Halo 2: Difference between revisions

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When playing as the Arbiter, the player's flashlight is replaced with a rechargeable [[active camouflage]] that lasts for ten seconds, giving the player a preemptive advantage on unsuspecting enemies.  
When playing as the Arbiter, the player's flashlight is replaced with a rechargeable [[active camouflage]] that lasts for ten seconds, giving the player a preemptive advantage on unsuspecting enemies.  


The player can have a variety of allies; if they are playing as the Master Chief, they will be assisted by [[UNSC Marine Corps|UNSC Marines]], and occasionally [[Orbital Drop Shock Troopers|ODSTs]]. However, the Arbiter is joined by [[Unggoy|Grunts]], [[Kig-Yar|Jackals]], [[Mgalekgolo|Hunters]], and other [[Sangheili|Elites]], allowing for deeper insight into Covenant culture.
The player can have a variety of allies; if they are playing as the Master Chief, they will be assisted by [[UNSC Marine Corps|UNSC Marines]], and occasionally [[Orbital Drop Shock Troopers|ODSTs]]. However, the Arbiter is joined by [[Unggoy]], [[Kig-Yar]], [[Mgalekgolo]], and other [[Sangheili]], allowing for deeper insight into Covenant culture.


On the damage mechanics, fall damage now has been reduced considerably. The threshold minimum damage has been increased, such as from 3 stories building height will not cause player any damage while on [[Halo: Combat Evolved|the previous game]], it gives the player some damage. The most benefits come from splatter damage as a slight touch from the object now is no longer kill anyone instantly including player (Except some who are designed to be invulnerable). The player now needs more effort to score a splatter kill.
On the damage mechanics, fall damage now has been reduced considerably. The threshold minimum damage has been increased, such as from 3 stories building height will not cause player any damage while on [[Halo: Combat Evolved|the previous game]], it gives the player some damage. The most benefits come from splatter damage as a slight touch from the object now is no longer kill anyone instantly including player (Except some who are designed to be invulnerable). The player now needs more effort to score a splatter kill.
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