Master Chief and Doom guy are if not the most two iconic and famous armoured super soldiers in video game history. They both had huge impacts on the first person shooter genre and the games they are in has influenced and impacted other parts of gaming too like how Halo revolutionised multiplayer etc. Doom Guy is in DOOM while Master Chief is in Halo. Now one of the biggest questions being asked is who would beat who in a fight. It’s a good question and a fair one. We want to settle this once and for all. Let’s take a look.

Let’s get this out of the way. We have heard multiple people’s opinions on the matter, we’ve seen videos on this of people explaining why one would win over the other. We ignore fan boys who say one will stomp the other or one shot because whatever whatever even though their reason proves nothing. Let’s give examples of three people who did their best to decide who would win but ultimately their videos were terrible. HiddenXperia, Midnight and Roanoke Gaming all were very good at gathering information and finding feats but were absolutely terrible at applying that information to a fight. Maybe this is because the owners of the channels have never been in a fight before or they were the kid who use to get beat up all the time and stuffed in school lockers so they can’t imagine or have little knowledge concerning fighting. X35 Earthwalker has over 12 years of official martial arts combat training and more so we have a better idea of how fights go and what matters when it’s humans fighting. We have to explain this because sadly the average person doesn’t understand this. Some feats make a character cool or shows their strength or something but doesn’t mean anything in a fight against certain opponents.

Let’s explain a big one that voters for Doom Slayer use. They always say that Doom slayer beat a titan without his armour. Is that impressive by regular human levels, yes but does it mean doom slayer would beat master chief in a fight, no. It honestly doesn’t prove anything. Hear us out. Titans are these huge demons that move quite slowly and have giant strength. Meaning you need a way up to reach them and enough strength to maybe bust through the head to reach the brain or a vital organ. Nothing has shown that Doom slayer punched the titan in the chest and it fell over or that both locked hands and in a battle of strength doom slayer was stronger and pushed it over. It’s clear he beat the thing by moving faster, maybe running up it’s arm and struck something vital. if that’s the case then Master Chief can do that, better and faster than Doom slayer. Master Chief is a spartan 2 and in the lore they can run up to 80mph and jump incredibly high, we mean ridiculously high. We know that the icon of sin was bigger than the titan doom slayer ‘slayed’ back then. We saw in doom eternal how he needed to make his way through buildings and climb walls in order to get up high enough to fight it. which took him a long time. Master Chief could jump onto a building then jump to a higher one, wall jump or whatever, get high enough and then sprint and jump with that speed and strength smash through the head or whatever to kill it. So this feat proves master chief can do the same thing. Besides none of that matters in a 1v1 fight with human sized enemies like each other. No one is running up anyones arm here.

Doom slayer also has a not explained history. They say he’s human yet his strength and speed and unlimited stamina isn’t human at all. We get that the makyr technology machine thing gave him real power and boosted him but that was after his original fighting in hell… but he’s suppose to be human so where did this strength come from? Also some say he was fighting in hell for thousands of years. This can’t be true as the events of Doom eternal and Doom 2016 are said to take place in the 22nd century while ultimate doom and doom 2 are in the 21st century. Even the serious fans don’t agree on these dates. 22nd and 21st is separated by 100 year. So how can doom slayer be fighting in hell for thousands of years if the events are 100 years part. We searched online and there was no answer. Maybe time is different in hell. After all if doom slayer is human then how did he live for thousands of years. Maybe nothing ages in hell. If that’s the case then master chief if in hell wouldn’t age either and could perform similar feats except for the stamina part as spartans can keep it going for hours but their stamina isn’t unlimited. That’s a clear advantage for Doom slayer, he has what seems like unlimited stamina. People have said that the enemies of Doom slayer would destroy master chief… not true as the demons doom slayer faces aren’t real world demons which are spiritual, immaterial meaning you can’t physically touch them. The demons in DOOM are physical and even a earthly shotgun can kill them. This means that advanced technology and the shotgun that Master Chief uses from the 26th century would work just as fine or better against them. This means Master Chief who has regenerating energy shields, greater agility and reflexes can beat hell too. Master chiefs motion detector (that radar) will let him know what’s moving around him and in hidden compartments and walls at all times while Doom slayer can only see what he’s looking at (if he has enhanced senses then let me know). Simple put Master chief can match doom slayers feats and do them better and the history and stats of doom slayer aren’t clear. No one can agree on how much tons doom slayer can lift or give a real feat that shows doom slayer has amazing reflexes. We haven’t seen anything.

As we mentioned in our DOOM Eternal review we noticed and theorised that the developers watched a Death Battle video of master chief vs doom guy and decided to gear Doom slayer up for a rematch. What? You don’t believe us? Hear us out. Think about this:

Master chief from Halo 5 could spartan dash, now Doom guy can dash too. 

Master chief is incredibly athletic, now doom guy is swinging of poles

Master chief had spartan charge which he used to get through cracked walls. Doom guy dashes through cracked walls now

Master chief survives a fall from orbit to a planet, doom guy now got shot out of a big weapon and smashes through a wall at high speed and survives

Master chief is a legend and leader amongst spartans, now doom guy is a legend and leader amongst the sentinels

Master chief has cortana who stays in his head in a chip like form, doom guy near the end of the game has Vega (an A.I) go into a capsule button like form and attaches it to him (for a short time)

Master Chief has the energy beam sword, doom guy now has the argent energy sword

See what we mean? Anyway.

Now the actual combat concerning weapons. Doom slayer has the clear advantages here. For example his rocket launcher can hold 50 rockets and almost rapid fire them. While Master chief’s rocket launcher is stronger it carries two shots and he needs to reload. He needs to reload all UNSC weapons. Off course being a master of every weapon he can reload super fast and evade and use cover to his advantage but never needing to reload is better than fast reload. This means Doom slayer can keep up the pressure. Remember that Doom slayer doesn’t have unlimited ammo though so he can’t fire too crazy now. Yes Doom slayer gets ammo from chainsawing enemies, which doesn’t make sense. Are the demons a piñata stuffed with ammo and armour shards but whatever? The problem is that Master Chief while called the demon isn’t an actual demon so he’s not getting armour shards or ammo from Master Chief with his flame belch and chainsaw; however the flame belch still does damage. This is a 1v1 so there’s no demons for doom slayer to use as fodder for health, armour or ammo. Master Chief has the advantage here since he also has rechargeable defence but his is a full body shield which recharges on it’s own. So if Master Chief takes some damage he can run away and stay away until shields recharge. “Hold on X35 Earthwalker, the smartest person alive”. Woah, calm down guys, that’s too much of a compliment. “Doom slayer is faster than master chief and will catch him if he runs.” Good point but not true. According to Doom lore, in game movement from ultimate doom and fans, the main number everyone seems to agree on is 57mph. Which is really fast. According to Halo lore and Midnight at 0:50, even brought this up in his video that spartan 2’s can run up to 80mph. This means not just Master Chief but also his spartans and friends are all much faster than Doom slayer. So if he ran away to get back his shields, Doom slayer can’t catch him. If they ran for a day then yes doom slayer will eventually catch him because of unlimited stamina but this 1v1 fight won’t last a day. We think minutes.

Master chief’s armour does take damage and so does his suit from plasma shots when not shielded. Doom slayer has a plasma rifle so that’s a good weapon to use. Lore revealed that Master chief survived a tactical nuke to the face and we know from the games also that he survived a fall from space. These two big feats are consistent with each other in terms of how big they are so they do count. So if a rocket hits him, he will be fine. If a ballista shot or guass cannon round hits him, again he’s fine… takes damage but it will take much more. Yet we see a single plasma grenade kill him. This is one of those lore, game clashes. If he can survive a tactical nuke to the face then he should survive a plasma grenade to the face but if master chief was invincible in the games then it wouldn’t be challenging at all. Doom slayer’s armour according to lore is indestructible. Yet we’ve seen revenants rip off his arms. Again this can be just one those game things as a death animation but unlike master chief who has consistent feats to show he’s ridiculously tough we haven’t seen that for doom slayer. Having indestructible armour is one claim from Dr Samuel Hayden. We aren’t convinced it is, if it can be ripped apart. So since this is another lore, game clash we will assume it can’t be ripped apart for arguments sake. We do know like with master chief and plasma rounds, doom slayer takes damage underneath the armour as he can be burned, slashed up, crushed, ripped apart, shot, explosions etc.  Some fans go as far as to say he is invincible or indestructible. Sorry but no. We just listed things that harm him. For crying out loud an exploding barrel kills doom slayer. Yes an explosive create kills master chief in the game but that contradicts the consistency evidence of master chief in the comics, shows and lore like surviving a fall from space and taking a tactical nuke to the face. Doom slayer hasn’t got consistent feats that cleary show he takes more than exploding barrels. After all Doom slayer doesn’t survive by tanking through all the hits, no. He evades fire balls and attacks. He runs around. He avoids explosive barrels or shoots them at a distance (a wise player does anyway). They are a threat in every game.

When it comes down to weapon combat, Doom slayer has the advantages like no reloads, many guns and more firepower but that doesn’t matter against Master Chief. It’s great against hordes of enemies like the demons and even the covenant and flood but against master chief, no. All his guns work the same, it fires a projectile that travels in a straight line. Master Chief has dodged gun fire and hand gun fire at point blank range. So whether shotgun, super shotgun, plasma rifle, rockets, master chief can and will dodge them all. Even the BFG 9000 doesn’t do it. Youtubers like Midnight even believes that a BFG 9000 shot’s heat wouldn’t penetrate master chief’s armour due to surviving the hot atmosphere of falling from space. Besides the BFG moves slower than master chief and he can outrun it if he needs to. The opposite isn’t true for Doom slayer. Not only has he not shown to be faster than bullets or have reflexes near that level but bullets work on him. Think about DOOM Eternal and DOOM (2016). The zombie guys with the shields use a shotgun to attack Doom slayer. The marauder uses a super shotgun to harm Doom slayer. Those are guns with bullets and Doom slayer can die too it if hits enough times. If 22nd century guns work then 26th century weapons do work. We haven’t seen anything that states that bullets the enemies use are argent bullets for example or anything like that. You might say that’s just in the game but majority of all most know about Doom guy is from the games. Bullets will hurt master chief too it’s just that he’s shown to be able to dodge it with extreme reflexes, even fire at point blank range. Also even though Master chief injured himself running extremely fast that was near the start of his training with the armour, he’s stronger, more experienced and has better technology so it’s safe to assume he shouldn’t have that same problem now. Also the unmakyr only works on demons so that won’t work. So Doom slayers chances of killing master chief through weapons is very low while Master chief’s chances of killing doom slayer by weapons is is a good possibility. We repeat, Master chief isn’t immune to gun fire. It can and will kill him like Doom slayer it’s just that he is way better and has evidence of being able to dodge it all completely.

So let’s give an example of weapons combat. Let’s say they both start shooting at each other while running both will miss at the start but soon master chief will start to hit doom guy. You say how can master chief hit a full speed running doom slayer. That’s easy. For starters Master chief is more than a master sharp shooter. Spartans are masters of every weapon and they have hit targets faster than 57mph and smaller too so they can easily hit a sprinting doom slayer and it’s laughable to hit a non sprinting doom slayer. Also the spartan laser is hit scan, meaning it hits instantly where master chief is aiming. Master chief as a spartan can track objects way faster than that and land a perfect shot. The spartan laser does supreme damage. Master chief is said to be the best shooter in the UNSC military, only second to Linda. If doom slayer gets some good shots on master chief then chief can then run away being faster (80 mph) giving him time to recharge those shields, undoing any damage doom slayer did. There’s one more thing about master chiefs armour that we will reveal later. Doom guy uses the rockets and master chief dodges, he has caught rockets and thrown them back before and with his reflexes can grab and throw as fast as doom slayer shoots them out. Plasma gun would probably make master chief evade and dodge the most. When all else fails, the BFG gets it done. Doom slayer would get the BFG ready but then one of two things will happen. Master chief being smart sees danger and will choose evasion. He will run from it and get to safety out of the way but due to his armour if hit by one of the BFG trails, he would still be alive, able too withstand the heat. The second outcome is that Master chief will hear a voice telling him to dodge and be giving him clear information and alerting him to all danger around him. That voice is cortana. Oh you forgot about cortana? The most advance and powerful A.I. She’s basically his spider sense. She can look at doom slayer and give intel to master chief about doom slayer. She can warn him about the BFG and more. Cortana is with Master chief since the first halo game and stayed with him throughout all those games. So she does count. So BFG, ballista, guass cannon and rockets all aren’t strong enough while the weaker weapons will lower the shield IF it hits enough but then Master Chief can just run to get shields back or use the covenant beam sword which can block bullets and projectiles. Master chief uses this sword too. Master chief will eventually kill doom slayer if he hits him with enough bullets. Doom slayer isn’t an idiot and will try to close the gap as he always does. 

This means it’s now down to what real matters. Close range combat. Doom slayer has been fighting for  a very long time against the demons but his fighting style is still the same. He’s best described as a brawler. He rushes you and wants to punch your face in. He grabs to rip and tear. Nothing technical there at all. We haven’t seen anything that states he knows boxing or martial arts or anything. While Master Chief is an expert hand to hand combatant. Spartans are better trained in combat than soldiers and ODSTs. They know martial arts too. So master chief is a much better fighter than Doom slayer. Combine his fighting skills with the fact that he has much greater agility and reflexes and Doom slayer can’t touch master chief. Want proof. Think about it. In the first spider man movie, when Peter Parker was fighting the bully flash, we got to see from spider mans perspective. We saw how slow the bully was moving to him. He had lots of time to dodge and land attacks of his own. That’s what reflexes does. Now master chief isn’t spider man level but he dodges gun fire and dodged point blank pistol fire. That’s crazy fast already. The armour that master chief wears also boosts his abilities by a factor of 5 according to some. Midnight again stated this in his video as well. This means master chief who already, thanks to his argumentations from experiments, are boosted even more. He’s stronger, faster, more agile, more reflexes and sees way better too. Also the suit is basically connected to his mind. So what movements master chief thinks, the armour does for him INSTANTLY. This is better than the best reflexes. Not only that but metro chief is much taller too, this means more reach with punches and kicks which does make a difference in a fight. Doom slayers strength has been widely debated. We know he can punch and dent steel but some even calculate he can lift 18 tons.

Master chief has been calculated to be able to lift 80 tons:

No there wasn’t any provided evidence from this source nor do we believe he can lift 80 tons. Many  factor in that he can flip over a scorpion tank. It’s an official game so that’s cannon. You might say that in ODST those humans flipped a tank too. Yes that’s clearly just continued in game mechanics as ODSTs don’t have super enhanced strength so it’s clearly not official for them. Master chief has ripped apart metal and the top of tanks, punched tanks to death (explode) and flipped them. Some estimations with the x5 suit boost have put master chief’s lifting strength at 7 tons. So let’s minimise master chief and say his strength is 7 tons. Guess what that changes?… Nothing. 7 and 13 isn’t big enough of a difference to make the weaker one’s strength negligible. This means master chief would have to avoid getting hit as much as possible but we already established that’s too easy for him. Doom slayer can’t get a good chance to hit him. Master chief has insane reflexes and instant movement linked to thought with enhanced agility, recharging energy shields to protect from blows and if you want to factor cortana would provide more assistance. So doom slayer can’t use his strength. You might say so what’s master chief going to do? Punch him to death? Well, yes. Look at Doom Eternal. zombies if they slap doom slayer enough times can kill him. Zombie soldiers can punch and front stamp kick doom slayer to death. So off course a stronger master chief can beat doom slayer to death, easier and faster. An imp can slash doom slayer to death, so off course master chief who is stronger and faster and more tactical aiming for specific spots of the body with a combat knife can do way worse than an imp. If an exploding barrel can kill doom slayer and bullets harm him, then a plasma sticky grenade can kill him and his guns can harm him. Off course he will need more than one plasma grenade though.

Also let’s explain agility more. When you drop a cat, they swing round and land on their feet even at low distances with little time. If you throw a cat, they turn fast and grab onto your hand in mid air. That’s agility. Doom slayer has no agility that we can see. In the level Urdak of Doom eternal when the icon of sin smashed the platform where the heart was and doom slayer slid off. He couldn’t grab anything, fell like a brick and bounced like a ball. He didn’t land on his feet, roll and get up. No. He just dropped and laid there for like 2 seconds. Not just master chief but all spartans have shown to flip, spin, rotate, cartwheel, summersault and more and land on platforms, their feet and more. They have agility, so even dodging in midair is no problem. Now concerning their swords. Argent sword versus beam sword. Both are easily capable of killing the other. The simple rule is like with regular sword fighting… don’t get hit. Sure the plasma sword is made by advanced aliens with their 26th century technology putting it ahead of UAC technology which is 22nd century but that changes little from what we have seen. The argent blade cuts through pretty much anything smoothly plus with doom slayers strength it would be easy to slice master chief in two. This also applies to master though with his sword. Plus the beam sword can block projectiles and bullets. The argent sword has three hits only while beam sword lasts longer but all you need to do is catch them good just once. So the outcome is the user, even if they swapped swords the outcome would be the same. The reflexes and instant thought movement off the master chief would make most likely that he can dodge and exploit  openings through parrying or whatever. So if they both whip out their swords, it will come down to the better fighter, the speed, reflexes etc. This means a much much greater chance of Master Chief winning.

The grenade launcher would be useful to create space or get some damage in but again it pops up, fires, the grenade needs to land and then explode, which is more than enough time for Master Chief to dodge, also if Master Chief survived a tactical nuke to the face then a grenade from Doom slayer is too weak to d significant damage. The flame belch would do minimum damage and more like put pressure on Master Chief, not harm or kill him as he’s survived the hot temperature of space, falling from orbit. Doom slayer did get a dash ability, or double dash which actually helps in this fight but can be countered by the huge agility and reflexes of Master chief who can dash to the sides and backwards and forwards with his own reactions. Plus Master chief since Halo 5 naturally and halo 4 as an armour ability can also dash. So both would be dashing about but that dash is Doom slayers best mobility option while Master chief can not only keep up with it and keep track of it but with his insane jumping still has more mobility and yes, Master chief can swing of poles too. Lastly is the new blood punch which is powerful and something master chief has to dodge or will take a nasty hit. Sadly though it’s still a punch and like with a regular punch, can be dodged. 

So when these forum pages and you tubers say well doom slayer fought for thousands of years and beat a titan without his suit so they conclude that doom guy wins, is completely stupid and low intelligence. There’s more to a fight than that. Strength, reaction speed, fighting style, techniques, reflexes, agility etc are the big factors. Not, Master chief has beaten the flood and covenant so he beats doom slayer, no, that’s equally dumb. That means nothing. It’s what would happen 1v1. When we take it all into side points this is what you get.

Doom Slayer: strength, stamina, firepower.

Master chief: agility, durability, full body energy shields (defence), reflexes, fighting skill and technique, speed, jumping (mobility) 

Yes. It’s that one sided. The clear winner is Master Chief. We will explain now in detail with an example of how the physical fight would go.

DS (doom slayer) MC (master chief). They both close the gap and get ready. DS being the more aggressive throws the first punch in a back punch style, MC seeing this and can react as fast as thought will parry it or dodge and with his speed strike the ribs. There’s other options but yep. DS will with anger throw another swinging punch. MC could easily do an iron broom sweeping kick, which sweeps the opponent of their feet. So DS has hit the ground like a brick since he hasn’t got great agility. Now on the floor DS is opened up. He could surprise MC by using his gauntlet wrist blades to swipe at the ankles. Either MC sees and reacts in time with a summersault, or simply move his feet but cortana could also warn him too. So it most likely wouldn’t hit. For arguments sake, if it did hit, it would most likely trip MC as his armour is thick and strong and that blade shouldn’t be able to cut him especially with the full body energy shield. Chief could then strike again now being aware of the wrist blades or back off to let his shields regenerate. Chief could also take out his combat knife knowing that blades are involved. DS gets back up. Since it’s short blades now, both would close the gap and like with their fists, MC is still faster, greater reflexes and with instant mind thinking reactions could dodge all swings and swipes and slash at DS when opened. Remember MC is a better fighter and knows martial arts. mince slashes from imps can kill DS then stronger clean swipes from MC will get the job done. If DS managed to grab MC and now trying to rip his arm off, MC can resist or twist out or whatever to get out. From actual experience X35 has done take down training before with twists and grips. When someone stronger grabs and tries to twist your arm or bend it, the weaker can stiffen and tense that part of the body and actually resist against stronger foes. Besides the biggest issue with grabbing someone if that you are using both your arms while the one grabbed has one free arm. If the strength is too much and MC realises that then he can just use his free arm to repeatedly strike DS until he lets go. This is all free damage. DS seeing he doesn’t have the upper hand here will have to push MC away or let go. Remember MC has dodged gun fire and even point blank pistol fire meaning he can easily dodge punches, kicks and grabs from DS which are way slower. So if DS has the strength advantage it doesn’t do anything if DS can’t hit MC. So eventually MC will punch and beat DS to death or slash him to death with his combat knife in hand to hand combat. 

Now lets answer some questions we have heard or gotten.

Q: If Doom Slayer is that much stronger then wouldn’t his strength overwhelm Master Chief?

A: If the gap in strength was bigger yes, but even being half as strong you still stand a chance and can work around it. For example while Master chief can’t match doom slayers fist, he can still with his reflexes (remember spider man and the bully flash) can move to the side and deflect the punch, then throw his own punch into doom slayers ribs. His much better agility and reflexes means he can either dodge, deflect, move with and counter smoothly.

Q: Wouldn’t Doom slayers argent sword work?

A: Yes it would. One slice through should do it. We have’t seen master chief block swords with his hands or anything… but… master chief can do the same with his energy beam sword. So the same facts of hand to hand combat applies to sword fighting. The reflexes, instant mind reactions of Master Chief gives him the advantage here.

Q: Wouldn’t master chief get hit by the blood punch has it has a blast wave, like an area of effect?

A: Yes but that only happens when Doom slayer actually hits his target. If you swing normally it is a normal punch but when it connects with an enemy, then it does that area of effect. Also the blood punch doesn’t kill tyrants or cyber mancubus in one punch and those two would die to a tactical nuke or a fall from space so it’s reasonable to assume Master chief would survive that punch, especially with his full body energy shields.

So yeah, Master Chief wins weapons fire and hand to hand combat. If you disagree then let us know. 

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Halo Infinite was announced and teased at E3 2018. Halo Infinite is the latest major Halo game developed by 343 Industries and man are we at X35 Earthwalker excited. Now very little information, in fact minimum information has been given but that doesn’t mean we don’t know anything. Let’s take a look.

Many fans are excited. The flagship of Xbox is here and there’s not a single thing Playstation or anyone can do about it. Now this blog post will be mostly on using what we know to come up with ideas and theories of what is going on because we just got a teaser trailer but it already rises up questions and theories from gamers already. First of all, check out the trailer down below before reading the rest of this blog.

Okay, now straight away we know that the story will be based back on Master Chief again, as it should be, after all everyone loves the Chief. The main action will take place on a Halo ring which has many different environments ranging from ice mountains and forest to sandy deserts and what looks like a savannah. Pay attention as all this links together. We spot some wild animals like some hench deers and even rhinos showing this Halo ring is alive and wildlife will be a factor in this game which is awesome. We also know that vehicles and travelling will be a part of the game because of the warthog vehicle that was having a nice cruise through the area. Off course we know that Halo Infinite will has a new art style. The developers 343 Industries made that clear and that’s thanks to their new engine called ‘SlipSpace’ which is something they have been working on parallel with all the post release content for Halo 5 Guardians.

Halo Infinite

What we just mentioned isn’t everything from the trailer but let’s start making some connections. We at X35 Earthwalker believe that Halo Infinite is going to be an open world game. Doesn’t sound that crazy, does it? There’s no better game to  be open world than Halo. Look at the Halo universe with many alien species with alien names, their own history, background, wars and more. A large Halo ring planet will have enough room to hold all of them. We can tell this because of the different environments shown in the trailer. There could be underground areas which will bring back the drones from Halo 2. We hope they bring them back a that will be a unpleasant surprise. The Warthog acted as a main form of transportation there which suggests that the Master Chief will have to explore these different environments by traveling, both In vehicle and on foot. Imagine how awesome it would be if drove up to a ruins to investigate but a predator animal comes out of nowhere like a tiger and the Master Chief punches it in the face and then finishes it off with the assault rifle.

Halo Infinite

At the end Master Chief is putting another A.I disk or whatever into his helmet which suggests that maybe he has a new partner now. We know that Cortana been having some issues lately and needs to cool off somewhere else. Is the Master Chief here to look for his old A.I companion or did they pick up traces of Guardians being here? Either way it’s a huge mission which supports the open world genre direction. Different wildlife, different environments, warthogs for travelling, big mission and a huge world all screams open world to us. We seriously hope it does. So let’s assume that it’s going to be open world that would mean that an old enemy will come back. Oh you know what we are talking about…

Halo Infinite

The flood. Think about it. Like with the other Halo ring planets, the flood have always been present there, either contained or hiding sort of. It could be like Terraria where if the flood is released they will slowly spread and take over the planet, meaning  she areas will become flood territory. maybe there will be a planetary display systems that shows the state of the whole ring maybe. If so there is opportunities for global random events where maybe an over powered covenant team shows up to do some scouting for digging and it’s up to players if they want to take on that team. There even could be covenant outposts of different strengths and defensive capabilities that grants big rewards for overtaking. The possibilities are infinite… well maybe not infinite… but a game as big as Halo has so much potential with a game like this.

Overall we like many fans are excited for Halo Infinite. We know these are all just theories and ideas brought forth from a. short trailer but that trailer revealed quite a lot when you think about it. Even the name ‘Halo Infinite’ suggests a massive size and possibilities. Open world is become more popular and sort of like a trend. Why not Halo? What’s that? At least it isn’t a battle royale? Well Halo has the weapons and large spaces to pull that off if it wants too. Maybe that will become a multiplayer mode. Who knows. Either way, Halo Infinite looks like it wants to make a massive impact. Now Halo Infinite isn’t truly Infinite but but one thing that’s infinite is the awesomeness of… the ‘Earth Walk!’

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Halo Wars 2 latest new content brought a new character leader with it. Serina is here! She is the AI from Halo Wars 1 but here… she is an ice AI. That’s right, she just might be a bit too… cool (We see you laughing).

When we first knew that it was Serina we only wondered what she would bring to the game. Maybe a new concept or just crazy abilities. She brought both! She also has new units as well. These new units are Cryo troopers, Frost ravens and the hero unit Bison. All three are capable of freezing enemy units. How this works is that as they attack the enemy a meter appears under their health and it fills up. When that meter gets full, that enemy unit is frozen and cannot attack or move. If you shatter a frozen unit though, they will take a large amount of extra damage. This applies for both enemy units and structures. 

Now Cryo Troopers are exactly the same as Hell bringers but instead shoot ice. They are good against infantry and structures. Frost ravens are basically ice nightingales that don’t heal but shoot a beam of ice to freeze enemies. They also come a with a missile that does damage but better used to shatter frozen enemies. The hero unit Bison is a strong, shielded vehicle that launches ice grenades (or bombs whatever) at all enemy unit types, doing good damage. The attacks help to freeze the enemy units as well. Once upgraded the Bison can create a field of chill aura once planted. By the way, chill auras  and effects basically slows enemy units down and slowly freezes them meaning movement is harder and if they stay there too long they will be completely frozen and susceptible to being shattered. Bison has both interesting offense and defense.

Serina’s leader powers are very interesting and what gets things rolling.

  • ‘Ice Barrier’ allows you to drop in giant blocks of ice which blocks enemies but also have a chilling effect so slow down enemies and can freeze over time.
  • ‘Cryogenic detonator’ is basically the  cloaked mines which do damage but freezes or chills enemies.
  • ‘Cryotech advances’ grants all Cryo troopers, turrets and power nodes chill auras. Kodiaks and siege turret rounds also chill enemy units.
  • ‘Frostraven’ unlocks the Frostravens to be built at your base.
  • ‘Seismic blast’ allows you to shatter frozen enemies in a selected area for huge damage.
  • ‘Restoration drones’ which we all know and love for their healing goodness.
  • ‘Cryobomb’ which just like in Halo Wars 1 drops a bomb to freeze enemy units.
  • ‘Turret drop’ as usual drops a turret which fires on any enemy unit.
  • ‘Cryo drop’ which fires down three seismic blasts and drops in 2 Cryo troopers, 2 scorpion tanks and 1 frostraven
  • ‘Glacial storm’ lets you drop in a huge cryogenic charge which creates a long lasting ice storm that chills enemy units over time.

 

Now if you are quite strategic then you would have come up with some ideas and combinations right now concerning her leader powers. You could get a good amount of Cryo troopers equipped with Cryotech advances, call in a Glacial storm but trap the enemy army with ice barrier, land cryo bomb on any high priority units by this time most are weak or frozen so drop the seismic blast to ruin the entire army. There is quite a bit you can do.

Serina is a very good addition to Halo Wars 2. She brings a whole new concept and shakes things up. When there is a Serina on the enemy team you know that you can’t keep your staying still for too long. You have to spread out a bit. What happens if Serina fights Kinsano? Ice vs fire. Interesting. Overall she is fun to use and with more practice, will figure out her true power.

Halo Wars 2 is at it again. We must say though that the developers are doing an awesome job so far in bringing us new content, which is actually good and charging us at reasonable prices. Great Job 343 Industries and Creative Assembly. The newest character leaders are The Arbiter and Spartan Jerome.

So many gamers where looking forward to these two leaders and boy do they deliver. Both of these new Halo Wars 2 leader function very differently from all the others, which isn’t an easy to do while keeping everything balanced. 

The Arbiter is definitely more focused on his stasis leader powers. He has regular stasis and also mass stasis which is just stasis but on a larger scale. Basically if you use stasis on enemies their units can’t move or attack but cannot be harmed. So it buys you time. Time to escape or time to attack turrets first or destroy a base and they have no choice but to watch. If you use stasis on your own units then they can’t move or attack either but also become invincible. Use this to survive an eradication power from Atriox or keep your army alive until your team mates can show up etc. The Arbiter also has stasis mines which function like regular but also slow down units that trigger them. A mine is still a mine at the end of the day. What is most dangerous about his leader powers is Conduit of rage. This is because it causes any units or buildings near to heal and get a brief boost to damage and speed when near a leader power. So if you use plasma bolt to hit some enemies and your army is near the point of contact then they are instantly buffed. Rage of conduit can be upgraded to make the buff stronger and last longer. Combine this with Power surge and the match is pretty much as good as won. Power surge reduces the cost and cooldown time of all your leader abilities. So imagine upgrading that as well to reduce cooldown even more. You will be dropping mines so frequently, firing plasma bolts and buffing your troops more frequently for complete destruction. Arbiter requires planning and timing. You must be strategic. As a hero unit on the field he is really fast, probably the fastest unit in the game and does great melee damage. When he enters rage though he does more damage and once upgraded gains health from attacks and can even buff his allies while raging.

Commander Jerome is heavily focused on inspiring units. Inspired units have increased damage, armour (defense) and speed. Jerome has to keep his soldiers inspired at all times. Jerome’s leader powers in some way centers around inspiration. Firstly ‘Time for heroes’ naturally gives all your units a buff in terms of speed, armour and damage as long as your unit count is 40 or below. This is useful for the early game. Enduring Salvo let’s you drop debris from the ship ‘Enduring conviction’ to damage anything it lands on but it also grants inspiration to any of your units that are near where you used the leader power. Victory turret functions like any other turret but this turret also inspires any nearby units. Victory mine is like other mines but when it explodes it inspires nearby units. Field promotion is very powerful. It lets you instantly turn units you selected to level 1 veterancy. This sounds simple but can really change the tide of a battle. The most favoured leader power of Jerome is ‘Omega Team’ which drops in three spartans: one carrying a plasma turret, one carrying a railgun and one carrying a beam sword. When used properly they are destructive. Jerome as a hero unit uses a hydra mini missile launcher and functions like any other spartan but comes with a aura circle around him which inspires units within. Jerome can call down his own mantis which fires lasers. Jerome can enter the mantis and grant it more fire power. Once upgraded the mantis can call in a laser strike as well.

Lastly in Halo Wars 2, both leaders bring in a whole new type of unit to the game. The arbiter has the Phantom ships while Jerome has the Mastodon. What’s special about them? Both are tough units that have the ability to carry infantry units. For example, you can place a sniper and and some marines in the Mastodon and they can fire from the mastodon while being protected. This especially looks cool when you have hunters with the beam upgrade in a phantom because you see the hunters beams coming from the ship attacking enemies. Very cool indeed. We won’t give away our personal strategies but the rest is up to you.

Overall these two new leader for Halo Wars 2 are an awesome addition to the game. They are worth buying and worth checking out. X35 Earthwalker himself has tried both and he loves them. If you love them, that’s great but make sure… to love the ‘Earth Walk!’

For more information check out the link below:

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Halo Wars 2 is absolutely amazing. The graphics, sounds and whole gaming mechanics are top notch. Even the matches can be intense and take up some time. Halo Wars 2 is even more strategic than the prequel. More leader characters that brings more flavour and options to the matches. Even so, there are some big issues concerning balancing.

Straight up we are going to say it. The Banished have a big advantage over UNSC and it’s big enough that it makes a difference in every match. Seriously. The biggest advantage is the fact that Banished bases get the chance to place shields in the turret sections. These shields are powerful and soak up all kinds of damage. Why is that so bad? Didn’t Halo Wars 1 have shields. Well yes but their shields occupied a slot for building like energy generators, and supply pads. So if you wanted to stack two shields then that’s two less slots for you. The shields in Halo Wars 2 are more powerful because if the shield was dropped due to too much damage but another shield gets built, instantly the shield goes up regardless of whether the base is taking damage or not. The if another shield is built in time then it’s a double layer straight away. Also any Banished (or allies of the banished) withing the shields are protected and take significantly less damage until the shield drops. The problem is that an UNSC army would spend a hard time fighting the enemy army and lose because the shields protect the enemy army but if through leader powers and other means beat the army then you still have the shields which lasts long but skilled banished players leave a slot at the back ready for when they get attacked just to build another shield for instant shield regeneration. It’s so unfair. Don’t listen to stupid who say it isn’t an issue when it clearly is.

The next big Banished advantage are the Banshees. The banshees are practically the strongest units in the game. Surely X35 Earthwalker is exaggerating though. No we aren’t. We have seen a group of banshees beat wolverines and reavers of same group size. We aren’t joking. X35 Earthwalker himself has had his banshees beat anti-vehicle units many times even when there were more of them and vice versa he had his anti-air vehicles lose to banshees. How does that work? How do air units beat anti-air units? Sure air has a advantage over vehicles but anti-air is ANTI-AIR, full stop. Now in recent matches pretty much every Banished character user is always using banshees in great numbers. Either full population of banshees with engineers or half locusts (or something) mixed with them. It gets boring and predictable. It’s too strong. Banshees are suppose to be main air vehicles, in other words basic air units but their strength is much higher. Thanks to their own anti-air upgrade, they can take on two groups at the same time. The anti-air lets them attack nightingales and hornets while their fuel rod cannons and main plasma guns can fire at tanks, wolverines and whatever. That doesn’t sound fair at all.

Lastly, many, almost all, banished players are copying and using the chopper rush and then get engineers as fast as possible. It just makes matches boring now and predictable. X35 Earthwalker himself likes discovering and trying new strategies to accomplish different things. Some work and some don’t. This is how he ended up discovering a big secret. Choppers are vehicles. They are stronger than jack rabbits. They counter marines very well. They counter hellbringers. The way to beat them is to rely on your marines and turrets but that strategy is defensive, meaning while you stay near your base, the banished players can grab power nodes, mini bases and control the map. If you go out there then your marines will get caught by the choppers who can also ram for maximised damage. If you get the grenade throw ability for your marines then you can destroy some but you would have spent so much energy that the banished players will reach tier 2 way before the UNSC do. It’s not fair either way you look at it. 

So basically Banished have the advantage in defense, early game and mid game. This stuff has put some of us off the game for a while because unless we also play as banished, mainly Atriox, Decimus and Colony, you will have a real hard time. Until this is fixed we won’t be playing this game as frequently as before. Either way, this is what we and many others have experienced. If you are a banished player then aren’t you happy but if not, you could always do… The ‘Earth Walk!’ 

Colony is the newest leader in Halo Wars 2. First of all Colony looks cool. He is a hunter but a hunter in charge. His voice is like one of the coolest voices ever. He speaks simple short sentences but that voice just make us wish we could have it as the new default voice for announcements, answer machines etc. It’s so cool. Now as usual when a new character comes out everyone does nothing but just play that character. X35 Earthwalker yesterday did a livestream where he only uses Colony and in every match there was a Colony. Colony on Colony violence.

Colony stands out greatly from other Banished leaders, not just from how he’s designed but from his units and leader powers. He actually brings some new units into the battlefield. Now when Kinsano came out, We never cared to get her at all. She seemed not that fun to use still seemed similar to the other leaders is many ways. Can’t really blame her since the UNSC are humans meaning they will be similar in units but Colony takes things to the next level.

Colony seems to excel most at being at the front of the battle. Colony has the Goliath infantry units which are giant sized hunters that behave like gorillas. They are all about melee. Goliaths are strong against buildings, alright against infantry, weak against vehicles (for some reason) and can’t hurt air. I know they need to balance out the units in the game but how comes a big strong creature (twice the size of a hunter who are 12 feet tall) are weak against vehicles. Those things could smash them apart but whatever… balancing and all that. Goliaths are no joke. They are literally the best units against buildings. Just two of them do some serious damage against enemy bases. Goliaths also have the ability to ram which is great for dealing with annoying vehicles as it is fast and travels quite the distance.

Colony also brings skitterers which are small little mech bots that scuttle along the ground and fire lasers. These mechs are easy to build and come with the ability we have been waiting for. They can attach themselves to another unit becoming invincible and attacking enemies that come near the attached unit. So you could attach skitterers to Goliaths meaning Goliaths can now defend themselves against air units. You could attach them to hunters so they can defend against air as well. It’s up to you gamers to figure out some crazy combinations. You can attach two skitterers to units by the way.

Colony’s leader powers are very different cool. They really have the ability to mix things up. You immediately have access to living barrier and skitterers. We all know about skitterers but living barrier is something X35 Earthwalker underestimated at first but later saw how good it is. Living barrier let’s you drop down Lekgolo caltrops in a line that completely blocks infantry and vehicles. The enemy has to fight and destroy these barriers to get through. So while they are fighting the barrier you can target the enemy. It’s good for distractions, cutting of the enemy while fleeing, blocking movements, extra eyes around the map and more. It’s only for the strategic.

Engineer swarms calls in many engineers to start healing any units or buildings in range. They stay for quite a while and can really help turn the tide of a battle. Upgrade this ability to make killing your army near impossible. Combat repair makes all your units and buildings slowly heal over time, even in battle. This encourages strikes and retreats, keeping your units alive and building their veterancy since they heal by themselves. Colony drop calls in two level 2 veterancy Goliaths meaning they hit harder and themselves are harder to kill. Vehicle symbiotes allows you to buff selected vehicles and buildings with increased range and armour. So good for turrets on defense and off course your vehicles like locusts. Hunters brand allows you to fire 3 glassing beams that quickly converges in the middle. It’s actually very strong and doesn’t take too long to recharge but when it’s level 2 or 3 it is devastating. Lastly Devastating host lets you drop in multiple different vehicles like wraiths, locusts etc but get a instant buff from a vehicle symbiotes. This is powerful indeed. As you can see Colony is something powerful.

His leader unit, The hunter captain, is a very useful leader. It is a giant hunter, pretty much the same size as the goliath units. This hunter instead comes with shields and can actually fire his cannon at air units (wow). As he does damage he siphon some health back. He’s great against vehicles and infantry, alright against air and buildings. Once upgraded his cannon beam has area of effect so he can damage groups and does more damage overall. He can be upgraded to get the taunt ability which forces nearby enemy units to target the hunter captain instead. This is good since he can take lots of hits and siphon health meaning he won’t die easy. Combine him with Combat repair and Engineer swarm and he’ll never die. His main weakness is that he is so slow. Completely slow. The slowest thing ever and because of this he slows down the whole speed of your army so it takes you forever to cross the map and attack or help out an team mate. That’s the only negative thing.

During the livestream X35 Earthwalker won all his matches with Colony except the match where he was teamed up with a rank 7 and he had to go against level 32 and 41 (round about) and the level 7 team mate left the match. Through practise we have seen just how useful Colony is. He is very powerful and when used correctly can be devastating against everything. He is a lot of fun to use and it’s so satisfying when you beat another player who is using Colony as well. He is worth getting. Whether you try out Colony or not… you can always try the ‘Earth Walk!’

For more information check out the link below: 

Halo Wars 2 is home to some big and powerful wars. Players meet on the battlefield and explosions take are happening everywhere. If you plan to get in a match you must come with strategies. Don’t just build anything and everything. Like we said before, pretty much one of the big things that makes all the difference in a match is the character leaders. Character leaders have leader powers. The leader powers can flip the match in your favour. Leader powers can also just seal your opponents fate in that match.

X35 Earthwalker has played and defeated many with all the leaders. He has his favourite and least favourite leaders but knows how to use them all. He will share some of what he knows so take a look and enjoy.

“Atriox at first I wasn’t sure how to use him. His strength does lie in expansion but his bigger strength is in his leader powers to make his armies invulnerable. This is a game changer for sure. As you build your armies you must have ‘Atriox’s bulwark’ and ‘Unbreakable’. These two will guarantee you victory any battle and possibly the match. When your army collides with the enemies fight them for a while and stay as close as possible. Then when some units are weak or about to lose some, activate Unbreakable. Your opponent will normally retreat, so chase them and keep up the damage with no fear as you can’t take damage. After they have lost many units get ready for them to use a leader power to counter. If it’s anything but Forge’s scatter bomb, then activate Atriox’s bulwark to heal your weak units and negate all damage from that leader ability. I have made opponents resign after seeing this knowing that my army is still strong, blocked everything they sent at me while still dishing out damage. Give this a try.”

“Captain Cutter should be straight forward that his strength lies in his orbital leader powers. No infantry is stronger that Odsts. This means you have to get as much as possible. Do this by using ‘ODST drop’ which gives you 3 squads of ODSTs. The ‘Cyclops Drop’ is powerful as it drops in a high veterancy Cyclops meaning it’s health and damage is off the charts. Keep dropping those guys in. The last orbital leader power and the strongest is ‘ODST Assault group’. This calls in a wolverine, some ODSTs and even a scorpion tank. Before you battle the enemy make sure to have these leader powers ready for use. This way you can replace all destroyed units making it like you never lost anything in the first place and better, you replace them with stronger units of high veterancy. This discourages the enemy. Lastly notice that any enemy unit that has a ODST droped on them, get stunned. Use that to your advantage.”

“Decimus is terrifying when used correctly. With Decimus your units will always have the advantage. ‘Vortex lightning’ should be used at the start of a battle. This way your enemies units will be taking damage, have reduced defense making them easier to kill and get stunned, making them a sitting duck. So now you have the initial advantage. Also use ‘Siphon’ (upgrade it) on the units at the front of the battle so that they become harder to kill and last longer. Now they gain health as they damage the enemy. Combine this with the two passive leader powers: ‘Boundless Siphon’ and ‘Boundless Rage’ and the match is pretty much yours. They grant your units permanent siphon and increased damage and speed. It’s like super siphoning. My armies like this have taken down a army, then a scarab, then the base in one match before. In another match I have taken on two armies at the same time with my own. It was a hard battle though. Decimus is not to be messed with. Weaken your enemies then buff your own.”

“Isabel is at first what I considered very weak. After some training I learnt a few things. She ain’t so weak after all. Her MAC Blast is amazing. What sets it apart from the others is that her’s is almost instant. They shouldn’t bother show the cross-hair on the ground for the enemy as you can never evade it in time. It’s that fast. It’s fast and yet so strong. A upgraded Mac Blast will destroy everything. I once got hit by a max level MAC Blast and had to do a 180 and retreat… Then later came back and destroyed them (well they started it). Spend some time in the match countering your opponents infantry. They will then give up infantry and go vehicles and air, which is what you want. Wait until they are quite near their base. Push up and fight. Wait for their army to group up and then hit them with ‘Ghost in a machine’, which grants you temporary control over their mechanical units. Use their units to directly attack the base and leave the turrets alive to damage units you have controlled. Your army supports the controlled army and that base will go boom. With Isabel, timing is everything.”

“Anders probably one of, if not, the most difficult to handle because her leader powers make things at times unfair. We won’t talk about the ‘Protector Sentinels’ as i’m sure we all know about them. Get some kodiaks and have them spread out a bit around the map on your side for defense. Combine this with ‘Sentinel beacon’ which means every shot from the kodiaks and siege turret produces aggressor sentinels which attack everything. This makes infantry useless against you. Literally a few kodiaks on guard duty with this leader power can be unfair. Drop ‘Sentinel Network’ right at their base to keep causing damage to everything they build and their base as well. It stays for a very long time making it pretty much the best harass tool. The ‘Retriever Sentinel’ is best used to throw your enemy of. Force your enemy to focus on countering your infantry and vehicle, then when they have many things that don’t do so well against air just drop your Retriever Sentinel in and let it have it’s way with the enemy troops. It’s too strong for them to start effectively counter. With Anders you can make your enemies afraid to do certain things.

“Ship Master is almost a troll with his leader powers. Basically you can control the map and mess with your enemy. Plant as many scout mines as you can throughout the match. Scout mines provide you with sight where that bomb is. It’s like many eyes around the map. Also Scout mines do a ton of damage, so no one will want to stand on them. Plant them near power nodes. Use ‘Spirit Support’rt’ to fill your army with high veterancy hunters, elite rangers and engineers. You should also call it in during a battle to replace your dead units and get extra damage as the spirit stays around to fire at the enemy for a while. Once you have a large army use ‘Tactical gateway’. Tactical gateway is one of those leader powers that is pure strategy. Create one gate right behind an enemy base and lead your army through the other to get there and when you need to leave hop right through. Be aware though that your enemy can go through your gate. Use Displacement properly. Many don’t know how to use this leader power. Most use it to send enemy units away just for them to soon come back. Use it instead to send enemy units to you. More than once I have sent a large group of enemy air units straight to my group of reavers who tore them apart. When you are destroying the enemies army and tries to escape, use Displacement to bring them back, so you can finish them of. Ship master requires a lot of skill to use as he has very little direct damage abilities.”

“Forge is all about the vehicles. He can’t do much with infantry so air and vehicles is how he rolls. You need to have grizzlies. Very strong tanks that do great damage. When in a battle wait for when you know you will lose some units. Then use ‘Combat salvage’ to easily get back the units you lose (the first 8). This allows him to keep the vehicles coming. Vehicles, even against their counters still are pretty strong so just because they have some cyclops doesn’t mean they will get destroyed just like that, especially not grizzlies. Use ‘Grizzly Battalion’ to replace fallen units with more grizzlies. Do not rely on ‘Scatter Bomb’ as how you would rely on eradication. It does low damage and is so easy to evade. Only use it to scare away your enemies to create breathing space or if the enemy is trapped behind a base and you have them cornered as that’s when the full might of Scatter Bomb takes place.”

“Kinsano is who I know least about as I don’t have her. From what I have seen though her leader powers come back really quickly and ‘Inferno’ is incredibly dangerous. Just launch that on a base and everything get real weak. Launch that on a enemy army and watch them melt away really fast. Her inferno is her trump card. ‘Hell Charge’ should be used after you mingled your army with the enemies so that when yours die they explode damaging as many of theirs as possible. Have multiple bases and mini bases around to make ‘Red line’ effective. All newly spawned units of yours will be boosted. So have units come out from all of them to overwhelm your opponents with boosted units constantly. That’s all I will say concerning her.”

That’s a lot to take in. Go into skirmish and try out some of these strategies or tune them to your style. Either make sure to do the ‘Earth Walk!’ 

 

Warzone in halo 5 Guardians is great fun. It’s also big and very chaotic at times. Warzone isn’t like other games. Normally in games like gears of war, your threats are right in front of you. In Warzone your threats are from a mile away, right up in your face, from below and from above. You could be sprinting across the map just to run into a shotgun wielding spartan. You could be sneaking around the edge of the map and then all of a sudden you have a giant hole in your head thanks to a sniper. You may be on a killing spree and having a great time until a random banshee out of nowhere bombs you from above. It’s not fair at times but hey, that’s Warzone. Now many have talked about some req weapons as rubbish or useless and we at X35 Earthwalker don’t think so at all. Off course there are some req weapons that even we don’t use but we will talk about some of them.

The ‘Needler’ is very underrated. We have hardly seen people use this weapon. X35 Earthwalker said, “The regular Needler is a good gun but the tier 2 ‘hail storm’ is extremely good. It fires faster than normal, with more ammo and the needles track enemies much better. You don’t know how many times I have gotten double and even triple kills with this weapon. There was even a time when I got an overkill on the ‘Spire’ map fighting for control over the spire. You only need a few needles to make them explode and they die fast. I have even got a killing frenzy from using the whole gun and then grabbing another one. You have to be smart though. Don’t just run up to enemies and start spraying, chances are, you will die. You must fire only a small amount of needles for each enemy and change targets fast. If you just run up to one enemy and fire, you will always kill them (unless you miss) but if you run up to two then it can go either way. When it comes to bigger groups… be smart.” 

The ‘Saw’ use to be bad in our opinion and rightfully be ignored by spartans except for the tier 3 ‘the answer’. X35 Earthwalker said, “I never use to like the saw at all. Diamondz L45 and I use to love it in halo 4 but here it is too weak. There were times when I would beat someone using a saw with an ‘Smg’. Like why and how. That isn’t right. Then there was a time where someone with an smg beat me when I had the saw but lately I think the halo 5 update increased it’s power because know it does a great job at destroying shields and applying pressure to vehicles. Just by playing smart and picking my targets carefully, I was able to get killing sprees with the saw. The tier 2 saw ‘appetite of destruction’ is even better. I feel like it does ever so slightly more damage but the extra ammo and clip size does make a difference. When you have that gun do not be afraid to attack light vehicles like ‘wasps’ and ‘banshees’ as the drivers always panic when they receive constant rapid damage. They crash into walls and whatever trying to escape. Never be afraid to use that ammo. By the way, it isn’t a gun that allows you to take on two at once, remember that.”

The ‘Sentinel beam’ has been dissed by almost everyone. No one has anything nice to say about this req weapon except that it is cool because it fires a laser. X35 Earthwalker said, “The Sentinel beam is not that strong at all but it does have one awesome feature that many do not know about. This req is like super effective against the wasp. This makes me so happy as people love to use that thing all the time. When I for the first time used the sentinel laser against a wasp it literally burned up before my eyes. No, it wasn’t a already damaged wasp. It wasn’t smoking or on fire. I am not sure how effective it is versus other vehicles but I believe it’s an anti vehicle type weapon but that doesn’t mean it’s not good against Spartans. When using it on enemy players they tend to panic because of the laser and constant damage. It works pretty much every time. So you literally have to experiment with this weapon.”

The ‘Plasma pistol’ is a powerful weapon that many just seem to avoid using because they most likely believe that another weapon would be better and maybe so but never underestimate this req weapon. X35 Earthwalker said, “The plasma pistol is one of my favourite req weapons because of how good it is and how strategic it is. This weapon especially the tier 3 plasma pistol ‘Void’s tear’ makes everything easier. This finishes enemies so quickly. It is anti-vehicle as it stuns and disables vehicles allowing you to take enemy vehicles. It’s best feature is that you can noob combo enemies. A noob combos is when you use a charged shot to drain a spartans shields and then headshot enemy straight afterwards. This has brought me so many kills before. Matter of fact on the level ‘battle of noctis’ I got so many kills because I would catch many out in the open with noob combo kills. The range of the plasma pistol when using smart link (basically zoom) is ridiculous. You can lock on and shoot enemies from so far away that it’s funny at times. Find the right spot and equip a long range precision weapon and you’ll have a great time.” 

The ‘Gunfighter magnum’ was a cool addition to the load out reqs. The pistol looks different and fires differently. It isn’t the best pistol at all, matter of fact we believe it is the worst load out pistol but once understood and used correctly, it may give you the edge. X35 Earthwalker said, “This pistol does less damage than the regular pistol but it has a much higher rate of fire. This weapon at least gives you more chances to hit that head shot. This gun can actually kill enemies really fast but you have to make sure not to miss any shots though. If all the shots hit, then the enemy drops really fast. It feels like a revolver from an old western movie with a quick draw and reload. Thanks to the high rate of fire the shield of the enemy will fall quite fast meaning it’s good for melee kills. Get sort of close to the enemy and rush them while firing as fast as you can, then when close get your fist into their face. Simple right? At the end of the day you basically just have to practice with this weapon.”

The ‘Energy swords’ have been claimed as useless by many which we say is ridiculous, their reason isn’t good enough. Off course if you run across the middle of the map, in the open, you will get gunned down by snipers, battle rifles, dmr’s and more. Use strategy spartans. X35 Earthwalker said, “The energy swords are excellent reqs and very powerful in the hands of a strategic and patient spartan. Just because you have a sword doesn’t mean you have to use it and run around with it all the time. Play normally for a while and wait for the opportunity. I have had multiple moments where I zoom into an enemy base at the right time and get over kills, kiltrocity and other multi kills. Swords naturally give you a speed boost so abuse that ability. Also by using power up reqs you can change the type of attack. Take things slow with active camo or charge through with speed boosts and a overshield. You could do the same with hammers but swords don’t slow you down as much plus swords have the natural speed boost.”

Off course there are some reqs that we truly believe aren’t worth using like a regular boltok and supressor. Their higher tier versions are much better and have low level requirements to unlock so there is literally no reason to use it. That’s a blog for another time though. Over time we will be uploading more clips of game play by X35 Earthwalker and friends on this website overtime so feel free to check them out to see some action. Pretty much every req has some sort of use and never just write something off because others are saying something about it. Be the one who makes it work. That’s what we do but whatever you do… make sure it’s at least the ‘Earth Walk’!

For more information check out the link below:

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Hello friends and fellow Earthwalkers. We have been checking out some of the action in Halo wars 2. So far we are liking it. The online battles are big and explosive just like we hoped. The size of the maps are large enough to allow retreat and recovery, flanking and distractions. We do seriously hope that the developers made their maps with our feedback in mind. What can be confirmed is that the game has a lot going on and there is so much to take into account when in matches.

The maps have multiple things on it. There are supply crates and locations that once captured grant you additional energy. These two in particular are incredibly important. Get your crates as fast as possible and make sure to at least capture the energy points on your side of the map otherwise you will be at a medium sized disadvantage. Some maps have additional things on them to make things more interesting. We hope some maps have structures like ones that increase population or that giant covenant cannon thing. Off course they have to be balanced though.

There are lots of options in matches due to the large amounts of units, and leader abilities at your disposal. What’s really great is that now you can see what each units strengths and weaknesses are from a quick glance. They have a colour coded: red, amber, green and black system to show how well they fight against unit types. Amber means normal, green means very good, red, means very bad while black means can’t do anything. For example the ‘Cyclops’ unit (from what we remember) will have orange for infantry, green for vehicle and black for air. This means that Cyclops are alright against infantry, great against vehicle and can’t do anything against air. This makes understanding units and deciding what to build much easier and quicker.

We do wish that they kept the leader power skill tree look, which was in the first beta, instead of the wheel but that’s the decision they made. Maybe it’s because everyone is use to the wheel from the first Halo wars. It’s still nice but the skill tree looked much cooler and new. There are lots of abilities to unlock and use. As you kill units, capture energy locations, upgrade, basically do useful things in matches you will be awarded with skill points that you can spend to unlock leader powers like eradication or specific upgrades like making your units move faster. This is one of those decisions that are actually strategic. First of all choose what suits your style or the type of strategy that you are going for in the match. Next thing to think about is the situation of the match. For example your enemy may have a large army and you need to help thin them out so you may unlock mines to do damage as they approach you. Or maybe close air support to deal big damage to all their units. Or at the start of the match you get the upgrade that increases infantry speed so you can capture areas and get supply crates before the enemy. Think carefully instead of just picking whatever seems cool.

Seeing Decimus getting dropped in for the first time was quite cool to see. He has a ton of health, comes with a shield and does all kinds of destruction. He’s like a combination of the ‘War Lord’ from halo wars 2 and the ‘Brute chieftain’ from halo wars 1. He pulls you in and greets you with a nicely crafted hammer. We believe that their are hero units and then there are super units (they may be called ultimate units now). So the War lord and Spartans are powerful hero units but ultimate units like Decimus and Condows are things that terrorise the battlefield and strike fear into the hearts of players. Don’t even call their name or they might just show in your room (made you look). We believe the best thing to do is to get your ultimate unit as quickly as possible while not neglecting everything else like resource and unit management. 

Seeing the amount of leader abilities, the upgrades and everything else that’s going on shows that game is, just as I hope, more strategic and fights can almost easily go either way. Games should always have a way that allows players to forma a comeback, even if it is a small chance. There are leader abilities that can wipe out or heavily damage entire armies. There are units that can hold of many units while your army can retreat and heal up. There are options here and we love that. From what we can see, we am loving how Halo wars 2 is turning out and want to see what else happens with this game.

This is just some of our initial thoughts and views of the game and of what we know. Have fun with Halo Wars 2 and do the ‘Earth Walk’!

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The Halo wars 2 Blitz beta is continuing until the 30th of January. In case you didn’t know. Halo wars 2 is a halo RTS (Real time strategy) game that will be coming out on the 21st of February. So far the beta has been played by the Earthwalkers, especially X35 Himself and they all agree that the game so far is excellent with so many positives and little negatives. The beta is free and should just get it to at least try it.

Now Halo wars 2 is going for a more strategic approach to game play now. Much more than the prequel. In the prequel most people would get tanks with wolverines and that was pretty much it but in halo wars 2, you need keep an eye on your opponent, think fast, react fast and have strategies. Blitz is fast paced and requires you to use your cards wisely. Don’t just use a card just because it is there, especially if it is an ability card or a unit with special abilities. Then again, don’t hold on to cards that you don’t need at the time. There are many ways to go about this. First of all, there shouldn’t be any cards in your deck that you find not useful or wouldn’t use. Have cards that you know will come in handy or counter a certain situation on the battlefield. If you desperately need a card or need to get rid of a card, you can ‘cycle’ a card for a small cost of 5 energy. This most likely will be worth it but never cycle too much because small costs combined make a big cost. If you have unit card and don’t need it yet and it doesn’t cost much then just summon it in your base and leave it there for now. It’s always better to have an army in blitz so don’t cycle cheap cards.

You deck should always have cheap cost cards and high cost cards. Cheap cards because then you can have an army quite quickly and summon when needed like to collect energy for example. Big cost cards as they are the powerful units. If you are going to have too much of one, then make sure it too much of cheap as then you can have a easy to build large army. You deck should also have at least 1 or two ability cards like the ‘archer missiles’ or ‘cloak’. Abilities allow you to reveal your leader characters true powers which can make all the difference in a match once used effectively. You deck should also have a legendary unit to bring the pain. Each character leader has their own legendary unit. Atriox’s is ‘Atriox’s chosen’. Captain Cutter has ‘Spartan Jerome-092’. These units are powerful and very expensive. They almost make any battle in your favour but you must protect them. They aren’t invincible. We have seen players get excited about legendary units that they drop one in the middle of an enemy army and expects them to kill everything, instead just gets their legendary dead. It’s a waste. Have them lead a fight and when they take too much damage then return them to your base to get them healed up. There is no excuse, they even have shields so keep them alive.

Ability cards have one time use abilities that must be used strategically. You can’t afford to waste them or miss. For example a very strategic and powerful ability is the ‘MAC Blast’ card which allows you to “Launch a high damage slug to blast a target area”. This is a card you can activate, then aim and then fire. Use this to destroy that one pesky target that maybe is out of reach of your units that sit on a hill, like ‘Blisterbacks’ or ‘Kodiaks’. You could also just use this to damage and destroy a group of enemy units that have bundled up together. You could use your army to drive them into a corner and then fire the MAC gun. Do not use this on the ‘Condor’ or ‘Scarab’ as those super units are only temporary and will die eventually. Save it for the right situation. When you have powerful ability cards like ‘Boundless Fury’ and ‘MAC Blast’ you have to decide whether it’s better to use them or summon units because they have high costs and you could normally have 3 or two units instead. It’s up to you to know and judge the situation you are in to know what action you should take.

Some units are enhanced versions of the originals like ‘Ironclad Hunters’. They fight and attack in the same way but come with extra abilities. The abilities so far are: Guard, Blast, Detect, Rush, Reflect, Cloak, Rally, Shock, Shield, Support and Siphon. Guard means this unit will absorb all the damage your other units would have took, protecting them. Blast means that when they die a small circle area is glowing, soon an explosion will happen there damaging everything within. Detect means that unit can see and reveal nearby cloaked units. Rush means that unit is not effected by fatigue when summoned and can therefore fight at full strength straight away. Reflect means that unit returns half of the damage they take back onto an enemy unit. Cloak means when the unit is deployed (summoned) it is cloaked for 90 seconds it can’t be targeted but can still fight and move freely. Rally means that unit increases the damage  your ally units nearby can do. Shock means that unit reduces the armour of nearby enemy units making them weaker. Shield means that unit has a rechargeable shield like spartans in halo, the shield takes the hits before the health does and recharges when out of battle. Support means this unit doesn’t fight at all but instead can do things like heal units, protect or other cool effects. Siphon means that unit gains health equal to the damage it gives, sucking the life out of your enemies. These abilities are important and make huge differences in a match, so make sure to know them all and have some in your deck.

In every Blitz match you have to make collecting the energy drops a top priority. Sure they don’t seem to add much at all to your energy but it increases your energy rate. You have an automatic energy rate and the more energy you collect that rate increases much faster meaning you get to use your cards faster. Controlling the zones is important but not as important as the energy as control zones come and go throughout a match but with a higher energy rate than your opponent, you could summon legendary units and build armies much faster than your enemies and a bigger stronger army is what matters in halo wars 2, especially Blitz. Get the energy, even if it means the enemy gets 50 points ahead of you because they control to zones. There is time for a come back.

Each character leader is different and have access to certain cards that the others don’t get. Some leaders are more support type while others seem as more assault types; however all are powerful and dangerous enough to destroy the other in a fight. It comes down to the player, their armies and strategies which are all dependent on the leader. The ‘Ship master’ can start of with three ghosts, who aren’t the strongest units around but their speed cannot be matched so you can use them to zoom and beat your enemies to the energy drops. ‘Anders’ starts of with probably the strongest combination of units with two cyclops, two marines and a wolverine. That means she can counter air, vehicles and give infantry a fight. This means you could go straight for a control zone and most likely beat anyone who challenges you. Atriox has access to the ‘Eradication’ ability which literally destroys everything so it can be the move that turns the tide of a battle. ‘Isabel’ has the MAC Blast and lock down scorpion which weakens enemy units and her special units keep the enemy guessing. ‘Decimus’ has multiple siphon units and if you can keep them alive they become a real threat and hard to kill but abilities allow destroying the enemy much easier. ‘Captain Cutter’ has strong starting units and has powerful abilities making him a heavy assault type leader. You must check out the units that they have and the abilities to know what to do. The ‘Ship master’ has cloaking and steal abilities while ‘Atriox’ has the more straight forward approach and heavy abilities.

So firstly learn the character leaders and know their units and abilities. Quickly secure at least one control zone and then aim for the energy drops. Build an army. Do not let half your army get destroyed under no circumstances. Always bring your units back to base to get them healed up. Don’t over extend and do more than you nee to do. If you have the bigger army and have at least two of the zones then don’t over extend and risk units.

Now all that’s left to do is go into matches and practice. Have fun and don’t forget to do the ‘Earth Walk’! 

 

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