Difference between revisions of "Halo: Reach"

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(Created page with "Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy. Halo Runs record page: http://www....")
 
(Elites)
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===Elites===
 
===Elites===
Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals.
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Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.
  
White Elites (Ultras) in Reach are extremely common, much more so than in Halo 2. On Legendary, they can spawn in groups of 3 or 4. They will occasionally use Armor Lock to tank explosions, such as grenades or needle supercombines. Unlike Halo 2, Ultras in Reach possess no unique berserk, they will run and charge without changing guns like any other Elite.
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White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.
  
Gold Elites (Generals) in Reach have the strongest shields of any Elite, even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher/rockets).
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Gold Elites (Generals) in Reach have the strongest shields of any Elite, even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).
  
In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They usually use plasma repeaters, needle rifles, concussion rifles or focus rifles.
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In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.
  
The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have the range of weaponry of a Spec Ops, and weaker shields and constant active camo like a Stealth Elite.
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The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.
  
In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries a primary and secondary gun, fuel rod gun and energy sword respectively.
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In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels [[Winter Contingency]], [[Tip of the Spear]], and [[The Pillar of Autumn (Halo: Reach)]]. An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.
  
 
===Other Enemies===
 
===Other Enemies===
 
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like H2/H3 Hunters. Brutes in Reach are known for sticking their comrades and charging at players in an unconvincing manner (e.g. compared to H2/H3, where they wildly run about) when their partner has been killed.
 
In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like H2/H3 Hunters. Brutes in Reach are known for sticking their comrades and charging at players in an unconvincing manner (e.g. compared to H2/H3, where they wildly run about) when their partner has been killed.

Revision as of 11:50, 18 February 2014

Halo: Reach is the first game in the series to add sprint. As a speedrun, it has many tricks, but it is less popular than the main trilogy.

Halo Runs record page: http://www.haloruns.com/records?lb=500 (click the timestamps for video links)

Level Strategies

Enemies

The enemies in Reach underwent a major change from the main trilogy. Elite ranks were reorganized. In addition, AI of other enemies behaves somewhat differently.

Elites

Major Elites in Reach are a red-orange color, not to be confused with the gold armor of Generals. When unshielded, they can sometimes withstand a melee.

White Elites (Ultras) in Reach are quite common, much more so than in Halo 2. They will occasionally use Armor Lock to tank explosions, such as grenades or needler supercombines. Unlike in Halo 2, they possess no sword pull ability, they will run and charge at you like any other Elite.

Gold Elites (Generals) in Reach have the strongest shields of any Elite, even stronger than Zealots. They are also fairly common. They are usually found wielding swords or heavy weapons (FRG/Plasma Launcher).

In Halo: Reach, Jetpack Elites (Rangers) were changed so they can no longer continuously fly. Instead, they perform extended jumps, much like Jump Pack Brutes. They have been seen using plasma repeaters, needle rifles, concussion rifles, and focus rifles.

The Invisible Elites in Reach are a cross between the Spec Ops and Stealth Elites in earlier games. They have a Spec Ops range of weaponry and the Stealth Elite's weaker shields and constant active camo.

In Reach, Zealots are changed to be a maroon/purple color. They appear on the levels Winter Contingency, Tip of the Spear, and The Pillar of Autumn (Halo: Reach). An extra-strong Zealot, the Field Marshal, is encountered on The Pillar of Autumn. He's noticeably faster and more responsive, and carries two weapons, fuel rod gun and energy sword respectively.

Other Enemies

In Halo: Reach, killing one Brute after another often triggers a chain reaction of berserking. Imagine the Brutes as operating in pairs, like H2/H3 Hunters. Brutes in Reach are known for sticking their comrades and charging at players in an unconvincing manner (e.g. compared to H2/H3, where they wildly run about) when their partner has been killed.