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Say It Aint So!
Join Date: Feb 2008
Location: North East uk
Posts: 4,542
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Battle Rifle Guide (unf)
Originally for Lionhearts 'TriggersDown' website, i found this on my old computer, so here you go.
Basics and Beyond
Part 1: The Battle Rifle
The BR55HB SR Battle Rifle is quite commonly referred to as the workhouse weapon of the Halo-verse. Its delicate balance of accuracy, damage and rate of fire make it a versatile weapon, and a force to be reckoned with on the battlefield. The ‘BR’ is one of the few weapons in Halo that can be effective when coordinated with almost any other weapon, substantially increasing its usability in team oriented games.
The Battle Rifle is most effective at medium to long range where its 2x magnification telescopic sight can be utilized, offering some assistance with hitting targets at a distance. This weapon proves surprisingly efficient in a variety of situations, providing you use the appropriate techniques. This guide will inform you of these different techniques, and when they should be deployed.
Four Shot
The ‘Four Shot’ refers to a kill with a Battle Rifle using only four of the twelve available bursts in a clip. The term originally applied to four bursts that would all land on the head, but since the transition to Halo 3, it has become possible to successfully achieve a ‘four shot’ by means of three bursts to the torso followed by a final burst to the upper neck or head. Either way, both of these techniques require you to be in close proximity with your adversary, and firing upon a relatively easy target.
‘Four Shots’ are generally attained in enclosed or urban environments, where ground level is relatively even throughout. This demands little movement of the reticle across the vertical axis, creating an easier target and increasing your chances of success. As you become more accustomed with the Battle Rifle, you will find that you can land ‘Four Shots’ much more reliably, and in more challenging situations.
To become accustomed to the quick and easy kills a ‘Four Shot’ offers, you need to develop your aim. Like anything, this comes from experience. To get the best out of your time it is recommended you play some small games with the Battle Rifle as the predominant weapon on the map.
Strafing
Strafing signifies the movement of the player during a battle. This is generally used as an evasive maneuver, although it can also be used to assist you in aiming. The purpose in strafing is to throw your opponents aim off, providing you with more time to dispose of them. For that reason, your main strategies when strafing are speed and agility, but more importantly to be unpredictable.
Basic strafing involves horizontal movements left and right while firing. These actions can be quite effective at throwing some of the more precise weapons off, while also ensuring you won’t struggle to keep your own reticle locked onto your opponent. Straight-forward left and right strafes might keep you breathing when faced with lesser experienced opponents, but certainly not against a more practiced player. For more advanced strafes, you will need to think outside the box.
To prevail against the battle hardened members of Halo, you need to move unpredictably and instantly adapt to your ever-changing surroundings. Firstly, you can learn to perform ‘dummy’ strafes, by moving left and then stopping, and then moving left again instead of right. This technique can become as complicated as you can make it to be, ultimately leading to infinite different combinations of strafes. This technique can be argued as the most helpful way to get you out of a heated one on one situation.
Jumping
You can develop jumps in the air and from terrain, and combine them into your strafe to out- maneuver your opponent. Having an early height advantage in the early and final stages of a battle can be crucial to your success, but this technique comes with its risk. As you reach the peak of your jump, and begin to fall, you are at your most vulnerable. Because of this, you need to make sure that either you jump so early in a battle that you can fall without your opponent firing back, or so late in a battle that your opponent is already finished before you begin to fall.
Jumping can also be used as an evasive maneuver, if you find that the difference in health between you and your opponent is so great, that you are unlikely to succeed. This technique has no specific rules or guidelines, but general trends do apply to it. Jumping evasively usually involves stringing together jumps as quickly as possible. The purpose behind it is to stay out of your opponent’s crosshair but also out of his melee range. On the contrary to what you might expect, being as close to your opponent can, in most cases, be your best weapon.
Crouch jumping becomes an important part of jumping, in both offensive and evasive situations. Holding crouch when you are about to land will lift your legs up, allowing you to reach higher or further away places. This can unlock a whole new range of accessible jumps in many maps where location is crucial to success.
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