Krull
Name: Krull
Joined On: Aug 07, 2006
Maintag: Kkrull
Age: 46
Occupation: Executive Chef
Location: Bellingham, WA
Currently: Offline
Last seen: 7/24/08
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03/03/07
Lockout Calls & Strats
This is a collection of strategies from various sources. I have given credit where credit is due. If anyone wants their content removed just let me know.
Link to maps with Lockout strategic placements
http://www.halo2forum.com/showthread.php?t=48809
Lockout Strategic Placements
eksessiv Posted: Thu Jan 26, 2006 8:38 am
There is only one key position on lockout. It's simply the BR tower. The lift has no cover. Nothing spawns on the snipe tower except the snipe once it's dropped. The BR tower has the most tactical advantage on the map. It has the sword in close quarters. You have the library window for a guy to run the combo and watch the bottom level for the guys crossing from under glass into BR1. The sniper controls the whole top part of the map on top of BR3. He has plenty of cover, and easy headshots. The other two roam back n forth between back ramps and BR 2 helping control the top, and the lift area. It's that simple. Whoever is roaming BR2 needs to have the sword. The guy in the library must never leave his position because it only takes one second for it to get messed up.
BEE Posted: Thu Jan 26, 2006 9:01 am
I've come to the conclusion that the br tower on lockout is only a good strat if you have a comfortable cushion of a about 5 kills, it relies a lot on the other team's aggression. Also, if you do hold br tower everyone needs to stay clear of br 1, it's a deathtrap. first of all it's too easy to die from grenades, and is hard for your teammates to give you cover. Also if you try to run to cover on br 2 you have to go the death ramp where the entire other team can see you. I do like br, but I like it like this.....
Very patient person in library window, aka soupnazzi(preferabbly w/noob combo), accurate br on br bridge, also covering library and under glass, good sniper roaming br 3. An aggressor, to keep other team guessing, also main communicator. I think an aggressor is what we've been missing from the pro team. Someone who can take the shorcut and kill the team from behind when their on elbow, or will drop down to br 1 to finish someone off, and then probably die themselves as they quickly try to come back up to br 2.
Posted by Krull @ 3:46 pm EDT | Permalink | 1 Comments
02/18/07
Weapon Respawn Times
My Blog is really just a place for me to put stuff which I find helpful. This info is copied from 40z forum post, so he gets all the credit for finding it. I've copied it here just so I can find it again.
40z posted: This information is available on the net if you look for it, but I thought I'd just stick it here for the lazy. Items in bold are power weapons and will not respawn until either emptied and dropped (starts the clock) or they disappear (30 seconds after dropped if not touched). The clock on power-ups (OS, Invis) begins after pick-up. Note that under MLG settings (as of 2006/01/25), these times are doubled (except for power-ups).
Lockout
---
Sniper Rifle = 38
Shotgun = 15
Sword = 25
SMG = 30
Magnums (both) = 30
Plasma Rifle = 30
Battle Rifles (both) = 45
Needlers (both) = 30
Plasma Pistol = 30
Ascension
---
Sniper Rifle (Main Tower) = 15
Sniper Rifle (Sniper Tower) = 1:20
SMG (by rocket launcher pad) = 1:00
SMG (by needler/some rocks) = 30
Battle Rifles (both) = 1:00
Needler = 30
Rocket Launcher = 1:15
Magnum = 1:00
Shotgun = 1:25
OS = 2:20
Plasma Pistol = 30
Midship
---
Sword = 15
Shotgun = 15
Plasma Rifles (both) = 1:00
Needlers (all 4) = 1:00
Carbine = 1:00
Plasma Pistol = 1:30
Battle Rifles (both) = 1:30
Ivory Tower
---
Rocket Launcher = 15
Sword = 15
Shotgun = 45
Battle Rifle = 1:30
Rocket Ammo = 1:10
Magnum Pistols (both) = 45
Sniper Rifle = 1:00
Plasma Pistols (all 3) = 45
SMG (both) = 30
Plasma Rifles (all 4) = 30
Carbine = 45
Needlers (all 3) = 30
OS = 1:23
Beaver Creek
---
Rocket Launcher = 15
Sniper Rifle = 15
Magnums = 30
Plasma Rifles = 30
Shotgun = 45
Plasma Pistols = 30
Battle Rifles (both) = 45
Needlers = 30
SMG (both) = 30
OS = 1:00
Burial Mounds
---
Sniper Rifle = 30
Beam Rifle = 45
Sword = 45
Rocket Launcher = 15
Shotgun = 45
Battle Rifles (Shot, Carb) = 15
Battle Rifle (Hog) = 30
Carbine = 30
SMGs = 30
Plasma Rifles = 30
Plasma Pistols = 30
Needlers = 30
Colossus
---
Beam Rifle = 25
Shotguns = 15
Plasma Rifle (near the gravity lift) = 30
Plasma Rifle (by outer inside ramps) = 1:00
Battle Rifles = 30
Plasma Pistols = 1:00
Magnum Pistol = 1:30
Needlers = 1:00
OS = 52.5
Zanzibar
---
Rocket Launcher = 35
Shotgun (Seawall) = 35
Sniper Rifle (Froman) = 40
Sniper Rifle (Seawall) = 40
Sword = 25
Shotgun (Defense) = 30
Rocket Ammo = 30
Battle Rifles (all 4) = 45
SMG (both) = 30
Plasma Rifles (all 6) = 30
Needlers (all 3) = 30
Active Camo = 1:15
Coagulation
---
Rocket Launcher = 45
Sniper Rifles = 15
Shotgun = 15
Brute Shots = 1:15
Battle Rifles (on hills) = 15
Rocket Ammos= 45
Battle Rifles (bases) = 50
Magnums = ?
Sniper Rifle Ammos = 45
Plasma Rifles = 30
Needlers = 30
Plasma Pistols = 30
PowerUps = 1:35
Headlong
---
Rocket Launchers = 45
Sniper Rifle = 30
Beam Rifle = 30
Sword = 1:30
Brute shot = 15
Carbines = 45
Shotguns = 30
Rocket Ammo = 1:00
SMG (all) = 45
Magnums = 45
Sniper Ammos = 1:00
Plasma Rifle (defense) = 45
Plasma Rifle (Others) = 30
Plasma Pistol (Defense Stairs) = 45
Plasma Pistols (Others) = 30
Needlers = 45
Battle Rifles = 45
Active Camo = 1:27.5
OS = 1:07.5
Posted by Krull @ 11:59 am EDT | Permalink | 0 Comments
12/01/06
Assorted Halo 2 Video Links
I'm starting a series of links dedicated to various Halo 2 videos I have found to be either killer game play or educational (and considering the ass-kicking you guys usually give me I can use all the educational tools I can get!!).
Map Guides
Map Guides by Overswarm
Overswarm gives a walk-through of the calls for different areas of 5 maps: Lockout, Midship, Ascention, Burial Mounds, and Backwash
http://nikon.bungie.org/gameplay/stratguide/map_guides
Button Mashing
Button Mashing by Overswarm
Overswarm shows Button Mashing techniques such as BXR, RRX, RRX YY RRX, RRY, RRYB, BXL, YBYY, and others.
http://files2.bungie.org/stratguide/AdvancedCombatTechniquesII.wmv
40z posted the following in the forum and I copied it here for reference:
These are available on the "internets," but I thought it might be nice to have a local copy. (This copy came from mlgpro.com.)
---
Quick Reload: X,Y,Y or X,B,X
After a certain time in a reload animation, the weapon is reloaded, pressing Y,Y, enables you to fire again. This also works to cancel out the swords 'reload time' since there is a period of waiting after a swordlunge. If you don't have a secondary weapon (Y,Y is switch back and forth), then press X and after the weapon is reloaded press B to melee and X to cancel it again.
Cancel Reload: Y,Y
During reload you might decide to want to open fire again, press Y,Y before the weapon has reloaded and you can continue fire with the ammo left.
Quick Switch: Y,B,Y,Y
If you want to be the faster combo-whore after releasing a plasma bolt, just switch, melee and switch, switch and you'll be able to fire a splitsecond before you combo-opposition can.
Double Melee: B,X,B
As soon as your melee has hit your opponent and the damage is done, you can cancel the rest of the animation with X and melee again.
Switch Melee: B,Y,B
As soon as your melee has hit your opponent and the damage is done, you can switch to your other weapon with Y and melee with that weapon again.
MeleeFire: B,X,R
As soon as your melee has hit your opponent and the damage is done, you can cancel the rest of the animation with X and open fire again. If done optimal it will seem like a melee and shot at the same time. To be done with a full clip.
MeleeSnipe: B,X,R
This trick is ment to use your melee lunge as an auto-aim for your sniper in order to succesfully no-scope. Works the same way as MeleeFire, but try to press X before hitting your opponent, because then you still have the full use of the lunge.
MeleeStuck: B,X,L
When you lunge towards an opponent for the melee you can cancel the full animation in order to use the lunge towards your enemy to get a plasma grenade attached. Works best when the melee has not hit yet, since then you are still moving towards him.
Overheat nade: Charge,R,Y,L
When you release a plasma bolt after the pistol is charged and released you can hit Y and L quickly after eachother. What will happen is that the grenade will fly without its throwing animation. Helps if you missed the plasma shot because your opponent goes behind a wall. After the grenade is thrown there is a small time you can not shoot, but doing a cancel reload (Y,Y) fixes that.
Double Nade: Charge,R,pause,L,L
When you release a plasma bolt after the pistol is charged or when another plasma weapon has overheated (Beam Rifle, Plasma Rifle) wait one second and press L,L in order to through two grenades rapidly after eachother. With the right timing you can throw them almost at the same time. You can also set traps with this, deliberately missing a plasma shot, then surprising your opponents with a rain of grenades. You can switch back to your battle rifle, but only after the first nade is thrown.
Dual Nade: L,Y,B,L (On-host)
Not to be confused, but do to be combined with the Double Nade. The Dual nade is an entirely different trick that uses the picking up and dropping of dual wieldable weapons to cancel the time intersection between two grenade throws. Basically you stand on a dual wieldable weapon, holding a dual wieldable weapon, then press L to throw your first grenade, hold Y to pick up the dual wieldable weapon, B to melee and throw the weapon away and L to grenade again. With boxer settings the sequel would be L,Y,L.
Note - This trick can also be used in combination with the Double Nade, using the plasma pistol as the first dual wieldable weapon for a deathtrap of three grenades.
Double Fire: R,R,X
The hardest one of all; quickly press R, then as soon as you have your R unreleased again, quickly squeeze it again and this time hold, quickly after the controller has registered the start of the holding press X in order two have the two shots burst out at the same time or rapidly following eachother. Timing is crucial, there is about 1/10th of a second to do so and within that second pace of the shots is also determined. You will know its succesfull when you see no reloading animation, but have a full clip again with 6 bullets less. You can also cancel the actual reloading by the Cancel Reload, but more usefull is to Doublefire and then instantly throw a grenade to cancel the reloading, this also seems to be the quickest way to get damage across a map.
Nade Reload: L,X (Off-host)
If you have shot a few rounds out of your clip already and you want to reload and shoot at the same time, then press L, then quickly press X while doing the reload animation and then just keep shooting the rounds you have left in your clip while the gun reloads at the same time.
Note - Works only when you are not host, due to communication error towards the host.
Suicide shot: R,R,Y (secondary weapon)
This is a technique that can help you get out of a bad spawn without losing a point. When you press R,R,Y (al quickly after eachother, the results of the button pressing comes later) and move forward the following happens. You will fire one shot, then switch to your other weapon and then fire another shot. If you have moved forward during the button sequence, the second burst will hit you, because it will still come from the place where you pressed the second R.
Extended second burst: R,R,Y (no secondary weapon)
A very usefull trick if you want to land two precision shots without having the pulling of the trigger as an interruption so you can use the autoaim optimal. The shots will come out at normal speed, but the second burst will come automatically.
Instant death: R,R,Y,B
The hardest to pull off, but also the quickest way to make someone die with a battle rifle. Stand in front of them and aim at his/her head, then by pressing R,R,Y,B quickly you will first fire one shot, then switch, melee and fire the second shot. The melee is to be pressed when you see the secondary weapon model. You could use the B,X,R, but with this trick you will always do damage, because of the first shot and on top of that you can do it with a not-full clip.
Note - You do not want to run forward while getting in range for the melee, because then you will have the second shot hitting you in the back of your head.
End of 40z post.
Evasive Manuevers
Sword dodging, Plasma Pistal charge deflection, sweep sniping and more by Overswarm.
http://files2.bungie.org/stratguide/AdvancedCombatTechniques.wmv
Killer Game Play Links
Walshy's Montage
No comments needed about this guy's ability.
http://www.xboxclips.com/2006/09/06/walshys-montage/
Montages by SciA
This guy has some great moves and a few sneaky jumps.
http://www.thatweasel.tv/video/SciA-Lockdown_on_Lockout.wmv
http://www.thatweasel.tv/video/SciA-SouLJaH.wmv
http://www.thatweasel.tv/video/SciA-killin_em_softly.wmv
http://www.thatweasel.tv/video/SciA-Str8_Spittin_-TWTv.wmv
http://www.thatweasel.tv/video/SciA-Scias_killin_spree.wmv
http://www.thatweasel.tv/video/SciA-STyLeZ-TWTv.wmv
Ogre1 41-0 video
Ogre1 (of Final Boss) has a game on Lockout with his score being 41-0!!
http://vektorious.com/modules.php?name=Downloads&d_op=getit&lid=40
Overswarm's commentary on Ogre1's gameplay.
http://nikon.bungie.org/gameplay/stratguide/movies/ogre1_41-0.html
Posted by Krull @ 2:33 pm EDT | Permalink | 0 Comments
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