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[Locked] How to Play Halo-Why I'm Better than You

OP Cosssta

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I'll be the first to admit I don't have the best aim in the world. Sure I'll hit a crazy shot from time to time but so does everyone else. What separates me from the masses game after game is that I use my brain while playing. Instead of figuring this stuff out over thousands of hours of gametime, just read this thread.

This is the playbook my first true MLG team put together. It is extremely extensive and in-depth so if you are actually interested in learning how to play halo at a high level, this is your guide. I have never seen anyone write something up this detailed for how to play high level Halo, and it may seem very foreign to the wide majority of you. The ideas posted in this playbook are not limited to MLG, and these can be transferred to default Halo.

I decided to post this because I was searching MLG alone and played a Nexus KotH game where I was the only one who had any clue what to do. Halo is not just a game where you run around and kill someone, there's alot more depth to gameplay than one would imagine.

Shoutouts to:
Chamili for teaching me how to play Halo in H3
Turbulence for typing a good portion of this
LLogie for being an awesome teammate

Quote:
Comprehensive Nerd Playbook
General Strats/Necessities
1. Callout where you spawn, where you are going, what you are watching, and who you are helping. Say where they are, and where they aren’t. Narrow down the places where they will be coming from.
2. Watch your own deathcam so that you can give accurate play-by-play of where an enemy is going. Don’t get in the habit of switching to teammate’s perspective after you die
3. Time power weapons/powerups
4. Communicate to teammates what our current plan is/what we should be focusing on (weapon, flag, map control) depending on situation.
5. If you’re the first guy on spawn stay alive, if you’re last become relevant to the play.
6. Play the numbers game. If you’re up in numbers, be aggressive. If you’re down, stay alive and wait for help.

Priority List (off the spawn) in order. Things you need to think about:
1. Is there any teammates that need help that I can quickly get in a position to give help? Can I do so before teammate dies or at least clean up their kill?
2. Are there crucial power weapons/power ups coming up (rockets,camo and overshield. snipers can wait)
3. Where should I be going on the map in relation to what my team is doing and what we’re trying to accomplish? What should I be watching? Should I be flanking or aggressively pushing for map control?
Sanctuary (Flag)

Opening A (aggressive):
Costa jetpack, Turb and Logan push their jump, Chamili stays our flag and shoots their bon. Chamili needs to call out how many players are going jump side. If any are weak, Logan and turb clean up. If more than 2 players on their team are dead and ring control is basically ours Turb or Logan will push rocks>flag. Rocks player gets on their flag, stay alive, shoot anyone on their hut. 3 players converge their hut, watch the under turret spawn, possibly back rocks. 2 players in their hut now, run flag hut, 1 player stay ring to watch their jump up flank.

Opening B (passive):
Costa get snipe and watch their jump/jetpacking enemy, Logan get jetpack, Turb push ring 1, Chamili stay flag. Try to stay in sightlines of each other, don’t overextend right away. Turb and Logan work together to get rockets. Chamili watch their bon and make sure no one flanks our jump. Should get at least one or two dead and then we can push. Since we killed them in a neutral area, we need to push their hut to force a rocks spawn.

Situation: Turb is on our own turret ramp. They are pushing the -Yoink- out of our hut. The rest of us are spawning rocks. They have complete ring control.

Response A:
-First player who spawns should briefly contest anyone our carbine, attempt to back him up. He should then stand behind the middle rock so anyone standing on car/their street cannot see him. He now has a perfect sightline to hut. He should shoot players in hut.
-Second player who spawns should get to the area near health rock where snipe/street players cannot see him. Suppress/finish anyone on our car, and wait for third teammate to spawn.
-When third players spawns, both of these players should push flag to hut. They should not have to worry about being shot from car since that player was suppressed. If there is a player on our street looking at flag, first player should go straight across flag while the other stays on rock ramp momentarily to suppress enemy on street. Then they both converge on hut.
-Turb, during this ordeal, is pushing under turret, shooting anyone our car, and then going shotgun to snipe jump. Attempt to kill at least one player at hut or at least be a distraction

Response B:
-Turb needs to get angle on player our car, shoot him so players spawning rocks have an easy path to their side.
-first player who spawns rocks should again, look to suppress player our street, wait for teammates
-the next two players spawning should immediately push our jump/their court depending on if they are weak/if there is a player in ring. Primary goal is to regain ring control. Avoid challenging anyone on their side
-Turb and player in our rocks should passively engage same player on our street/hut. Two players in ring should kill anyone in ring and immediately look to help with our snipe side

Stipulation A: All 4 of us are spawning rocks. They have 2 players on our flag, one our street, and one in our hut.

-First player who spawns tries to stay alive, passively contest players on our flag (they are priority).
-as next players spawn, first object is to kill players our flag. one player should stay rocks out of sight from players on our snipe, 3 players converge on flag. if we die we get a court spawn while they are momentarily thrown off. as long as we kill 1 or two players we should be good
-Player rocks can turn attention to our snipe after flag players are taken out. Anyone alive should work together to take back our hut. anyone who died will now be spawning court and the enemies in hut will be easily taken out

Situation: 2 of us died our jump/rocks and two of us died on snipe side. They have a player our car pushing our rocks, a player our hut, a player our street, and a player in ring ready to help. We will be getting a split spawn, rocks and court/under turret.

Response A:
-If enemy on our car aggressively pushes our rocks, 2 players spawning our rocks should take him out first and then immediately look our hut where there will be 2-3 enemies. 2 rocks players should help shoot then push ring to our hut or flag to our hut depending on where enemy is. communicate with each other. Distract with suppressing fire. Teammates spawning court/under turret should play super aggressively to try and regain our hut control

Situation: Turb is weak on our rock ramp trying to stay alive, enemy has killed us rocks and we will be spawning court. Aggressively pushing up our main ramp and our rocks.

-AS SOON AS WE SPAWN, WAIT FOR EACH OTHER AND THEN IMMEDIATELY PUSH THEIR JUMP AND GET RING CONTROL. THEY CANNOT RUN THE FLAG THROUGH ROCKS IF WE HAVE IT. Court spawn provides enough cover from anyone in our rocks/flag. If there is a player on our street/hut, he must be taken out/suppressed first. Use teamwork to say who we are shooting/what we are doing. After hut/street is clear, push their jump, get ring, one person stay our hut, stop flag if applicable, kill remaining players on our side

Situation: After opening push, we killed two going for rockets, secured rockets and ring control, have jetpacking player (Logan) our ring 3. rockets player. Chamili is pushing our jump>their street. they will be spawning rocks. costa has our snipe. one enemy on their snipe hut, other around their bon

Response A:
-Turb with rockets and Chamili and Logan converge on their hut, look their bon take out remaining players. Costa look at flag spawn to block and then watch rockets for the spawn kill there. Turb pushes their flag with rockets, Logan goes with him, Chamili stays street/hut.
-If Costa snipes one player in rocks, he will be spawning court. Chamili needs to be aware of that. If he doesn’t Chamili should remain focused on players in rocks (they all should be there)
-turb and Logan now on their flag, we have help from everywhere, stay alive, MICROTEAMWORK KIDS
-run flag rocks. Costa rotate into ring/our ring 3 to watch hut spawns with sniper

Summary of general Sanctuary strategy:
-When we don’t have ring control, it is the first priority to get it. work together, then 2 players should push same direction (usually hut) with one player helping then staying street as 2 players push in on flag (always need two going flag, if one of us dies, leave street and go to their flag). Always keep one at least in ring watching weak side spawns.
-If rockets are coming up and we have numbers, WE STILL NEED TO PUSH. Let the last players coming into ring get rockets, others should be pushing
-Try to avoid giving them a split spawn. We want to always know where they are and contain them in an area. Split map so that we always have numbers
-When on our own spawn, work together to get players off our flag first, then our hut, get ring control
-If we kill a few their rocks side, 1 player should go rocks to their flag. it is crucial to get behind the enemy on this map. if you can do so without forcing/getting caught up in a weird spawn, flank to get on their flag then stay alive. timing must be right
-Time rockets/snipers
Sanctuary (Slayer)

-Same openings and general push strategies. timing camo is crucial. If we get camo that player needs to do everything he can to get behind the enemy. Sacrifice getting a kill if it means getting behind them and getting more kills.
-rotations from street>ring>car need to occur quicker due to the faster respawns. ideally we have 2 players on flag and player on hut/street and player in ring rotating from car to street
-If we get a guy behind them and they overload are hut, leave them in our hut and push ring first. After ring control is established, get hut back.

VoD

Countdown (Flag)

Opening:
Everyone shoots off start and depending on the situation, certain players will push s2 and rockets. Logan and Costa go s2 and Turb and Chamili go rockets (not set in stone).

If opening push works:
Get S2 (rocket guy and some other nerds) people to go for flag and the other players will watch s2 routes. We should try to get the sniper in the other teams bubble to watch outside spawn and to just be a ruckus in general to the other team. This should result in a cap if done correctly.

If opening doesn’t work:
First player to spawn needs to push outside. In order to flank s2 by either backstairs, drops, s3 drop... just depends on the situation. The remaining players spawning need to wait for the player on the flank to (flank) and then they’ll push s2 and cause a distraction allowing the player on s3 to get behind them and then the ambush will happen.

Map control in general:
No player should ever be by themselves on this map. Not unless it’s for an emergency reason (rockets, sniper, and last or important flag cap). Players should position themselves correctly in order to successfully ambush the other team. S3 must be used to be very successful at the flanking. Basically if everyone keeps going to S2 while we have a flanker, we’ll be fine. Key things to remember
-When spawning big door, push your flag.
-When spawning backstairs or somewhere inside your base, look to see if you’re alone or the first one. If you’re the first one, then go s3 and be ready to flank. If you’re the second, third, or fourth...PUSH S2

Ideal flag running setup:
-1 player running flag, 1 player watching their dropdown (after flag player leaves their jet, this guy should stay in that corner and watch our window/s3 drop and he can also assassinate anyone coming from their jet to S2), 1 player watching our drop down, final player watching our big door/our window. If final player is in position he should attempt to get their third to watch S3 drop/our flag. If he is on our side, he should stay on our health pack in that spot and watching our window/assassinate anyone coming big door.
-Generally just ESCORT flag back. If we are only 3 up, priority is S2. Watching our flag is only done when the fourth player is alive. If anyone S2 dies, player our flag should go our jet to S2 to help.
-We need to know where they are coming from at all times in order to effectively stop their push

When Rockets are coming up:
-entire strategy needs to shift
-Still need at least one player on S2. Other three players should push vents aggressively. Ideally have a player in both vents, and one player dropping our big door area to try and snag rockets. player s2 can drop s1 and still have sightline on rockets if he is taking fire
-if we kill them big door side they will be spawning outside. remember that if we start to run a flag. rockets guy should try to get to S3 to watch those spawns
Countdown (Slayer)

Opening:
Everyone shoots off start. Afterwards the same people will go for rockets and one person s2, while the last player goes s3 for camo. (ignore camo it’s dumb) Pull rockets back to your big door, don’t chase kills their triangle.

Successful Opening:
The rocket player stays S3 in the white circle (this avoids and random lifting or lucky bs) watching his teams small door/drop. Then the sniper will go into the enemies bubble and stare down the line of sight of the small door. Depending on who is where, we’ll need a player in the enemies drop,(not rocket guy, simply because if he dies the rockets could fall down to the enemy). Then the last guy goes into our bubble watching our small door.

A)We all lift up the same bubble(The other teams bubble would be more safe with no sniper guy there)... seriously why wouldn’t this work.(Of course we would nade/ cause reasonable distractions) but it would be so unpredictable.
B)We send two players up both bubble.
C)We cause a outside distraction near the small door line of sight of the sniper and then we send people up our bubble.
D)Jetpack guy up our radio, the second the sound starts of the jetpack the other players will start lifting into our bubble hoping that the sniper will be caught off guard.
E)3 players push outside, shoot our radio, get S3 control. last player goes our basement to our bottom vent. once they distract, lift up our vent and gain control. then push their vent

Situation: Camo is coming up
-We still need to have a guy in their vent at all times. He stays there and watches their small door. Player our vent and anyone else must push s3/outside and try and secure camo.

Situation: Rockets coming up
-As per the flag strategy for rockets, we need a player in each vent, one player down low ready for rockets, and the last player s2 to prevent that cross-map position. (he can also be s3 trying to get a sneaky kill on someone pushing a street). vent players must be aware of anyone pushing streets and take them out quick. Cover rocket player may actually mean suppressing anyone on streets, not looking directly at rockets.

Situation: They have complete control and our ideal setup. player in each vent, player s3. No weapons coming up at the moment.

Response A :
-Wait for jetpack. Patience is key here. Jetpack player goes to our big ready to lift up. If they are all up top, no one will be on their second level. one player should go either bottom mid to their back stairs to their flag, or s2 to their flag. His job is to shoot anyone on our street/radio/vent from a different angle.
-The last two players will go our basement to our bottom vent. As the jetpack guy starts to lift, both players go up our vent. Take out our vent player. then look their vent. player on their flag will now lift up their vent for the double team. now we need a 2 or 3 man push on s3 with one player staying their vent.

Response B:
-Wait for jetpack again
-One player goes S2 to bottom tri ready to lift
-2 players push our outside, jetpack guy lifts our drop, player lifts up our tri lift/balcony lift
-we should have numbers on s3, then push vents

General Countdown TS strats:
-BE PATIENT
-Always have player in their vent so they can’t easily lift up to power position. It also blocks radio spawns
-3 players need to push camo/s3 when it comes up
-need double vent control ideally when rockets are coming up
-if they have total control, be patient and use the aforementioned double vent/jetpack/their flag strat

VoD
Classic vs Instinct (Countdown Slayer)
Zealot Flag
Opening A: 2 players bridge (Turb and Logan), 2 players gold (Costa and Chamili). Nade their landing/their gold, help secure sniper. one bridge player can drop for nade launcher. players our landing should wait for ring 3 help. if we die ring 3, back up stay our street

Opening B: Split map in half
-Turb and Logan push our bridge. Costa push our hollows. wait passively. Turb or Logan will get nades on their hollows. Costa get nade launcher.
-Chamil is staying on our flag watching their landing, getting shots forcing them to stay back. Turb and Logan on ring 3 look gold/their landing. one go for snipe/one stay ring 3. Chamili is pushing up now to our landing and to gold. Ideally we now have two players their landing, grenade launcher guy flanking their street and running flag, and the last player is ring 3

Successful Opening:
We have Gold control and we’re on the enemies landing and on ring 3. Basically we need to watch different things from here. The guy ring 3 watches top and bottom of the enemies base and healthpack. The guy on landing watches the enemies flag, pistol, and ring 2. The other player which is player 3, is on our connector because it lets him get more cover when fighting the enemies health pack. It also lets him look at the enemies tunnel and see main ramp and bottom main ramp spawns. This player is a very important player when it comes time to stop the enemy from attempting a counter cap. Player 4 will be running flag while the player on landing watches his back and goes back with him. The player on ring 3 should try to stay there and try very hard to be a big distraction. If done correctly this should result in a cap.

Failed opening:
We don’t have any weapons (maybe grenade launcher) and the other team is at gold and ring 3. We’re probably spawning under our base or our sandbag area. We should anticipate an enemy player on their connector. We need to send the first player thru hollows but first he must wait for his team to spawn. Then the next two players who spawn need to get ready to push connector once the first guy gets engaged in a battle at hollows. Then player 4 goes under our base and lifts from ring 1 into the enemy's landing. Player 4 will then push into the enemy’s base to get player 1’s help. If done correctly this should result in map control and a flag cap. Patience is key here.

Situation: We are all spawning our basement/spiral. They have 2 guys our street/landing, a guy ring 3, and a guy our flag.

Response:
-First guy should shoot anyone health pack but stay alive. Wait for help, stay on our sandbag
-next two players come up spiral and get ready to push our bridge as player 1 goes hollows. shoot anyone ring 3.
-ideally we have 2 players ring 3 and a guy their base
-player 4 should be able to go our street to gold or go ring 1 to their landing and we’ll be all over their side

Stipulation: flag runner dies
-Guy their landing now has to run flag
-Ring 3 player should either go to gold or drop and lift our landing to assist flag runner
-Player our connector has full watch on health/hollows

Basically, we need at least 2 players on street running the flag so if anyone dies on landing/street, we NEED to rotate a ring 3 player over there in case flag runner dies. Priority is 2 guys streets/landings and then ring 3 when we’re running

Zealot Slayer:
Same strats for breaking setups. Basic strategy is get gold/landing/ring 3, work together. once you have them on spawn, find where they are spawning and collapse on that base from ring 3 and street. Keep one player at gold at all times. after you kill them at a base, rotate back to ring 3 and landings and repeat. If they’re on different sides of the map, just push the side we have numbers on.

Just get gold spawns and you'll be fine.
The Pit (Flag)

Opening A: Turb, Logan, and Chamili go green (whoever is first goes straight for rockets and second person stays back in our green). Costa go long and help us in green. We should definitely secure rockets here which is the most important thing. First player who dies grab our snipe

Opening B: Turb and Logan go green but don’t rush rockets aggressively. Pre-nade the long hall push while Costa and Chamili push their training to trap the other team in green box.

Passive play on the Pit should be utilized when:
-They are all alive, but still on their side/in semi-neutral areas
-We have sniper preferably in our mauler/first

Passive setup:
-Sniper in our mauler watching long
-Player on our long hall thing (where they can’t see from their long but he can see our training/sword)
-Guy our green on yellow things
-Guy on our tower watching bridge ready to jump to training when we get numbers

General idea is to wait until we get one or two dead from their stupid pushes, then overload the green/long side with two guys and the sniper going long to their needles. tower player can go training to their training. block needles spawns and pull flag

Ideal flag running setup:
-Guy in their needle pit watching court
-Guy running flag
-Guy on training/plat/cuts to easily contest court spawns
-Last guy can be green or needles. Needs to watch tower

When we’re ducked spawning in our court:

-First player lift up to tower. Stay in that spot so green/training cant see you. Get flag guy weak. Crucial to stop him to buy us some time. If not at least get guy(s) our needles weak. Don’t be afraid to die because you’ll spawn behind him in mauler
-Next 3 players wait for each other. Push up our sword/under bridge. Get guy off our training and then push their green. If you’re one shot go runway to their training

When we’re ducked spawning our mauler/first. They have a guy our green, a guy our plat,a guy our tower maybe etc...
-Wait till 3 of us spawn. 3 players literally run in a straight line to needles to long, shooting our green/our plat
-4th player spawning needs to contest anyone our tower and then help with green
PENANCE (Slayer)

Opening for Red:
-1player lift up and grab the nade launcher and then immediately drop down and teleport.
-The next 3 players need to immediately go teleporter and push green room, while being aware of shotgun room.

Opening for Blue:
-Everybody immediately pushes shotgun room and tries to get up the lift. We should have number on any red player on shotgun.

Basic strategy:
-Player watching teleporter from top green room exit (Sniper player if we have it)
-Player on top shotgun behind the lift. (should have the shotgun)
-Player on the needle rifle spawn to help support green room and shotgun room (Nade launcher guy if we have it) This player also drops for camo.
-Player in green room to watch the sniper players back and bottom green.

Situation: We don’t have top control and we’re stuck in either red or blue base.

If we’re in this situation, it’s extremely hard to break this. The only way is a very coordinated push. We’ll want to wait for rockets to spawn and be pushing camo/ grenade launcher when the appropriate time approaches. When waiting for the rockets, we need to have a distraction on the map once they spawn. Since the line of sight from up top to rockets is at the top shotgun area, all we have to do is get players to lift behind them to cause a distraction to get the rockets. The enemy player watching the rockets also will probably be the sniper. The set up for this should be...

-2 players waiting at shotgun (hiding obviously) ready to lift up around the time of the rocket spawn
-1 player waiting at teleporter, he will go through once he hears the shotgun lift.
-The last player should be either bottom red or bottom blue going for the rockets.

Then all we have to do if this worked successfully, is push green room from up top with three players, and from the bottom with the rocket guy. If done correctly, this should break the set-up; if it doesn’t it will at least get us rockets, that means another push.
Beaver Creek

Ideal setup for slayer:

Player on arch watching red dark/blue cave, player in red cave flanking behind them , player top red watching portal/helping with anyone top blue or mid map, and the final player on the front of top red/red street watching the river push.

Priorities:
Getting control of top red is first priority. Arch comes next. Then cave/flanking their back base. If ANY player on your side dies for whatever reason, the arch player must immediately look back at red. Stop looking at blue snipe. If the arch player dies from a nade or snipe or whatever, he can push back up there when he spawns.

Getting them off red:
If you spawn blue, get control of top blue first. Make sure no one is on your side. Then send two players through bottom blue to red cave, one player blue snipe to shoot arch guy, and one guy bottom arch to clean up arch player. First priority of pushing is killing arch player. Then the player bottom mid and the player blue snipe should push red dark together and get top red control while the other guys will be going red cave to top red.

For KOTH:

Middle hill:
You still want to have at least two players at red base. It's still a power position. You want to clear them out of red and then get a player on top blue via portal or otherwise to contest them right off their spawns. Last player is in hill. If hill guy dies, a player from red can go get hill. Make sure if the spawning player spawns at blue, at least he or the guy already there ports back to red. Ideally you always want at least two people there.

Red hill:
Similar strategy. One player hill, one player top red, one player arch, one player top blue/flanking them via portal. Hill player and top red player can team anyone who comes portal. Arch guy and top blue guy work together to stop the mid map pushes. If the top red player or hill player dies, arch guy needs to forget blue and focus on red. Help each other out.

Blue Hill:
Player in hill, two top/near blue base. Rather than watching portal, always flank through to back red and look light side to kill the guys on arch.

Breaking Red: Stay alive and wait for teammates. Focus on anyone watching the arch guy and kill him first, then push front red to kill arch guy. Get red control and overload either light or dark.

Breaking blue: Use the arch to overpower players on light side and push from dark->top blue.
Nexus:
Red Opening: Costa stay red base and call out how many pushed gold. Chamili push for snipe if there are less than 2 players pushing there, if there are two flank river and shoot green guys, then pinch back. Turb and Logan push green passively.

Blue Opening: Logan and Turb push over top green without getting in hill and hit the guys bottom green. Costa and Chamili push river if they don’t have a guy on top of their base, otherwise push gold.

Green Hill: Always get control of a base first. It doesn’t matter which one until there are 45 seconds or less until hill moves. Have one guy hill, one guy top-mid, one guy top base, and last guy watching/pushing gold in some way from the setup side of the map. When anyone in hill dies, push back to closet/green to ensure he gets the spawn. If both players in hill die then guy from top base should go to that side’s arrow to give them a spawn.

Red Hill Setup: One guy between red closet and red street watching gold. One guy on top of base watching green. One guy on arrow watching gold. Last guy in Hill. If anyone dies ensure a spawn on the opposite side that they died on.

Breaking Blue/Red Hill: 3 guys go green (usually 2 top, 1 bottom), and one guy gold (first spawner). Gold guy shoots from front of gold to either green/top base guy and green guys push whatever side is down in numbers. Use nerd nades from top mid to kill the guy in hill. Gold guy pushes 3 seconds after green.

Quote:
Feel free to post now.
tl;dr: Always have a plan and center your map movement around forcing spawns. For individuals, play the numbers game and bait a kill to go up a guy before becoming the aggressor.
inb4 mlg haters

I'm going to read it asap, thanks Costa.
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TC, don't cast your pearls before swine. If people really want to get better they should learn themselves. Being taught strategies only insures they'll stay behind the curve, the key is being able to innovate your own strategies. I do appreciate that you tried to help though, but you seemed to have left quite a bit out as far as general tips (Perhaps intentionally not giving away your best tips? That's what I do after all)
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TC, don't cast your pearls before swine. If people really want to get better they should learn themselves. Being taught strategies only insures they'll stay behind the curve, the key is being able to innovate your own strategies. I do appreciate that you tried to help though, but you seemed to have left quite a bit out as far as general tips (Perhaps intentionally not giving away your best tips? That's what I do after all)
Anything I left out is common sense to the degree that I'd expect a house plant to know it.
If you're not going to read all of it, at least read this bit.
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Comprehensive Nerd Playbook
General Strats/Necessities
1. Callout where you spawn, where you are going, what you are watching, and who you are helping. Say where they are, and where they aren’t. Narrow down the places where they will be coming from.
2. Watch your own deathcam so that you can give accurate play-by-play of where an enemy is going. Don’t get in the habit of switching to teammate’s perspective after you die
3. Time power weapons/powerups
4. Communicate to teammates what our current plan is/what we should be focusing on (weapon, flag, map control) depending on situation.
5. If you’re the first guy on spawn stay alive, if you’re last become relevant to the play.
6. Play the numbers game. If you’re up in numbers, be aggressive. If you’re down, stay alive and wait for help.

Priority List (off the spawn) in order. Things you need to think about:
1. Is there any teammates that need help that I can quickly get in a position to give help? Can I do so before teammate dies or at least clean up their kill?
2. Are there crucial power weapons/power ups coming up (rockets,camo and overshield. snipers can wait)
3. Where should I be going on the map in relation to what my team is doing and what we’re trying to accomplish? What should I be watching? Should I be flanking or aggressively pushing for map control?
Quote:
I'll be the first to admit I don't have the best aim in the world. Sure I'll hit a crazy shot from time to time but so does everyone else. What separates me from the masses game after game is that I use my brain while playing. Instead of figuring this stuff out over thousands of hours of gametime, just read this thread.

This is the playbook my first true MLG team put together. It is extremely extensive and in-depth so if you are actually interested in learning how to play halo at a high level, this is your guide. I have never seen anyone write something up this detailed for how to play high level Halo, and it may seem very foreign to the wide majority of you. The ideas posted in this playbook are not limited to MLG, and these can be transferred to default Halo.

I decided to post this because I was searching MLG alone and played a Nexus KotH game where I was the only one who had any clue what to do. Halo is not just a game where you run around and kill someone, there's alot more depth to gameplay than one would imagine.

Shoutouts to:
Chamili for teaching me how to play Halo in H3
Turbulence for typing a good portion of this
LLogie for being an awesome teammate

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Spawn trap with Banshee
tl;dr and I fixed your entire post
didn't read it all, but I think most of this is pretty basic and every MLG player with a decent amount of games/experience should know this
strategies are pretty relative, there are always other strats that work just as good and sometimes better
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Halo is not just a game where you run around and kill someone, there's alot more depth to gameplay than one would imagine.
I think you're grossly overestimating the intelligences of the average Halo player.

Aside from BTB, MLG, and Arena, I usually expect (and see) people whose intelligences and strategies are on par with a limited seven-year-old.

Thanks for the advice, though!
Someone's not up them self...
WOW! Good guide! Thanks!
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