Posts Tagged ‘target locator’

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.

Halo Reach Daily is dedicated to my Dad, who taught me what it means to take on a Challenge.


SCREENSHOT OF THE DAY


SCREENSHOT OF THE DAY: LightGuardian0


A celestial Screenshot Of The Day today courtesy of LightGuardian0, with an inspirational Forge-enhanced portrait. Thanks, Guardian! Everyone, click to enlarge!

Meanwhile, if you haven’t done it already, yo: 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 plain Forge art or random pix from the Internet; it should be a screenshot of YOU!


DAILY CHALLENGES


Summary

TYPES: Kills, Killstyle, Special Enemy
SETTINGS: Any Game Mode, Campaign, Firefight, Multiplayer
AVERAGE DIFFICULTY: Easy / Grind
TOTAL TIME: 105-160 minutes
OVERALL VALUE: ★★★★
TOTAL CREDITS: 6825

[ ACCESS COMPLETE INTEL: CLICK HERE ]

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: ender4449


Screenshot Of The Day today courtesy of ender4449. Yes, there’s an entire clan of Enders; we also shower together when no one’s looking. (Just kidding; you can look.)

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, Assists, Jetpack, Target Locator
  • SETTINGS: Firefight, Multiplayer, Any
  • TOTAL CREDITS: 3450
  • AVERAGE DIFFICULTY: Easy

SHOOTIN’ AND LOOTIN’

Any Game Mode

Kills

Type: Kills
Setting: Any
Difficulty: Easy
Reward: 1500

Kill 150 enemies in any game mode in Reach.

Take on this one last. You’ll rack up some kills — and maybe all of them — simply by tackling today’s other Daily Challenges, so there’s no point duplicating your efforts.

  • For your leftover kills, by far the easiest method of mayhem remains 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 standing 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.
  • Alternately, take a scan of your Commendations progress, particularly in Firefight. If you’re close on anything relevant — say, for example, headshots or close-quarter kills — use the Custom Games option but change the weapon or enemy settings to fit, and increase your damage while reducing the enemies’ resistance; you’ll work your Commendations at the same time that you register Daily Challenge kills. For Campaign, load a Level or Rally Point that works your Commendation progress, and your Daily Challenge kills will simply come along for the ride.
A GREAT FRIEND

Multiplayer

Assists

Type: Assists
Setting: Multiplayer
Difficulty: Grind
Reward: 900

Earn 15 assists today in Multiplayer Matchmaking.

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 15 times. Despite that, Bungie intends to pay you today to help out players who haven’t really earned it as they cash in on your setup.

You’ll be able to work the Shootin’ And Lootin’ Challenge at the same time — not to mention the Weekly Challenge — so there’s some consolation in that. Just click on the Assist-O-Rama standing link at the top of the page for our in-depth guide to Not Closing The Deal.

ORBITAL ASSISTS

Firefight

Special Weapon

Kills

Type: Kills
Setting: Firefight
Difficulty: Medium
Reward: 750

Kill 20 enemies using the Target Designator in Firefight Matchmaking.

Dear Bungie: It’s called the Target Locator. Not Designator. Locator. Say it with me.

Your most difficult Challenge of the day, if only for pure mathematics. You’ve got four Sprinting Spartans, just Three Ordinance Drops, and only one of you will lay your hands on it anyway.

The good news, of course, is that under the new Firefight settings, you’ll have three Rounds to snag it, which still doesn’t guarantee success on average but does skitch the odds more in your favor. You also no longer need worry about Friendly Fire, so the days of douchebags dashing into your Red Ring of Death to force a betrayal boot (and then recovering the Locator when they respawn) have thankfully ended.

  1. If you do snare it (yay), stay focused and use patience before locking a target area; your chance of scoring double-Killionaires fall somewhere between hitting the lottery and finding a worthwhile match of Living Dead, so you’ll likely need at least three shots to rack the Challenge — and the Locator, inconveniently, fires only two. That means retrieving it in at least two different Rounds, which represents a huge hassle already; so, when you do have it, don’t be careless.
  2. Once you’ve acquired it, retreat for some cover, scan for a high position with a clear line of sight to the Dropship zone, then wait for a tactical corridor to open before making your move. It took you long enough to lay your hands on this goddamn thing, you don’t want to get killed en route.
  3. When finally in position, play defensively, picking off bad guys who become too interested but keeping a low profile — you’ll be scoring your heavy points soon enough. Also don’t jump the gun when you do fire: some enemy drops consist of only a small squad of Covies, so don’t cycle up the targeting beam until they hit the ground — otherwise, you might burn through a charge with only an Overkill. Of course, when it does look like you’d waste a shot, just release the trigger to power down.

Tip Of The Day

If you do blow the shot, however, there remains a little-known fact about the Target Locator that will help you lock down this Challenge: Ever wonder why the Locator remains the only weapon in all of Halo that you can actually pick up when it’s empty?

That’s because (dramatic pause) IT’S NOT REALLY EMPTY.

If you hang onto it through the Boss Wave, the Locator will fully recharge when the new Round begins, and you’ll start with two shots again. It’s the kind of thing that never came up when Firefights lasted only one Round; now that they’re three, the bonus shots are all yours.

  • This also means you can even ditch an “empty” Locator in a strategic location, fight on with a second weapon, then recover it before the Fifth Wave ends. (If you don’t, the map may reset it, since it likely allows only one Locator at a time.) In fact, it’s actually preferable to stash it; if you meet an unlucky end out in the field, you’ll need to scavenge for it as Waves of Heroic enemies attempt to end you again.
  • Or, if you keep track of the teammate who scored the Locator, you can even still snag it yourself: Most players abandon it when the charge flatlines, so if you shadow him after he fires, you can snap up his discard just like found money. And, of course, if you do come across an empty, hit your pickup button right away and head for a stash-point.
  • One final NOTE: Look for a larger, open map, where it’s less likely you’ll be swarmed as your Locator charges up; and by all means, avoid Corvette — it’s an indoor map in outer space, so no Orbital Strikes, yeah?

Multiplayer

Jetpacking

Kills

Type: Kills / Jetpacking
Setting: Multiplayer
Difficulty: Easy
Reward: 300

Kill 5 enemies in Multiplayer Matchmaking while you’re jetpacking.

This Challenge is why you’ll see so many people jetpacking through Multiplayer today. If you’re a seasoned jetpacker, you won’t need any advice from here; if not, it’s still going to be easy as hell.

  • To earn the Firebird Medal — and thus notch a point toward the Daily Challenge — you only need to be airborne from the moment of your final shot to the moment the game registers the kill; you don’t have to actually be jetpacking the entire gunbattle.
  • That means you can move and fight as usual, simply hitting the jetpack as you aim your killshot. (Which, actually, is precisely what we recommend — it’s dead simple, and you hardly need change your fighting style at all.) In fact, you can even hover just an inch aboveground, with barely any daylight between the floor and your boots, for your Firebird Medal to register.
  • It’ll also register with melees, assassinations, and weapons like Hammers and Swords; and with those weapons, you’ll even lunge pretty much the same as if you were grounded. Again, just hit the jetpack the moment before you strike, and the Challenge meter will tick forward.
  • It won’t register, however, if you’re not actively “thrusting” when you make your kill; finish him off while in freefall and you’ll score an ordinary kill, not one that advances the Challenge. So make sure you’re thrusting when you, ah, unload.
  • Since the Challenge only requires five kills, Rumble Pit remains your best bet, and you can take them all in a single game — there’ll be that many more enemies over most Team games, and with more chance to pocket cleanup kills.
  • Unless you’re an experienced jetpacker, avoid the larger, open maps (Powerhouse, Forge World) in favor of tighter, smaller ones (Sword Base, Zealot, Countdown), even if that sounds counter-intuitive. It’s real easy to get shot out of the sky if you don’t know what you’re doing, and a close-quarters map allows you to fight almost normally, jetpacking for a moment only as you close the deal.


WEEKLY CHALLENGE


CLEAR EYES, FULL HEARTS

Multiplayer

Win

Type: Wins
Setting: Multiplayer
Difficulty: Grind
Reward: 5000

Win 50 games in Multiplayer Matchmaking this week.

Just like it sounds: play enough games and you’ll rack up 50 wins. That divides almost evenly into seven wins per day; considering that last week’s Home Field Advantage Challenge required eight wins, this one’s just a fifth Daily Challenge that you get paid for at the end of the week.

TAKE NOTE, however: Despite what it may say on your Reach game stats page over at Bungie.net, simply finishing in the top half of a Free-For-All game will NOT register as a win for your Challenge progress here — you’ll need to place First, or not at all.

Likewise, avoid any Objective gametypes that frequently end in a tieCapture The Flag or Assault, for example — since although your game score registers a win for both sides (that is, you both came in “first”), the Weekly Challenge is not so generous; either one team takes the top spot, or both sides lose.

Retarded? Sure. Just think of it like that airhead girl you’ve got to put up with just so she’ll, you know…give you 5,000 cR at the end of the date. Anyway, both of these glitches mean that Team Slayer gametypes 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 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.

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: SPiDA WEBBiE


Screenshot of the Day today courtesy of SPiDA WEBBiE. Thanks, SPiDA!

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.


DAILY CHALLENGES


WOW. After the incredibly retarded expectations of the Just Hold On… Challenge from yesterday, Bungie today offers three Daily Challenges that explicitly encourage you to exploit the main cRedit-boosting methods of Reach. Yow!

BLASTIN’ AND RELAXIN’

Any Game Mode

Kills

Type: Kills
Setting: Any
Difficulty: Easy
Reward: 2000

Kill 180 enemies in any game mode in Reach.

Take on this one last — you’ll notch at least half the kills simply by tackling the rest of the Dailies, so there’s no point repeating your efforts. In fact, since the Eyes In The Sky Challenge actually requires you to load up ONI Sword Base for some Target Locating, you might as well take that one on next-to-last, then simply stay put after finishing it to wrap up this one as well.

COVENANT-CIDE

Firefight

Kills

Type: Kills
Setting: Firefight
Difficulty: Easy
Reward: 500

Kill 60 enemies in Firefight Matchmaking.

Not much to say: Fire up a Gruntpocalypse in Score Attack and you’ll cross the finish line halfway through the match.

Corvette, atop one of the platforms, and Overlook, on the lower of the two sheds near the silo, both provide wide lines of sight for sending Grunts to their birthday party; the big guns or main deck on Outpost and the far-side walkway on Courtyard also offer excellent defensive positions. Use your Drop Shield liberally to keep the party going, and focus on headshots and multikills, since the medals register bonus cRedits.

EYES IN THE SKY

Campaign

Heroic

Special Weapon

Kills

Type: Kills/Special Weapon
Setting: Campaign
Difficulty: Easy
Reward: 400

Kill 10 enemies with the Designator in ONI on Heroic.

Yes, that’s right: Bungie actually wants you to boost this exploit (even if they continue to get the name of the weapon wrong). And only 10 kills? Seriously? OK, whatever. Thanks for the cRedits, B.

If you’re not familiar with Reach’s new Red Ring Of Death, click on the link above for our standing guide to Owning On ONI. And, after you’ve blown through this Challenge, stick around for a few more rounds of Napalm In The Morning to register the Blastin’ And Relaxin’ Challenge as well.

CLOSE TALKING

Multiplayer

Close-Quarters

Type: Killstyle
Setting: Multiplayer
Difficulty: Easy
Reward: 300

Kill 20 enemies with close quarters combat in a Multiplayer Matchmaking game.

Close-quarter combat includes any form of melee — that means Pummels, Beat-Downs and the ever-spectacular Assassinations. It also includes hand-held weapons like Swords and Hammers, and will even register a point from a Shotgun ambush.

  • Rumble Pit remains your best bet; it’s crazy simple to Sprint-rush opponents for the double-melee, since even if you trade knockouts you’ll score a Challenge point in addition to the regular kill.
  • If you’d rather rely on weapons, you’ll find Swords littered liberally throughout the Rumble maps (Zealot, Sword Base, Countdown, Asylum, Reflection), while Powerhouse offers an easy-access Hammer. One obvious advantage of this strategy is that, after you’ve wrapped the Challenge, you’ve still got a power weapon in hand to rack up additional kills.
  • You can tackle this Challenge in Team games as well, but you’ll be disadvantaged by the fact that team-shooting from the other side will seriously limit your ability to rush them, and a teammate with the Sword or Hammer removes the weapon from your list of options; in Free-For-All, you can fire on the carrier from range, then recover it from his twitching corpse.


    WEEKLY CHALLENGE


    CRACKSHOT

    Campaign

    Headshot

    Special Weapon

    Type: Special Weapon / Killstyle
    Setting: Campaign
    Difficulty: Grind
    Reward: 3000

    Kill 70 enemies with Sniper Rifle Headshots in Nightfall on Heroic.

    Another so-simple-you-could-do-it-on-Kinect Challenge. Nightfall‘s a particularly easy level for this: it’s dark, you start with a Sniper, and you’re on a hill overlooking unsuspecting Covies — the only way Bungie could make it easier is if the Elites actively lunged into your bullets with their foreheads.

    Just flip on Night Vision, take aim, and fire away. You can even skip the opening assassination of the Elite taking a leak on the Grunts below, and just headshot him from behind. (OK, so, maybe he’s not actually taking a leak; but then, what the hell is he doing there?)

    When you’re done with the first Elite and two Grunts, advance to the cliff overlooking the makeshift Covenant base. Start picking off Covies until you run out of ammo or run out of enemies; then you can simply restart the level and repeat, until the Challenge Complete banner flashes onscreen.

    Easy, yeah? Well, at least it’s a chance to use Sniper rounds on some Grunts without feeling retarded about it.

    Tip Of The Day

    TAKE NOTE, however: Though you can die as many times as you like, restart the mission or simply revert to Checkpoint, you CAN’T Save and Quit and then return at a later time; your Challenge counter will reset, and you’ll have to start over again. That means you’ll have to set aside a couple of extra minutes to register all 70 in one go.

04 NOVEMBER 2010

Posted: November 4, 2010 in Firefight
Tags: , ,

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.


DAILY CHALLENGES


So, when I woke up this morning, I finally realized what Halo: Reach really needed for improvement: More Cowbell.

Also, Firefight.

ONE SPARTAN ARMY

Firefight

Kills

Type: Kills
Setting: Firefight
Difficulty: Easy
Reward: 2500

Kill 250 enemies in Firefight Matchmaking.

Though it’s easy enough to get your Gruntpocalypse on for a 250 kill-count, you’re already going to stockpile most of these points during the other Daily Challenges, and may even blow past the mark without noticing it. To save time, take the other ones on first, then simply Grunt your way through any leftovers afterward.

SUPPORTING ROLE

Assists

Firefight

Type: Assists
Setting: Firefight
Difficulty: Grind
Reward: 400

Earn 20 assists in Firefight Matchmaking.

This is much, much harder than it sounds; and for a Challenge with only a 400 cR reward, it might not even be worth it.

  • The problem: most Firefight enemies — Grunts and Jackals — go down so easily 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 unlikely an ally will be firing on the same one at the same time as you.
  • When the tougher enemies do arrive fashionably late, they’re often too few or too tough to rack up too many Assists. A Hunter, for example, often involves teammates all ripping into him at once, making it less likely that any single player will strip off more than 40% before the beast goes down.
  • Brutes represent more solid candidates for Assist-farming: a steady DMR stream will shoot off their helmets, setting them up for a teammate’s coup-de-grace. The problem isn’t so much that the Brutes don’t know how to put their helmets 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, so it’s difficult to gauge when you’ve crossed the 40% mark.
  • With all that in mind, your best bet remains to target the Elites, crashing their Shields with an overcharged Plasma Pistol for a teammate to close the deal. Elites — while otherwise remarkably crafty — for some reason stop and howl like a drag queen who’s lost his wig when their Shields go down, giving an ally an easy headshot.
  • The problem will ease up once the Mythic Skull turns on, since that doubles enemy health, including for even the lowliest DMR fodder; but — since 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 try to shift strategies in the middle of the match.
  • And, by all means, go in with a partner if at all possible; coordinating these tactics with a friend will cut down on both your Challenge times, taking turns flashing an Elite’s shields while the other readies the headshot. It’ll be the one time when the Firefight playlist actually becomes cooperative.
KILLAGRUNTJARO!

Multikill

Single Match

Firefight

Type: Multikills
Setting: Firefight
Difficulty: Medium
Reward: 3500

Earn 35 Multikills in a Firefight Matchmaking game.

Despite what the title of this Challenge might say, Gruntpocalypse is not your best path to cRedit glory, and actually requires a fair bit of tactical planning and strategic gunplay. You need to score all 35 Multikills in a single match; only 120 Grunts ever appear during a one-Round Score Attack, and they have an inconvenient habit of killing themselves, each other, or both.

That means, even under the best conditions, you’d need to dispatch either 70 Grunts within a trigger-pull of each other, or start scrambling to make up lost Multikills by scoring Triples, Overkills and precisely-timed grenade throws; otherwise, you could find yourself mathematically eliminated before the final Wave waddles past.

A much safer bet is to head into Rocketfight — with now three Rounds of missile mayhem, you should be able to blast your way through 35 Multikills with some trigger discipline. There’s a lot of detail go over, however, so pull up a seat.

First, a quick NOTE: Unlike some of 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 didn’t register a second Double-Kill Medal — and thus counted as only one point for the DK Challenge — this Challenge registers ANY Multikill. That means a Double-Kill that stacks into a Triple and eventually an Overkill nets you three Challenge points, not just one.

    For Those About To Rocket...

  • Select Jetpack as your Armor Ability, then hover above the Dropships as they unload. Rain death from above, concentrating your fire on the weakest enemies — remember, you’re going for Multikills here, not single-enemy points, so the more Grunts and Jackals the better; whatever Firefight points you lose by skipping the big-ticket enemies will be more than made up by the Multikill chain bonus and Challenge cRedits. Both sets of enemies also drop in packs, priming them even more as multiple-Multikill targets.
  • As soon as you’ve emptied both chambers, toss both your grenades along the perimeter of your blasts to clean up any stray Covies who escaped their Great Journey. And don’t worry if you freefall into the middle of the survivors en route to your own quick death: you’ve just scored major Challenge points, and you were going to need to reload anyway.
  • Once you’ve respawned, scan for a good secondary weapon to defend occasionally, since you’ll want to save your big chambers for Double-Kill targets. A Fuel Rod Gun will be your top choice, since you can fall back on it for some follow-up mayhem if you misfire a Rockets or have more enemies on hand who won’t wait for a reload. Just don’t go blast-happy, since its primary role remains defense.
  • Ignore straggler enemies and focus only on those in pairs or more; and when you do cut loose, empty both rockets and follow up with every grenade. You’ll likely catch a few extra kills, and better safe than sorry.

    Anti-Douchebag Ordinance.

    Sounds pretty easy, right? Well, not exactly. Remember that you’ll be playing with three other teammates (no, we won’t call them “allies”) and they’ll be trying to do the exact same thing as you, so make sure your rockets don’t show up late to the party. If you do have trouble striking first — or, if you’re stuck with a douchbag who insists on beating everyone to the punch well past his Challenge completion — just go in with one or more friends. You’ll want to coordinate your efforts between the Waves and Dropships, but there’ll be more than enough Multikills to go around.

  • Your Challenge meter will flash periodic reminders of your total, but you’ll want to keep track yourself of your running average, not just when you hit a progress mark. With three Rounds of five Waves each, you would otherwise need to pace yourself at three Medals per Wave; but remember, the Boss Wave that ends each Round sends out badass motherfuckers who can shake off two Rockets to the face and still pwn you into respawn; so don’t count on them to pad your Challenge-count.
  • Also don’t rely on the Bonus Wave to recover any slack — not only is it your last gasp after toughing it out for three Rounds, but your enemies will be Elites, and they don’t go down easy. You’ll likely score some solid kills, but not likely to score any Doubles; plus, you’ll have the Iron Skull on, which means lose-and-go-home, among all the other Skulls that switch on. Not exactly where you want to be after 30 minutes of reloading.
  • Instead, rely only on the first four Waves, which divides not-so-evenly into just over four Medals per Wave. (You’ll need to notch a single extra one somewhere along the line.) But, of course, your best strategy will be to notch all of them as early as possible — so keep the pressure on.
ORBITAL ASSISTS

Firefight

Special Weapon

Kills

Type: Kills
Setting: Firefight
Difficulty: Medium
Reward: 600

Kill 15 enemies using the Target Designator in Firefight Matchmaking.

Jeezus Tapdancing Christmas, as if you didn’t already have enough trouble getting your Rockets into the Killagruntjaro party before your douchebag teammates nicked all the kills; now you’ve got to haul ass for the Target Locator as well. (yes, Bungie, that’s what it’s called; not Designator, so fix the Challenge description already.) You’ve got four Sprinting Spartans, only Three Ordinance Drops, and only one of you is going to lay your hands on it anyway.

The good news, of course, is that under the new Firefight game settings, you’ll have three Rounds to snag it, which still doesn’t guarantee success on average but does skitch the odds more in your favor. You also no longer need worry about Friendly Fire, so the days of douchebags dashing into your Red Ring of Death to force a betrayal boot (and then recovering the Locator when they respawned) have thankfully ended.

  1. If you do snare it (yay), stay focused and use patience before locking a target area; two shots won’t necessarily guarantee 15 kills if you’re careless, and it may have already required two games to retrieve it — don’t let it become four.
  2. Retreat for some cover, scan for a high position with a clear line of sight to the Dropship zone, then wait for a tactical corridor to open before making your move; it took you long enough to lay your hands on this goddamn thing, you don’t want to get killed en route.
  3. Once in position, play defensively, picking off bad guys who become too interested but keeping a low profile — you’ll be scoring your heavy points soon enough. Also don’t jump the gun when you finally do fire: some enemy drops consist of only a small squad of Covies, so don’t cycle up the targeting beam until they hit the ground — otherwise, you might burn through a charge with only an Overkill. Of course, if it does look like you’d waste a shot, just release the trigger to power down.

Tip Of The Day

If you do blow the shot, however, there remains a little-known fact about the Target Locator that can help you even if it’s a teammate who beat you to the drop-pod: Ever wonder why the Locator remains the only weapon in all of Halo that you can actually pick up when it’s empty?

That’s because IT’S NOT REALLY EMPTY.

If you can hang on to the Locator through the Boss Wave, the Locator will fully recharge, and you’ll have two shots again. It’s the kind of thing that never came up when Firefights lasted only one Round; now that they’re three, the bonus shots are all yours.

  • This also means you can even ditch an “empty” Locator in a strategic location, fight on with a second weapon, and then recover it before the Fifth Wave ends. (If you don’t, the map may reset it, since it likely allows only one Locator at a time.) In fact, it’s actually preferable to stash it; if you meet an unlucky end out in the field, you’ll now need to scavenge for it as Waves of Heroic enemies attempt to end you again.
  • If you can zero the teammate who scored the Locator, you can even still score it yourself: Most players will abandon it as soon as the final charge flatlines, so if you trail him after he fires, you can snap up his discard just like found money on the ground. And, of course, if you do come across an empty by chance, hit your pickup button right away and head for a stash-point.
  • One final NOTE: Look for a larger, open map, where it’s less likely you’ll be swarmed as your Locator charges up; and by all means, avoid Corvette — it’s an indoor map in outer space, so there won’t be any Orbital Strikes, yeah?


WEEKLY CHALLENGE


MULTIPLICATIVE

Multiplayer

Multikill

Type: Multikills
Setting: Multiplayer
Difficulty: Grind
Reward: 2000

Earn 45 Multikills in Multiplayer Matchmaking this week.

Okay, relax. This isn’t as hard as it sounds: If you started on Monday, then you need to score only seven Multikills per day, you’ll still wrap this up with half a day to spare. You’ll run into trouble only if you leave this until the end; and considering that previous Challenges have required you to score seven in a single day, this isn’t much more than a fifth Daily Challenge, with the payout postponed till the end of the week.

If you’re starting today, you’ll need to average just over 11 — not a slice of cherry pie, true, but not off the charts either. Just start today, stick to it, and you’ll cross the finish line; because if you wait until tomorrow, you’ll need to average 15 a day — and that ain’t easy.

  • Spend most of your time in 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 Multiteam; 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 didn’t register a second Double-Kill Medal — and thus counted as only one point for the 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.