Difference between revisions of "Halo 2"

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The Rocket Launcher is one of the most useful weapons to swordfly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.
 
The Rocket Launcher is one of the most useful weapons to swordfly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.
 
A good way to confirm if you're pressing the buttons quick enough is to temporarily leave out R and watch the crosshair; if the crosshair turns red when you've switched to your sword, then you're doing it correctly.
 
  
 
===Sword Canceling===
 
===Sword Canceling===

Revision as of 11:33, 21 June 2014

Halo 2 is one of the more technical speedruns in the series. With the addition of glitches such as sword flying and sword canceling, movement in Halo 2 is much faster than Halo 1. However, its glitchiness can also work against you, as there are several run-killing glitches that can occur.

Halo 2 legendary is absolutely brutal. It is recommended that you be familiar with both the speedrunning tricks and casual play on legendary before attempting to speedrun it.

Halo 2 is mostly identical between NTSC and PAL, with the exception of one clip on Arbiter that saves about 10 seconds on PAL. You should run the 1.0 version on 360 to reduce lag, and for the smaller controller (helps swordflying). Halo 2 Vista (the PC version) is slower due to sword flying being patched, and the addition of loading screens between levels. However, it should still be possible to get a sub-1:35 time.

Halo Runs record page: http://www.haloruns.com/records?lb=200 (click the timestamps for video links)

Level Strategies

Movement Techniques

Sword Flying

Two handed sword flying demo, by scurty.

Sword flying lets you lunge towards enemies across long distances. Unlike the normal limit on the sword's lunge distance, sword flying allows you to cover vast distances at high speed.

via scurty:

First off, you need to make sure you have two things: The Xbox Live update NOT installed and a sword with another weapon of your choice.
Sword flying is a simple three button combination that is quick to master because it has a rhythm to it. The button combination goes in this order: (Y) (X) (Right Trigger) The first two are hit in rapid succession (usually by the sliding of your thumb) while the third button is hit slower than the first two are spaced apart. Watch the video to hear how it sounds.
Your reticule must be red for this to work on your gun when you switch to your sword (by pressing Y). You also don't have to be zoomed if if you don't want to, although in most cases you will be zoomed in.

Most people find it easier to swordfly with an Xbox 360 controller than with an Xbox controller. To swordfly with one hand, slide your thumb from Y to X, then press R. Alternatively, you can swordfly while clawing by rolling your index finger from Y to X, then pressing R with your middle finger. This allows you to aim while preparing to swordfly. If an enemy is standing still, you will be able to swordfly over its head and past it. If it is moving, the swordfly will stop when it is above the enemy's original position.

The Rocket Launcher is one of the most useful weapons to swordfly with, because it has a large reticule and 2x scope, and turns red at fairly long distances without much aiming.

Sword Canceling

Sword canceling is a movement technique. In its simplest form, sword canceling is the ability to "cancel" the effects of a sword lunge. If you press R to lunge, you can press X (Reload) to cancel the impact of the lunge any time before it hits.

This can be utilized to travel long distances in tight quarters. To swordcancel past an enemy, press R+X+A simultaneously (Fire+Reload+Jump). R+X will perform the sword cancel, and jumping will make you rise in height as you lunge, thus letting you fly through the air.

To swordcancel over an enemy's head, press A, then R+X+A simultaneously. The first jump gives you height to get over the enemy.

Ghost Wheelie/Quickturn

While boosting in a Ghost, hold A to lean back and raise the nose of the Ghost. This lets you turn more sharply while maintaining your boost. It also makes you prone to flipping, so be careful.

Holding A can also be useful for getting enough air on certain jumps.

Superbouncing

Superbouncing is a variation of a pressure launch. If the player model intersects with the geometry, the game will apply a large amount of force to try and push the player out. By going into auto-crouch, you can glitch the player model. Then when you jump on a polygon seam, you will intersect, and the game will push you out. Superbounces differ between PAL and NTSC, because different framerates means different intervals for collision detection.

The only place superbouncing is useful is as a method to board the Scarab early in Metropolis.

Ghosting

Exploiting the glitchiness of boxes to go through doors. Currently being researched/developed. - link

First usage of ghosting in an IL run: Cairo Station, Easy, 4:28 by Anakade

Combat Techniques

Double Shot

By pressing Fire twice and then Reload (RRX), you can fire two Battle Rifle bursts in quick succession. The timing of X is around when the last bullet of the first burst is fired. After the doubleshot, the BR will reload itself, unless you perform another doubleshot.

You can chain together doubleshots by tapping YY to switch away and back to the BR. With the right timing, you can double shot until the clip is empty - RRX YY RRX YY etc.

Double Grenade

Fire a plasma pistol overcharge. When the overheat bar is at halfway, quickly tap L twice. You should throw two grenades in quick succession. This is useful for some launches, such as the Delta Halo Ghost launch.

You can also double nade with a beam rifle overheat, but the timing is different.

Double Melee

In addition to the BLB method from Halo CE, you can also do BXB or BYB to melee twice in quick succession. It's not as useful for speedrunning due to the low melee damage of Halo 2 1.0.

Quick Reload

After a certain point in the reload animation (usually after the clip is in the weapon), the weapon counts as reloaded. At this point, you can cancel the rest of the animation by pressing YY to quickly switch away and back to your main weapon. If you are only carrying one weapon, you can melee and hit X to cancel the melee.

Quick Descope

Likewise, when using a sniper weapon, it can be faster to YY out of the scope.

Enemies

In Halo 2, some enemy types were added.

Elites

White Elites (Ultras) in Halo 2 are bastards that rely on raw firepower, insanely overpowered shielding, and their infamous sword pull ability. Basically, piss them off and they pull out a sword. This is a reliable way to get a sword for sword tricks. However, be very careful of dual-wielding Ultras. They are some of the most dangerous enemies in the game.

Jetpack Elites have been seen dual-wielding Plasma Rifles. Their shields are weaker than normal Elites.

Stealth Elites have the weakest shields of any Elite, but this is made up for by their uber recharge rate, which makes them extremely durable. Stealth Elites, like all invisible enemies, do not turn the reticule red; therefore, you must de-camo them to use them for sword tricks. Melee attacks are a good way of de-camoing enemies. If you are fast, you may be able to sword fly off of them when they spawn, as they do not immediately become invisible.

Zealots are rare in Halo 2, and only appear in a few locations, such as Hangar B in Cairo Station, the tunnels on Metropolis, and the last enemy on Gravemind. They always wield swords. They are a shadow of their former self, lacking their powerful shields.

Flood

Infection forms in Halo 2 do a lot of shield and flesh damage. Do not try to melee them with anything but the sword, as your range is nerfed from Halo 1. They can glitch out and refuse to pop when they hit you. This wouldn't be a problem except for the fact that they do damage per frame - aka one-shot you. It's advisable to keep distance.

Carrier forms are also very damaging. You have a smaller window of time to kill them via the method of sticking with a plasma nade then making them collapse, sometimes the infection forms will not die from it. Fortunately, they are a lot slower and are easily avoided.

Combat form tentacles have weird properties, sometimes they can gain enough velocity to splatter you. Again, keep distance. You should destroy dead combat forms so they won't be re-animated by infection forms.

Other Enemies

Heretic Grunts almost always have Needlers and the projectiles can easily hit you, even when you're behind cover, due to the large hitboxes.

Fuel Rod Grunts can hit you through walls, again due to the hitboxes. However, there is no longer a kill switch on their weapons.

On Legendary, Jackal Snipers are MLG.

In Halo 2, Brutes often have screwed up pathfinding; this sometimes leads to them endlessly running into boxes and the like. If you think you've killed everything, there's no movement on radar, and yet something isn't triggering, a braindead Brute running into a box is the likely culprit.