In all the halo games, I have the personal goal to keep as many marines/ army troopers alive as possible. One level in particular was painstakingly difficult…343 guilty spark. You guys remember! Whenever Chief finally gets back outside and the contingent of marines confronts him. Well after what felt like hundreds of try’s, I actually did it! Every single one made it to the structure in the swamp.
What about you fellas? Do you share similar goals? Or do you have your own personal agendas? Perhaps you go for carrying a skull throughout an entire level?
Did you get a checkpoint before the level ended for replayability? Did you film it? This kind of thing should be documented/preserved, preferably with the steps included (unless it was just trial and error).
> I actually do try to do things such as carry skulls all the way hrough levels and such. I sometimes find it fun to achieve your own goals sometimes.
This one time… I took the Mythic Skull all the way through Halo with me. I brought it to the Forward Unto Dawn and escaped the exploding Forerunner installations with it.
That’s a true story man.
Made a Saved Film and Screenshot for notoriety hehe. So if you find a skull on that ship in Halo 4, now you all know why.
> As for my goal, I accomplished it a long time ago, first on Halo PC, then on Anniversary.
> > As for my goal, I accomplished it a long time ago, first on Halo PC, then on Anniversary.
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> Wow… I did a similar thing on Reach… but had no idea how to do this on Combat Evolved.
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> I stand enlightened.
Though I consider doing it on Two Betrayals to be more convenient, as you can send up Flood buddies to get the Elite down the elevator, you may prefer doing it on AotCR. But I recommend doing it on Co-op because it’s a hell ride down and on lower difficulties, Goldie’s reluctant about following you (on Legendary, this is no problem).
I try to keep like 1 or 2 marines alive because there is no way i’d be able to keep a whole squad alive. sometimes i try to walk through an entire mission carrying a skull the entire time but I’m more of the ranged type of person.
I remember keeping all the ODSTs alive all the way to the citadel on The Covenant. The hardest part was getting them all on the tank, those Halo 3 AI can really piss me off…
> I remember keeping all the ODSTs alive all the way to the citadel on The Covenant. The hardest part was getting them all on the tank, those Halo 3 AI can really piss me off…
Ah H3 and Reach, when friendly AI loved vehicles so much they drove off with them (often to their deaths or off the cliff) and kept hogging seats (they could chase the vehicles for miles!).
And of course, with Reach, the AI will sometimes get out when you get out instead of staying in like they’re supposed to. At one point on Winter Contingency, if you try to leave the defense spot, Carter and Jorge get off your vehicle right in the middle of the battle.
You know that rocket launcher marine on the Mongoose at rally point bravo? If you get in any of the other vehicles, if you don’t get him off, he’ll drive off in the Mongoose, with no passenger. It’s just sad.
CE and H2 was when the AI could prioritize and could share seats (get one guy off, another guy gets on instead of the same guy). If you got a bunch of friendly AI in the same seat at one time, they’ll all follow your vehicle even if it’s occupied (at least with the Spectre). Really great! And of course, vehicle blockades. They actually reliably worked. It’s impossible to stop the 10 troopers on PoA at the shipyard from charging into the next area and getting their -Yoinks!- whupped.
This AI collection is one of the main reasons why H3 is my least favorite Halo instead of Reach. The AI kept driving off with the vehicles, the AI kept pursuing the vehicle. It was hard to get them there while keeping all the enemies alive. Also, it’s hindered. If I try to get any more AI, I’ll have to cross an invisible load point that kills off 99% of the enemies (so I can’t spawn the Scarabs or get 10 extra marines). Even with modding, it’s still dissatisfactory since I can’t turn off skulls and H3 campaign has slow kill times with such skulls turned on.
Again, CE and H2 ftw! I could turn off skulls in H2 and kill times in CE were pretty good.
I like Halo 2, 3 and ODST for that. I always abused the fact you’re AI buddies get infinite ammo. So when you have a rocket-launcher with 1 rocket left. give it to the ODST who will use it as many times as he likes. Repeat until you have 8 or whatever the max is all tooled up with power-weapons. You can become an army, but not in CE because it won’t let you swap.
> I like Halo 2, 3 and ODST for that. I always abused the fact you’re AI buddies get infinite ammo. So when you have a rocket-launcher with 1 rocket left. give it to the ODST who will use it as many times as he likes. Repeat until you have 8 or whatever the max is all tooled up with power-weapons.
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> You can become an army, but not in CE because it won’t let you swap.
Don’t forget the fact that you can empty your entire clip and give it to an AI to have infinite ammo again. I exploited this on New Alexandria Legendary, killing all 4 Hunters with just the rocket launcher.
CE should be distinguished from the other Halo games. A difference that small (no swap) hardly makes CE lack an army.
CE has more army potential than Reach (nearly all of the following follow the player instead of standing around doing nothing):
-gathered survivors on Halo
-increased numbers on T&R if you run through the level quickly
-16 marines on AotCR
Reach trooper numbers are the equivalent of CE PoA marine numbers. They’re just pathetic.
What CE marines lack in customization, they abound in absolute obedience. Very rarely in CE do marines disobey you. The only problem is that they’re fond of using Ghosts when they’re threatened and they like to stick too closely (leading to the Capt. Keyes problem on T&R).