes for the overshield. The overshield person then grabs the sword, most people hid the the top levels where the 2 teleporters are directly across. Watch your back, someone may come from ebhind and give you a nice smack to the head. This map is just sticky throwing, brute shots, and swords.



Sanctuary-

In CTF, the human chain strategy should be used. Try to steal the others teams sniper and shotgun, so that they are left with crappy weapons. You can jump on rocks to get into the middle. Turrets turn all the way to the right and left, kind of like using it as a normal gun. When your flag has to be at home to score and they have your flag and you got theirs, don't hide your flagman where the shotgun spawns. A few grenades and that flag carrier is dead meat .In KOTH, let each player guard an entrance.



Turf-

In 3 Plots, it's important to control 2 territories. Don't go to their territory, just stay and defend the ones you have. Sometimes ramming into a base with the warthog can earn you some kills, while other times you may get stuck and your ride is wrecked. In slayer, it's smart to control brute shot, shotgun, newb combo and sniper. Those weapons should bring you to victory here. Spam grenades in the hill in KOTH then one teammate only should jump in.



Terminal-

Look out for the trains! People often get hit by the train, especially in Territories while fighting for that middle territory. In CTF and Assault both team usually rush rockets, while the defense gets a wraith and tries to sue it to its full extent before it is blown up. In objective games most offensives leave their snipers behind so if you're on defensive check if it's there. A good strategy is to stay in the "spawn hive" and jump down at enemies after your grenades hit. This makes the opponents super-weak for a quick finish. If your team is totally screwed during a CTF match, run to the offensive base, and wait for the flag guy.



Relic-

Basically Warthog rushes to the rocket, sniper takes out sniper, warthog then opens teleporter, Rockets and teammate clear out base, they grab the flag and get a quick escape to the base from the warthog waiting down below. In slayer just keep both snipes, newb, rocket and sword.

When I am in any match, in almost any game type, first thing I do even if on my way to get a power weapon, is get some sort of combo. It will help you if ambushed by unsuspected enemies, or opponents who are going for an important weapon





First, here is a list of the weapons that can be dual-wielded

Magnum

SMG

Plasma Pistol

Plasma Rifle

Needler





Dual SMGS's:

Most common and all-round combo. Some problems are the slow reload speed and low accuracy, range and close to somewhat mid-range fire. It is good because you have high rate of fire.





Dual Magnums:

Nice combo here, The Magnums is a close range weapon with has good accuracy, rate of fire and causes a decent amount of damage, whether it be shooting, or a melee. Magnums, like SMG's, have a slow reload speed. Combo is uber effective in if aimed at opponents heads and you'll hear, "Oh my God, that's so ghey, how'd he do that?"


Dual Plasma Pistol:


I dualpp's have got to be the worst combo in the game. It takes 13 single shots with each pistol to kill an opponent. You may think Wait if 1 charged pp takes down the shield, 2 charged plasma pistols will kill him outright? Um...NO.Doesn't work that way. This combo is only can be used effectively if in close range to fire with the charged pistols then melee, and that melee is pretty quick. The charge on the plasma pistol is a homed shot, meaning it locks on.


DualNeedlers:


I think this combo is the best or second to the newb. There isn't really one negative thing about this combo. You can fire these babies from the big tower and shoot your enemies, thanks to the homed shot, to the smaller one. Melee is beastly fast, as is firing speed. Good thing about this weapon is the needlers first hit the enemy then explode causing nice damage while insanely firing this combo.





DualPlasma Rifles:





Decent combo, commonly found being used all over Midship. Plasma Rifles are better than SMG's in basically every category except the weapon overheats. You can lose at least 3 seconds and be prone to enemy fire and death. But if you lay off the trigger for a second or less you won't have this problem.


Dual Plasma Pistol:

I dual pp's have got to be the worst combo in the game. It takes 13 single shots with each pistol to kill an opponent. You may think Wait if 1 charged pp takes down the shield, 2 charged plasma pistols will kill him outright? Um...NO. Doesn't work that way. This combo is only can be used effectively if in close range to fire with the charged pistols then melee, and that melee is pretty quick. The charge on the plasma pistol is a homed shot, meaning it locks on.


Dual Needlers:

I think this combo is the best or second to the newb. There isn't really one negative thing about this combo. You can fire these babies from the big tower and shoot your enemies, thanks to the homed shot, to the smaller one. Melee is beastly fast, as is firing speed. Good thing about this weapon is the needlers first hit the enemy then explode causing nice damage while insanely firing this combo.


Dual Plasma Rifles:

Decent combo, commonly found being used all over Midship. Plasma Rifles are better than SMG's in basically every category except the weapon overheats. You can lose at least 3 seconds and be prone to enemy fire and death. But if you lay off the trigger for a second or less you won't have this problem.

SMG+Magnum:


Goodup-close Battle Creek combo. Aim at the head and you'll get the kill easy.

SMG+PlasmaPistol:


Charge the pp up and fire with the smg, kind of like a slightly weaker newb combo,very effective.


SMG+Plasma Rifle


AwesomeCombo, Plasma Rifle lowers shields and SMG finishes him off. Good between medium and close range, as well as close range.

SMG+Needlers:


Fire SMG's and Needlers finish up the job sometime after you die.





MagnumCombo's - all Magnum combos are only good in close range.


+PP and magnum charge pp and headshot with Magnum instant kill
+PR- PR brings down shields and magnum head shots another instant kill


+Needlers- Needlers lower health and the Magnum once again headshot very quick kill"

SMG+Magnum:

Good up-close Battle Creek combo. Aim at the head and you'll get the kill easy.


SMG+Plasma Pistol:

Charge the pp up and fire with the smg, kind of like a slightly weaker newb combo, very effective.


SMG+ Plasma Rifle

Awesome Combo, Plasma Rifle lowers shields and SMG finishes him off. Good between medium and close range, as well as close range.

SMG+ Needlers:

Fire SMG's and Needlers finish up the job sometime after you die.


Magnum Combo's - all Magnum combos are only good in close range.

PP- charge pp and headshot with Magnum instant kill
PR- PR brings down shields and magnum head shots another instant kill

Needlers- Needlers lower health and the Magnum once again headshot very quick kill


PP Combo's- charge up whenever possible


PR- not a great combo to weapons that take down shields but don't get the kill that quick


Needlers- Once their shield is down (charged pp); needelers explosions should blow them up.


PR Combos


Needler (getting very repetitive but) PR's take down shields needle explosions



Battle Rifle Combos:


BR& PP: Most popular, unpopular, hated and liked at the same time. Dubbed by some,the Newb Combo owns. Charge up that pistol homing takes care of target, then fire that BR, instant kill



PP Combo's- charge up whenever possible

+ PR not a great combo to weapons that take down shields but don't get the kill that quick
Needlers- Once their shield is down (charged pp); needlers explosions should blow them up.

PR Combos

Needler- (getting very repetitive but) PR's take down shields needle explosions kill


Battle Rifle Combos:



BR & PP: Most popular, unpopular, hated and liked at the same time. Dubbed by some, the Newb Combo owns. Charge up that pistol homing takes care of target, then fire that BR, instant kill



BR & Carbine:

Carbine takes shields out better and BR will finish job




Carbine takes shields out better and BR will finish job.

And basically any alien weapon/human weapon is good together.


Man this Post is 2 long!!!!!!!!!!Srry
Re: Halo2 Help(Very Long)
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Ron Burgundy
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Have you ever wondered why that guy kept killing you with the battle rifle????


BR Auto-Reload Double Burst
This is a moderately difficult trick to do, but it's useful in battle... when firing a BR, press very quickly R - R - X. There is a specific timing to it and I can maybe show someone on Live sometime. But it will fire 6 shots instead of 3 and reload automatically, but without the reload animation. In other words, about 2 seconds after you fire, you'll see your clip replenished.

I've found that the easiest way to do the double-shot is to press R, release it, and then quickly press AND HOLD R (press and hold it right after the first bullet of the first burst comes out), then hit X. I can do it about 70% of the time using this method.
Re: Halo2 Help(Very Long)
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Fast reload
When holding two weapons, press YY during the reload to skip the full animation. If timed right, this can shave a few valuable seconds off reload time.

This trick is especially useful for weapons with inconveniently long reload times, such as the Rocket launcher, Brute Shot, and Sniper Rifle. This trick cannot be used with the shotgun because the shells are loaded into the firing chamber one at a time. But we can dream, can't we?

Remember not to press YY too soon, or you will have to start the whole reload animation over. Try to press YY right when the new clip touches the gun.
Re: Halo2 Help(Very Long)
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Duck and Melee:
I Always found that if i duck and melee they completely miss you and this can give you a jump ahead in a melee battle
Re: Halo2 Help(Very Long)
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Shotgun:

I find it to be a great advantage to immediatly follow up every shotgun blast with a melee. You can get a melee attack off quicker than another shotgun shot. If you dont kill them with the shotgun blast you definately should with the melee attack.
Re: Halo2 Help(Very Long)
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You have some really long posts Random Hero:D
Re: Halo2 Help(Very Long)
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hes just a helpful advise giver...
Re: Halo2 Help(Very Long)
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Sorry, i know it goes on and on and on..... I just thought it might help a little when we get a clan rolling :)
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yes I need to learn the BR Auto-Reload Double Burst thnanks for the help.
Re: Halo2 Help(Very Long)
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Yeah, it takes time to master that. It will sound like a double shot then it will stop for a sec(Reload) then right back into it. It doesn't show him doing it.
Re: Halo2 Help(Very Long)
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Super jumps......Yes there are super jumps. I will have to show you on line. I will be home in June. There are ways to walk in walls,Get on buildings, So on So on. I have learned these tricks from freinds. I don't believe in them when its a real match but it's fun to mess with noobs....
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