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=Official Halo Wars Community Site (halowars.com)=
==Màj Way Universe==
==Game Info==
''Note : les liens OG sont les plus anciens disponibles sur Wayback Machine.''
===Overview===
'''''-"If they want war, we'll give 'em war."'''''


===2015===
*[[Canon Fodder - Nine Lives|27 mars 2015]]
**[https://www.halowaypoint.com/en-us/universe/characters/buck Buck] (version originale datant du [[Canon Fodder - Second to None|6 mars 2015]])
**[https://www.halowaypoint.com/en-us/universe/characters/veronica-dare Dare] (//)
**[https://www.halowaypoint.com/en-us/universe/characters/dutch Dutch] (//)
**[https://www.halowaypoint.com/en-us/universe/characters/rookie Rookie] (//)
**[https://www.halowaypoint.com/en-us/universe/characters/mickey Mickey] (//)
**[https://www.halowaypoint.com/en-us/universe/characters/romeo Romeo] (//)


<span style="color:#FF8000">'''The Game'''</span>
*[[Canon Fodder - Clarity & Grace|4 avril 2015]]
**[https://www.halowaypoint.com/en-us/universe/vehicles/d81-lrt-condor Condor]
***OG inexistant
***[http://web.archive.org/web/20151027012514/https://www.halowaypoint.com/en-us/universe/vehicles/d81-lrt-condor ARC du 27 octobre 2015] (updated)


Halo Wars is a real-time action strategy game for the Xbox 360 that allows the player to control large armies and to shrewdly direct them in realistic warfare. Set early in the iconic war between the Covenant and UNSC - made famous by the Halo FPS games - Halo Wars provides a new angle on the war while bringing new heroes to the battle.
*[[Canon Fodder - Striking Features|16 avril 2015]]
**[https://www.halowaypoint.com/en-us/universe/locations/earth Earth] (version originale datant d'au moins le [[Canon Fodder - Beta Late Than Never|5 février 2015]])


In Halo Wars fans will be able to control armies of units that are familiar to them from the FPS games, such as UNSC Marines, Scorpion Tanks, and the iconic Warthog.  Our E3 demo video gives a narrated first look at the game, and you can download it from our [https://web.archive.org/web/20170716112424/http://www.halowars.com:80/Dwnloads/Movies.aspx movies page].
*[[Canon Fodder - Witness Projection|22 mai 2015]] (non précisé lequel des deux, vérifier dispo ARC des deux)
**[https://www.halowaypoint.com/en-us/universe/locations/delta-halo Delta Halo] (version originale datant d'au moins le [[Canon Fodder - Beta Late Than Never|5 février 2015]])
**[https://www.halowaypoint.com/en-us/universe/vehicles/shadow-of-intent Shadow of Intent] (rien trouvé dans les CF avant la date du 22 mai 2015, vérifier quand même les ARC)


*[[Canon Fodder - Shadow of Intense|3 septembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/characters/michael-%E2%80%98sully%E2%80%99-sullivan Michael ‘Sully’ Sullivan]
**[https://www.halowaypoint.com/en-us/universe/locations/requiem Requiem]


<span style="color:#FF8000">'''The Controls'''</span>
*[[Canon Fodder - Fauna Getaway|6 novembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/locations/kamchatka Kamchatka]
***[http://web.archive.org/web/20151103162307/https://www.halowaypoint.com/en-us/universe/locations/kamchatka ARC du 3 novembre 2015] (OG)
***[http://web.archive.org/web/20151127220721/https://www.halowaypoint.com/en-us/universe/locations/kamchatka ARC du 27 novembre 2015] (updated)
****Ajout d'une section Locations avec la carte March on Stormbreak


We've spent a great deal of time simply on getting the controls right. Halo Wars was created for the Xbox 360 from the ground up, which meant we didn't have to make compromises or shoe-horn in artifacts from a Windows PC game. We were able to take all the best aspects of RTS games, make them work perfectly on the Xbox 360, and exclude the rest.
*[[Canon Fodder - Uncharted Waters|20 novembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/vehicles/mongoose Mongoose]
***[http://web.archive.org/web/20151027014546/https://www.halowaypoint.com/en-us/universe/vehicles/m274-ultra-light-all-terrain-vehicle-mongoose ARC du 27 octobre 2015] (OG, M274)
***[http://web.archive.org/web/20151126155837/https://www.halowaypoint.com/en-us/universe/vehicles/mongoose ARC du 27 novembre 2015] (updated, M290)
****URL différent, refonte totale de la section Summary, ajout d'une section Variants, changement des deux illustrations (H4 -> H5G), modification du paragraphe avec la vignette.


*[[Canon Fodder - Fowl Play|27 novembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/weapons/fuel-rod-cannon Fuel Rod Cannon]
***[http://web.archive.org/web/20151029085850/https://www.halowaypoint.com/en-us/universe/weapons/fuel-rod-cannon ARC du 29 octobre 2015] (OG)
***[http://web.archive.org/web/20151127222129/https://www.halowaypoint.com/en-us/universe/weapons/fuel-rod-cannon ARC du 27 novembre 2015] (updated)
**[https://www.halowaypoint.com/en-us/universe/vehicles/warthog Warthog]
***[http://web.archive.org/web/20151103161556/https://www.halowaypoint.com/en-us/universe/vehicles/warthog ARC du 3 novembre 2015] (OG)
***[http://web.archive.org/web/20151127222204/https://www.halowaypoint.com/en-us/universe/vehicles/warthog ARC du 27 novembre 2015] (updated)
****Les seules différences semblent être l'image de la bannière (H4 -> H5G) et le {{citer|M46 Vulcan Machine Gun}} qui devient {{citer|light anti-aircraft machine gun}} sur la ligne du M12)
***[http://web.archive.org/web/20210707024526/https://www.halowaypoint.com/en-us/universe/vehicles/warthog ARC du 27 novembre 2015] (dernière version en date)
****Changements dans History ({{citer|AMG Transport Dynamics’ Mongoose and Civet}} -> {{citer|AMG Transport Dynamics’ Civet ATV}}
****Changements mineurs (ajout de liens vers d'autres articles ; M862 : {{citer|enclosed-cabin}} -> {{citer|enclosed cabin}} ; M868 : {{citer|in tropical}} -> {{citer| in a tropical}}))
****Note : les chiffres pour la longueur et la largeur sont identiques, erreur présente sur chaque version)


<span style="color:#FF8000">'''The Developer'''</span>
*[[Canon Fodder - Staten It Plainly|3 décembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/weapons/rocket-launcher Rocket Launcher] (version originale datant du [[Canon Fodder - Array With Words|30 janvier 2015]])


Halo Wars was developed by Ensemble Studios in Dallas, Texas. They were the developers behind the award winning Age of Empires series of real-time strategy games.
*[[Canon Fodder - Sustained Glass|11 décembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/weapons/submachine-gun SMG]


Halo Wars was released around the world on March 3rd, 2009. Please visit our [https://web.archive.org/web/20170716112040/http://www.halowars.com:80/faq.aspx FAQ] page for answers to common questions.  
*[[Canon Fodder - Mythellaneous Topics|16 décembre 2015]]
**[https://www.halowaypoint.com/en-us/universe/vehicles/banshee Banshee]
***[https://web.archive.org/web/20150406093531/https://www.halowaypoint.com/en-us/universe/vehicles/banshee ARC du 6 avril 2015] (OG)
***[https://web.archive.org/web/20151219172718/https://www.halowaypoint.com/en-us/universe/vehicles/banshee ARC du 19 décembre 2015] (updated)
****Ajout d'une ligne pour le T-54 dans la section Minor Variants, changement de l'illustration de la bannière (H3 -> H5G)
**[https://www.halowaypoint.com/en-us/universe/vehicles/spirit Spirit]


===2016===
*[[Canon Fodder - Greek Squad|15 janvier 2016]]
**[https://www.halowaypoint.com/en-us/universe/vehicles/wraith Wraith]
***[http://web.archive.org/web/20151126161750/https://www.halowaypoint.com/en-us/universe/vehicles/wraith ARC du 26 novembre 2015] (OG, T-26)
***[http://web.archive.org/web/20160116220858/https://www.halowaypoint.com/en-us/universe/vehicles/wraith ARC du 16 janvier 2016] (updated, T-58)
****Modification des données techniques, modification mineure de la section Summary pour l'adapter au T-58, ajout d'une section Variants, changement d'une des deux illustrations (H3 -> H5G)


===Skirmish Maps===
*[[Canon Fodder - Bulkhead Banter|11 mars 2016]]
Here you'll find information about all of Halo Wars' Skirmish Maps. If the thumbnail is clickable, it will take you to a page about that map.
**[https://www.halowaypoint.com/en-us/universe/locations/threshold Threshold]
***[http://web.archive.org/web/20151127221655/https://www.halowaypoint.com/en-us/universe/locations/threshold ARC du 27 novembre 2015] (OG)
***[http://web.archive.org/web/20160413071718/https://www.halowaypoint.com/en-us/universe/locations/threshold ARC du 13 avril 2016] (updated)
****Ajout d'une section Locations avec la carte Colosse


On each page you'll find snippets about the map from designers and artists, as well as much larger images of the maps, and a Y-Axis shot allowing you to plan avenues of attack.  
*[[Canon Fodder - Glassed Ceiling|18 mars 2016]]
**[http://web.archive.org/web/20151027024029/https://www.halowaypoint.com/en-us/universe/locations/high-charity High Charity]
***[http://web.archive.org/web/20151027024029/https://www.halowaypoint.com/en-us/universe/locations/high-charity ARC du 27 octobre 2015] (OG)
***[http://web.archive.org/web/20160413113615/https://www.halowaypoint.com/en-us/universe/locations/high-charity ARC du 13 avril 2016] (updated)
****Correction de {{citer|SURFACE TEMPERATURE}} en {{citer|STANDARD CLIMATE}}
****Ajout d'une section Locations avec la carte Gémeaux


If a thumbnail isn't clickable yet, check back in the future, as we'll be rolling them out as time goes by.
*[[Canon Fodder - Close Quarters|25 mars 2016]]
**[https://www.halowaypoint.com/en-us/universe/vehicles/scorpion Scorpion]
***[http://web.archive.org/web/20151103161554/https://www.halowaypoint.com/en-us/universe/vehicles/scorpion ARC du 3 novembre 2015] (OG, M808)
***[http://web.archive.org/web/20160412215257/https://www.halowaypoint.com/en-us/universe/vehicles/scorpion ARC du 12 avril 2015] (updated, M820)
****Modification des données techniques, refonte totale de la section Armament pour l'adapter au M820, ajout modèles M808, M808B et M808C dans la section Major Variants, changement des deux illustrations (HODST/H4 -> H5G)


<span style="color:#FF8000">'''3v3 Maps'''</span>
----


<gallery>
*[[|]]
Fichier:HW-Exile (render 01).jpg|Exile
**[ ]
Fichier:HW-Fort Deen (render 01).jpg|Fort Deen
**[ ]
Fichier:HW-Frozen Valley (render 01).jpg|Frozen Valley
Fichier:HW-Glacial Ravine (render 01).jpg|Glacial Ravine
</gallery>


<toggledisplay showtext="Exile 3v3" hidetext="Réduire">
===<span style="color:#FF8000">'''Exile 3v3'''</span>===
[[Fichier:HW-Exile (render 01).jpg|550px|center|thumb]]
<span style="color:#FF8000">'''Artist Notes'''</span>


Paul Slusser, an Artist who worked on Exile tells us a bit about his work on the map.
*[[|]]
**[ ]
**[ ]


Exile was one of the maps we created toward the end of the development cycle, so we pretty much knew going into it what kind of things to avoid.Since 3v3 maps are our worst performance maps, due to the amount of units it could have on screen at any given time, we knew this maps had to be pretty simplistic. Minimal use of terrain objects/vegetation and no water/lava, which actually worked out nicely since the setting was to represent a lifeless, dried up planet.  
=Halo: Reach: Stats site officiel de Halo (haloreachstats.halowaypoint.com)=
[[Fichier:HW-Exile (render 02).jpg|350px|left|thumb]]
==Sélections==
One of the hardest parts of creating Exile had to be alignment of the terrain to the bordering Forerunner structure along the outer edges. I had originally planned on using a very large masking technique to handle this, but after a few attempts I realized that was not going to work for something that needed this type of pixel perfect alignment. So I had to slowly sculpt and blend the terrain by hand all the way around one of our largest maps. My favorite tactic on this map was to gain control over the free reactors and always get my team to hit the player on the outer most ring first. I found that the players that got placed in the middle where always planning for incoming attacks and would hesitate sending their forces away from their base to support allies.
<poem>Anniversary Classic
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
ANNIV. SLAYER, ANNIV. SNIPERS, ANNIV. 1 FLAG, ANNIV. 1 BOMB, ANNIV. ODDBALL, ANV. MULTIFLAG, ANNIV. ASSAULT
Cartes :
BEAVER CREEK, PRISONER, DAMNATION, HANG 'EM HIGH, HEADLONG
</poem>


<span style="color:#FF8000">'''Designer Notes'''</span>
<center><gallery>
Fichier:HR-Anniversary Classic (Way).jpg
</gallery></center>


Justin Rouse, a skirmish map Designer, gives us one of his tactics:  
<poem>Anniversary Firefight
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED NEP
Cartes :
INSTALLATION 04
</poem>


'''Tactics:''' On exile I tend to let my start placement dictate my strategy more so than other maps. If I’m the center start position I like to rush hard and force the opposing center start player to call for help, keeping his teammates from doing what they want.  If I’m either of the other two start locations I tend to go for an all out boom to tech’d up air units hoping our center position teammate can hold out while I try to get there.
<center><gallery>
Fichier:HR-Anniversary Firefight (Way).jpg
</gallery></center>


Exile was originally called “Bowl_3_SWE” during the majority of development, so I always have to think twice what people are talking about when they say Exile.
<poem>Big Team Battle
Taille maximale du groupe : 16
Max joueurs en local : 2
Types de partie :
TU ASSAULT, TU NEUTRAL BOMB, TU MULTIFLAG CTF, TU BIG TEAM SLAYER, TU BTB SNIPERS, TU STOCKPILE, TU TERRITORIES, TU ELITE SLAYER, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU TEAM CRAZY KING, TU BTB HEAVIES
Cartes :
TEMPEST, TEMPTATION, HIGHLANDS, BREAKPOINT, BREAKNECK, RIDGELINE, HIGH NOON, SPIRE, BOARDWALK, PARADISO, HEMORRHAGE, BONEYARD, ABRIDGED, RENEGADE, UTOPIE, WAYONT, TRIDENT, MT LAM LAM, EMINENCE, SUPERSTITION, RASU, TYPHOON, BREAKOUT, HEADSTRONG, ASPHALT, GRAVEYARD, DELTA FACILITY, CRAGMIRE
</poem>


[[Fichier:HW-Exile (render 03).jpg|650px|center|thumb]]
<center><gallery>
</toggledisplay>
Fichier:HR-Big Team Battle (Way).jpg
</gallery></center>


<poem>Double Team
Taille maximale du groupe : 2
Max joueurs en local : 2
Types de partie :
TU 2V2 SLAYER, TU 2V2 SLAYER DMRS, TU 2V2 ODDBALL, TU 2V2 KING
Cartes :
UNANCHORED, ARENA ZEALOT, COUNTDOWN, ASYLUM, ENCLOSED, SYNAPSE, TREASURY, POWERHOUSE, REFLECTION, UNCAGED, BATTLE CANYON, SOLITARY
</poem>


<toggledisplay showtext="Fort Deen - 3v3" hidetext="Réduire">
<center><gallery>
===<span style="color:#FF8000">'''Fort Deen - 3v3'''</span>===
Fichier:HR-Double Team (Way).jpg
[[Fichier:HW-Fort Deen (render 01).jpg|550px|center|thumb]]
</gallery></center>
<span style="color:#FF8000">'''Designer Notes'''</span>


Fort Deen went through some iterations on gameplay because we wanted this map to feel like each player was pretty safe from the rush. Originally we only had one player per team start in the elevated “safer” areas with his two teammates starting on the outskirts. With the long distance from one side to the other on this map it was still easy enough for two players on one team to rush down the side of the map and hit the edge player with enough time to do serious damage before the edge player’s teammates could react and send help, very much like Frozen Valley and we wanted something different. The simple change of moving the starting locations for all three players up the ledge really helped achieve this. To reinforce this goal we put wall hooks and creep groups down the side paths to help hinder the early rush.
<poem>Firefight
Taille maximale du groupe : 4
[[Fichier:HW-Fort Deen (render 02).jpg|350px|left|thumb]]
Max joueurs en local : 2
Justin Rouse, Multiplayer Map Designer, gives us one of his tactics:  
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED, FF LIMITED NEP
Cartes :
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT
</poem>


'''Tactics:''' On this map I love to use Brute commando squads. Since they’re infantry I can put them into the wall towers and block off my enemies ground forces but because of my brute jump packs I can jump back and forth over the walls to get away from danger or to closer to juicy targets coming to shoot my units out of the towers. Once my team has the upper hand it can still be very difficult to crack the enemy team’s starting base location since they’re in close proximity to each other up on the ledges. While the enemy has their forces at one of the two choke points trying to stop my teammates tank/air combo and my brute chief from storming in, I like to walk my army of brute commandos up to the front wall in the center, where they usually only have missile towers for air to come over, and jumppack my brutes into the back of their base. When they figure out what I’m doing and send some troops over to stop me I jump my brutes back down and run away and repeat the process once they move back to the front.
<center><gallery>
Fichier:HR-Firefight (Way).jpg
</gallery></center>


[[Fichier:HW-Fort Deen (render 03).jpg|650px|center|thumb]]
<poem>Grifball
</toggledisplay>
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
GRIFBALL, DASH, ZEALOTBLARGBALL, BLARGBALL, JETPACK, JUMP PACK, HAND EGG GRIFBALL
Cartes :
BLOODY GRIFBALL, PINWHEEL, ORACLES REVENGE, ERORA, CLIFFSIDE, HIGH TIDE, CONCAVE ARENA, THE VIEW, INDOMITABLE, CLOVER X, PYRAMID, EXULTANT GFLECT , HEIMDALLS MIGHT, GET OFF MY LAWN, ALEMBIC GOLD, BELLE COURT, MANHATTAN PROJECT, BRIGHTSIDE, OMEGA TEMPLE, THE VAULT, GRIFBALL FOUNDRY, METHODICAL, IMPACT ARENA, SIERRA VISTA, MALICE N ENVY, TEMPLE PRIME, INSPIRATION, HYPERBARIC, FEDERATION SQUARE, ILLUMINATI
</poem>


<center><gallery>
Fichier:HR-Grifball (Way).jpg
</gallery></center>


<toggledisplay showtext="Frozen Valley 3v3" hidetext="Réduire">
<poem>Invasion
===<span style="color:#FF8000">'''Frozen Valley 3v3'''</span>===
Taille maximale du groupe : 12
[[Fichier:HW-Frozen Valley (render 01).jpg|550px|center|thumb]]
Max joueurs en local : 4
<span style="color:#FF8000">'''Designer Notes'''</span>
Types de partie :
INVASION, INVASION SLAYER, INV SKIRMISH, S. SKIRMISH, E. SKIRMISH
Cartes :
BONEYARD, SPIRE, BREAKPOINT, HEMORRHAGE, PARADISO, TEMPEST, COUNTDOWN, BOARDWALK, POWERHOUSE, ANCHOR 9, UNANCHORED, REFINERY, OVERGROWTH, BROADCAST, FLOODGATE
</poem>


Justin Rouse, a skirmish map designer, dishes out some info on Frozen Valley:
<center><gallery>
Frozen Valley was the first 3v3 map designed during the development of Halo Wars. After Chasms, this was probably our most played map through internal playtesting. The layout went through one major tweak throughout development and that was the opening down between the teams that runs along the bottom edge on picture shown here. The first iteration had the hole as well as the mount near that bottom edge of the map extend all the way to the edge. Leaving a pocket only access through the middle by land units. It allowed the two bottom player on each team to build up safely.
Fichier:HR-Invasion (Way).jpg
</gallery></center>


As map “hooks” came online I wanted them to be easily attacked from different angles and only having 2 paths between teams was making this too difficult. Once the bottom side path was opened leaving a “3-way” go between the teams, along with the hooks placed on the map, more strategic options became available and the map became extremely fun. Before, it was just a fairly straight forward map.
<poem>Living Dead
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
INFECTION, ALPHA ZOMBIES, ZOMBIE GHOSTS
Cartes :
ANCHOR 9, SOLITARY, PENANCE, BREAKNECK, CONDEMNED, UPLINK, ASYLUM, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, ARENA ZEALOT, BEDLAM, UNCONGEALED, PANDEMIC, COUNT D-HOUEN, DEADWALK, POWERLESS, SPOOKY BASE, PARASITIC
</poem>


[[Fichier:HW-Frozen Valley (render 02).jpg|350px|left|thumb]]
<center><gallery>
<span style="color:#FF8000">'''Designer Notes'''</span>
Fichier:HR-Living Dead (Way).jpg
</gallery></center>


Duncan Stanley, Community Manger for Robot, talks about Frozen Valley:  
<poem>MLG
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
MLG TEAM SLAYER V7, MLG CTF 5 FLAG V7, MLG CTF SANC V7, MLG CTF PIT V7, MLG KING V7
Cartes :
COUNTDOWN V7, BATTLE CANYON V7, PENANCE V7, SANCTUARY V7, ZEALOT V7, THE PIT V7, NEXUS V7, BATTLE CANYON V7, PENANCE V7
</poem>


Frozen Valley was actually one of my least played maps during development. When it came to playtesting, I was usually available for the 1v1 and 2v2 playtest sessions (where I'd throw down with Thunder), so I rarely got to play Frozen Valley. Nonetheless, my incessant whining about the OPness of the Warthog got it toned down (yes, you read that right) before launch. Warthogs during development were almost immune to infantry up until RPGs entered the equation.
<center><gallery>
Fichier:HR-MLG (Way).jpg
</gallery></center>


But on to Tactics! Your strategy for the game usually depends on if you're in the pocket (the middle) of your side or not. If you are, it's usually safe for you to boom and go for higher-tech units, possible swooping in to save the day at the last minute. If you're on either of the sides, you're usually in the thick of it with your opponents across the way fairly quickly over the expansions. As always, trying to grab your opponents nearest base is a good tactic to throwing their game off, if a bit risky.
<poem>Multi Team
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
TU TEAM HEADHUNTER, TU CRAZY KING, TU TEAM HOT POTATO, TU SLAYER, TU ELITE SLAYER, TU 3 BALL, TU ROCKET HOG RACE
Cartes :
TEMPEST, CONDEMNED, PENANCE, HIGH NOON, POWERHOUSE, BOARDWALK, SWORD BASE, REFLECTION, COUNTDOWN, ASYLUM, PINNACLE, ZEALOT, ARENA ZEALOT, PARADISO, BREAKPOINT, HIGHLANDS, HEMORRHAGE
</poem>


Also, all the extra bases around the map mean that if you can protect them, you can get a ton of resources and build up armies very quickly. Personally, I like to go air if I'm Anders, or Tanks if I'm Forge on this map, they seem to cover the distance very quickly and can usually survive long enough for you to accomplish your goals with them.
<center><gallery>
Fichier:HR-Multi Team (Way).jpg
</gallery></center>


[[Fichier:HW-Frozen Valley (render 03).jpg|650px|center|thumb]]
<poem>Rumble Pit
</toggledisplay>
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
TU HEADHUNTER, TU JUGGERNAUT, TU CRAZY KING, TU ODDBALL, TU SLAYER, TU ELITE SLAYER, TU SLAYER DMRS, TU SLAYER PRO
Cartes :
ZEALOT, REFLECTION, COUNTDOWN, POWERHOUSE, SWORD BASE, PINNACLE, UNCAGED, ARENA ZEALOT, UPLINK, SOLITARY, PENANCE, BATTLE CANYON, HIGH NOON, BOARDWALK, ASYLUM, ANCHOR 9, UNANCHORED, TEMPEST
</poem>


<center><gallery>
Fichier:HR-Rumble Pit (Way).jpg
</gallery></center>


<toggledisplay showtext="Glacial Ravine 3v3" hidetext="Réduire">
<poem>Score Attack
===<span style="color:#FF8000">'''Glacial Ravine 3v3'''</span>===
Taille maximale du groupe : 1
[[Fichier:HW-Glacial Ravine (render 01).jpg|550px|center|thumb]]
Max joueurs en local : 1
<span style="color:#FF8000">'''Designer Notes'''</span>
Types de partie :
SCORE ATTACK, 2X SCORE ATTACK, GRUNTPOCALYPSE, SKIRMIGEDDON, CRASHSITE, SNIPER ATTACK, ROCKET ATTACK, FRG ATTACK, FIESTA ATTACK, MYTHIC ATTACK
Cartes
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT
</poem>


Justin Rouse, a skirmish map Designer, talks about Glacial Ravine
<center><gallery>
Fichier:HR-Score Attack (Way).jpg
</gallery></center>


Originally, our DLC2 pack (Historic Battles) was intended to contain only 3 maps: Barrens, Blood River, and Memorial Basin. After seeing the outcry for more 3v3 maps we took a look at what it would take to get one into the Pack. We did some due diligence and realized we didn’t have the time to create a new 3v3 from scratch, get it through testing, and put it into the map pack. So we compromised by repurposing an existing map, which allowed us to reduce developer time enough to get Glacial Ravine out the door with the others.
<poem>Team Objective
We decided on using Frozen Valley as our base map because the majority of the bases were on the outer edge of the map which left us with a lot of central area to manipulate for game play rather than worrying about meeting our base requirement needs. Since this map was very open, and all of our 3v3’s had multi routes to the enemy we decided to go with a more focused front and funnel everyone through the middle. Adding in the wall towers allows players to control the “line” between them and their enemies easier than any of the other 3v3’s. With large scale battles happing in 1 place, this seemed like a perfect map to add the Sentinel Factory to giving everyone access to the Super Sentinel to be a stunning menace to large armies moving through the middle pass. There is only 1 free floating base location on each side of the map now so teams will have to strategize for which player gets the extra/3rd base location, also making the creeps at this location a bit tougher slows players from taking it just a tad.
Taille maximale du groupe : 10
Max joueurs en local : 4
Types de partie :
TU NEUTRAL BOMB, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU 1 FLAG PRO, TU 3-FLAG CTF, TU 2 FLAG CLASSIC, TU MULTIFLAG CTF, TU 2 FLAG PRO, TU 2 FLAG SLAYER, TU CRAZY KING, TU TEAM HOT POTATO, TU NEUTRAL FLAG, TU SPEEDFLAG, TU 3 PLOTS, TU ASSAULT, TU STOCKPILE, TU TEAM HEADHUNTER, TU TERRITORIES, TU ODDBALL
Cartes :
CONDEMNED, TEMPEST, UNANCHORED, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ZEALOT, ASYLUM, PINNACLE, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE
</poem>


[[Fichier:HW-Glacial Ravine (render 02).jpg|350px|left|thumb]]
<center><gallery>
<span style="color:#FF8000">'''Multiplayer Tactics'''</span>
Fichier:HR-Team Objective (Way).jpg
</gallery></center>


Tactics: On Glacial Ravine I like to use the Covenant and take advantage of the Scarab walking over cliffs and surprising the enemy with beams of death raining down from the hillside. Obviously, you can use any leader here but I prefer the Brute Chieftain for his Brute commandos. Using his brute commandos built from bases themselves allows me to use my building sockets to boom and get shield protection from air attacks. They also give me an infantry unit which I can use to garrison in the wall towers and hold the middle of the map for my team.
<poem>Team Slayer
If the other team takes control of the center wall towers upgrading the commandos to have jump packs allows me to move my forces over their walls and harass them while hopefully being able to jump back over to safety when they start to hunt my forces down. If my teammates haven’t crushed the enemy by this time I’m usually ready to get out an early Scarab. I usually don’t have much to support him but walking him over the center cliffs to surprise the enemy is very effective. Usually the entire enemy team scrambles to deal with my Scarab my teammates have free reign to attack other key locations.
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
SLAYER, ELITE SLAYER, SLAYER DMRS, SLAYER PRO
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, AFFINITY, ENCLOSED, KINGDOM, SYNAPSE, TREASURY, THINK TWICE, PRECIPICE, CHATEAU, EDEN MINOR, RENOVA, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED
</poem>


[[Fichier:HW-Glacial Ravine (render 03).jpg|650px|center|thumb]]
<center><gallery>
</toggledisplay>
Fichier:HR-Team Slayer (Way).jpg
</gallery></center>


<poem>Team Snipers
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SNIPERS, SNIPERS PRO
Cartes :
TEMPEST, BREAKPOINT, HIGHLANDS, BREAKNECK, RIDGELINE, HIGH NOON, UNCAGED, BOARDWALK, HEMORRHAGE, REFLECTION, POWERHOUSE, PENANCE, COUNTDOWN, ARENA ZEALOT
</poem>


<span style="color:#FF8000">'''2v2 Maps'''</span>
<center><gallery>
----
Fichier:HR-Team Snipers (Way).jpg
<gallery>
</gallery></center>
Fichier:HW-Beasley's Plateau (render 01).jpg|Beasley's Plateau
Fichier:HW-Crevice (render 01).jpg|Crevice
Fichier:HW-The Docks (render 01).jpg|The Docks
Fichier:HW-Labyrinth (render 01).jpg|Labyrinth
Fichier:HW-Repository (render 01).jpg|Repository
Fichier:HW-Terminal Moraine (render 01).jpg|Terminal Moraine
Fichier:HW-Memorial Basin (render 01).jpg|Memorial Basin
</gallery>


<poem>Team SWAT
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SWAT, SWAT MAGNUMS, SWAT POTATO, SWAT STOCKPILE, SWAT 3 PLOTS
Cartes :
CONDEMNED, UPLINK, UNANCHORED SWAT, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ASYLUM, PINNACLE, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, SWORD BASE, ARENA ZEALOT, COUNTDOWN SWAT, POWERHOUSE SWAT, REFLECTION SWAT, ZEALOT SWAT, POWERHOUSE, ASYLUM SWAT, TEMPLE
</poem>


<toggledisplay showtext="Beasleys Plateau 2v2" hidetext="Réduire">
<center><gallery>
===<span style="color:#FF8000">'''Beasley's Plateau 2v2'''</span>===
Fichier:HR-Team SWAT (Way).jpg
[[Fichier:HW-Beasley's Plateau (render 01).jpg|550px|center|thumb]]
</gallery></center>
<span style="color:#FF8000">'''Programmer Notes'''</span>


Chris Stark, Programmer on Halo Wars, talks about his strategies on Beasley's Plateau.
<poem>The Arena
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU ARENA SLAYER
Cartes :
ARENA ZEALOT, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE, ASYLUM, UNCAGED, UNANCHORED, UPLINK, BATTLE CANYON, ENCLOSED, KINGDOM, SYNAPSE, IMAGO, PULSE
</poem>


Beasley’s Plateau is probably one of my favorite 2v2 maps. The wide open space gives me plenty of room to maneuver and sneak my army up next to the enemy base before they realize I’m coming. One of my favorite tricks on Beasley’s is to use my scout and a couple of friends to sneak over and grab unused sockets at the start of the game. It’s a great way to get my econ boosted, or start cranking out troops right next to the enemy.
<center><gallery>
Fichier:HR-The Arena (Way).jpg
</gallery></center>


I always try to make sure to take out sockets on the way to the enemy base, that way it’s harder for the enemy to regroup. However, I also like to just attack the sockets with a few troops, and then move the bulk of my army around the other side of their base. As soon as they get their troops over to defend the sockets, I rush in and take out their base.
<poem>Super Slayer
[[Fichier:HW-Beasley's Plateau (render 02).jpg|350px|left|thumb]]
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU SLAYER, TU SLAYER DMRS, TU SLAYER PRO, ZB SLAYER DMRS
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, ENCLOSED, KINGDOM, SYNAPSE, EDEN MINOR, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED
</poem>


<span style="color:#FF8000">'''Designer Notes'''</span>
<center><gallery>
Fichier:HR-Super Slayer (Way).jpg
</gallery></center>


Justin Rouse, a skirmish map Designer, gives us one of his tactics:


I like going with a Forge infantry rush on this map because of the extra building sockets near the starting bases. I quickly clear the rebels there and build 2 supply pads on the those sockets. The extra resources allows me to pump infantry and warthogs at the same time. I use this force to get over to the enemy’s free standing sockets since many players will build on them quickly and use the extra buildings to tech/boom faster. If I can take down these buildings I can usually put my opponent into a hole off the start. At that point, if I can keep the pressure on them they’ll begin to crumble.


The other notable thing to do on Beasley’s is to get the Life Support hook in the center. The mistake a lot of people make is they go for this too early in the game. This hook is extremely powerful (+20~25% to total max pop with reinforcements upgraded) but its power will go unused if you acquire this hook before you’re ready to use the population space. You should always wait until you’re near pop cap before fighting the tough rebels at this location, but even if you can’t make use of the pop room its still a good idea to make sure you’re in control of it and not your enemy.


[[Fichier:HW-Beasley's Plateau (render 03).jpg|650px|center|thumb]]
</toggledisplay>




<span style="color:#FF8000">'''1v1 Maps'''</span>
 
----
 
<gallery>
 
Fichier:HW-Tundra (render 01).jpg|Tundra
 
Fichier:HW-Blood Gulch  (render 01).jpg|Blood Gulch
 
Fichier:HW-Chasms (render 01).jpg|Chasms
=Bungie.net - Halo: Reach: Features (http://halo.bungie.net/)=
Fichier:HW-Pirth Outskirts (render 01).jpg|Pirth Outskirts
==Modes/Variants==
Fichier:HW-Release (render 01).jpg|Release
===Headhunter===
Fichier:HW-Barrens (render 01).jpg|Barrens
The object of the game is simple: every player you kill drops a skull. Collect as many as you can and deposit them into one of the designated territories to score. First to 25 wins unless a player manages to earn the elusive “Skullamanjaro” by capturing ten skulls all at once.
Fichier:HW-Blood River (render 01).jpg|Blood River
 
</gallery>
http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_headhunter.jpg
 
Keep in mind, your opponent’s HUD will display exactly how many skulls you have in hand! Carry too many at once, and you’ll become the object of everyone’s affection. And since the territories are active at random, you’ll need to know exactly where you’re going before you decide to take a big risk.
 
===Stockpile===
Two teams scrap over four neutral flags. Flags are scored by bringing them into your team’s designated territory and protecting them until the timer reaches zero. Flags are collected every sixty seconds.
 
http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_stockpile.jpg
 
If the flag is outside the zone, even if you have it in your hands, it won’t count. If you allow a player on the other team to infiltrate your territory and toss all your flags outside the clearly marked boundaries, those won’t count either.
 
There are two ways to win:
 
1. Score a total of 10 Flags.<br>
2. Score the most flags in the ten minutes allotted.
 
Sounds pretty simple, right? It’s actually really nuanced. There’s a lot of push/pull going on and a coordinated team can employ multiple strategies to keep things mixed up.
 
===Invasion===
Invasion is a multi-phase, 6v6 Objective game mode pitting Spartans versus Elites on a variety of massively multiplayer arenas. As the attacking team successfully completes each phase, new weapons and load outs are made available, and the action intensifies as the combat moves into new sections of the battlefield.
 
http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion.jpg
 
'''Invasion Slayer'''
 
Invasion Slayer is also Spartans vs. Elites, but instead of focusing on specific sections of the map and the objectives each contains, you’ll be focusing on making the other team eat lead. Loadouts will become more and more powerful as the game moves through its three phases, each of which are triggered by either time or kill count, whichever comes first.
 
You’ll also find randomly positioned territories throughout each map. Capture them and you’ll initiate an airdrop that will be deployed 10 seconds later. Keep it secure long enough and you’ll be able to snag the spoils listed above, either weapons or vehicles. Of course, while you wait out the drop, you’re bound to attract some unwanted attention. Keep your eyes peeled. Once the bounty drops, anyone can grab it.
 
First to 100 kills wins.
 
===Arena===
'''Welcome to The Arena'''
 
It’s go time. Gone are the traditional rankings of the past online Halo experiences, in are Seasons and Divisions. Do well here and you will be grouped into flights of players featuring the best of the best, at the end of each Season your stats will be carved into your Service Record for all eternity* and subsequently refreshed in anticipation of the new Season to come.
 
http://halo.bungie.net/images/News/Inline10/arena/Welcome_Arena.jpg
 
The Arena is a brand new Matchmaking experience incorporated into Halo: Reach, aimed directly at competitive players who value competitive play and bragging rights above all else. Halo: Reach still features a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about competition.
 
Its rules are simple:
 
Play enough games each day to be rated.
Get rated on enough days in a Season and you will be placed in a Division amongst your peers.
You can check your updated Division placement in your service record each day you play after placing in a Division.
At the end of each season, everyone who has placed in a Division will receive a breakdown of their Division placement in each Arena Playlist.
Note: The number of days and ratings required can fluctuate from season to season. The requirements will be relayed to you in game when you enter and play in the Arena.
 
'''Simple to Play...'''
 
...difficult to master. Though the Arena playlist is a breeze to enter, in order to understand the complexities found within it's Ratings and Divisions systems, you'll need to buckle up and brush up on your math. Nothing says bloodbath like advanced level statistics.
 
<center><big>Getting Rated</big></center>
 
http://halo.bungie.net/images/News/Inline10/arena/No_Games.jpg
<center>This player has not played any qualifying games this Season. Notice the ellipses on the nameplate.</center>
 
To get rated, you need to complete enough games in an Arena playlist on the current day. Each “day” begins at 3AM PST. As you complete qualifying games, your progress will be charted and displayed on your nameplate in the Arena playlist lobby.
 
http://halo.bungie.net/images/News/Inline10/arena/pip_2.jpg
<center>Again, the Daily Rating progress is tracked on the nameplate. One down, two to go.</center>
 
Once you’ve successfully completed your games, your Best Games will be displayed on your nameplate. This rating is determined by an average of your three best individual performances. But remember: all of your games count, wins and losses alike, so the Best Games metric is just there for bragging rights.
 
http://halo.bungie.net/images/News/Inline10/arena/Rated_Day.jpg
<center>1704. Not bad. Tomorrow, the process will begin again.</center>
 
http://halo.bungie.net/images/News/Inline10/arena/First_Day_Rating.jpg
<center>The image above indicated that "0 more days" are required. You'll need to do better.</center>
 
Rating, Explained
 
Ratings are used as a measure of personal skill, but are not used when calculating who won or lost the match. Your rating will not affect your Division placement.
 
http://halo.bungie.net/images/News/Inline10/arena/InGame_ScoreBoard.jpg
<center>The image above indicated that "0 more days" are required. You'll need to do better.</center>
 
http://halo.bungie.net/images/News/Inline10/arena/Ratings_2.jpg
<center>You can also view each player's rating in the Post Game Carnage Report.</center>
 
''Note: For a more complete breakdown of the Ratings mathematical DNA, scroll to the section at the bottom of this article, penned lovingly by our very own Onyx designer, Tyson Green.''
 
If your head is swimming right about, grab hold with both hands and try the simple version of all of this madness, listed below.
 
<center><big>Division Qualification and Placement</big></center>
 
To be assigned and placed into a Division of your peers, you will need to be rated over the required number of games in a Season.
 
http://halo.bungie.net/images/News/Inline10/arena/Division_Qualification.jpg
<center>Divisions are never set in stone. Stop playing and you may forfeit your lofty perch to another hungry player.</center>
 
http://halo.bungie.net/images/News/Inline10/arena/Season_Status-.jpg
<center>Status updates keep you informed on Seasonal days remaining.</center>
 
''''The Divisions'''
 
http://halo.bungie.net/images/News/Inline10/arena/All_Divisions.jpg
<center>Almost as if by magic, this player currently has a friend in his party representing each Division!</center>
 
'''Onyx''' – Only the best of the best will thrive in this Division. Access is extremely limited.
 
'''Gold''' – Great players who demonstrate excellent aim and well executed teamwork.
 
'''Silver''' – Like most players, your aim is true, but you’re not quite ready to take on pro players.
 
'''Bronze''' – You are not yet instilling fear in your opponents, but you are no easy mark.
 
'''Iron''' – You’re just getting warmed up. Keep honing your skills and you're bound to improve.</center>
 
Player population is not divided equally between each Division. For example, only five percent of all players will qualify for the Onyx Division.
 
When you qualify for a Division, you will be notified in game. At the end of each Season, you will be sent a summary of your Seasonal performance, the Division rosters will be reset, and a new Arena Season will begin.
 
http://halo.bungie.net/images/News/Inline10/arena/Rated_Silver.jpg
<center>Many skilled players may find themselves in the Silver Division.</center>
 
http://halo.bungie.net/images/News/Inline10/arena/Welcome_Season.jpg
<center>Each new Season, the Divisions are reset and your current slate is wiped clean.</center>
 
http://halo.bungie.net/images/News/Inline10/arena/Service_Record.jpg
<center>To chart your course, make sure you're checking into your Service Record and following along from Bungie.net.</center>
 
After placing in a Division, your Service Record will update daily to show your Division Standing, displayed as a percentile. Check it every day to see how you're progressing!
 
See you in the Arena!
 
http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/arena.jpg
 
==Playlists==
===Invasion===
6v6 (Three 2-man fireteams vs Three 2-man fireteams), Spartans vs Elites.
 
http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion2.jpg
 
<poem>'''Invasion'''
Phase Time Limit: 4 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Number of Phases: 3
Loadout Palette: Invasion</poem>
 
<poem>'''Invasion Slayer'''
Round Time Limit: 15 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Score to Win: 75
Suicide Points: -1
Betrayal Points: -1
Vehicles On Map: Map Default
Loadout Palette: Invasion</poem>
 
===The Arena===
The Arena is a brand new Matchmaking experience incorporated into Halo: Reach and aimed directly at competitive players who value skill, rank, and bragging rights above all else. Halo: Reach will still feature a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about extreme competition.
 
http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel.png
 
Its rules are simple:
 
Play enough games each day and you will receive a Daily Rating.
Earn enough Ratings in a Season and you will be placed in a Division amongst your peers.
 
At the end of each season, everyone who has qualified for a Season Rating will receive a breakdown of their Division placement and their individual performance in each Arena Playlist.
 
http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel2.png
 
Good luck. ''You’ll need it.''

Version actuelle datée du 13 novembre 2021 à 00:53

Màj Way Universe[modifier]

Note : les liens OG sont les plus anciens disponibles sur Wayback Machine.

2015[modifier]

  • 27 novembre 2015
    • Fuel Rod Cannon
    • Warthog
      • ARC du 3 novembre 2015 (OG)
      • ARC du 27 novembre 2015 (updated)
        • Les seules différences semblent être l'image de la bannière (H4 -> H5G) et le « M46 Vulcan Machine Gun » qui devient « light anti-aircraft machine gun » sur la ligne du M12)
      • ARC du 27 novembre 2015 (dernière version en date)
        • Changements dans History (« AMG Transport Dynamics’ Mongoose and Civet » -> « AMG Transport Dynamics’ Civet ATV »
        • Changements mineurs (ajout de liens vers d'autres articles ; M862 : « enclosed-cabin » -> « enclosed cabin » ; M868 : « in tropical » -> «  in a tropical »))
        • Note : les chiffres pour la longueur et la largeur sont identiques, erreur présente sur chaque version)

2016[modifier]

  • 25 mars 2016
    • Scorpion
      • ARC du 3 novembre 2015 (OG, M808)
      • ARC du 12 avril 2015 (updated, M820)
        • Modification des données techniques, refonte totale de la section Armament pour l'adapter au M820, ajout modèles M808, M808B et M808C dans la section Major Variants, changement des deux illustrations (HODST/H4 -> H5G)


  • [[|]]
    • [ ]
    • [ ]


  • [[|]]
    • [ ]
    • [ ]

Halo: Reach: Stats site officiel de Halo (haloreachstats.halowaypoint.com)[modifier]

Sélections[modifier]

Anniversary Classic
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
ANNIV. SLAYER, ANNIV. SNIPERS, ANNIV. 1 FLAG, ANNIV. 1 BOMB, ANNIV. ODDBALL, ANV. MULTIFLAG, ANNIV. ASSAULT
Cartes :
BEAVER CREEK, PRISONER, DAMNATION, HANG 'EM HIGH, HEADLONG

Anniversary Firefight
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED NEP
Cartes :
INSTALLATION 04

Big Team Battle
Taille maximale du groupe : 16
Max joueurs en local : 2
Types de partie :
TU ASSAULT, TU NEUTRAL BOMB, TU MULTIFLAG CTF, TU BIG TEAM SLAYER, TU BTB SNIPERS, TU STOCKPILE, TU TERRITORIES, TU ELITE SLAYER, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU TEAM CRAZY KING, TU BTB HEAVIES
Cartes :
TEMPEST, TEMPTATION, HIGHLANDS, BREAKPOINT, BREAKNECK, RIDGELINE, HIGH NOON, SPIRE, BOARDWALK, PARADISO, HEMORRHAGE, BONEYARD, ABRIDGED, RENEGADE, UTOPIE, WAYONT, TRIDENT, MT LAM LAM, EMINENCE, SUPERSTITION, RASU, TYPHOON, BREAKOUT, HEADSTRONG, ASPHALT, GRAVEYARD, DELTA FACILITY, CRAGMIRE

Double Team
Taille maximale du groupe : 2
Max joueurs en local : 2
Types de partie :
TU 2V2 SLAYER, TU 2V2 SLAYER DMRS, TU 2V2 ODDBALL, TU 2V2 KING
Cartes :
UNANCHORED, ARENA ZEALOT, COUNTDOWN, ASYLUM, ENCLOSED, SYNAPSE, TREASURY, POWERHOUSE, REFLECTION, UNCAGED, BATTLE CANYON, SOLITARY

Firefight
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
FISTFIGHT, NADEFIGHT, ROCKETFIGHT, SNIPERFIGHT, FRGFIGHT, PLASMAFIGHT, FIESTAFIGHT, ARCADEFIGHT, ARCADEFIGHT NEP, FF LIMITED, FF LIMITED NEP
Cartes :
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT

Grifball
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
GRIFBALL, DASH, ZEALOTBLARGBALL, BLARGBALL, JETPACK, JUMP PACK, HAND EGG GRIFBALL
Cartes :
BLOODY GRIFBALL, PINWHEEL, ORACLES REVENGE, ERORA, CLIFFSIDE, HIGH TIDE, CONCAVE ARENA, THE VIEW, INDOMITABLE, CLOVER X, PYRAMID, EXULTANT GFLECT , HEIMDALLS MIGHT, GET OFF MY LAWN, ALEMBIC GOLD, BELLE COURT, MANHATTAN PROJECT, BRIGHTSIDE, OMEGA TEMPLE, THE VAULT, GRIFBALL FOUNDRY, METHODICAL, IMPACT ARENA, SIERRA VISTA, MALICE N ENVY, TEMPLE PRIME, INSPIRATION, HYPERBARIC, FEDERATION SQUARE, ILLUMINATI

Invasion
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
INVASION, INVASION SLAYER, INV SKIRMISH, S. SKIRMISH, E. SKIRMISH
Cartes :
BONEYARD, SPIRE, BREAKPOINT, HEMORRHAGE, PARADISO, TEMPEST, COUNTDOWN, BOARDWALK, POWERHOUSE, ANCHOR 9, UNANCHORED, REFINERY, OVERGROWTH, BROADCAST, FLOODGATE

Living Dead
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
INFECTION, ALPHA ZOMBIES, ZOMBIE GHOSTS
Cartes :
ANCHOR 9, SOLITARY, PENANCE, BREAKNECK, CONDEMNED, UPLINK, ASYLUM, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, ARENA ZEALOT, BEDLAM, UNCONGEALED, PANDEMIC, COUNT D-HOUEN, DEADWALK, POWERLESS, SPOOKY BASE, PARASITIC

MLG
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
MLG TEAM SLAYER V7, MLG CTF 5 FLAG V7, MLG CTF SANC V7, MLG CTF PIT V7, MLG KING V7
Cartes :
COUNTDOWN V7, BATTLE CANYON V7, PENANCE V7, SANCTUARY V7, ZEALOT V7, THE PIT V7, NEXUS V7, BATTLE CANYON V7, PENANCE V7

Multi Team
Taille maximale du groupe : 12
Max joueurs en local : 4
Types de partie :
TU TEAM HEADHUNTER, TU CRAZY KING, TU TEAM HOT POTATO, TU SLAYER, TU ELITE SLAYER, TU 3 BALL, TU ROCKET HOG RACE
Cartes :
TEMPEST, CONDEMNED, PENANCE, HIGH NOON, POWERHOUSE, BOARDWALK, SWORD BASE, REFLECTION, COUNTDOWN, ASYLUM, PINNACLE, ZEALOT, ARENA ZEALOT, PARADISO, BREAKPOINT, HIGHLANDS, HEMORRHAGE

Rumble Pit
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
TU HEADHUNTER, TU JUGGERNAUT, TU CRAZY KING, TU ODDBALL, TU SLAYER, TU ELITE SLAYER, TU SLAYER DMRS, TU SLAYER PRO
Cartes :
ZEALOT, REFLECTION, COUNTDOWN, POWERHOUSE, SWORD BASE, PINNACLE, UNCAGED, ARENA ZEALOT, UPLINK, SOLITARY, PENANCE, BATTLE CANYON, HIGH NOON, BOARDWALK, ASYLUM, ANCHOR 9, UNANCHORED, TEMPEST

Score Attack
Taille maximale du groupe : 1
Max joueurs en local : 1
Types de partie :
SCORE ATTACK, 2X SCORE ATTACK, GRUNTPOCALYPSE, SKIRMIGEDDON, CRASHSITE, SNIPER ATTACK, ROCKET ATTACK, FRG ATTACK, FIESTA ATTACK, MYTHIC ATTACK
Cartes
INSTALLATION 04, BEACHHEAD, CORVETTE, COURTYARD, GLACIER, HOLDOUT, OUTPOST, OVERLOOK, UNEARTHED, WATERFRONT

Team Objective
Taille maximale du groupe : 10
Max joueurs en local : 4
Types de partie :
TU NEUTRAL BOMB, TU 1 BOMB ASSAULT, TU 1 FLAG CTF, TU 1 FLAG PRO, TU 3-FLAG CTF, TU 2 FLAG CLASSIC, TU MULTIFLAG CTF, TU 2 FLAG PRO, TU 2 FLAG SLAYER, TU CRAZY KING, TU TEAM HOT POTATO, TU NEUTRAL FLAG, TU SPEEDFLAG, TU 3 PLOTS, TU ASSAULT, TU STOCKPILE, TU TEAM HEADHUNTER, TU TERRITORIES, TU ODDBALL
Cartes :
CONDEMNED, TEMPEST, UNANCHORED, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ZEALOT, ASYLUM, PINNACLE, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE

Team Slayer
Taille maximale du groupe : 8
Max joueurs en local : 2
Types de partie :
SLAYER, ELITE SLAYER, SLAYER DMRS, SLAYER PRO
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, AFFINITY, ENCLOSED, KINGDOM, SYNAPSE, TREASURY, THINK TWICE, PRECIPICE, CHATEAU, EDEN MINOR, RENOVA, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED

Team Snipers
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SNIPERS, SNIPERS PRO
Cartes :
TEMPEST, BREAKPOINT, HIGHLANDS, BREAKNECK, RIDGELINE, HIGH NOON, UNCAGED, BOARDWALK, HEMORRHAGE, REFLECTION, POWERHOUSE, PENANCE, COUNTDOWN, ARENA ZEALOT

Team SWAT
Taille maximale du groupe : 8
Max joueurs en local : 4
Types de partie :
SWAT, SWAT MAGNUMS, SWAT POTATO, SWAT STOCKPILE, SWAT 3 PLOTS
Cartes :
CONDEMNED, UPLINK, UNANCHORED SWAT, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, ASYLUM, PINNACLE, UNCAGED, REFLECTION, COUNTDOWN, BOARDWALK, SWORD BASE, ARENA ZEALOT, COUNTDOWN SWAT, POWERHOUSE SWAT, REFLECTION SWAT, ZEALOT SWAT, POWERHOUSE, ASYLUM SWAT, TEMPLE

The Arena
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU ARENA SLAYER
Cartes :
ARENA ZEALOT, REFLECTION, COUNTDOWN, BOARDWALK, POWERHOUSE, SWORD BASE, ASYLUM, UNCAGED, UNANCHORED, UPLINK, BATTLE CANYON, ENCLOSED, KINGDOM, SYNAPSE, IMAGO, PULSE

Super Slayer
Taille maximale du groupe : 4
Max joueurs en local : 2
Types de partie :
TU SLAYER, TU SLAYER DMRS, TU SLAYER PRO, ZB SLAYER DMRS
Cartes :
ANCHOR 9, TEMPEST, BATTLE CANYON, SOLITARY, PENANCE, HIGH NOON, CONDEMNED, UPLINK, COUNTDOWN, SWORD BASE, UNCAGED, POWERHOUSE, ASYLUM, REFLECTION, PINNACLE, ENCLOSED, KINGDOM, SYNAPSE, EDEN MINOR, BOARDWALK, ARENA ZEALOT, TEMPLE, ELLUL, IMAGO, MIDAS, PULSE, UNCONQUERED






Bungie.net - Halo: Reach: Features (http://halo.bungie.net/)[modifier]

Modes/Variants[modifier]

Headhunter[modifier]

The object of the game is simple: every player you kill drops a skull. Collect as many as you can and deposit them into one of the designated territories to score. First to 25 wins unless a player manages to earn the elusive “Skullamanjaro” by capturing ten skulls all at once.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_headhunter.jpg

Keep in mind, your opponent’s HUD will display exactly how many skulls you have in hand! Carry too many at once, and you’ll become the object of everyone’s affection. And since the territories are active at random, you’ll need to know exactly where you’re going before you decide to take a big risk.

Stockpile[modifier]

Two teams scrap over four neutral flags. Flags are scored by bringing them into your team’s designated territory and protecting them until the timer reaches zero. Flags are collected every sixty seconds.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/action_stockpile.jpg

If the flag is outside the zone, even if you have it in your hands, it won’t count. If you allow a player on the other team to infiltrate your territory and toss all your flags outside the clearly marked boundaries, those won’t count either.

There are two ways to win:

1. Score a total of 10 Flags.
2. Score the most flags in the ten minutes allotted.

Sounds pretty simple, right? It’s actually really nuanced. There’s a lot of push/pull going on and a coordinated team can employ multiple strategies to keep things mixed up.

Invasion[modifier]

Invasion is a multi-phase, 6v6 Objective game mode pitting Spartans versus Elites on a variety of massively multiplayer arenas. As the attacking team successfully completes each phase, new weapons and load outs are made available, and the action intensifies as the combat moves into new sections of the battlefield.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion.jpg

Invasion Slayer

Invasion Slayer is also Spartans vs. Elites, but instead of focusing on specific sections of the map and the objectives each contains, you’ll be focusing on making the other team eat lead. Loadouts will become more and more powerful as the game moves through its three phases, each of which are triggered by either time or kill count, whichever comes first.

You’ll also find randomly positioned territories throughout each map. Capture them and you’ll initiate an airdrop that will be deployed 10 seconds later. Keep it secure long enough and you’ll be able to snag the spoils listed above, either weapons or vehicles. Of course, while you wait out the drop, you’re bound to attract some unwanted attention. Keep your eyes peeled. Once the bounty drops, anyone can grab it.

First to 100 kills wins.

Arena[modifier]

Welcome to The Arena

It’s go time. Gone are the traditional rankings of the past online Halo experiences, in are Seasons and Divisions. Do well here and you will be grouped into flights of players featuring the best of the best, at the end of each Season your stats will be carved into your Service Record for all eternity* and subsequently refreshed in anticipation of the new Season to come.

http://halo.bungie.net/images/News/Inline10/arena/Welcome_Arena.jpg

The Arena is a brand new Matchmaking experience incorporated into Halo: Reach, aimed directly at competitive players who value competitive play and bragging rights above all else. Halo: Reach still features a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about competition.

Its rules are simple:

Play enough games each day to be rated. Get rated on enough days in a Season and you will be placed in a Division amongst your peers. You can check your updated Division placement in your service record each day you play after placing in a Division. At the end of each season, everyone who has placed in a Division will receive a breakdown of their Division placement in each Arena Playlist. Note: The number of days and ratings required can fluctuate from season to season. The requirements will be relayed to you in game when you enter and play in the Arena.

Simple to Play...

...difficult to master. Though the Arena playlist is a breeze to enter, in order to understand the complexities found within it's Ratings and Divisions systems, you'll need to buckle up and brush up on your math. Nothing says bloodbath like advanced level statistics.

Getting Rated

http://halo.bungie.net/images/News/Inline10/arena/No_Games.jpg

This player has not played any qualifying games this Season. Notice the ellipses on the nameplate.

To get rated, you need to complete enough games in an Arena playlist on the current day. Each “day” begins at 3AM PST. As you complete qualifying games, your progress will be charted and displayed on your nameplate in the Arena playlist lobby.

http://halo.bungie.net/images/News/Inline10/arena/pip_2.jpg

Again, the Daily Rating progress is tracked on the nameplate. One down, two to go.

Once you’ve successfully completed your games, your Best Games will be displayed on your nameplate. This rating is determined by an average of your three best individual performances. But remember: all of your games count, wins and losses alike, so the Best Games metric is just there for bragging rights.

http://halo.bungie.net/images/News/Inline10/arena/Rated_Day.jpg

1704. Not bad. Tomorrow, the process will begin again.

http://halo.bungie.net/images/News/Inline10/arena/First_Day_Rating.jpg

The image above indicated that "0 more days" are required. You'll need to do better.

Rating, Explained

Ratings are used as a measure of personal skill, but are not used when calculating who won or lost the match. Your rating will not affect your Division placement.

http://halo.bungie.net/images/News/Inline10/arena/InGame_ScoreBoard.jpg

The image above indicated that "0 more days" are required. You'll need to do better.

http://halo.bungie.net/images/News/Inline10/arena/Ratings_2.jpg

You can also view each player's rating in the Post Game Carnage Report.

Note: For a more complete breakdown of the Ratings mathematical DNA, scroll to the section at the bottom of this article, penned lovingly by our very own Onyx designer, Tyson Green.

If your head is swimming right about, grab hold with both hands and try the simple version of all of this madness, listed below.

Division Qualification and Placement

To be assigned and placed into a Division of your peers, you will need to be rated over the required number of games in a Season.

http://halo.bungie.net/images/News/Inline10/arena/Division_Qualification.jpg

Divisions are never set in stone. Stop playing and you may forfeit your lofty perch to another hungry player.

http://halo.bungie.net/images/News/Inline10/arena/Season_Status-.jpg

Status updates keep you informed on Seasonal days remaining.

'The Divisions

http://halo.bungie.net/images/News/Inline10/arena/All_Divisions.jpg

Almost as if by magic, this player currently has a friend in his party representing each Division!

Onyx – Only the best of the best will thrive in this Division. Access is extremely limited.

Gold – Great players who demonstrate excellent aim and well executed teamwork.

Silver – Like most players, your aim is true, but you’re not quite ready to take on pro players.

Bronze – You are not yet instilling fear in your opponents, but you are no easy mark.

Iron – You’re just getting warmed up. Keep honing your skills and you're bound to improve.

Player population is not divided equally between each Division. For example, only five percent of all players will qualify for the Onyx Division.

When you qualify for a Division, you will be notified in game. At the end of each Season, you will be sent a summary of your Seasonal performance, the Division rosters will be reset, and a new Arena Season will begin.

http://halo.bungie.net/images/News/Inline10/arena/Rated_Silver.jpg

Many skilled players may find themselves in the Silver Division.

http://halo.bungie.net/images/News/Inline10/arena/Welcome_Season.jpg

Each new Season, the Divisions are reset and your current slate is wiped clean.

http://halo.bungie.net/images/News/Inline10/arena/Service_Record.jpg

To chart your course, make sure you're checking into your Service Record and following along from Bungie.net.

After placing in a Division, your Service Record will update daily to show your Division Standing, displayed as a percentile. Check it every day to see how you're progressing!

See you in the Arena!

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/arena.jpg

Playlists[modifier]

Invasion[modifier]

6v6 (Three 2-man fireteams vs Three 2-man fireteams), Spartans vs Elites.

http://halo.bungie.net/images/Games/Reach/betaGuide/inlines/invasion2.jpg

Invasion
Phase Time Limit: 4 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Number of Phases: 3
Loadout Palette: Invasion

Invasion Slayer
Round Time Limit: 15 minutes
Maps: Boneyard, Spire, Hemorrhage, Paradiso
Score to Win: 75
Suicide Points: -1
Betrayal Points: -1
Vehicles On Map: Map Default
Loadout Palette: Invasion

The Arena[modifier]

The Arena is a brand new Matchmaking experience incorporated into Halo: Reach and aimed directly at competitive players who value skill, rank, and bragging rights above all else. Halo: Reach will still feature a wealth of other Playlist offerings, ranging from social to competitive (and everything in between), but the Arena is all about extreme competition.

http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel.png

Its rules are simple:

Play enough games each day and you will receive a Daily Rating. Earn enough Ratings in a Season and you will be placed in a Division amongst your peers.

At the end of each season, everyone who has qualified for a Season Rating will receive a breakdown of their Division placement and their individual performance in each Arena Playlist.

http://halo.bungie.net/images/Games/Reach/intel/2210_update/arena_intel2.png

Good luck. You’ll need it.