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Old 06-28-2009   #1 (permalink)
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Proper usage of the carbine


Proper usage of the carbine
Intro
Hello I’m halo kid 024, and as some of you may have guessed this guide is about the carbine. It will cover both combat and forging usage.
Table of contents
  • intro
  • ToC (you’re here)
  • combat
3a.long range
3b.medium range
3c.short range
  • VS
4a.carbine vs. BR
4b.carbine vs. sniper
4c. carbine vs. AR
  • Forging
5a. position
5b.spawns and clips
6. Ending
Combat
Ah yes, in general the carbine can win at any range, depending on the weapon its up against, you cant beat a shotty at close range, or a Needler (unless your skilled) at medium range. I’ll start off the guide at long range.

Long range
At long range, the only thing you should be scared of is a skilled splaser user, it’s not hard to beat a sniper, as discussed later. The main thing you should do is strafe in random directions, and pepper there area in fire. At this range you shouldn’t try to get a headshot, as you will just waste ammo. Instead, try to get there shields down, as they will usually try to run for it then. Keep giving them body shots, as they will fall after a few more. Also, watch out for people who scope there snipers and charge there lasers behind cover. Please note that carbine rounds don’t travel instantly, they take a second to reach there target at this range.
All in all: the carbine can dominate at this range, but requires skill to win effectively from a long distance.

Medium range
This is where the carbine truly shines, with or without a scope. A happy trigger finger will win many battles at this range. To completely win at this range you must learn to keep the cursor on there head, or they will overwhelm you with superior firepower, which is bad. A good tactic is to jump mid battle, not at the beginning. If you jump at the beginning of a battle, the will react naturally, since that’s what most players do, but if you jump mid battle, they will not react as quickly, allowing you two or three extra headshots before fire resumes on you. Now is a good time to mention that the carbine fires as fast as you pull the trigger, so if you are capable of pulling off 7headshots in a matter of 2.5 seconds, you’ll win, most of the time.
All in all: the best range for the carbine, you will win here, hands down.

Short range
Probably the worst range for the carbine, but that doesn’t mean you can’t win, that just means you need the most skill to survive here. The main tactic you should be using at this range is the punch-headshot combo, that is, punching your opponent and then pulling off a headshot in rapid succestion, it may seem tough at first, because they might be able to pepper you with AR before you can headshot. It does take practice, but before long it’ll be second nature.
All in all: you will have a tough time learning to win here, but it’s possible.
VS

Battle rifle VS carbine
One of the most common debates in halo, and one you’ll be in alot. I’ll break it down for you.
Carbine advantages:
Kills faster, quicker rate of fire. Quicker reload. (By half a second or so)
BR advantages:
More power per shot. Three round burst. Quicker bullet time.
Most people think that the battle rifle clearly has the win in this case, but the carbines rate of fire is so good that it can lay out more damage in same amount of time. In the case of facing a BR user, if they can get two hits in before you can fire, get to cover, you won’t (unless you’re lucky) win that battle. In the case you see them first, fire away. Also, learn to strafe when going against a BR user, as it’s easy to strafe a carbine shot, you must be able to do the same thing to them.

Sniper rifle VS carbine
Ah yes the sniper VS carbine, easy battle for one, and hard as heck for the other. I’m here to make sure it’s easiest for you.
Carbine advantages
Keeps opponent unscoped and unable to attack.
Sniper advantages
2 shot kill, extreme range.
This isn’t a very hard battle, the key is persistence. The battle mechanic on your side is simple. If you hit the sniper, he unscopes. Do not ever in a sniper battle try to run away, that’s when they get the advantage, they have a factor over you that may make them win, Range. They can hit you accurately from a far greater range then you can hit them. Keep shooting there area, and they will either be killed, or give up. The last thing about facing a sniper is the heavy importance of cover, use it smartly, as going up against a sniper with no cover, no matter you skill, is suicide.

Carbine VS Assault rifle
Perhaps the most common situation for all carbine users, and Im gonna make sure you win every time.
Carbine advantages
Range, not having to reload every 3 seconds

Assault rifle advantages
Rate fire, good at close range
The first thing you should do against an AR user is get some range in-between you two. When they run out of ammo (which won’t take very long) then you strike. That’s about it for this section. Moving on to forge.

Forging
This is probably what the majority of you came to read, proper placement in forge.
Positioning
One factor you must take into consideration before placing is traffic, unless you wish for everyone to have a carbine all the time, or nobody to have one anytime, place them in areas of medium traffic. A good example of an area with medium traffic is the stump on guardian.
Another part of it is elevation, the carbine needs to be at an area of decent elevation, not ground level, unless it’s on higher ground than most of the map, but not at the highest point of elevation. A good example is the carbine next to the Spartan laser tower on high ground.
The last and least important of placement is how it’s placed. The two ways it’s placed (mainly) is leaning and flat. Leaning is where it’s leaned up against a wall or railing, best in open areas or places where multiple paths meet. The second is flat, that is where it lays flat against the ground, best in narrow halls.
Spawns and clips
Spawns is just as the name implies, how long it takes for the weapon to respawn. Generally you can go with the default settings with the carbine, but there are exceptions. If it’s an area of immense traffic (gold lift on guardian) you should increase the spawn time to either 45 sec to 1 minute. Never go beyond a minute or lower the 20 seconds.

Closing
I don’t really have any thanks except to pegasi delta, who was helping me the whole way with this guide, and to doni R ninja, who (unknowingly) did a few experiments and in a way contributed to the guide.



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Last edited by halo kid; 08-29-2009 at 03:27 PM.
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Old 06-28-2009   #2 (permalink)
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The carbine doesn't fire as fast as you pull the trigger, there is a maximum fire rate.



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Old 06-28-2009   #3 (permalink)
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While there is a maximam fire rate,its difficult to achieve unless your controller is modded.



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Old 06-28-2009   #4 (permalink)
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Originally Posted by halo kid 024 View Post
While there is a maximam fire rate,its difficult to achieve unless your controller is modded.
Might want to check that again. It doesn't matter how quickly you pull the trigger, the carbine will always be maxed out of its firing rate. I'm in a game right now and I mashed the trigger. The carbine always maxed out its firing rate.

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Old 06-28-2009   #5 (permalink)
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Kinda hard to read the dark text on the dark background. Many false's here, I'll point them out:

-Carbine does not shoot every time you pull the trigger, it does have a cooldown time, albeit a short one (I play Paintball competitively, trust me I can shoot fast).
-In a strafe it is best not to jump, until you are no shields and then it is still questionable. A player jumping slows down their movement and they change direction less often, this gives the opposing player an easy chance to realign their shots, meaning they'll stop missing (I also play MLG competitively).
-BR is easier to hit shots because of its 3-burst. This usually makes it superior, however, a carbine 7-shot vs a BR 4-shot (MLG settings), carbine wins, Carbine 8-shot vs BR 4-shot (normal settings), BR wins.

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Old 06-28-2009   #6 (permalink)
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Some spots that are a bit off, but oberall a great guide, shouldnt this be in halo disscussion, not forge?
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Old 06-28-2009   #7 (permalink)
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Originally Posted by DONI R NINJA View Post
Some spots that are a bit off, but oberall a great guide, shouldnt this be in halo disscussion, not forge?
The last half was made up of how to use them on your map.



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Old 06-28-2009   #8 (permalink)
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You should only jump mid-battle if you are on bumper jumper. I think it's truly the best set-up because you can continue aiming after jumping with you hand never leaving the right thumbstick.

And a BR would definitely win in a battle in my opinion. Covenant weapons are designed to take down shields quickly but a BR can kill someone even if they are not one-shot with a well placed burst.
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Old 06-28-2009   #9 (permalink)
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I find that Carbine is a superior weapon in a lot of cases. Whenever I get in a dule with a br user, I usually win. The spread of the carbine tracks well enough at mid-range that it is by far the superior choice when it comes to mid-range combat.
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Old 06-28-2009   #10 (permalink)
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i think that over a distance the carnine is better. the BR has WAY too big of a spread shot. carbine FTSW, AR FTFW. lol.

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