Difference between revisions of "Halo 3"

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===Butterflying===
 
===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.
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Butterflying is an exploitation of mechanics in Halo where a player negates a melee by manually reloading and vice versa while in melee range of an enemy. The resulting effect is the player constantly lunging at an enemy.
  
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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In order to do this, the player must have a partially filled clip; if not, the player can fire a round. Then, approach an enemy and spam Melee and Action/Reload to do the Butterfly.
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The most noticeable use of butterflying is on [[Crow's Nest]], where Drones fly down a hallway near the end of the level.  The player can butterfly to move quickly to the next area as Drones fly horizontally faster than a player walks.
  
 
===Deployable Cover (DC) Launching===
 
===Deployable Cover (DC) Launching===

Revision as of 05:44, 21 August 2015

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)

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

Butterflying is an exploitation of mechanics in Halo where a player negates a melee by manually reloading and vice versa while in melee range of an enemy. The resulting effect is the player constantly lunging at an enemy.

In order to do this, the player must have a partially filled clip; if not, the player can fire a round. Then, approach an enemy and spam Melee and Action/Reload to do the Butterfly.

The most noticeable use of butterflying is on Crow's Nest, where Drones fly down a hallway near the end of the level. The player can butterfly to move quickly to the next area as Drones fly horizontally faster than a player walks.

Deployable Cover (DC) Launching

DC Launching tutorial.

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

or

just fucking gandhihop lol

Equipment Jumping

An example of Equipment Jumping at 3:35.

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

Brutes are the one of the main enemies encountered in Halo 3. They have Power Armor, which must be fully destroyed before killing the Brute, and it functions similarly to the player's shields. However, unlike the player's shields, once fully removed, the Power Armor will not recharge, leaving the Brute permanently vulnerable to a Headshot.

Brutes are one of the more dangerous enemies in the game, depending on what weapon they wield. Brutes with Spikers are fairly formidable but bearable; they shoot bursts of 8-14 Spikes on Legendary and give players a few seconds to find cover. Higher-ranking Brutes, especially Captains, often wield the Brute Shot, which is extremely dangerous as the Brute can fire a quick burst of 3 Grenades to kill the player in less than 1 second.

There are many ranks of Brutes, but most of them are similar. Brute Infantry are ranked Minor, Major and Ultra, each with Cyan, Blue, and Violet armor respectively. Brute Minors are the weakest but often drop Deployable Covers, which is valuable for Deployable Cover Launches. The other two ranks of Brute Infantry usually drop Bubble Shields when killed.

Above Brute Infantry are Brute Captains, ranking from Brute Captain, Brute Captain Major, and Brute Captain Ultra with Purple, Gold, and Blue armor respectively. They have a bit of decoration on their helmets to differentiate them from Brute Infantry, and they have tougher shields. Brute Captains often have Brute Shots and carry various equipment, such like Regenerators, Flares, and Bubble Shields. The Noob Combo or Sniper weapons are recommended for dispatching Captains. There are also Brute Bodyguards, who accompany Chieftains sometimes, and they resemble Brute Captains. However, they have weaker shields and Pale Blue armor.

The highest ranks of Brutes are Chieftains and War Chieftains, who wear decorated Black/Red Armor and Dark Gold Armor respectively. Chieftains will always have a Gravity Hammer and either a Flare or Invincibility. They can be dispatched easily by dodging their lunging attack and assassinating them or by doing the Noob Combo with 3 Headshots. War Chieftains will wield either a Fuel Rod Cannon or a detached Turret and carry either a Flare or a Power Drain. They require quite a bit of effort to kill, though they will never carry an Invincibility, but they do regenerate health quite quickly.

In addition to the standard ranks of Brutes, there are specialist ranks, which have unique abilities. Jump-pack Brutes have the ability to jump far distances with their Jet Packs, though they are extremely vulnerable mid-air, and they have weak shields. In The Ark and The Covenant, there are Brute Stalkers, who sport camouflaged armor and wield Spikers or Plasma Rifles. They have weak shields and have a visible ripple while moving. Once killed, they will sometimes drop Incendiary Grenades and Cloaking equipment.