Halo Wars: Scorpions Pass was co-forged and co-created by I Pacifist I and myself SaltyKoalaBear. Our good friend and extraordinary gentlemen IIITyrantIII also lent a good deal of support while we designed and forged this map.
The idea for Halo Wars: Scorpions Pass stemmed from my own desire to bring RTS style game play to a FPS. In order to bring that RTS style game play to Halo Reach I knew it would be necessary to create a map and game type that centered almost exclusively around vehicles. After stumbling upon a rare, yet repeatable, host glitch that allowed me to have 12 tanks, as compared to the maximum of 4. I knew it was just the lucky break I needed to create the RTS Style map and game type I always dreamed of! After sharing my “battle tanks” idea with many of my xbl friends one particular friend, I Pacifist I, took special notice to the idea and offered to help co-forge it with me and one month later we ended up creating something far more exciting and unique than we both ever imagined!
Halo Wars: Scorpions Pass is an all out vehicle centered map, all in all the map contains 32 vehicles compromising three different groups. Heavy, Aerial and Light.
Heavy
12 M808B Main Battle Tanks (Scorpion) -6 per team.
4 Type-26 Assault Gun Carriages(Wraith) -2 per team.
Aerial
8 Type-26 Ground Support Aircraft (Banshee) -4 per team.
2 UH-144 Falcons -1 per team
Light
4 M12G1 Light Anti-Armor Vehicles (Gauss Warthog) -2 per team
2 Type-48 Light Assault Gun Carriages (Revenant) -1 per team
Due to the sheer amount of heavy vehicles, and the RTS style game play we both so desperately wanted to attain, some significant game type modifications had to be made. We knew that it would be necessary to encourage player vehicle usage and discourage players wanting to play on foot. The solution to this problem turned out to be much easier than we originally anticipated and was done by setting player damage resistance to 10% and the player damage modifier to 50% . The result of this modification is that it makes players on foot much weaker and players in vehicles much, much, stronger. Players on foot are now a 3sk with the DMR or Pistol and a 1sk with the sniper rifle. For whatever reason, and to our advantage, the 10% damage resistance only effects players, and not the armor of the vehicles. So because players actually do 50% less damage than vanilla reach, all the vehicles receive a natural massive armor boost, since all there weapons are weakened. For instance, in vanilla reach a scorpion can only take 2 body shots from another tank before it is destroyed. However, In Halo Wars: Scorpions Pass it takes 7 body shots for a tank to destroy another tank. This seemingly small modification has a massive effect on vehicle combat. Simply put, it greatly increases the length of vehicle to vehicle combat, resulting in more epic, prolonged and strategic vehicle combat. Think of it as the difference between SWAT and MLG.
Generally speaking playing without a vehicle is not a smart choice, players are even more vulnerable to vehicle damage and do even less damage to vehicles than vanilla reach. (Example: It takes just 4 banshee plasma bolts to kill a player on foot)
However don’t let this discourage you from ever setting out on foot because players on foot CAN be hyper lethal if used correctly at the right time and for the right purpose.
TO PREVENT SPAWN CAMPING
Off spawn all players do 300% damage, are invulnerable and have 1.5x overs shields for 5 seconds. If ever caught in a spawn trap situation, spam your dmr or pistol to wreck opponents.
Player Loadouts are as follows:
Marksmen
DMR, Pistol and Sprint
Special uses: Good for taking enemies out of “open air” vehicles, ie warthogs, mongooses, revnants and falcons. (Players do not receive armor boost if hit directly in “open air” vehicles.)
Air Assault
Assault Rifle, Pistol and Jet Pack
Special uses: Best when used in conjunction with falcons, or banshees. A “boarding” unit. Great for hijacking enemy tanks from above, can quickly turn tide of battle.
Demolitions
Spartan Laser, Pistol and Armor Lock
Special uses: Armor Lock is good for KOTH, assault and Territories.
Spec Ops
Spartan Laser, Pistol and Hologram
Special uses: Your “glass cannon” unit. Two shots placed in the back radiator grill of a tank will destroy it. Also great anti-air, two shots to destroy a banshee.
Guard
Shotgun, Pistol and Drop Shield
Special uses: Best unit for Assault and Territories. The Drop Shield is more than twice as strong as vanilla reach, can withstand three tank rounds before failing.
Another very interesting thing we discovered while creating this game type was that almost all vehicles have both strong and weak points. This was obviously always the case, but because players do 50% less damage in this gametype, exploiting these weak points is a MUST for anyone looking to gain tactical advantage on an opponent .
Below is a quick look at how the scorpion stacks up to the other vehicles.
Scorpion> Scorpion: 12-9 turret shots, 7 body(chassis) shots, 6 tread shots or 3 “back radiator grill” shots.
As you can see the difference between killing another tank with 9 shots as opposed to 3 is massive, especially when one considers the scorpions the rate of fire. Team “tank” shooting is also a very useful and necessary strategy and whenever possible should be employed.
Scorpion> Wraith: 11 turret shots, 8 body shots or 3 back “fusion cooling hole” shots.
Scorpion> Banshee: 3 shots placed anywhere
Scorpion> Falcon: 4 body shots, 2 driver seat shots or 1 shot to kill turret operator.
Scorpion> Revenant 4 shots to back or front, 3 shots to the engine area, or 1 shot driver seat.
Scorpion> Gauss Warthog: 4 shots anywhere , 1 shot driver, passenger or gunner