Noob Combo: Difference between revisions

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{{era|H2|H3}}
{{era|H2|H3}}


The '''"Noob Combo"''', is a term coined shortly after the release of [[Halo 2]] and is the combination of the [[Plasma Pistol]] with a [[Battle Rifle]], [[Carbine]], or [[Magnum]]. Duel wielding a Plasma Pistol and a Magnum is the most commonly used combo, due to the [[Magnum|Magnum's]] accuracy and the fact that you don't have to switch weapons and aim again. Often a player will be walking and hear the Plasma Pistol being fired only to turn around and be hit in the face with the [[plasma]] bolt and then be shot in the head with the players secondary weapon. This combo is especially effective on [[Beaver Creek]] and [[Colossus]], often turning the tide of games. This tactic was considered so unbalanced that Bungie attempted to remove it from the game by implementing the new Battle Rifle game type which removes all [[Covenant]] weapons from the map; this was largely ineffective. For a limited time, the [[Team ActionSack]] playlist contained a game type for it called "combo training".  
The '''"Noob Combo"''', is a term coined shortly after the release of [[Halo 2]] and is the combination of the [[Plasma Pistol]] with a [[Battle Rifle]], [[Carbine]], or [[Magnum]]. Duel wielding a Plasma Pistol and a Magnum is the most commonly used combo, due to the [[Magnum|Magnum's]] accuracy and the fact that you don't have to switch weapons and aim again. Often a player will be walking and hear the Plasma Pistol being fired only to turn around and be hit in the face with the [[plasma]] bolt and then be shot in the head with the players secondary weapon. This combo is especially effective on [[Beaver Creek]] and [[Colossus]], often turning the tide of games. This tactic was considered so unbalanced that Bungie attempted to remove it from the game by implementing the new Battle Rifle game type which removes all [[Covenant]] weapons from the map; this was largely ineffective. For a limited time, the [[Team ActionSack]] playlist contained a game type for it called "combo training".


The other alternative for a Halo 2 'Noob Combo', is the SMG and the Plasma Pistol. While an overcharged Plasma Pistol can destroy all shields (including overshields) the SMG can take care of the armor of the opponent. It will thus kill (pwn some may call it) the opponent and will probobly end up in him calling you a noob and putting you on his avoid list (if in Xbox Live).


Sometime after the release of Halo 2, Bungie became unsatisfied with the changes they had made, as players were now exploiting the weapon to the point that became mostly unfair. As Halo 3 entered full production, Bungie revised their changes minimizing the Plasma Pistols tracing ability to only be effective at close range, the same way the Halo: CE Plasma Pistol worked, another change was how fast the bolt traveled causing it to have very little maneuverability. Also, players that overcharge the Halo 3 Plasma Pistol are forced to deal with an ever decreasing battery power the longer the player holds down on the trigger.  
The other alternative for a Halo 2 'Noob Combo', is the SMG and the Plasma Pistol. While an overcharged Plasma Pistol can destroy all shields (including overshields) the SMG can take care of the armor of the opponent. It will thus kill (pwn some may call it) the opponent and will probobly end up in him calling you a noob and putting you on his avoid list (if in Xbox Live).  


Whether or not this weapon combination is actually a sign of being a "[[noob]]" is up for debate. While it is indeed a powerful and unbalanced combination, it does not require much skill to use, while those in support of the combo have argued otherwise. Correctly using these weapons however, is not a trait of a new player; even a player who would normally lose to a more skilled player can kill him/her at least once with it. The main distinction being that a skilled player will survive the counterattack and go on to get a spree, while an actual new player will easily be taken down once the initial surprise is gone.


== Combinations ==
Sometime after the release of Halo 2, Bungie became unsatisfied with the changes they had made, as players were now exploiting the weapon to the point that became mostly unfair. As Halo 3 entered full production, Bungie revised their changes minimizing the Plasma Pistols tracing ability to only be effective at close range, the same way the Halo: CE Plasma Pistol worked, another change was how fast the bolt traveled causing it to have very little maneuverability. Also, players that overcharge the Halo 3 Plasma Pistol are forced to deal with an ever decreasing battery power the longer the player holds down on the trigger.
===Plasma Pistol===
#[[Battle Rifle]] and [[Plasma pistol]].
#[[Carbine]] and [[Plasma pistol]].
#[[Dual wielding]] [[Magnum]] and [[Plasma Pistol]].
#[[M6D Pistol]] and [[Plasma Pistol]].
#SMG and Plasma Pistol.


Note: The noob combo is executable only with a Plasma Pistol and a close range [[headshot]]-capable weapon. Many gamers consider dual wielding the [[SMG]] or the Pistol with a [[Plasma Pistol]] or Plasma Rifle an "honorable" noob combo. However, this combo is very useful in campaign, especially on the higher difficulties.


===Plasma Rifle combos===
Whether or not this weapon combination is actually a sign of being a "[[noob]]" is up for debate. While it is indeed a powerful and unbalanced combination, it does not require much skill to use, while those in support of the combo have argued otherwise. Correctly using these weapons however, is not a trait of a new player; even a player who would normally lose to a more skilled player can kill him/her at least once with it. The main distinction being that a skilled player will survive the counterattack and go on to get a spree, while an actual new player will easily be taken down once the initial surprise is gone.  
#[[Dual Wielding]] [[SMG]] and [[Plasma Rifle]].
#[[Dual Wielding]] [[Spiker]] and [[Plasma Rifle]].
#[[Dual Wielding]] [[Magnum]] and [[Plasma Rifle]].


===Melee combos===
#[[Mauler]] followed by a close melee.
#[[Mauler]] duel-wielded with [[plasma pistol]].
#[[Plasma Pistol]] followed by a close melee.
#[[Plasma Pistol]] and a single [[Brute Shot]] slug or [[grenade]].
#[[Dual Wielding]] [[Mauler]] and [[Spiker]].
#[[Brute Shot]] slug with quick melee.
#[[Shotgun]] and melee


===Automatic Weapon Combos===
== Combinations ==  
#Charged [[Plasma pistol]] followed by [[SMG]].
#Charged [[Plasma pistol]] followed by [[Dual Wield]]ed [[SMG]].
#Charged [[Plasma pistol]] followed by [[Assault Rifle]].
#Charged [[Plasma pistol]] followed by [[Plasma Rifle]].
#Charged [[Plasma pistol]] followed by [[Dual Wield]]ed [[Plasma Rifle]].


===Grenade combos===
===Plasma Pistol===
#Grenade followed by [[sentinel beam]].
 
#[[Battle Rifle]] and [[Plasma pistol]].
 
#[[Carbine]] and [[Plasma pistol]].
 
#[[Dual wielding]] [[Magnum]] and [[Plasma Pistol]].
 
#[[M6D Pistol]] and [[Plasma Pistol]].
 
#SMG and Plasma Pistol.
 
Note: The noob combo is executable only with a Plasma Pistol and a close range [[headshot]]-capable weapon. Many gamers consider dual wielding the [[SMG]] or the Pistol with a [[Plasma Pistol]] or Plasma Rifle an "honorable" noob combo. However, this combo is very useful in campaign, especially on the higher difficulties.
 
 
===Plasma Rifle combos===
 
#[[Dual Wielding]] [[SMG]] and [[Plasma Rifle]].
 
#[[Dual Wielding]] [[Spiker]] and [[Plasma Rifle]].
 
#[[Dual Wielding]] [[Magnum]] and [[Plasma Rifle]].
 
===Melee combos===
 
#[[Mauler]] followed by a close melee.
 
#[[Mauler]] duel-wielded with [[plasma pistol]].
 
#[[Plasma Pistol]] followed by a close melee.
 
#[[Plasma Pistol]] and a single [[Brute Shot]] slug or [[grenade]].
 
#[[Dual Wielding]] [[Mauler]] and [[Spiker]].
 
#[[Brute Shot]] slug with quick melee.
 
#[[Shotgun]] and melee
 
===Automatic Weapon Combos===
 
#Charged [[Plasma pistol]] followed by [[SMG]].
 
#Charged [[Plasma pistol]] followed by [[Dual Wield]]ed [[SMG]].
 
#Charged [[Plasma pistol]] followed by [[Assault Rifle]].
 
#Charged [[Plasma pistol]] followed by [[Plasma Rifle]].
 
#Charged [[Plasma pistol]] followed by [[Dual Wield]]ed [[Plasma Rifle]].
 
===Grenade combos===  
 
#Grenade followed by [[sentinel beam]].  


==Blocking the Attack==
==Blocking the Attack==


It is possible to block the overcharge shot in Halo 2 by:
It is possible to block the overcharge shot in Halo 2 by:  
 


*You <b>must</b> be dual wielding and facing your opponent. Wait until the plasma bolt is about to hit you, then quickly [[melee]]. If done correctly (with proper and ample time), the plasma bolt will hit the weapon you just threw out. It seems best to drop a [[Plasma Rifle]] as it has a bulky head.
*You <b>must</b> be dual wielding and facing your opponent. Wait until the plasma bolt is about to hit you, then quickly [[melee]]. If done correctly (with proper and ample time), the plasma bolt will hit the weapon you just threw out. It seems best to drop a [[Plasma Rifle]] as it has a bulky head.  


*A second method which can block the combo is to hit the discharged shot with a grenade. [[Plasma Grenade|Plasma]] and [[Frag Grenade|Frag Grenades]] both work. It is argued that a plasma grenade is better, because it is a glowing ball of energy that the discharged bolt will home on, while some believe that Frags are better because they fly through the air faster. The Plasma Pistol overcharge may also set off a Frag Grenade that is thrown at it, injuring the person attempting to block the overcharge. However, that only applies in [[Halo 3]].  
*A second method which can block the combo is to hit the discharged shot with a grenade. [[Plasma Grenade|Plasma]] and [[Frag Grenade|Frag Grenades]] both work. It is argued that a plasma grenade is better, because it is a glowing ball of energy that the discharged bolt will home on, while some believe that Frags are better because they fly through the air faster. The Plasma Pistol overcharge may also set off a Frag Grenade that is thrown at it, injuring the person attempting to block the overcharge. However, that only applies in [[Halo 3]].


*Another tactic, which should only be used as a last resort, is to lob a Fragmentation Grenade in the direction of the blast and then crouch. While the person using the combo is attempting to line up a headshot (slowed down slightly by you crouching), the frag grenade should knock them off balance long enough for your shields to recharge a bit, or kill them if you're really lucky. Don't use a Plasma Grenade because you want an explode-on-impact grenade.
*Another tactic, which should only be used as a last resort, is to lob a Fragmentation Grenade in the direction of the blast and then crouch. While the person using the combo is attempting to line up a headshot (slowed down slightly by you crouching), the frag grenade should knock them off balance long enough for your shields to recharge a bit, or kill them if you're really lucky. Don't use a Plasma Grenade because you want an explode-on-impact grenade.  


*It may also be evaded, examples are to jump sideways or move behind a wall. However, this can be difficult in open areas because of the way the overload tracks targets.
*It may also be evaded, examples are to jump sideways or move behind a wall. However, this can be difficult in open areas because of the way the overload tracks targets.
[[Category:Multiplayer Lexicon]]
[[Category:Multiplayer Lexicon]]