Gameplay

*Main Page > **Gameplay***

*"I wanted to make a party game with shooter mechanics." ~Hardy LeBel*

Gametype: A Variant of of a Gamemode

			* Depending on what version of Alpha Zombies the Alpha Zombie Traits stay or are gone after they infect someone
			* Forced Red to stand out against the infected's default color.
	+ Duck Hunt (Community Gametype)
		- One Life Mode
		- Only One Infected, they are the "Hunter"
			* Unlimited Sniper Rifle Ammo (Not Bottomless Mag)
			* Black instead of the default "zombie" color of the Infected
			* Perched up, can only move in their little room.
		- Humans are the "Ducks"
			* Forced Yellow
			* Pistol Starts
			* Must run through an obstacle course while avoiding the Duck Hunter's Gunfire before picking up a powerup and weapons, go through a teleporter to enter the duck hunters room and kill the Hunter.
		- Round Ends when either All Ducks or the Duck Hunter dies.

### Gamemodes & Types

* Assault
	+ 1 Bomb
	+ Assault
	+ Griffball

* Capture the Flag
	+ 1 Flag CTF
	+ Capture the Flag

* Firefight
	+ Firefight

* Headhunter
	+ Headhunter
	+ Headhunter Pro

* Infection
	+ Alpha Zombies
	+ Infection
	+ Save One Bullet

* Invasion
	+ Invasion
		- Invasion: Boneyard
		- Invasion: Spire
	+ Invasion Slayer

* Juggernaut
	+ Dreadnaut
	+ Juggernaut
	+ Ninjanaut

* King of the Hill
	+ Crazy King
	+ King of the Hill (Latter Referred to as Mosh Pit)
	+ Team Crazy King
	+ Team King of the Hill (Latter Referred to as Team Mosh Pit)

* Oddball
	+ Fiesta
	+ Low Ball
	+ Oddball
	+ Rocketball
	+ Swordball
	+ Team Ball

* Race
	+ Race
	+ Rally
		- Rocket Race

* Slayer *"Kill your Enemies... Kill your Friends" ~H3 Gamemode Description*
	+ Elimination
	+ Endurance
	+ Phantoms
	+ Slayer
	+ Team Slayer

* Stockpile
	+ Stockpile

* VIP
	+ Escort
	+ VIP

## Unique & Unintended Mechanics

### Cross-Game

* Gandhi Hopping
* Overshield Invincibility

### Combat Evolved

* Button Combos
	+ Backpack Reloading
		- X, X, Y
		- Double Tap Reload and then Swap Weapons. It will continue the reload "in your backpack".
	+ Quick Melee (Requires Grenades)
		- B, LT, B
		- Melee, Grenade, Melee
			* If you Grenade to early, the first melee won't do damage.

* Decloaking
	+ Bullet Weapons Decloak Enemy Players at a faster rate than Plasma Weapons

* Melee System
	+ Unique Melee Speeds, And Range
	+ Range Was Divided into Tiers
		- Tier 1 (Furthest)
			* Rocket Launcher
		- Tier 2
			* Assault Rifle
			* Sniper Rifle
		- Tier 3
			* Needler
			* Shotgun
			* Plasma Rifle
			* Plasma Pistol
		- Tier 4 (Shortest)
			* The Magnum
		- No Lunge.
		- The Use of Momentum
			* 3 Hits When You Melee Standing Still
			* 2 If you Run towards when you Melee

* Frag Grenades
	+ Shields Are Gone as long as you are in range
	+ The Only Difference in Damage is How much Health Damage
		- Minimum Damage (Furthest Away from the blast radius but still in range) is Shield + 1 Health Bar
		- Max Damage (Nearest to the Blast Radius) is Shield + 5 Health Bars
	+ 14m Range (Called Pocket Nukes for a reason)
	+ No Air-Burst. They must settle on a surface before going off.
	+ Grenade Launching
		- Use Any Grenade
			* Weapons
			* Vehicles
			* Powerups
	+ Chain Detonations
		- If a 'nade goes off on those that are on the map (dropped by a player on death or fresh spawns). The Other nades go off.

* Negation of Fall Damage Via Crouching at the right time
	+ Not Completely, but can make some falls survivable.

* Picking Up Weapons through the floor with Camo
	+ Prisoner as example:
		- Pick Up Camo
		- Fully Cloak (Through Quick Camo or by waiting to be cloaked)
		- You'll now be able to Jump up under the platform of rockets and pick it up through the floor

* Plasma Stun Effect
	+ Moving Slower
	+ Turning/Aiming Slower
	+ Less Stun effect on the Plasma Pistol
	+ Ghost's Plasma Bolts Also Stun
* Plasma Rifles do Double Damage on Headshots

* Quick Recloaking ("Quick Camo")
	+ After Picking Up Camo, Fire Your Weapon to make it make you invisible Faster
		- Only Do this for certain weapons Like the AR or Plasma Rifle
		- Only Exception is the Needler for some reason.
	+ Scoped Weapons Take Longer to Recloak than Automatic Weapons

* Telefragging
	+ Not Instant like Arena Shooters
	+ (Basically a "Out of Bounds Timer" Starts when players are on both ends of the teleporter.
	+ Whoever is Trying to be Sent telefrags whoever was blocking the receiver.

* Walking Backwards Up Ladders
	+ *Is this even unintended?*

### Halo 2

* Button Combos (Different Combos)
	+ BXR
		- Melee, Reload, Fire
		- Magazine needs to be full/unable to reload
		- If you reload to early in the combo, you cancel the Melee
		- Requires you to have your crosshair on the enemy's head to get the combo perfect
	+ BXB
		- Melee, Reload, Melee
		- Magazine doesn't need to be full to perform this
		- If you Reload to early you cancel the melee
	+ Double Shot (R, R, X)
		- Fire, Fire, Reload
		- Requires Near Perfect Timing
	+ Quad-Shot (R, R, X, Y, Y, R, R, X)
		- Fire, Fire, Reload, Switch, Switch, Fire, Fire, Reload
		- Essentially two Double Shots
		- Requires Near Perfect Timing
* Sword Flying (Y, R) *"We don't need no stinking grapplehooks."*
	+ Switch, Fire
	+ Hold out Any Ranged Weapon, Weapons with Zoom give better distance, with the sword in your inventory.
		- Once the reticle is red, switch to the sword and fire
		- you'll fly to your target
	+ Probably the easiest thing you can do in H2

* Super Bounces (Consistently done in 30fps [Xbox/Vista Frame Locked])
	+ Store a Crouch
		- Crouch under something that keeps you crouched (low ceilings/ramps/etc)
		- If you Crouch or to Stop Moving you'll "Lose" the stored crouch and need to store it again
	+ Find a spot were two textures meet, or a "gridline" and land on it from a significant height. (1-2 Spartans High)
	+ If you land in the right spot you'll be sent flying.

### Halo 3

* Equipment Jumping (Look Strait Down, X, Jump)
	+ Viable Equipment (Spartan)
		- Radar Jammer
	+ Viable Equipment (Elite)
		- Power Drainer
	+ Decent Timing Window