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Feature

Five Major Ways Halo 5: Guardians Changes The Series’ Multiplayer

by Mike Futter on Nov 10, 2014 at 05:01 PM

We got an early look at the upcoming Halo 5: Guardians multiplayer beta, and it’s an understatement to say that there are some changes. In fact, much of what long-time fans of the franchise know about the series is about to change.

We decided to break down the biggest changes as a handy reference guide to get you ready for the beta on December 29.

Don’t Call It ADS
In the past, only certain Halo weapons offered the ability to look through a scope. While your sniper rifle and DMR will still offer a scoped view, now you also get finer control over the assault rifle, SMG, shotgun, and even the energy sword.

This isn’t aim-down-sights as you know it from Call of Duty or Battlefield, though. Developer 343 Industries is tapping into Halo’s lore a bit, offering something called “smart scope.” The in-universe explanation is that the Mjolnir armor’s onboard computers can interface with any weapon for improved targeting.

For players, this means the ability to zoom in varying degrees without sacrificing movement speed or mobility. To balance this, 343 reinforced “descoping.” If you’re hit, you’ll be knocked out of smart scope entirely.

The upshot is that it changes the way you interact with some of the weapons. Specifically, you might want to hang onto that assault rifle now. It’s got a little bit more usefulness at mid-range, especially once you learn to compensate for recoil drift.

Take A Lap
Spartans are in peak physical condition, which means that a casual jog around the map is no problem for them. Once suited up in Mjolnir armor, you can sprint for an unlimited amount of time.

This has some drawbacks, though. Your shields won’t recharge while you’re sprinting. Each time you start, the subtle timer above your shield gauge resets. Get to cover and take a breather to restore them to full strength.

Click to enlarge.

Sneakier Slaughter
One of the new traversal mechanisms included in Halo 5: Guardians is called “clamber.” This allows you to hoist yourself up onto any surface you can reach.

Seasoned Halo players have exploited the jump-and-crouch leg tuck trick for years to get extra clearance and reach hidden nooks. That’s still a viable strategy, but now it’s aided by the ability to mantle onto any platform. In the default control scheme, you need to press A to jump and then again to climb up when near a surface. You can also change that so all you need do is press and hold the button. 

Success in Halo 5: Guardians often means surprising your enemies. Clamber is a big part of how you can do that, especially if you explore maps and find hidden cubbies.

You Will Believe A Man Can Fly
Every Spartan is equipped with a thrust pack. This serves a number of uses, including the ability to dash in multiple directions to avoid fire or get in and out of cover.

The thrust pack is also linked to your smart scope. If you’re in the air and pull the left trigger to activate the scope, your pack will kick in. Instead of dropping to the ground, you’ll drift slowly down. This is perfect for using cover vertically.

Click to enlarge.

It’s Clobberin’ Time
Halo has always had an up-close melee game. Assassinations by clocking an opponent in the back of the head have been a regular threat throughout the series. Now, players have two more ways to deal out damage with their fists. 

The Spartan charge is a melee attack that is available at top-speed. Once you get into a sprint and reach maximum velocity, your reticule will change. Line up an enemy, tap the melee button, and you’ll dash ahead in third-person view. If you connect from behind, it’s an instant kill. Colliding with an enemy from the front drops their shields instantly, but you’ll want to turn around quickly to finish the job.

The other new melee skill pairs your powerful fists with the thrust pack. You can get the drop on foes by jumping off a surface and holding the crouch button. Doing so suspends you in mid-air as you charge up a strike. You then see a small targeting zone on the ground, and you must hit your opponent square on (by releasing the button). Doing so is an instant kill. Missing leaves you open to attack while you recover. Use this judiciously, as hovering above the battlefield leaves you vulnerable.