Posts Tagged ‘multiplicative’

Check in here for strategies on completing the Daily and Weekly Challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.

NOTE: WEEKLY CHALLENGE LAST DAY!

SCREENSHOT OF THE DAY


SCREENSHOT OF THE DAY: Bark At The Moo

Screenshot Of The Day this morning courtesy of Bark At The Moo (yes, you read that right), who fights on while under heavy fire, the way a Spartan should. Woof! Thanks, Bark! Everyone, click to enlarge!

Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


DAILY CHALLENGES


Summary
  • TYPES: Assists, Kills, Killstyle, Special Weapon
  • SETTINGS: Campaign, Firefight
  • AVERAGE DIFFICULTY: Grind
  • TOTAL TIME: 45-60 minutes
  • AVERAGE VALUE: ★★★★☆
  • TOTAL CREDITS: 6700

ONE SPARTAN ARMY

Firefight

Kills

Type: Kills
Setting: Firefight
Difficulty: Grind
Time: 10-20 minutes
Value: ★★★★★
Reward: 2500

Kill 250 enemies in Firefight Matchmaking.

Though it’s easy enough to get your Gruntpocalypse on for a three-game kill-count, you’re already going to plough through a few enemy platoons as part of notching the Friend In Need Challenge (see below). To save time, take on the other ones first, then simply Grunt your way through any leftovers. It should take you only one or two matches, depending on how many Covies you great-journeyed beforehand.

A FRIEND IN NEED

Firefight

Assists

Type: Assists
Setting: Firefight
Difficulty: Grind
Time: 20-30 minutes
Value: ★★★★
Reward: 2000

Earn 10 assists in Firefight Matchmaking.

This is actually harder than it sounds, though made more manageable by the generously low number needed. The underlying problem: most Firefight enemies — Grunts and Jackals — go down so easy that it’s difficult to coordinate an Assist without killing them outright. Even shattering a Jackal’s energy buckler with a plasma burst won’t register, since it’s not calculated as actual “damage” to the enemy.

  • Complicating matters is that there are so many of them — an Assist requires at least 40% damage to the target’s combined Shields and Health, and then for a teammate finish the kill within five seconds of your last strike. With Covies swarming the map, it’s less likely an ally will be firing on the same one, at the same time, as you.
  • When tougher enemies do arrive fashionably late, they’re often too few or too resilient to rack up too many Assists. A Hunter, for example, often involves all teammates ripping into him at once, making it less likely any single player will strip off more than 40% before the beast goes down.

    Plasma Pistol: The Assist's Assistant.

  • Brutes represent more solid candidates for Assist-farming: a steady DMR stream will remove their helmets, setting them up for a teammate’s coup-de-grace. The problem isn’t so much that Brutes don’t know how to put their hats back on; it’s that most don’t carry regenerative Shields, so you won’t know how much damage one’s taken already. Plus higher-ranking Brutes require more setup, making it difficult to gauge when you’ve crossed the 40% mark.
  • With all that in mind, your best bet remains to target Elites, crashing their Shields with an overcharged Plasma Pistol for a teammate to close the deal. The Dinos — while otherwise remarkably crafty — for some reason stand and howl when they lose their Shields like a pro wrestler who just lost to the guy with the folding chair, giving an ally an easy headshot.
  • The problem eases up once the Mythic Skull powers on, since that doubles enemy health, including for even the lowliest DMR fodder; but — because they don’t have regenerating shields — it’ll still be difficult to gauge when you’ve peeled a Grunt or Jackal by 40%. So, better to keep steady with what’s worked for you rather than shift strategies in the middle of the match.
  • You can also steal cheap Assists throughout the match by targeting a Phantom’s main gun: taking it out registers a kill, so damaging it — a single sniper shot, or several with the DMR — will generate an Assist; you can even take care of it as the Dropship approaches, before it empties its troops, so you won’t have a Wave of Covies firing on you. With three Rounds of play now in Firefight, that’s 30 Dropships; more than enough to notch the Challenge.
  • And, by all means, go in with a friend if possible; coordinating with a partner will cut down on both your Challenge times, taking turns flashing an Elite’s shields while the other readies a headshot. It’ll be the one time when the Firefight playlist actually becomes cooperative.
  • THERE ARE MANY LIKE IT. . .

    Kills

    Special Weapon

    Campaign

    Type: Kills / Special Weapon
    Setting: Campaign
    Difficulty: Grind
    Time: 10-15 minutes
    Value: ★★★★
    Reward: 1000

    Kill 100 enemies with precision weapons in the Campaign today.

    Load up any Campaign level on Normal that offers a precision weapon plus lots o’ Grunts, and get to work.

    ONI Sword Base features a DMR start and opens in the middle of a firefight, plus there’s a Sniper Rifle at the end of the base-side Terrace for pwning Elites once you’ve cleared the Jackals and Grunts. Winter Contingency at Rally Point Bravo literally drops you into a Fodder-O-Rama of a firefight; and though you enter with an Assault Rifle, a DMR conveniently awaits your weapon swap on the asphalt leading to the rear bunker, with more ammo for it inside the bunker as well.

    (Nightfall, of course, spawns you with a Sniper, but you just did that Challenge yesterday; do you really want to hear Jun telling you to “do it quiet” again? Anyway, take yer pick.)

    Concentrate on headshots against Grunts and Jackals, since those award extra Medal cR, and don’t waste DMR ammo on the Elites — you’ll run out of enemies before hitting the century mark and need to revert the Checkpoint anyway; so unless you feel like sniping, you might as well do it as soon as you’ve cleaned slate on the lesser Covies.

    If you run low on ammo, simply swipe Needle Rifles from the fallen Jackals; they’ll register precision kills as easily as the DMR, but heading into a bunker for a DMR reload can trigger a Checkpoint, meaning you’d have to settle for a full level restart.

    ROAST ‘EM, TOAST ‘EM

    Campaign

    Jetpacking

    Kills

    Type: Killstyle
    Setting: Campaign
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1200

    Kill 10 enemies while jet-packing in Exodus on Normal.

    Your quickest, easiest Challenge of the day. Open up Rally Point Alpha on Exodus, then head outside to swap your devastating Magnum of Doom with a Rocket Launcher of Even More Doom from one of the Marines by the ammo case.

    Strap on a Jetpack at the far end of the walkway and Rocketeer your way to the platform with the bad guys. Glide up over them — they’re neatly clustered in a pack, for your raining-death-from-above pleasure — and fire away.

    Keep in mind that the Challenge counts Firebird Medals, which require your jetpack to actually thrust at the moment of the kill; if you’re in freefall, the kill won’t count, even if you’re still airborne. And, if you get yourself killed or run out of rockets, simply reload from the last Checkpoint and repeat; the Challenge counter keeps running.

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: AsceticBlazer

    Screenshot Of The Day today courtesy of AsceticBlazer, who shows the strength of a black-and-white shot, even in an explosion. Thanks, Blazer! Everyone, click to enlarge!

    Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Completion, Kills, Multikills, Special Enemy
    • SETTINGS: Campaign, Firefight, Multiplayer
    • AVERAGE DIFFICULTY: Grind / Medium
    • TOTAL TIME: 150-190 minutes
    • AVERAGE VALUE: ★★★
    • TOTAL CREDITS: 6850
    GUNSLINGER

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Time: 50-60 minutes
    Value: ★★★
    Reward: 1000

    Kill 100 enemies in Multiplayer Matchmaking.

    A basic, straightforward Challenge; how long it takes simply depends on which playlists you prefer and how good you are at them. So, our standard recommendations:

    • Your best bet remains Rumble Pit or Multi-Team, since the kills come fast and furious and you don’t have to worry about K/D — both the game and Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among the other players.
    • Most Pit and M-T Objective gametypes (King Of The Hill, Oddball, etc.) also usually increase your kill-count, since they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players.
    • However, skip the Pit’s Juggernaut — a low-kill-count option that can leave you with no points at all.
    • For a change of pace, head into the Team Slayer playlists (Slayer, Swat, Snipers), but avoid Team Objective, since games usually take longer and generate fewer kills.
    DEMON

    Firefight

    Special Enemy

    Kills

    Type: Kills / Special Enemy
    Setting: Firefight
    Difficulty: Grind
    Time: 75-90 minutes
    Value: ★★☆
    Reward: 1200

    Kill 40 Elites in Firefight Matchmaking.

    As with all Demon Challenges, the primary hassle remains that only a few Elites emerge in any Firefight Round. In Score Attack only a handful show their faces at all (usually six), and in a standard three-Round Firefight you’ll have three “teammates” (no, we won’t call them “allies”) competing to take them down. Even if they’re not angling for the Challenge, they’re still going to get in the way.

    • Your best bet, then, is to find enough friends for a Co-op Firefight and go into a Sniper or Rocketfight as a group of four: you can coordinate efforts, and with three Rounds worth of Dinos you can share generously amongst each other. You’ll still need at least three matches (and maybe four) for everyone to share-and-share-alike, but you’ll shovel a heap o’ cRedits into your wagon along the way.
    • By the Great Journey, Demon, Why does Bungie hate us so? What's that? Ghahckk is not an answer!

    • Without familiar partners, your best bet becomes Score Attack, where you control the map, gametype and who gets to score the Elites. Of course, it’ll still be a headache: Score Attack requires that you survive to party with the Elites, and when it’s you against the galaxy your chances grow slimmer with each Wave.
    • Ordinarily, this would mean a change in tactics, from run-and-gun to stealthy sniping, but you’re also racing a countdown timer; methodically thinning the herd while taking cover when your Shields crash could lead to surviving the fight…but never actually pwning any Dinosaurs.
    • So, veto until offered Sniperfight: it’ll clear Covie fodder faster, as well as efficiently rack up Elites. (There’s little point in a standard solo Firefight; Score Attack doesn’t feature Ordinance Drop.) Also look for a larger map, since close-quarter Firefights tend to become hot zones of clusterfuck explosions, with you inconveniently at the center of the fiesta.

    FOURTH HORSEMAN

    Multiplayer

    Single Match

    Multi-Kill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: 60-90 minutes
    Value: ★★
    Reward: 1900

    Earn 4 Multi-Kills in a multiplayer Matchmaking game.

    Tip Of The Day

    This’ll be the Challenge that tests your skills today. Multi-Kills, while typical, are often a question of circumstance. Getting the odds to align in your favor four times in one match can be tricky, but there’s a few things you can do to skitch them in your favor.

    However, don’t get discouraged if it takes you a while; you can work your Gunslinger Challenge at the same time, and when you finally do score it, it’ll be all that much more gratifying.

    • Stick with Rumble Pit and Multi-Team. More enemies on smaller maps = more multikills.
    • Vote for gametypes on smaller, tighter maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • The Pit’s Juggernaut can be a mixed blessing: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multi-Kills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat and nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get a Hammer for your efforts.
    • If you’re not having much luck in the Pit, get a friend and head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs. Coordinate your efforts with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up the Double-Kill.
    • Big Team Battle and Invasion also offer Multi-Kill opportunities: taking out a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, seem like good bets. Your main problem, however, will be not your enemies but your allies — with so many players on each side, you’ll have considerable competition among your teammates to actually score those kills.

    NOTE: The Challenge tracks your progress by keeping track of medals; that means a Double-Kill that stacks into a Triple and eventually an Overkill nets you three Challenge points, not just one. Pretty good, eh?

    STRONGER, HARDER

    Skull On

    Campaign

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value: ★★★★☆
    Reward: 2750

    Complete a Campaign mission on Heroic with Famine, Tough Luck, and Thunderstorm on.

    OK, three Skulls On this time, so lets take a look. Thunderstorm upgrades all enemies to the next rank. Famine cuts weapon-pickup ammo in half. And Tough Luck lets enemies dodge your grenades and vehicles like Yoda on crack.

    Guess what? Where we’re going, they’re not gonna make much of a difference.

    Decide ahead of time if you intend to do this solo or co-op. If flying solo, it’s our standard recommendation: the Midnight Run on Nightfall, where you’ll spend most of your time bolting past the main encounters, and you’ll already be a cloud of dust before the Covies can even strap on their boots.

    • After assassinating the initial Elite at the opening of the mission, you’ll Sprint your way through almost the entire level, skirting the edge of the map, meleeing an occasional Grunt as you go with only a small amount of gunfire combat when you reach the bridge to Powerhouse.
    • There’s an absolutely GEEEnius maneuver you’ll pull off with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all. The lack of extra ammo, grenade evasion and rank upgrades will hardly figure in, since you’ll spend most of the level along the perimeter, running at a full clip.
    • Here’s a video of the complete route –the guy in it wraps up the level in five minutes, but even if Forky doesn’t immediately cooperate, you should still finish it in under ten.

    On co-op, the Challenge becomes even easier, since the New Alexandria level features long stretches of aerial combat unaffected by the Skull upgrades.

    When you do need to take an Objective on foot (three times total), leave a teammate behind with the Falcons. Most of the time you’ll simply be able to Sprint past enemies to reach the Objective switches; but in any event the real hardcore combat only occurs once you’ve hit the switch and reinforcements storm your location.

    Hey, look at that! If you get killed, you’ll simply respawn back up with the teammate who’s making sure no one steals the Falcon’s hubcaps. Hop back in the choppers, job done.

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: x Stilus Equus x

    Screenshot Of The Day today courtesy of x Stilus Equus X, with our choice inspired by today’s Challenge, Now I Have A Machine Gun. (Yes, we know it’s a turret. Would YOU like to explain that to the hail of bullets?) Everyone, click to enlarge!

    Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Assists, Completion, Kills, Special Weapon, Zero Deaths
    • SETTINGS: Any Game Mode, Campaign, Multiplayer
    • AVERAGE DIFFICULTY: Grind
    • TOTAL TIME: 120-140 minutes
    • AVERAGE VALUE: ★★★★★
    • TOTAL CREDITS: 13000

    Holy Christmas, Batman! That’s gotta be a new cRedit record! (Everyone, keep an eye on your Daily cRedit limit!)

    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1500

    Kill 150 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found at the opening of the Campaign’s ONI Sword Base mission. If you know it and don’t like the stigma of naked credit boosting, skip down. If you don’t know it, you can find a detailed rundown in the Owning On ONI permanent link on the top of this page.
    • But, if you don’t like the open credit farming that goes with Target Locating, simply rack up some quick kills in a Custom Game instead. Click on the Grunt Game Settings link at the top of the page for instructions on the best settings; you’ll also find a Custom Game there already set up for you.
    SECONDARY FIRE

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Time: 60-90 minutes
    Value: ★★★★★
    Reward: 4000

    Earn 25 assists today in Multiplayer Matchmaking.

    You’ll work this at the same time that you autofire your way to the Now I Have A Machine Gun Challenge (though different enemies, obviously). Other than that, our regular spiel: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player. Nobody makes the highlight reel by almost scoring 25 times.

    Despite that, Bungie intends to pay you today to help out other players who haven’t really earned it by cashing in on your setup. Click on the Assist-O-Rama permanent link at the top of the page for our in-depth guide to Not Closing The Deal.

    NOW I HAVE A MACHINE GUN

    Multiplayer

    Special Weapon

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Time: 90-120 minutes
    Value: ★★★☆
    Reward: 2500

    Earn 100 kills with automatic weapons in Multiplayer Matchmaking.

    Yet another simple Challenge that you’ll notch just by playing enough, though you’ll also be able to work the Secondary Fire Challenge at the same time (though not the same opponents).

    Automatic weapons include not just your trusty Assault Rifle, but also Covie Needlers and Plasma Rifles and Repeaters. (The Needle Rifle also has an autofire, but it’s classified as a Precision Weapon.) So, expect to see Gametypes and Loadouts featuring these weapons throughout the day.

    A few quick tips, which you already probably know since we’ve said them before, but anyway:

      The Assault Rifle: AKA El Spam-o.

    • If you find yourself in AR showdowns with you consistently on the corpse end of the gunfight, you’re probably just holding down the trigger. Unlike the BR from Halo 3, the AR in Reach actually behaves the way a gun should when you fight with it: keep your trigger down and your shots will start to fly in all sorts of wild directions. The key to the weapon is short, controlled bursts. Pump your trigger at a steady pace and the reticule will keep resetting; it’ll take some practice to find the sweet spot, but once you get the hang of it you’ll do it without even noticing.
    • Lead with your Grenades to soften up enemies, since you’ll get no Challenge credit for emptying your clip to bring down their Shields, only to finish them with a wasted ‘nade burst.
    • Likewise, remove double-melees from your close-quarter lexicon; flash his Shields with a melee strike, then dodge backward and fire to keep him from finishing you with a double-melee of his own. (Reader V Translanka adds: “If you really want to remove double-melees from your lexicon, then Sprint is your best bud, because a Sprinted melee comes with an enhanced knockback bonus that’s perfect for the armor pop-and-fire method.” Thanks, V!)
    • Needler Supercombines will register Challenge points as well, so look for enemies who have strayed from cover and ambush them for a quick kill. Keep an eye not on your opponent but rather on your aiming reticule; the targeting circle remains far more easy to keep track of than an enemy attempting to evade.
    • Swap out your secondary weapon for another auto-shooter whenever you can; thus, even if your first clip fails to close the deal, you can switch weapons to finish the kill rather than give an enemy time to escape or retaliate while you reload.
    MOSTLY AT NIGHT

    Campaign

    Legendary

    Zero Deaths

    Type: Completion / Zero Deaths
    Setting: Campaign
    Difficulty: Medium
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 5000

    Complete Nightfall on Legendary without dying.

    So, Bungie is just about daring you to power through this using the Midnight Run. If you’re a regular reader of this site, you know what’s coming; if not, well — you’re gonna love this.

    After assassinating the initial Elite, the Midnight Run lets you Sprint your way through almost the entire level, meleeing an occasional Grunt or Jackal, with only a small amount of gunfire when you reach the bridge to Powerhouse. There’s an absolute GEEEnius maneuver you’ll pull off with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all.

    Here’s a video of the route, completed on Legendary, and with ALL Skulls on, too; the guy in it wraps it up in five minutes, but even if Forky doesn’t immediately cooperate, you should still finish it in under ten.

    If you’ve never done it before, you’ll probably hit a few crash-and-burns before you thread the needle; the good news is that you’re most likely to meet your fail at the level’s opening, so you won’t lose much of anything in a restart. (Just make sure to Save And Quit, rather than a reload, since the Challenge can be twitchy this way.) And, if you’re struggling, pay close attention to when the Runner hits Sprint and where he pauses for a break; when it comes to outracing Legendary, timing can be everything.


    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Tip Of The Day

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

      KILLIONAIRE: The Ultimate Multikill

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: xDawnxOfxAshesx

    Screenshot Of The Day today courtesy of xDawnxOfxAshesx, in an image that he titled, “Enter The Abyss.” Yikes — no thanks!! I’ll stay right here, okay? Everyone else, click to enlarge!

    Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Kills, Killstyle, Special Weapon
    • SETTINGS: Firefight, Multiplayer
    • AVERAGE DIFFICULTY: Grind
    • TOTAL TIME: 60-80 minutes
    • AVERAGE VALUE: ★★★★☆
    • TOTAL CREDITS: 5650
    GUNSLINGER

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Time: 40-50 minutes
    Value: ★★★☆
    Reward: 1250

    Kill 75 enemies in Multiplayer Matchmaking.

    A basic, straightforward Challenge; how long it takes simply depends on which playlists you prefer and how good you are at them. So, our standard recommendations:

    • Your best bet remains Rumble Pit or Multi-Team, since the kills come fast and furious and you don’t have to worry about K/D — both the game and Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among the other players.
    • Most Pit and M-T Objective gametypes (King Of The Hill, Oddball, etc.) also usually increase your kill-count, since they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players.
    • However, skip the Pit’s Juggernaut — a low-kill-count option that can leave you with no points at all.
    • For a change of pace, head into the Team Slayer playlists (Slayer, Swat, Snipers), but avoid Team Objective, since games usually take longer and generate fewer kills.
    COVENANT-CIDE

    Firefight

    Kills

    Type: Kills
    Setting: Firefight
    Difficulty: Easy
    Time: 10-20 minutes (Concurrent with other Firefight Challenges)
    Value: ★★★★★
    Reward: 1000

    Kill 90 enemies in Firefight Matchmaking.

    Move along. Nothing to see here. These aren’t the Grunts you’re looking for.

    Your chance of fumbling this Challenge while at the same time scoring Blast Radius and Pink Mist (see below) — which themselves account for two-thirds of this one, not considering the other Covies you’ll dead-book along the way — probably ranks somewhere between absolute zero and bullshit-no-way-you-boosting-haxxor. But, if by some stroke of lightning, you still have points left to register here (and if you do, you’ve just blown your karma on Halo instead of a lottery ticket) then simply fire up another Gruntpocalypse in Score Attack for what’s left.

    BLAST RADIUS

    Firefight

    Special Weapon

    Type: Special Weapon
    Setting: Firefight
    Difficulty: Grind
    Time: 10-20 minutes (Concurrent with other Firefight Challenges)
    Value: ★★★★★
    Reward: 1400

    Kill 20 enemies in Firefight Matchmaking with grenades.

    Still not much to say here; you’ll snag this at the same time that you work on Covenant-cide and That Pink Mist: Load up Gruntpocalypse in Score Attack on a smaller map (Courtyard, Corvette), since it’s easier to nail the waddlin’ tykes while they’re still in a spawn pack. Also regularly farm some Plasmas from the battlefield between Waves or during a break in the action; otherwise, you’ll be left with only two standard grenades to do your fragwork.

    We haven’t yet tested out whether a recovered Plasma Launcher will register grenade kills, but really it won’t matter: you can die with regularity or reload a new match as often as you like and it won’t make a difference to your Challenge count. Besides, we here at HRD have never been able to figure out that damn thing anyway, and even Auntie Dot thinks it’s weird.

    THAT PINK MIST

    Firefight

    Special Weapon

    Type: Special Weapon / Killstyle
    Setting: Firefight
    Difficulty: Grind
    Time: 20-30 minutes (Concurrent with other Firefight Challenges)
    Value: ★★★★★
    Reward: 2000

    Kill 40 enemies with a Supercombine from the Needler or Needle Rifle in Firefight Matchmaking.

    Of the three Firefight Challenges today, this one’s the real pain in the, uh, forehead (hi, Kat!) — meaning it’s the one you’ll concentrate on as the others come along for the ride. Because of that, we’ll go into a bit more detail, so pull up a chair.

    OK, the Needler: An an unusual weapon ever since designers buffed it for Halo 2, with a Supercombine effect from needles microbursting after they strike; pin enough into a target, and the burst sets off a chain reaction for an instant-kill explosion. At the same time, though, this only works if enough hit before the first burst; stagger your shots, and you can empty an entire clip without ever triggering critical mass.

    The effect also works differently on each class of enemy. Six needles will Supercombine a standard Grunt or Jackal; but Elites wear shields, so it requires seven to strip their protection before six more take them out. (And let’s not get started on Hunters.) But at the rate the needles fire, it’s not like you can really keep count anyway.

    The DMR Wannabe.

    The Needle Rifle, meanwhile, Supercombines after only three shots against an unshielded opponent, but its autofire is pretty nerf — you can actually pull the trigger yourself just as fast. And, against an opponent without shields, why not just take a headshot and be done with it?

    That said, it’s still pretty easy to Supercombine — particularly with the pistol, which features a homing reticule that aim-assists even stray shots while the circle stays red. This allows needles to bend around corners a bit, so you can dispatch an enemy even after you’ve lost line-of-sight.

    Keep in mind, though, this actually works against you when firing into a pack: your reticule will flicker from one Covie to the next — especially as they maneuver under fire — meaning you might not successfully Supercombine any of them. It’s also a medium-distance weapon at best, so you’ll have to wade dangerously close to wild enemy fire rather than the much more sensible Needle Rifle strategy of picking off opponents from range.

    The Halo 1 punchline, now packing some punch.

    Also redlining the suck meter: in Firefight matchmaking, Spartans don’t ever actually spawn with a Needle weapon. You need to recover one from the field, and especially with the smaller gun, the automatic fire empties its clip at an alarming rate — so stick with Rocket or Sniperfight, with its no-suck unlimited ammo, until you have this Challenge in pocket.

    Whew! Already seems like a complete hassle, right? But wait, there’s more. In Firefight, most enemies – Grunts and Jackals – usually hit the dirt with remarkably little effort; in fact, until the Mythic Skull powers up, it’s pretty damn difficult to Supercombine a Grunt without accidentally killing him first. (Grunt leaders will sometimes hang on until the blast; standard Grunts, not so much.) So, unless you’ve got an open, uninterrupted shot, you might shoot them to death inadvertently and miss the big blast.

    With all that in mind, then:

    • Gruntpocalypse becomes your primary choice, mainly because it allows you to, ah, “Supercombine” with today’s other Firefight Challenges (Covenant-cide, Blast Radius — see above).
    • Otherwise, your best bet’s a standard Firefight, rather than Gruntpocalypse — which doesn’t feature Needle Rifles, and the little tykes tend to swarm you as you recover a standard Needler from the field. (Even then, you’ll burn through ammo so fast it’ll hardly seem worth it.)
    • Recover both a Needler and Needle Rifle early on. Use the smaller weapon for close-quarter Supercombines and the Needle Rifle to target opponents at range who themselves carry Needle weapons. A scattering of Grunts will have armed themselves with basic Needlers, while Jackals remain otaku for the Rifle version, so you won’t have trouble finding these.

      A n00b combo, in a needle fight? Yep!

    • Elites, meanwhile, can be wily as hell in dodging fire; and, as noted above, they’re rocking Energy Shields, so you’d likely need a reload before a Supercombine even becomes possible. If you hit a Wave of them, consider ditching one of your Needle weapons for a secondary Plasma Pistol; flash their Shields with an overcharge burst, then finish with the needle spray. When his Shields drop, the Dino will stand and howl in place like like a pro wrestler who just lost a match to the guy with a folding chair, making him an easy, stationary target.
    • Vote for wider, open maps, since enemy units will tend to spread out, giving you an opening to farm for Needle weapons without drawing fire from every Covenant on Reach. Plus you’ll be able to cut loose with an uninterrupted stream (Needler) or three steady shots (Rifle) without wandering around the middle of a plasma crossfire.
    • Also, consider: A co-op Sniperfight might seem counterintuitive, except that your Sniper offers unlimited ammo, which (because of how Halo games work) means every other weapon on the map features it as well. Just snipe a Grunt, recover his weapon, and start enjoying more free needles than a government giveaway program.

    * * *
    We also get a lot of reader mail here aboard the Pillar of Awesome from our devoted readership on Reach, including their own suggestions for tackling Challenges. So, from Madmosche:

    I go into Score Attack and choose Rocketfight. Unlike Sniper Attack, where weapon pickup is disabled, you can recover any weapon in Rocketfight, and you’ll get unlimited ammo. Kill the first set of enemies with Rockets, pick up a Needler and get to killing! I stay near the respawn points and let them come to me, so in case I die the weapons will stay close to the spawn and I can go right back to getting Needle kills.

    Thanks, Mosche!


    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Tip Of The Day

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: RuberDuckyOwndU

    Screenshot Of The Day today courtesy of RuberDuckyOwndU, with some majestic outer-space pwnage. Thanks, Duckz! Everyone, click to enlarge!

    Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Assists, Kills, Sprees
    • SETTINGS: Firefight, Multiplayer
    • AVERAGE DIFFICULTY: Easy / Grind
    • TOTAL TIME: 120-150 minutes
    • AVERAGE VALUE: ★★★☆
    • TOTAL CREDITS: 6250
    MORE THAN A HANDFUL

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Grind
    Time: 60-90 minutes
    Value: ★★★
    Reward: 1250

    Kill 125 enemies in Multiplayer Matchmaking.

    A basic, straightforward Challenge; how long it takes simply depends on which playlists you prefer and how good you are at them. So, mostly our standard recommendations:

    • Your best bet remains Rumble Pit or Multi-Team, since the kills come fast and furious and you don’t have to worry about K/D — both the game and Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among the other players. Rumble Pit’s slightly better for kills, Multi-Team is slightly better for Assists (and the Pass The Rock Challenge, below), so take yer pick.
    • Most Pit Objective gametypes (King Of The Hill, Oddball, etc.) also usually increase your kill-count, since they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players.
    • However, skip Juggernaut — a low-kill-count option that can leave you with no kills at all.
    • For a change of pace, head into the Team Slayer playlists (Slayer, Swat, Snipers), but Avoid Team Objective, since games usually take longer and generate fewer kills.

    PASS THE ROCK

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Time: 50-70 minutes
    Value: ★★★
    Reward: 2500

    Earn 20 assists today in Multiplayer Matchmaking.

    NOTE: Remember that maddening glitch from the first time this Challenge appeared, when it required you to score Assists before your first death, and then the counter locked until your next game? Yeah, well, that’s been fixed. Rack up your Assists and get killed with reckless abandon, they’ll all still register toward the Challenge.

    So, our standard spiel: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player. Nobody makes the highlight reel by almost scoring 20 times.

    Despite that, Bungie intends to pay you today to help out other players who haven’t really earned it by cashing in on your setup. Click on the Assist-O-Rama permanent link at the top of the page for our in-depth guide to Not Closing The Deal.

    WEAPON SWAP

    Firefight

    Single Match

    Spree

    Type: Spree
    Setting: Firefight
    Difficulty: Easy
    Time: 10 minutes
    Value: ★★★☆
    Reward: 1000

    Earn 10 Sprees in a Firefight Matchmaking game on Heroic or harder.

    Wow, 10 Sprees in a single match. Sounds initimidating, right?

    Pish-posh. In fact, you’ll pocket this with a single game of Score Attack; just fire up Gruntpocalypse and start making confetti. You’ll light up a spree medal every 10 kills, up through 50, at which point you’ll need to sacrifice your perfect game on the Daily Challenge altar and allow the Grunts to take you down, since the next two Sprees don’t register until 100 and then 500 (yikes!) kills.

    Don’t get distressed, however, as they dance on your corpse: you’ve just reset your Spree counter, so you can start notching 10-streaks all over again. By the time you send your 100th Grunt on his Great Journey, you’ll have cashed in your cRedits on the daily Challenge.

    Also don’t worry too much if you get tagged by a stray Plasma or Fuel Rod along the way; it just means your counter has reset early, and you’ll simply need to keep track of when your Untouchable Medal (50 kills) registers, to let the tykes take you out immediately after that. You’ll have a shot at 120 Grunts total before the Round ends, so it shouldn’t be much more than a speed bump; just don’t let it happen too often, or the remainders between Sprees can add up and mathematically eliminate your Challenge bonus.

    KILLING SPREE

    Multiplayer

    Spree

    Kills

    Type: Kills / Spree
    Setting: Multiplayer
    Difficulty: Easy
    Time: 20-30 minutes
    Value: ★★★★
    Reward: 1500

    Earn a Killing Spree in Multiplayer Matchmaking.

    Yeah, like we really needed a Daily Challenge to make us hunt for Killing Sprees. We all score them pretty regularly — some, of course, more regularly than others — though how and where you do it depends entirely on your playstyle. The fact is, if you pull your trigger enough, you’ll eventually get one; but, if you’re interested in minimizing the amount of time required, you can keep a couple of tips in mind:

    • Armor Lock, hate it though you might, becomes your best friend here, since it’ll prevent a lucky Plasma stick from resetting your Spree counter and generally save your ass in all sorts of tight spots. You know all those douchebags who you hate Armor Locking just as you’re about to score a kill? Well, now that’s you. Do you want the Challenge cRedits, or do you want to be popular? Yeah, thought so.

      Armor Lock: Be The Douchbag.

    • As a general principle, play defensively, since all you need is five kills for it to register, so there’s no need to go batshit on the battlefield. Stick with distance headshot weapons that’ll help you score kills from range while keeping you out of danger (yes, Sniper Rifle, we’re talking to you). Ignore the close-quarter Power Weapons like Hammers, Swords and Shotguns unless you’re particularly good at camping; if you are, you’ll get a Spree, and if you’re not, you’ll get a Plasma Grenade stuck to your head.
    • Ideally, spend your time in Objective-based Big Team Battle games and especially Invasion, since you’ll only have a timer to contend with rather than a kill-count limit, which can mathematically cut short your Spree before the game has finished. You’ll also find more enemies to target and a greater likelihood of vehicles, which make Multikills (and thus Sprees) more typical no matter which side of the headlights you’re on.
    • In fact, while it’s true that Reach has nerfed most vehicles into rolling deathtraps, making it likely that you’ll eventually get blown to bits (by gunfire, Armor Lock, a flying traffic cone), they still remain useful for a few essential kills on their way to the scrapyard, especially against other vehicles. Hop in a Wraith or Revenant and play conservatively, waiting for the other team to make its rush; you can score single- or Double-Kills against guys on the ground, Doubles and Triples against other vehicles, and even boost for splatters when needed.
    • Rumble Pit or Multi-Team Objective games, especially on smaller maps, remain great for gathering a Spree: enemies usually converge into clustered hot zones, such as with King Of The Hill or Oddball, making it easier to spam grenades and fire into the crowd. Just don’t go into the Hill, or grab the Oddball yourself: That’s a sure way to get fragged and lose your Spree. You’ll be trading off some points in the game, but the Challenge bonus will more than make up for it.
    • NOTE, however: In Objective games, the counter for Sprees doesn’t carry over from Round to Round. And in all games, a betrayal will reset your counter, so don’t be tempted by that teammate with the Sniper Rifle when you’ve got one kill left to go. (Or, ever, yeah?) Also: Host migrations will reset your kill-streak to zero. It can’t be avoided, so just deal with it; and at least you can go get your own Sniper Rifle now.


    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Tip Of The Day

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.


    SCREENSHOT OF THE DAY


    SCREENSHOT OF THE DAY: Ender Se7en

    Screenshot Of The Day this morning courtesy of Ender Xe7en (yes, we’re all a clan; want to join? Change your name to Ender) who shows that you don’t need explosions or special FX to create a strong action portrait. Thanks, Sev! Everyone, click to enlarge!

    Send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Completion, Kills, Wins
    • SETTINGS: Any Game Mode, Campaign, Multiplayer
    • AVERAGE DIFFICULTY: Easy
    • TOTAL TIME: 130-165 minutes
    • AVERAGE VALUE: ★★★★☆
    • TOTAL CREDITS: 6000

    SHOOTIN’ AND LOOTIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1000

    Kill 100 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found at the opening of the Campaign’s ONI Sword Base mission. If you know it and don’t like the stigma of naked credit boosting, skip down. If you don’t know it, you can find a detailed rundown in the Owning On ONI permanent link on the top of this page.
    • But, if you don’t like the open credit farming that goes with Target Locating, simply rack up some quick kills in a Custom Game instead. Click on the Grunt Game Settings link at the top of the page for instructions on the best settings; you’ll also find a Custom Game there already set up for you.

    GUNSLINGER

    Multiplayer

    Kills

    Type: Kills
    Setting: Multiplayer
    Difficulty: Easy
    Time: 20-25 minutes
    Value: ★★★★★
    Reward: 1000

    Kill 40 enemies in Multiplayer Matchmaking.

    Unless you manage to notch 10 wins with an average of less than four kills per game, you’ll pocket this one without even noticing, as part of the Who’s The Big Winner Challenge (below). Congratulations! Please accept our Broken Controller Award for wins while AFK.

    If, however, you’re pressed for time and only targeting a few easy cRedit rewards today, you’ve got an otherwise a basic, straightforward Challenge here — how long it takes simply depends on which playlists you prefer and how good you are at them. So, our standard recommendations:

    • Your best bet remains Rumble Pit (solo) or Multi-Team (partners), since the kills come fast and furious and you don’t need to worry about K/D — both the game and the Challenges only count kills, not deaths, so trading one-for-one with double-melees will rack up points while scattering your own deaths (more or less) among other players.
    • Most Pit/Multi-Team Objective games (King Of The Hill, Oddball, etc.) can also rapidly increase your kill-count — they concentrate combat into small zones, making it easier to spam grenades, death-blossom your Assault Rifle or pickpocket kills from a gunbattle between other players. You’ll also be able to chart some serious Multikill action for the Weekly Multiplicative Challenge.
    • Skip the Pit’s Juggernaut, however — a low-kill-count option that can leave you with no points at all.
    • For a change of pace, head over to one of the Team Slayer playlists (Slayer, Swat, Snipers). Avoid Team Objective, since these usually take longer and generate fewer kills.
    JUST A SHOWER

    Campaign

    Skull On

    Type: Completion
    Setting: Campaign
    Difficulty: Easy
    Time: 10-15 minutes
    Value: ★★★★★
    Reward: 2000

    Complete any Campaign mission on Normal or harder with Thunderstorm on.

    You’ve seen these type of Challenges before, so you’ve seen these recommendations before. But, just in case you’re new, or need a refresher, let’s revisit.

    OK, only one Skull on, so let’s take a look: Thunderstorm upgrades enemies to the next difficulty class; but, at the end of the day, a headshot is still a headshot, and the N00b combo works just as well on officers as infantry. And, where we’re going, it’ll hardly make a difference:

    Decide ahead of time if you intend to go in solo or co-op. If flying solo, your best bet will be the Midnight Run on Nightfall. (Never done the Midnight Run? Oh, you’ll love this.)

    • After assassinating the initial Elite at the opening of the mission, you’ll Sprint your way through almost the entire level, skirting the perimeter of the map, meleeing an occasional Grunt or Jackal as you go with only a small amount of gunfire when you reach the bridge to Powerhouse.
    • There’s an absolute GEEEnius maneuver with the forklift (yes, the forklift!), and you won’t even encounter the Hunters at all. The upgrades to enemy rank will hardly figure in, since you’ll spend most of the level along the perimeter, Sprinting at a full clip.
    • Here’s a video of the complete route — the guy here finishes the level in five minutes, and that’s with ALL Skulls on; but even if Forky doesn’t immediately cooperate, you should still wrap it in under ten.


    On co-op, the Challenge becomes even easier. You’ve got a couple of solid options, but we prefer either New Alexandria or Winter Contingency.

    As the Campaign’s first playable level, Winter Contingency is by design the easiest, and the open-ended geography allows players to bypass most encounters entirely.

    • In fact, after the first faceoff with the Covenant, players can Sprint past the next skirmish, off the small cliff that leads to the Warthogs, then drive directly to the firefight at the last compound before the Falcons arrive; other than the occasional bloodthirsty Moa, you’ll hardly encounter any gunplay at all. (You can even skip most of the first clash, if you’re quick about it.)
    • The Falcons take you straight to another firefight at the final building of the level. From there, you need only dispatch a few butch Elites and their entourage to reach the level-ending cutscene.

    New Alexandria, meanwhile, features long stretches of aerial combat unaffected by the rank of your enemies; when you destroy a Banshee, it’ll be the explosion that kills the pilot, not your gunfire, so his corpse will tumble from the sky no matter what style armor he’s wearing.

    • When you need to take an Objective on foot (three times total), leave one teammate behind with the Falcons. Most of the time you’ll simply be able to Sprint past enemies to reach the Objective switches; but in any event, the real hardcore combat only occurs once you’ve hit the switch and reinforcements storm your location.
    • Hey, look at that! If you get killed, you simply respawn back up with the teammate who’s making sure no one steals the Falcon’s hubcaps. Hop back in the choppers, job done.
    WHO’S THE BIG WINNER?

    Multiplayer

    Win

    Type: Wins
    Setting: Multiplayer
    Difficulty: Grind
    Time: 120-150 minutes
    Value: ★★★☆
    Reward: 2000

    Win 10 games in Multiplayer Matchmaking.

    Not much to say; play enough games and you’ll rack up 10 wins.

    Tip Of The Day

    However, take note: Despite what it may say on your Reach game stats page over at Bungie.net, simply finishing in the top half of a Rumble Pit or Multi-Team game will NOT register as a win for your Challenge progress here — you’ll need to place First, or not at all. (Yes, it’s an annoying inconsistency from Bungie; like that’s never happened before.) Also note: Avoid any Team Objective gametype that frequently ends in a tie — Capture The Flag and Assault, for example — since although your game score counts it as a win for both sides, the Daily Challenge does NOT. (Yes, it’s an annoying inconsistency from Bungie; like that’s– ah, never mind.)

    Both of these glitches mean that the Team Slayer playlists become your best option:

    • Avoid Big Team Battle and Invasion; though generally worth more cRedits, they also take longer, and you’re targeting wins here, not just cR. Plus, you can spend twice as much time in a Big Team game and still have a 50% chance of finishing without any Challenge progress; two smaller-squad games will earn just as many credits in the same time, but double your chances at a win.
    • If you’re looking to work in some Multikills for the Weekly Challenge, try out SWAT: No Shields means you can double-tap twin headshots against enemies traveling together, as they often do.
    • If you’re a weaker player, you can still play a support role to earn the Challenge. Stick by at least one of your comrades to help him team-shoot, watching his back and providing cover fire. Play defensively, helping allies with assists rather than charging in for a big kill;finishing with a low score but only a few deaths is far more important than letting the other team run up their number by stacking your corpses.

    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

    • If you’re flying solo, start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you can get with a friend, head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!

    Check in here for strategies on completing the Daily and Weekly challenges in Halo: Reach. If it’s your first time, click through the About HRD link above; and add comments below if you’ve got a good idea of your own for tackling the Challenges today.

    NOTE: NEW WEEKLY CHALLENGE!

    MANEX MONDAY


    For today’s Manex Monday Video Of The Week, our friends over at the ManeXGaming Channel on YouTube put together the first in a series of videos for the new Noble Map Pack Achievements to go along with our guide, now taken up residence in the permanent links at the top of this page. Still struggling with that last Achievement? Want to see what a double Death-From-The-Grave looks like? Take a breather — the lads at MXG are here to help.

    Today’s vid features four of the new Achievements — with more to come in the weeks that follow — including a special guest appearance by a famously untalented but crushingly attractive Internet uncelebrity. (No, not Justin Bieber; you wish.) So, check it out!

    Also make sure to hit up some of the other MXG vids on their site for key tips and strategies on improving your gameplay, the better to tackle your Challenges with. Time well-spent.

    Our Screenshot Of The Day feature returns tomorrow, so send your screenshots to haloreachdaily@live.com, or just make a file recommendation to us on XBox (Gamertag: Ender Xer0, with a zero), and we’ll take care of the rest. Remember: we’re not looking for Forge art or pix from the Internet; it should be a screenshot of YOU!


    DAILY CHALLENGES


    Summary
    • TYPES: Assists, Kills, Multi-Kills, Triple-Kills
    • SETTINGS: Any Game Mode, Firefight, Multiplayer
    • AVERAGE DIFFICULTY: Medium
    • TOTAL TIME: 90-120 minutes
    • OVERALL VALUE: ★★★★
    • TOTAL CREDITS: 6600

    BLASTIN’ AND RELAXIN’

    Any Game Mode

    Kills

    Type: Kills
    Setting: Any Game Mode
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 1500

    Kill 150 enemies in any game mode in Reach.

    Take on this one last. You’ll rack up most kills simply by tackling today’s other Challenges, so no point duplicating your efforts. For your leftovers, our standard recommendations:

    • By far the most convenient carnage can be found at the opening of the Campaign’s ONI Sword Base mission. If you know it and don’t like the stigma of naked credit boosting, skip down. If you don’t know it, you can find a detailed rundown in the Owning On ONI permanent link on the top of this page.
    • But, if you don’t like the open credit farming that goes with Target Locating, simply rack up some quick kills in a Custom Game instead. Click on the Grunt Game Settings link at the top of the page for instructions on the best settings; you’ll also find a Custom Game there already set up for you.

    SECONDARY FIRE

    Multiplayer

    Assists

    Type: Assists
    Setting: Multiplayer
    Difficulty: Grind
    Time: 60-90 minutes
    Value: ★★★★★
    Reward: 4000

    Earn 25 assists today in Multiplayer Matchmaking.

    Again, our regular spiel: Working toward Assists can always be a hassle, since your natural instincts and gaming skills focus on putting down your enemies, not passing the kill off to another player. Nobody makes the highlight reel by almost scoring 25 times.

    Despite that, Bungie intends to pay you today to help out other players who haven’t really earned it by cashing in on your setup. Click on the Assist-O-Rama permanent link at the top of the page for our in-depth guide to Not Closing The Deal.

    WATERSPORTS

    Firefight

    Kills

    Type: Kills
    Setting: Firefight
    Difficulty: Easy
    Time: 5 minutes
    Value: ★★★★★
    Reward: 600

    Kill 50 enemies on Waterfront on Heroic in Firefight Matchmaking.

    Fire up a Gruntpocalypse in Score Attack and you’ll cross the finish line long before the boom-chuka-boom theme song of the final Wave starts up.

    • Waterfront offers one of the best antigrunt spots in all of Firefight: On the cliff, across the field, at the far edge of the map. You won’t have the entire battlefield in your line of fire, but you’ll get an absurd amount of easy, open shots as the waddlin’ tykes advance toward their doom. Your only real hazard is a spawn spot on the exit trail just to the side of the hill, so toss an Overkill grenade their way when the announcer tells you they’re coming.
    • Some folks instead like the rooftops of the two sheds, since it provides easy duck-back cover and keeps you closer to the ammo crates. Your lines of sight aren’t as open, though, so it’s really just a matter of preference; take yer pick.
    • As always, use your Drop Shield if you get in a tight spot, and focus on headshots and multikills, since the medals register bonus cRedits.

    TWIN TRIPS

    Multiplayer

    Single Match

    Triple Kill

    Type: Multikill
    Setting: Multiplayer
    Difficulty: Hard
    Time: 60-90 minutes
    Value: ★★
    Reward: 500

    Earn 2 Triple-Kills in the same match in Multiplayer Matchmaking.

    Easily your most difficult Challenge today; you could hit the lottery and score it in your first match, or spend all day without it ever registering. While Double-Kills remain fairly common, a Trip will usually tag a slot in the Top Medals and and show up about as often as That Dude Who Owes You Money: which is to say, much more than never, but usually not when you could really use the cash. So, scoring two, in the same match? Yeesh.

    There are, however, a number of things you can do to cheat the odds in your favor. Skip down to the new Weekly Challenge, Mutiplicative, for an in-depth rundown of the anotomy of the Multikill. The cRedit bonus here isn’t going to buy you Inclement Weather — and WTF, Bungie? It’s Christmas season, don’t be so cheap, yeah? — but at least when you’ve pocketed this one, you’ll be four Challenge points closer to throttling the Weekly. That’s a solid 2%! Yeah!


    WEEKLY CHALLENGE


    MULTIPLICATIVE

    Multiplayer

    Multikill

    Type: Multikills
    Setting: Multiplayer
    Difficulty: Hard
    Time: Yeah, it’s time.
    Value: ★★
    Reward: 5000

    Earn 200 Multikills in Multiplayer Matchmaking this week.

    Tip Of The Day

    Okay, relax. This isn’t as hard as it sounds; it’s actually harder, and recognizing that is your key to completing it. Because if you don’t get started today, and don’t work on it every day, you’re never going to finish.

    Two-hundred Multikills works out to just under 30 a day, meaning you’ll need to play a scary amount of games, and score Multikills in just about all of them, to cross the finish line in time. It’s both a daily sprint and a weekly marathon; and while we’d never actually instruct anyone to skip a Challenge, you’ll need to think hard and long (but not too long) before you decide to tackle this.

    In other words: if you don’t have the time, or the patience, or a spouse/significant other/British manservant to bring you dinner at the TV and fork it into your mouth while you mash the color off your controller buttons, this might be the week to instead learn Halo Wars.

    So, scared you off yet? No? GOOD. You’re a goddamn Spartan, bitch. You’ve had a lifetime of Jedi training, you’ve struck down countless Covenant with Great Vengeance and Furious Anger and loved every fucking second of it. Leave that can’t-do-it Playstation shit at home, and get to work.

    • Start with Rumble Pit. More enemies on smaller maps = more Multikills.
    • Vote for gametypes on small, tight maps that encourage enemies to converge into single flashpoints: King Of The Hill and Oddball, for example. Spam grenades into the hotzone, followed by DMR or Magnum headshots and the occasional coup-de-grace melee rush. Avoid the area yourself, however; no sense adding your corpse to the fiesta.
    • Juggernaut represents a mixed bag: If you’ve got the Hammer, you’ll have an excellent opportunity to skullcrush your way to multiple Multikills. If you’re not Jugs, you won’t be able to score any. Seek out power weapons like Rockets that can deal massive damage to the Juggernaut from a distance; and even without them, steer clear of close-combat to nickel-and-dime your target from range — if you’re lucky, you’ll score the last shot, and get the Hammer for your efforts.
    • If you’re not having much luck in the Pit, get with a friend and head into Multi-Team; it’s like Rumble Pit With Partners, and your enemies usually travel in pairs, making them choice Double-Kills. Coordinate with your teammate: team-shoot one enemy, then whoever doesn’t score the final shot can melee or plasma-burst the second, setting up a Multikill.
    • Big Team Battle and Invasion also offer prime Multikill targets: a vehicle with passenger, or a pair of enemies in the unlock zone of an Invasion phase, for example. Your main problem will not be enemies, but allies: with so many players on each side, you’ll have considerable competition to actually score the kills.

    NOTE: Unlike some of the Challenges from last month, chaining Multikills together here WILL register multiple points on your Challenge meter. The coding counts Medals, not actual kills; so, while a previous Overkill might not register a second Double-Kill Medal — and thus counted as only one point for a DK Challenge — this Challenge registers ANY Multikill Medal. This means a Double-Kill that stacks into a Triple-Kill and eventually an Overkill nets you three Challenge points, not just one. Yow!