Difference between revisions of "Halo 3"
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Butterflying can be used to "drone ride," or pull yourself towards a moving Drone as it flies. This is faster than walking. The most noticeable use of butterflying in this sense is on [[Crow's Nest]]. | Butterflying can be used to "drone ride," or pull yourself towards a moving Drone as it flies. This is faster than walking. The most noticeable use of butterflying in this sense is on [[Crow's Nest]]. | ||
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===Deployable Cover (DC) Launching=== | ===Deployable Cover (DC) Launching=== |
Revision as of 22:44, 27 February 2014
Halo 3 is a faster-paced run than Halo 1 due to various launches you can do. Launching and slide jumping are the main movement tech in Halo 3. The addition of equipment makes for unique strats and tricks.
Halo 3 is timed via sum of theater films. There are no known version differences.
Halo Runs record page: http://www.haloruns.com/records?lb=300 (click the timestamps for video links)
Contents
Level Strategies
Movement Techniques
Box Launching
Halo 3/ODST game engine allow the same box launching methods, however results vary due to game specific differences e.g. jump height.
In Halo 3, box launches can be done on:
- Covenant/UNSC weapon crates
- large barrels on Sierra 117 and Crow's Nest
- grates on Crow's Nest and Cortana
- small boxes on The Storm/Floodgate
You can achieve increased power and distance by deploying a Trip Mine or Power Drain near the box before swinging. Similarily, box launches can be enhanced with grenades or nearby explosives, albeit to a lesser extent.
Butterflying
Have a non-full clip. With an enemy in melee distance, mash B then RB (Melee and Reload) repeatedly. This will make you lunge, but cancel the actual impact of the melee attack.
Butterflying can be used to "drone ride," or pull yourself towards a moving Drone as it flies. This is faster than walking. The most noticeable use of butterflying in this sense is on Crow's Nest.
Deployable Cover (DC) Launching
DC Launching is a movement technique, and a variation of pressure launching. It works because the player model intersects with the geometry of the Deployable Cover. DC launches are best done with a close checkpoint.
rorcin's method: look down, jump (don't crouch), deploy at peak of jump, walk backwards a step, and release all buttons to their default position. If you don't release backwards, you can get a mini-launch instead.
SlidingGhost's method: look down, jump (don't crouch), deploy, crouch after landing, wait a second, walk forward
slYnki's method: look down, jump (don't crouch), deploy just as you are about to land, crouch before or as you hit the floor, inch forward twice
Equipment Jumping
Equipment Jumping allows you to get a "double jump" and gain extra height/distance.
Look down, jump, throw an equipment, and jump again. Most equipment jumps will only work with the Master Chief player, Power Drain and Trip Mine are exclusive to Elites.
For Auto Turrets, it works a bit differently, but bear in mind that you're better off using other equipment for the jump. As a Spartan (Master Chief), you have to look down, run forward, and throw the Auto Turret slightly in front of you, where you can crouch to jump instantly (at the peak of your jump), or you can delay the throw, where you have to wait until you land on it, then jump. You can use this to change the direction of your jump. As an Elite, you have to use the 2nd method. This trick speeds up the 343 Guilty Spark fight in Halo (Halo 3).
Enemies
Flood
Halo 3 introduced the "Pure Form", three different Flood types which can mutate into each other. The most annoying one is the Ranged Form, which is like a mounted bullet sponge that curls up when shot. The other two types are Tank Forms (giant combat forms) and Stalker Forms (extremely weak).
Brutes
Halo 3 added the Jump Pack Brute, Stalker (camo Brute), and increased the occurrence of Captains and Chieftains. Chieftains can go invincible for short periods, but you can use their hammers for box launches.
Brutes often use equipment.