Controls

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Differences between Halo 1 and 2 Control Schemes

Due to the inclusion of equipment and the lack of black and white buttons on the Xbox 360 controller, there are a few differences in the control scheme that are worth noting. The X Button in Halo 1 and 2 handled context sensitive actions such as activating switches, picking up weapons, reloading, and using turret. Now that the X button is used to deploy equipment, the Right Bumper now handles most these actions with a few exceptions.

Grenades

Switching between the three grenade types is now accomplished by the left bumper when not dual wielding.

Dual Wielding

Picking up a second weapon to dual wield is now performed by the left bumper within pick-up range. When dual wielding, each weapon is independently reloaded by its respective bumper rather than both being reloaded.

Turrets

To use a stationary turret, click the right bumper. A turret can be unmounted and used while moving. This is accomplished by using a stationary turret with the right bumper and pressing the B button to unmount it.

Crouching

There are now two options for crouching: (1) the classic method that requires the left analog stick to be clicked and held down to continue crouching, or (2) a toggle method which requires you to click LS to begin crouching, and again to stand.

Voice Communication

Proximity voice is heard automatically by those who are within a certain range. To communicate via headset (previously handled by the White button in Halo 2), tap any part of the directional pad and begin speaking. The channel will automatically close when the game detects that you are no longer speaking.

References

Halo 3. (2007, May 16). In Wikipedia, The Free Encyclopedia. Image retrieved 11:21, May 16, 2007, from http://en.wikipedia.org/wiki/Image:Controller_Halo3.jpg

Equipment

Equipment changes the way that you will play Halo 3. Depending on which piece you have, it will provide a chance to explore new strategies, making you an adaptable opponent.

Flare200x200 The flare sends out a radiant light, temporarily blinding all the enemies around it. Generally, unless it’s the only item available, you shouldn’t choose the flare over another item.
Bubble Shield200x200 The Bubble Shield places a barrier around the area where it is deployed. This barrier is impervious to all forms of damage, keeping those inside the bubble safe. However, attacks can’t go outside the bubble.


Energy Drainer200x200 The Energy Drainer is effective only against shielded enemies. The Drainer takes down enemy shields with its initial burst, and then charges up and explodes, finishing them off. This can also disable ghosts, similar in effect to a plasma pistol shot.


Grav Lift200x200 The Grav Lift is a deployable jump pad, shooting you up into the air, giving you quick access to higher ground. Unfortunately, it also works for enemies.


Invincibility200x200 The name describes it all: makes you invincible for a short time. A valuable item, indeed, use it for the direst of situations.


Invisibility200x200 Gives you a temporary cloak. Use the invisibility to pass large groups of enemies, or to sneak up behind them


Jammer200x200 Available only in multiplayer, the Jammer jams the radars of your opponents, making fake targets appear on enemy radar. It’s particularly useful to opponents who are trying to get close to their enemies in order to steal the flag or to execute them.


Portable Cover200x200 The Portable Cover is a one way shield device. When deployed, the person behind the shield can shoot from it (unless it’s an energy weapon), and the shield absorbs all bullets shot at it. It does not stop rockets, however.


Trip Mine200x200 When deployed, this mine will explode whenever anyone or anything touches it.


Regenerator200x93 The Regenerator does the opposite of the Power Drainer; it charges shields. Like the Bubble Shield, it radiates out a small field, recharging the shields of anyone who is within it — friendly or otherwise. Use these whenever you or your team is trying to take or hold a spot where you are outnumbered.


Auto Turret200x124 Similar to an immobile Sentinel, the auto turret is a deployable antipersonnel turret. Drop the auto turret in an area where you want to defend, and it will shoot at the enemy.

Weapons

The weapons of Halo 3 are diverse. With two race’s arsenals to choose from, you really have a chance to pick up a weapon that suits your play style.


UNSC Weapons

Assault Rifle200x102 The Assault Rifle is back! And it’s sweet. The rifle packs a punch, even at a distance. This is one weapon we frequently kept.


Battle Rifle200x111 Best used from a distance. The zoom feature makes it a nice weapon for headshots.


Magnum
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The Magnum is a decent pistol. It packs a decent punch, and is great as an off-hand weapon. Also surprisingly accurate, making it far better for long range than the assault rifle in a pinch.


SMG200x118

The SMG shoots ridiculously fast, and can be dual-wielded. But it’s not very powerful and is extremely inaccurate. Use this weapon as a last resort.


Rocket Launcher200x85 The Rocket Launcher fires high explosive projectiles. It is fantastic against all types of enemies, but don’t shoot it when you’re close to the blast!


Shotgun
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In campaign mode, the Shotgun is great against the Flood. In multiplayer, it’s great against opponents in close quarters.


Sniper Rifle 200x66 With two levels of zoom, the sniper rifle is a sharpshooter’s dream weapon. It is very powerful and can kill any enemy in just a few shots; one shot if you get a headshot.


Spartan Laser200x105 The Spartan Laser is the only battery operated weapon of the UNSC. It takes a few seconds to fire, and has a downtime between shots, but kills in one shot if you land it on any personnel. Highly effective at destroying enemy vehicles.


Flamethrower200x120 This weapon spits a line of fire, burning anything it touches. It does have a decent range if you arc the flames, though it can overheat or burn you if you touch something on fire. Use this in close quarters only, or against the Flood.


Missile Pod200x115 A portable rocket firing turret, the missile pod can be used on top of the two weapons you normally carry and can also track vehicles


Turret200x104 This turret fires powerful bullets at a high-rate. When detached, it provides the player with a high-powered machine gun that doesn’t take up a weapon slot.


Covenant Weapons

Carbine 200x79 The Carbine is the middle ground between an assault rifle and a sniper rifle. It can zoom, shoot semiautomatically, and is fairly high-powered. If you don’t have the option of a sniper rifle, the Carbine is a decent backup.


Beam Rifle200x90

The Covenant Beam rifle is the enemy version of a sniper rifle. It has two levels of zoom, is extremely powerful, but prone to overheating.


Brute Shot200x79 The Brute Shot is a rapid fire grenade launcher with a bladed bottom for a big melee attack. Able to kill most foes quickly, but the downside is its tiny clip, so make sure you don’t miss.


Mauler
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The Mauler is the Brute pistol. Essentially a portable sawed-off shotgun, the Mauler is highly effective in pairs, especially against the Flood. Use only in close quarters when playing multiplayer.


Brute Spiker200x123

This Brute Spiker is arguably the most powerful gun the Brutes can wield. It fires rapidly, does heavy amounts of damage in short to medium range. When dual-wielded, the Spikers tears through armor and shields like tenuous paper.



Needler200x200 The Needler can’t be dual-wielded anymore, but that doesn’t mean it won’t blow the hell out of anyone who gets in its way. It fires rapidly, tracks enemies, and blows them up if they get enough needles in them. What’s not to like?


Energy Sword200x115 Probably the most popular weapon in the Halo franchise, the Energy Sword returns with all the power the fans expected. Capable of killing targets with a single blow, the Energy Sword should be a priority whenever possible, ideally in conjunction with a long ranged weapon.


Fuel Rod Cannon200x113 The Fuel Rod Cannon is the Covenant answer to the rocket launcher. It fires high explosives over a long range.


Gravity Hammer200x59 One of the new additions to the Halo arsenal, the Gravity Hammer does not disappoint. Highly effective against the enemy, the Gravity Hammer does splash damage and heavy damage to the target who gets hit. Did we mention it’s fun as hell to use?


Plasma Pistol200x200 The Plasma Pistol is back, still capable of shooting charged shots that obliterate enemy shields. However, unlike previous games, the Plasma Pistol constantly drains the battery while charged, discouraging players from holding charged shots for prolonged periods of time.


Plasma Rifle 200x200 This is the all purpose Covenant weapon. It has good range, damage, and can be dual-wielded. You can’t reload them, so just use them until the batteries are dead.


Plasma Cannon200x200 The Plasma Turret fires high-powered bolts of plasma. Like all detachable turrets, it cannot be reloaded. Highly effective against all enemies..

Grenades

The ephemeral grenades. These sidekicks can be found all throughout your campaign in Halo 3, as well as in Multiplayer matches. It may take some practice to get down the timing of when these babies will explode, and the tossing techniques of each. But once you understand each of them, you’ll be a formidable opponent.

Frag Grenade200x200

The most basic of all grenades, you simply pull the pin and throw. It won’t stick to enemies, but it will blast them to bits.

Firebomb Grenade200x200

This grenade explodes upon contact. It doesn’t matter if you hit an enemy or just the ground, the grenade will set it ablaze and damage anything that comes into contact with the fire.

Spike Grenade200x200

The Brute grenade sticks to an enemy, just like the Plasma Grenade, but it doesn’t have a typical explosion. When it blows it shoots out a hail of shrapnel, destroying or damaging multiple targets close to the explosion. Since it sticks to walls, the Spike Grenade is a good weapon to throw onto a doorway.

Plasma Grenade200x200

The extremely powerful Plasma Grenade sticks to enemy players and NPCs. In Normal Mode, sticking a grenade on a Hunter kills them in a single shot. Use carefully.

Vehicles

Listed below are all of the vehicles from Halo 3. Some you can drive, some you can’t. But it’s good to have a general knowledge of what each one of them is capable of to help you finish the fight.

UNSC

Warthog200x200

The Warthog now comes in three variants: (1) an armed hog with a mounted turret carrying up to three people, (2) a troop transport without mounted weapons, but carries six people, (3) an armed hog with a mounted laser cannon turret carrying up to three people. The troop transport variant can only carry NPC passengers.


Mongoose200x200

As the UNSC’s infiltration vehicle, the Mongoose lacks weapons, but can carry two people, one of whom can shoot. The Mongoose, fast and nimble, is the ideal vehicle for shooting between positions.


Hornet

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The Hornet is the UNSC’s answer to the Covenant Banshee. It fires rockets and has a built in machine gun, capable of carrying two passengers on its sides.


Scorpion200x200

The Scorpion tank is the human’s heaviest machinery. It has one large cannon, capable of taking out even the toughest enemies, and can carry a compliment of five troops — four passengers and one troop who operates the mounted machinegun.


Pelican200x65

Though you are never given the chance to use a Pelican, they are the backbone of the human vehicular armament. They are responsible for flying in the heaviest equipment and troops, as well as rescuing you from a hot landing zone.


Elephant200x137

A slow moving mobile base with one hell of a horn, the Elephant is only available in multiplayer games in the map Sandtrap. The Elephant has two turrets — the one on the side can be detached — and a Mongoose in its lower bay. It is indestructable however the side turret is not.



COVENANT

Ghost200x200

The Covenant’s fast attack vehicle. The Ghost carries only one occupant, but it has high powered plasma cannons and the ability to “boost.” Using either its plasma cannons or its boost ability, the Ghost is a powerful adversary.


Wraith200x200

There are two Wraiths variations: (1) one made for antiair fire, and (2) the other built for offense, equipped with a high powered plasma explosive. Both should be approached cautiously, and used whenever possible. When fighting a Wraith with nothing but a gun go to the back and shoot the hole, it is the weak spot of the Wraith.


Prowler200x200

The Brute version of a Warthog, the Prowler carries multiple passengers, is fairly fast, and has a mounted plasma turret. The plasma turret seems to be stronger than that of the Warthog, but the Prowler seems less maneuverable.


Chopper200x153

The Brute Chopper carries only one passenger, but it makes it up with brute force (hah!). It can either shoot a pair of high powered cannons, or perform a “boost” similar to a Ghost for a powerful kill. It is effective against both vehicles and troops because when you use the “boost” you can tear right through light vehicles , but it is not as maneuverable as the Ghost.


Shade Turret200x200

The Shade Turret isn’t portable, but what it lacks in portability it makes up in power. If you see a Shade Turret, it’s best to take it out from afar, with a sniper rifle.


Phantom200x105 The Covenant Phantom is the Covenant’s answer to the Pelican. Equipped with large plasma turrets, the Phantom is a fast-insertion vehicle, allowing the Covenant to drop multiple ground troops into a zone. Destroyed only by heavy armaments.


Banshee200x200 The Banshee is the Covenant fighter. It is equipped with plasma cannons and a missile launcher. It is higly maneuvarable, can gain speed rapidly, and can kill both ground troops and vehicles effectively.


Scarab200x200

Though you never get the chance to operate a Scarab, you’ll tackle them during Halo 3’s single-player campaign. They have several turrets mounted on their sides, a large swiveling turret on top, and a main gun that shoots out of the “face” of the vehicle. Drive around them at high speeds and shoot out their leg joints, then blow their cores.

Enemies

Depending on what skill you’re playing the game on, even the lowliest of these enemies will put up a good fight. They each serve their own purpose, but when combined on the battlefield, can work together in ways that will prove deadly to you.

Grunts (Unggoy)200x200 The Grunt is the backbone of the Covenant troops, fighting in large groups. They’re often equipped with Plasma Pistols, but they also carry Needlers from time to time. Any weapon works well against them.
Jackal (Kig-Yar)200x200 These troops will be deployed in two ways. Either they will be deployed in a mixed unit, equipped with shields and Plasma Pistols, or placed solo with some sort of rifle. If they are shielded, use a grenade; when they are sniping you, use a sniper rifle.
Brute (Jiralhanae)200x200 Brutes are the most dangerous enemy you’ll face in Halo 3. They come in a lot of different varieties. Some will use jet packs and wield Plasma Rifles, while others are heavily armored and wield Gravity Hammers. And some Brutes sit in shields with Brute Shots or Spikers. Approach them cautiously from a distance. Right before you finish them off, preferably with something powerful like a Rocket Launcher, they will charge you and try to melee you to death.
Hunters (Lekgolo)
Hunters, extremely dangerous in long and short range, always fight in pairs. If you put too much distance between them and yourself, they’ll fire their high-powered cannons; too little distance and they’ll try to melee you to death. Keep them close, dodge their attacks, and then stick them with grenades or melee their back armor.
Drones (Yanme’e)
Drones are rarely deployed in Halo 3, but they can be very dangerous if you aren’t properly equipped. They will drop out of the sky and attack you in large groups using Plasma Pistols. They are best dispatched with a turret or assault rifle
The Flood200x200 They start out as little balls of infectious death, but quickly transform your previous enemies, and allies alike, into mindless beasts. The Flood come in many forms, based primarily on what their host was before infection. For instance, marines transformed by the flood wield the weapons they did in life and shoot you as they approach. Best to keep your distance when you can, and then smash them with an Energy Sword or Gravity Hammer.

Multiplayer Strategies

Halo 2 is widely regarded as the best console game to play online, with the stats to prove it: at last count, over 800 million man hours have been logged. That said, it’s still far from being an accessible game, and the Halo 3 is already scaring off reams of newcomers popping their heads in to see what all the fuss is about. They hop on, get slaughtered from five different directions before they can get their bearings, and curse Bungie’s name while tears of frustration roll down their cheeks.

Well, we want you be as excited as some of us are for Halo 3 to drop on September 25th. Campaign and co-op will be great and all (just an educated guess), but the legs of the game will likely lie online once again; and you’re not going to be interested in logging 800 million hours of your own until you can fend for yourself. Learning the maps is what will take you from regular player to competitor, but you shouldn’t have to do that to enjoy it at a very basic level. Here are a few relatively general bits of info to keep in mind; absorb them all, and you’re well on your way to dying less, if not becoming a deviously ruthless mastermind assassin (*not guaranteed by any means, particularly if you simply suck).

Grenades

This isn’t an ordered “Top Ten” list, but Grenades would be #1 if it were. Simply, the man who uses grenades will defeat the man without in an overwhelming majority of scenarios, and it’s surprising how many players treat them as their last line of defense. As long as you’re not fighting on a narrow ledge, you should be throwing Frag and Plasma grenades before you shoot (and during shooting, of course). And you throw grenades at an enemy’s feet, not their head. If they’re backing towards a wall, throw it past them. The goal is to explode it near them, not on them (unless you’re trying to stick them with a Plasma or Spike grenade). The more you throw, the more accustomed you’ll get to leading them — throwing it where they’re going to be rather than where they are — but for now just focus on making grenades an immediate go-to part of your arsenal, and make sure you have a couple on you at all times (more important than, say, going out of your way for the rocket launcher).

Grenade Jumping

This is a skill that is going to take some time to master. The goal is to throw a frag grenade ahead of you so that you can be at the apex of your jump as it blows underneath you, launching you even higher into the air. A skilled player will be able to use this technique to get to places that would otherwise require a Grav Lift.

Reloading

This goes for most shooters, but it still needs to be said: reload constantly when you’re not in the middle of firing. It simply takes a tap on the corresponding bumper, and you’ll completely eliminate potential deaths due to running out of ammo before your opponent. Those precious few seconds can make quite a difference in finishing someone off, especially if you can stop their shield from recharging. It’s also very important to recognize that the reload animations for some weapons, like the shotgun, can be interrupted simply by firing. So you have no excuse not to.

Use the radar

Consider this equivalent to looking at the “Upcoming Piece” window in Tetris; without using it, you’re only dealing with problems at the last possible minute. We spoke to a few Halo whiners, er, outsiders, and their biggest complaint, unanimously, was being shot before they even saw their enemy. Even some of the Halo vets around here (we’ll keep identity a secret, just call them Shmark Shmackdonald), don’t use the radar much. It is absolutely crucial to be aware of it at all times. It doesn’t mean you have to be staring at it instead of what’s ahead of you, but you must catch little red enemy dots as they pop up. It’s also incredibly helpful in the middle of the battle; good players can keep foes on the opposite side of a rock for quite a while simply by watching their radar and acting accordingly. It’s also important to note that you don’t appear on radar while ducking or standing still, so use that to your advantage. It’s shockingly easy to sneak all the way to the back of an enemy base simply by ducking and hugging the walls, or getting the drop on someone in a chase by turning a corner and standing still.

Know the weapon ranges

If we had a Golden Graham for every time we see someone chasing an enemy with a shotgun, firing over and over at midrange and doing next to no damage, we’d have a tasty bowl of cereal. If you don’t know that a shotgun is only effective at close range, you may be beyond help. But other weapons aren’t so easy to tell; while the Covenant Carbine is very effective mid to close range, the human equivalent, the Battle Rifle, becomes more ineffective the closer your foe gets. It really takes some time with each weapon to be comfortable with knowing its limits, but it helps a ton once you do. And when you have an Assault Rifle and your opponent has an SMG, it’s nice to be able to tell immediately that the battle is yours if you simply stay slightly far enough away. Again, it’s just something you’ll get better at with experience, but watch what your teammates and enemies use effectively, and try to get a good sense of where they’re using it from.

Find your sensitivity

If you don’t know what this is, go into the control setting and note that you can adjust your look sensitivity under or well over the default. A simply tweak of a sensitivity level or two can make a world of difference in your kill count and basic enjoyment of the game. It’s a matter of finding a balance between being able to keep up with the action around you and still engage in it effectively. And slower is better for some people, as being able to whirl around to face foes won’t help if you can’t hit them. Take it up, take it down, tweak it all around. In Halo 3 you can adjust it at any point, even during a game, so play around with it until you’re comfortable. It’s probably the most tangible change you make to your experience without completely remapping the controls, and can turn around a struggling player in minutes.

Girls like a sensitive guy.

Know how your shield works, or, Retreat!

Here’s how it works: your armor has a shield, which recharges itself when unharmed for a few seconds. If it’s depleted entirely, your health will start to drain. You might be familiar with the system since it’s now the standard for shooters thanks to the first Halo, but it’s even more important to appreciate in multiplayer. Ducking out of a battle for a second or two to get some shield back can quickly change the outcome, as can recognizing when exactly your opponent’s shield has dropped (and go in for the melee kill). By that same token, there are many battles worth leaving entirely; if you have no shield and little life and you’re unclear of you’re foes health situation, it’s not really worth the risk to stick around if you don’t have to. Toss a grenade at your feet and simply run away, and breath a sigh of relief as you watch and hear your shield refill. Too many new players simply run out in the open and empty everything they’re got into the enemy, inevitably dropping first; experienced players will wait for just the right time to make their move, and fight in spurts to maximize their shield.

Know what’s killing you, or, Listen Up!

A ghost sounds completely different than a Brute Shot, and knowing what’s rapidly dropping your shield from behind is important. Don’t play without sound, and just keep an ear open for the noises associated with different items in the game. Even if you can see your assaulter, it’s sometimes tough to tell what’s hitting you in the face without knowing what it sounds like. You’ll just get better at with time, but it helps if you realize how important it is. And with the absolutely ear-dropping sound design in Halo 3, it will only become more crucial.

Melee

If you’re within a few feet of your opponent, stop firing and go for the melee. Every. Time. Halo 3’s melee doesn’t quite pull you towards your target as much as Halo 2 did, but it’s still a key part of your arsenal to be aware of. Weapons, grenades and melee are the pyramid of Halo offense, but many people only take advantage their guns. It’s not just about one-hit kills from behind (which are satisfying nonetheless), it’s about dropping your opponent quickly in a face-to-face bout, before they can finish off that clip in you. Once you get good at it, combat is simply a matter of snaking towards your opponent, popping shots and firing off grenades, until you’re close enough for the killing blow. The Brute Shot and Brute Spiker have blades on the bottom, so they’re even more effective, and melee is even better when you’re in the air. Jumping down onto foes and hitting them just before you land isn’t as hard as you think, and makes you feel like a sci-fi ninja.

Headshots

Master Chiefs have a good amount of health, and focusing your fire at the head simply takes less time to kill them. It’s not about fancy sniper headshots or any advanced techniques, it’s just about moving your targeting slightly upwards. Of course if you can’t hit the broad side of a Covenant base you’re still better off going for the widest target, their body, but if you’re willing to play a bit more risky, go for the face, or general shoulder/neck area. Don’t completely leave your comfort zone, but if you just keep the Zombie Principle of killing in mind, you should wind up with a few more kills.

Zoom Cancelling

Rather than double clicking the analog stick to get through the sniper rifle’s two levels of zoom, just double tap Y. This will tell the game that you quickly switched weapons and then switched back, but all you’ll see is your sniper rifle. This can make all the difference in getting out of zoom in a hurry.

Make friends

The party system in Halo 2 and 3 is still the best way to play online by far. Take advantage of it, and party up with friendly, tolerable folk when you run across them. It’s okay to be a bit of a nerd and immerse yourself in the community, and it will simply make your experience more rewarding. The only thing better than getting an awesome unlikely victory is sharing it with someone. Hit up message boards, go after your friends’ friends or Recent Players list if you have to, but find people who you can play with every time you hop on. No game will last you forever by yourself, but if you can take advantage of the social aspect as well it becomes more than just videogame, and that’s what makes Halo so great. And hellooo Saved Films.

Duck-jumping, the first step to intermediacy

Duck-jumping will open up new ways to navigate levels once you get it down. Visuals help with the explanation, but just think about it logically: if you duck when you jump, pulling your legs up, less of you needs to clear a ledge for a landing. You can make a lot of jumps you couldn’t make otherwise, and generally expand your maneuverability. Leave jumps as late as you possibly can, and duck right before you land. It takes some people a while for it to “click,” but once you’ve hit it a few times you’ll rarely miss them, and have a significant advantage in getting around more complex areas of levels.

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