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MLG info

MLG 2006 Rules

This could mean big changes for the way Halo 2 is played.

2006 Halo 2 Game Types

1. Team Slayer - Midship
2. Team Slayer - Lockout
3. Team Slayer - Warlock
4. Team Slayer - Ivory Tower
5. Team Slayer - Sanctuary
6. CTF Classic - Midship
7. CTF Classic - Warlock
8. CTF Classic - Sanctuary
9. CTF Classic - Beaver Creek
10. Team Ball - Midship
11. Team Ball - Lockout

2006 Halo 2 Settings: 4v4

All Games
1. Resolve Ties = Off
2. Suicide Penalty = None
3. Motion Sensor = Off
4. Team Changing = Off
5. Respawn Time Modifier = None
6. Betrayal Penalty = None
7. Weapon Respawn = Double Time

Team Slayer (except Sanctuary)
1. Round Time Limit = 15 Minutes
2. Starting Weapon = Battle Rifle
3. Weapons on Map = No Duals

Team Slayer Sanctuary
1. Round Time Limit = 15 Minutes
2. Starting Weapon = Battle Rifle
3. Weapons on Map = No Sniping

Team Ball
1. Score to Win Round = 5 Minutes
2. Round Time Limit = 15 Minutes
3. Starting Weapon = Battle Rifle
4. Weapons on Map = No Duals

CTF Classic Beaver Creek
1. Round Time Limit = 30 Minutes
2. Flag Reset Time = 15 Seconds
3. Flag Indicator = Always On
4. Starting Weapon = Battle Rifle
5. Weapons on Map = No Duals

CTF Classic Sanctuary
1. Round Time Limit = 30 Minutes
2. Flag at Home to Score = Off
3. Flag Touch Return = Off
4. Flag Reset Time = 10 Seconds
5. Flag Indicator = Off
6. Starting Weapon = Battle Rifle

CTF Classic Midship & Warlock
1. Score to Win Round = 5
2. Round Time Limit = 30 Minutes
3. Flag Reset Time = 15 Seconds
4. Flag Indicator = Off
5. Starting Weapon = Battle Rifle
6. Weapons on Map = No Duals

Effects of Changes

I. All game types have the same starting weapon and there is more uniformity with regard to available weapons up and down the map list. “Wild Card” game types like Snipers or Covenant that stick out in a Best of 5 series have been removed.

II. We removed four of our game types in an effort to use only the best of the best in our events. This also allows for a team with the possibility to enter into a Best of 11 the privilege of knowing they will always encounter the same 11 game types. Beaver Creek was removed as the weakest Team Slayer that couldn’t be resolved with the change of the weapon set. Team King and Neural Bomb Midship, as well as Team Ball Warlock were removed so that the tournaments focus more on the superior game types on those maps.

III. The plasma pistol is an overpowering weapon. Its extreme efficiency at both mid and close ranges had severely downplayed the importance of the shotgun because its efficiency is limited to close range. By removing the plasma pistol, players must rely more on their accuracy and skill at medium range. It can be used to control large portions of a map due to its ease of use and effectiveness. Players stand no chance in a 1 on 1 confrontation with a plasma pistol wielding opponent because they are often killed before they can fire a third shot. Removing the plasma pistols increases the number of battle rifle battles, with the better player more often coming out the winner. By removing the plasma pistols, it is more difficult for a player to go on extended killing sprees unless he or she consistently wins a 1 on 1 battle, or is assisted by a teammate. Lastly, the plasma pistol’s removal places an increased emphasis on teamwork.

IV. By removing the plasma pistol on Lockout and Beaver Creek, players are no longer able to fortify a large portion of the map. By removing the plasma pistol, teams are able to charge the opposing team without sacrificing a player. Charges are aided by the increased number of shotguns on the map. Finally, the lack of a plasma pistol increases the value of over-shields, which will now be a valuable pick up worthy of timing instead of something used to bait opponents.

V. In addition to the removal of the plasma pistols, the No Duals weapon set has removed the rarely used weapons throughout the map. These weapons are now replaced by ammo for the weapons used more frequently. This should reduce the number of stalemates where each team has run out of ammo. Battle Rifle ammo can now be picked up where human pistols and SMGs used to spawn. Carbine ammo can now be found where needlers and plasma rifles used to spawn.

V. The plasma pistol remains on in game types played on Sanctuary. The plasma pistol is much less effective due to the tendency for battles to take place over long distances. In addition, numerous map structures interfere with the plasma pistol’s effectiveness in medium range situations.

VI. Teams can now score when their flag is not at their base on Sanctuary. This will put an end to the stalemates we saw last season. On Beaver Creek, the flag indicator is always visible for both teams. With this option enabled teams can see where the opponent is running with their flag. The amount of obstructions on the map allow for a player without flag indicator to enter the opposing team’s as well as leave with the flag undetected. Now, control of the map will be required to capture flags. We have adjusted the rules so that players may now toss the flag through the side windows to make scoring slightly easier in the game type that has increased in difficulty.

VII. In an attempt to reduce the length of tournament matches, we have shortened all Team Slayer and Team Ball games to 15 minutes.

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