Tactics for Docks 2v2 Straight From The Devs

June 23rd, 2009

The Halo Wars map information has just been updated, and Docks 2v2 has been added to the list. If you want to learn more about the map, then check out the page.

If you want to know some tactics for the map, here’s an excerpt from the designers:

Because of the choke point and decent travel time from one side to the other early in the game, it’s pretty safe too boom up. This is why I really like using Cutter and elephant/marine rushing on this map. If I can setup my Elephant near the enemy bases and get it pumping I can slow down their boom sometimes, even keeping them off the open base location near their start area while my partner boom/techs freely. This tends to leave me behind the curve a bit but I can still get to ODST’s and just support my teammate until we can get the win.

Halo Wars Docks Map

Halo Wars Title Update 3…Update

June 16th, 2009

On the edge of the Title Update #2 and the DLC Pack #1 we already have some news on what to expect out of Title Update #3. Right now, it’s being reported that TU #3 will focus on implementing balance changes, and to fix some bugs bogging down Halo Wars.

There are talks of lessening the effectiveness of Warthogs. The allowance of friendly fire, and team killing. One fix the team is promising is that invisible units will now have invisible health bars.

EUREKA!

Risk: Halo Wars

June 11th, 2009

If you’re a fan of Risk, while at the same time being a fan of Halo Wars then this product is for you. It’s the Risk: Halo Wars Collector’s Edition. There’s over 290 custom pieces including - UNSC Fire Bases, Marines, Scorpion Tanks, Spartan and Covenant Command Centers, Grunts, Wraith and Arbiter,Flood, ProtoGraveminds, Infection Forms, Carrier Forms and Juggernaut.

Halo Wars Combat System Detailed

May 5th, 2009

When you play a RTS, the intricacies of combat can become lost in your quest strategic dominance. You should know that when the action is taking place on screen, there’s some intense number crunching going on to determine the tide of battle.

When units first engage one another, the first determening factor is accuracy. There are two parts to accuracy, first is if your shot is firing true at your opponent. Then the factor of distance to target is considered. Depending on those two factors, your attack will land or it won’t.

Damage is determined by a couple of things. First, is the weapon that your unit is using coupled with the armor of your opponent. And of course vice versa if you’re being attacked. Below is a chart with specific attack modifiers based on these two factors…

Damage type/ armor type lookup table (real numbers from the Halo Wars database)

 

Light infantry

Heavy infantry

Medium Armor

Heavy Armor

Aircraft

Buildings

Heavy MG and plasma

160%

120%

120%

40%

180%

40%

Anti air missiles/ needles

120%

120%

100%

60%

300%

60%

Grenades

80%

60%

160%

120%

80%

160%

Sniper attacks

400%

300%

40%

20%

40%

20%

Flames

300%

200%

40%

20%

40%

40%

(via: HaloWars)

New and Improved Skill Level System

April 7th, 2009

Ensemble is being hush-hush about the details, but you should notice on their site and in the game that your Skill levels should be changed. Don’t worry, there’s nothing wrong with your game. In fact Ensemble promises that the system will better relfect the actual levels of players.

Some players have been noticing significant changes in skill level. Some have been going from 3 to 39, and vice versa. Ensemble states problems where players had skill levels that were significantly lower than what should have been. This is now fixed.

The reception for the update has been great so far. There’s of course complainers who want to know how the new Skill system is calcuated. I could care less personally, if they promise to offer a more balanced experience in game.

Stats For Halo Wars

March 24th, 2009

As you continue your campaign in Halo Wars, through single player or multiplayer you’ll undoubtedly be wanting to know how you’re performing. Luckily, there’s a stats available at the HaloWars community site. Along with player stats, there are more broad stats for the overall game.

Here are some interesting stats I was able to find on the page:

UNSC has won 2,672,529 matches, while the Covenant  has won 1,489,054 (guess we know who’s winning the war)

Total Game time played is closing in on the century mark. Right now it’s at 99 years, 6 months, and 25 days.

Fort Deen is the most played map, coming in at 10 years of play time so far.

Halo Wars Ranks and Skill Levels

March 17th, 2009

I think it’s safe to say that we’re all still noobs at Halo Wars. The game has only been out a couple of weeks, so strategies are still being drawn up. All of us are still learning the strengths and weaknesses of each unit. I’m sure some of you have been playing none stop, and have a great handle on things.

Luckily, the rank and skill levels are set so I don’t have to meet you until I’m ready. The Halo Wars dev blog has released different aspects of the ranking system, and what they mean. Here are brief summaries of each system:

Player Trueskill™ - The Player Trueskill system is what is used when matchmaking for players. Every different hooper is assigned a skill number. Depending on how often, and how successful you are on a different game type, you’re Trueskill number will increase/decrease. If you want to know more details of the system, you can click here.

Skill Level - Skill level is more of a representation of your overall skills at Halo Wars. Instead of basing it off each game type, this encompasses everything. The system is based on 1-50, with 50 being the best. Your win/losses are taken into account. Also, if you leave a game for any reason, like your 360 shuts off it’s counted as a loss.

Score - Your score is more of a barometer of how experienced you are with the game. Not necessarily if you’ve won or lost. Just how much time you’ve put in, but of course winning never hurts. Here’s a graph showing the point totals, and the ranks that are associated with them.

Rank

Rank Score Needed
Recruit Play 1 Game
Lieutenant 80,000
Captain 200,000
Major 400,000
Commander 800,000
Colonel 1,600,000
Brigadier 2,400,000
General 3,200,000

Halo Wars Review Roundup

March 10th, 2009

Halo Wars Reviews

As Halo Wars continues to most of its players, the reviews keep pouring in. They’ve been good for the most part. It’s very comforting to see that the FPS-RTS transition went through with some minor hiccups. I’ll be honest, I was having my doubts.

Halo Wars had a lot going against first. It had to make that genre transition. Not only that, console based real time strategy games are generally frowned upon. A keyboard and mouse were pretty much made for RTS’s. However, Ensemble Studios was able to pull it all together for a solid experience.

Here are some reviews of the game in case you haven’t gotten it yet.

Game Informer - 9/10: Halo Wars does for the RTS genre what Halo did for console FPS. This is neither the most nuanced or complicated strategy game on the market, but Halo Wars succeeds as no other title before it in building a functional and fun mechanic using little more than a d-pad and some face buttons. Fantastic between-mission cutscenes highlight a story that will please any Halo junkie, and everything from the music to the Spartans’ animations are awash in the familiar themes of that fictional universe.

Kombo - 9/10: “Like many of you, I wasn’t quite sure what to expect from Halo Wars. The concerns, doubts, and questions circled my gamer brain as it did yours. And while it’s not the first-person shooter experience that Bungie has delivered all these years, it is a damn good RTS game. And who better to deliver the new experience than Ensemble Studios. Nearly everything about Halo Wars is well polished: campaign, co-op and multiplayer modes, hidden skulls, solid controls, refined matchmaking, superb voice talent, engaging cut-scenes and story, and everything else that you expect from the Halo brand. Halo Wars isn’t perfect, but it’s certainly great enough to ignore the minor flaws and enjoy an amazing experience from beginning to end and well beyond with online multiplayer.”

IGN - 8.4/10: “Halo Wars deftly dodges between the hardcore micromanagement of real-time strategy and the instant gratification expected by Halo fans. Ensemble has nailed console RTS controls, but at the expense of some depth. The campaign missions often seem overly scripted and the experience doesn’t have the wide-open feel of some other RTSs. But the Halo feel is most definitely present, and serves as one of the game’s biggest strengths. The cinematic cutscenes are gorgeous, if the narrative is somewhat thin in places. Overall, Halo Wars is a fresh and expertly polished approach to the console strategy genre, and it’s a fitting goodbye from a beloved studio.”

I’ve been very impressed with reviews so far. Considering all Halo Wars was stacked up against, I think it passed with flying colors. Here’s hoping we can see the series improved upon, or maybe even a nice PC port in the future.

Halo Wars: Strategy Game on a Console?

October 18th, 2008

Halo plus real-time strategy plus gamepad controls may sound like a recipe for a franchise misfire, but Ensemble Studios has polished Halo Wars to the point of an immediately playable console title. While some may argue that, like first person shooters, RTS games should only be played on a mouse and keyboard, Ensemble has done an admirable job of nailing the controls.

You’ll move around the map with the left analog stick, zooming in and out with the right stick. Unit selection is done with the A button — hold A to select groups via a circle — but you can select all units on screen or every unit in your army with the right or left bumpers, respectively.

Your units will fire on enemy units with X, with an alternate firing mode tied to the Y button.

Unit special abilities and building options can be chosen from a pop up radial menu, giving you quick access to things like air strikes or expansion building choices. The control experience is relatively easy to wrap one’s head around, thanks to a clean, quickly loading interface.

Building management is similarly straightforward stuff. We started out with a pre-built base, one with a series of “slots” that additions like barracks and vehicle factories can be built upon. You’ll also have access to defense towers, but Halo Wars won’t devolve into a turret defense mishmash. Base support feels like less of a focus than team-to-team field combat.

On combat, you’ll have more than just Warthogs, Scorpions and Vultures to inflict damage on the UNSC side, a Spirit of Fire colony ship orbited overhead, allowing for called-in airstrikes via MAC cannons. Things get hairy? Call in some giant laser fire.

Halo Wars has some impressive visual pop to it, more colorful than when we last saw it. The game’s visual effects, in motion, look spectacular. It may not have the immediate visual appeal of something like Halo 3, with it’s micro-sized units and overhead perspective, but it looks good.

Keep your eye on Halo Wars, even if you’re not a fan of the franchise or traditionally an RTS fan. It looks and feels like a console strategy game should. When we get our hands on the Covenant next time, we’ll have a better understanding of how well it stacks up.

New Halo Wars Screenshot

June 21st, 2008

Today we discovered a halo wars screenshot we had never seen before! Guess it is not a brand new one, but it is one that is very cool! And gives a clear view of how things will be! Like the forerunner architecture. I’m surprised the covenant aren’t instead attacking the human outpost/base, they’re attacking the human force which is away from the UNSC base so why not rush to the UNSC encampment and destroy a couple buildings or one while the UNSC forces are occupied by chasing the covenant. This would seem more logical for a side with smart AI.

Halo Wars Screenshot:
Halo Wars Screenshot