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Halo

Up to date as of February 08, 2010
(Redirected to Containment (Level) article)

From Halopedia, the Halo Wiki

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Containment
Game
Game

Halo 2

Features
Location

Installation 05

Terrain

Snowy Valley, Ice

Details
Weapons on Map
Vehicles on map
Power-ups on map
Preferred Gametypes
Recommended Number of Players
  • 6-16
  [Source]
Fighting for a patch of dirt abutting a wall containing a galaxy-devouring parasite may seem pointless to some, but ... um ....

Containment is a Halo 2 multiplayer map. It was added to Halo 2 in the Bonus Map Pack. It is sometimes referred to as the map "That's so big, it won't fit into the Xbox."

Contents

Introduction

"Containment" was based off of the Sentinel Wall of the campaign level Sacred Icon.[1] It is a large outdoor symmetrical map that is a "biological airlock"[2] between the Flood-infected zones of Delta Halo and the "clean" zones patrolled by Forerunner sentinels. It is set in a fault between two snowy cliffs, and there are two massive Forerunner fortresses on either side of the map, acting as bases and also the barricades meant to defend against the Flood.

Topography

It is similar to Coagulation, in the sense that it's an open, hilly terrain, as well as being a big Snipers map. On each side is an old Forerunner ruin, acting each as a base. Each base, red and blue, has a large gate (resembling a ramp, and functioning as one until opened). About 300 feet from it, is a panel that opens each. This is used to get a vehicle inside, as you can go around through the caves, or you can jump the ledge without a vehicle. There are two fully functional gate switches and opening gates. There are two Warthogs, two Scorpions, and two Banshees by default spawning. It is ideal for large, system link games or even Xbox Live games, about 6-16 people. Any number less than six players could result in a slow match.

The level may also remind you of the classic multiplayer level from Halo: Combat Evolved, "Sidewinder", being set in the snow and having a blue and red base. However, this map is very different from Sidewinder and is not a Sidewinder remake. It was originally intended to be a remake of the Halo PC map, Timberland. The map has many similarities to Battle Creek in the first area, as each end has a complex base with many levels, and is set in a valley with alternate base entrances and teleporters, though of course on a far larger scale.

Tactics

  • Though there are normally only two sniper spawns (one at each base), stay hidden. Snipers favor this large, concealing landscape. Competent snipers can make quick work of an advancing group, due to the open nature of the level. There is an assortment of cover around (the variety of rocks sticking up; the small indent on the sides of the bases, etc.), but not enough for you to shoot it out with a foe across the course.
  • Watch for the mines. They are incredibly devastating. Keeping this in mind, they can easily be used, as a deterrent from a Warthog- the opportunities for traps are endless.
  • The giant ramps open on each of the bases. This allows the Scorpion tank access to the inside.
  • In CTF, if you are defending, always post a guard on top of the base. This is important, as you do not want anyone jumping down from behind and stealing the flag.
  • Don't underestimate the network of tunnels running throughout the level. A dislike of would-be snipers and rocket users, you can easily avoid the open space by learning to navigate these tunnels. Each base also has an entrance (on two sides) from this tunnel network- don't forget about it.
  • The turrets are usually a bad decision. It's asking to be sniped or rocketed, and there's also a fair chance that a vehicle will kill you.
  • In CTF, get the Active Camouflage and enter from the base's roof. Remember to take out any guards beforehand.

Trivia

  • It is called "The Great Freezing Plains of Blarganthia" in Red vs Blue, and is visited in Season 4. The "Grunts" from Battle Creek are actually found working together defending the wall's borders.
  • In the Out of Mind mini-series (also by Rooster Teeth) the door in the back of one of the bases opens to reveal a Warthog, driven by Wyoming that attempts to run over Tex. It is unknown how they got this door to open, or if it was edited afterwards.
  • There are 7 Energy cores (or "bouncing bogey clusters" as called by a Bungie employee) on the map.
  • This map was originally being designed as a remake of the Halo PC map, Timberland.[citation needed]

Easter Eggs

  • If you take a Sniper Rifle and look at the Halo around the level near the sun base (the one with the orange yellow glowing buildings) you will see the face of Chris Carney, one of Bungie's developers, smiling. In the Machinima series "This Spartan Life" one of the players gets an unlock and is trapped playing Halo 2 as the face.
  • On the doors at the back of each base, 2 Marathon symbols can be seen on them.

Glitches

  • If you fly a Banshee at the top of the map, you can hit an invisible wall. But if done at the correct angle, you go straight through the wall to a perfect sniping position. You can also boost a Spectre up the base walls, or, if you can waste a lot of time, jump up the walls slowly.
  • If the gate is already open and you approach the switch, it still says "Press X to open gate".

Gallery

Sources

  1. Halo 2 Multiplayer Map Pack Manual, page 17
  2. Halo 2 Multiplayer Map Pack Manual, page 16

This article uses material from the "Containment (Level)" article on the Halo wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.

City of Heroes

Up to date as of January 31, 2010
(Redirected to Inherent Powers article)

From City of Heroes Wiki

Overview

Contents

Inherent powers are permanent powers that a Hero or Villain automatically has without having to select them during training. There are Inherent powers that are Archetype-specific, Origin-specific, and open to all characters. Not all Inherent powers are available at level 1.

Origin-Specific Powers

Every character receives a minor ranged attack power that depends on his or her origin. For more information, see Origin Powers.

Archetype-Specific Powers

The following inherent powers are specific to the archetypes available in City of Heroes and City of Villains.

Image:Inherent_BlasterDesperation.png Assassination

A Stalker does his best work when attacking from ambush. When properly 'Hidden', a Stalker can pull off critical hits with his attacks, and even land a massive 'Assassin's Strike' with an assassin's power. Assassin Strikes made from hide will Demoralize the Stalker's foes leaving them with a reduced chance to hit and has a chance to terrorize them. Additionally, a Stalker has a 10 percent base chance to critically hit, which is increased by an additional 3 percent per member in your party, against non-player enemies. Stalkers have a chance to land a critical hit against players if they are Held or Slept.

Type Archetype-Specific (Stalker)
Effects Always criticals from Hide
20% chance of critical on Held or Slept opponents

Image:InherentPeacebringer CombatFlight.png Combat Flight

For hovering and aerial combat. This power is much slower than Energy Flight, but provides some Defense, offers good air control, costs little Endurance, and has none of the penalties associated with Energy Flight. Switch to this mode when fighting other flying foes. Also See: Hover

Level Gained Security Level 10
Type Archetype-Specific (Peacebringer)
Effects Self: Fly, + Defense

Image:Inherent_BlasterDesperation.png Conditioning

Soldiers of Arachnos undergo intense physical training before leaving "boot camp." Those that survive have greater than average healing rates and tire less quickly than others.

The increase in Regeneration and Recovery are not bonuses but are higher base values than other Archetypes.

Level Gained Threat Level 1
Type Archetype-Specific (Soldiers of Arachnos)
Effects Self: Increased Regeneration (0.50%) and Recovery (1.75%)

Image:Inherent BlasterDesperation.png Containment

Controllers are the masters at locking down and controlling their opponents. Few can escape their will. Controllers do extra damage to any target that is already Held, Immobilized, Slept, or Disoriented.

Type Archetype-Specific (Controller)
Effects Self: Critical Damage (Special)

Image:InherentPeacebringer_InterSpacialLink.png Cosmic Balance

Kheldians naturally thrive off the energy and essence of their teammates. Peacebringers' metamorphic nature allows them to bring balance to their team. Your Damage will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage Resistance will increase for each nearby Scrapper, Brute, Stalker or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Peacebringer)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Critical Hit

The Scrapper is a fierce melee combatant. In hand to hand, no other hero can compare. All Scrapper melee attacks have a chance to land a Critical Hit for up to double damage. The higher the rank of the target, the greater the chance for a successful Critical Hit.

The standard chance of a Critical Hit is 5% against players, pets, and critters of Minion rank and below, and 10% against critters above Minion.

Type Archetype-Specific (Scrapper)
Effects Critical Damage

Image:InherentPeacebringer_InterSpacialLink.png Dark Sustenance

Kheldians naturally thrive off the energy and essence of their teammates. Warshades' absorbing nature allows them to draw on the power of their teammates' power to increase their own. Your Damage Resistance will increase for each nearby Tanker, Mastermind, Corruptor or Defender teammate. Your Damage will increase for each nearby Scrapper, Stalker, Brute or Blaster teammate. Finally each nearby Controller or Dominator teammate will grant you limited Protection from Control effects. You cannot put Enhancements in this power.

Type Archetype-Specific (Warshade)
Effects Auto: Special

Image:Inherent BlasterDesperation.png Defiance

Main article: Defiance

Blasters’ earliest abilities come so naturally to them, that they are accessible even in states that normally prevent them from using powers, such as being Held, Slept or Stunned. Additionally, each time the Blaster attacks with a primary or secondary power, they gain a stacking damage bonus for the next several seconds. The amount of the damage bonus and its duration is dependent on the exact power used, with single target abilities generally giving the largest bonus.

The current version of Defiance was released on December 11, 2007. Prior to that, it worked differently. See the main article for more details.

Image:Inherent BuffEffects.png Domination

Nothing delights a Dominator more than inflicting pain. When a Dominator attacks, his sadistic nature grows. When your Domination bar is over 90% you can activate this power to unleash his true potential. Your control powers will typically last 50% longer and will more easily Dominate stronger opponents. Additionally, you will fully recharge your Endurance. Domination lasts for 90 seconds and recharges in 200 seconds. The recharge can be reduced by self and ally buffs, but cannot be slotted with enhancements.

Domination protects the villain from Knockback/Knockup, Repel, Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects, and can be activated even while suffering from them to break the villain free.

Domination doubles the magnitude of the villain's own Disorient, Hold, Sleep, Immobilize, Fear, and Confuse effects for their normal durations, then keeps them going at normal magnitude for half that amount of time longer. Debuffs and other secondary effects are not improved.

A Dominator's Domination level is shown by an orange bar between Endurance and Experience Points. It rises each time he attacks. It rises faster if the Dominator has more teammates. This is a mild effect with one or two teammates, but on a large team Domination can be brought from 0 to over 90% with fewer than ten attacks. The Domination level falls very slowly when not used. It's automatically reduced to zero 90 seconds after Domination is activated.

Type Archetype-Specific (Dominator)
Effects Self: Critical Control

Image:InherentPeacebringer EnergyFlight.png Energy Flight

Energy Flight allows you to travel long distances quickly. If you attack a target while this power is on, your Flight speed will be temporarily reduced. Your Energy Flight speed increases with your Level. Also See: Fly

Level Gained Security Level 1
Type Archetype-Specific (Peacebringer)
Effects Toggle: Self Fly

Image:Inherent BlasterDesperation.png Fury

As a Brute engages in combat, it unleashes his Fury. The longer he remains in combat, attacking and being attacked, the more damage he deals.

A Brute's Fury level is shown by an orange bar between Endurance and Experience Points. It rises each time he makes an attack or is attacked himself (regardless of hit or miss). The speed at which it rises is directly proportional to the recklessness of the Brute.

Type Archetype-Specific (Brute)
Effects Self: +Damage (Special)

Image:Inherent BlasterDesperation.png Gauntlet

Although many try, few can withstand the irresistible force of the Tanker. Each time a Tanker attacks, he enrages the target, and those around him, enticing them to attack the Tanker. Each punch continues to provoke your enemies and allows the Tanker to do what he does best.

Gauntlet -- also referred to as "Punch-voke" -- causes the Tanker's AoE attacks and auras to taunt every PvE enemy they affect. Their single-target attacks taunt the enemy hit and up to four more around it. Gauntlet has reduced chances of affecting exceptionally high-rank foes like Giant Monsters, and even worse chances of affecting other players in PvP.

Brutes possess a smaller version of this power, occasionally labeled "Poke-voke". The Brute's Gauntlet doesn't apply in PvP, and their single-target attacks only taunt the one target hit.

Type Archetype-Specific (Tanker)
Effects Taunt

Image:Inherent BlasterDesperation.png Scourge

The Corruptor is a dastardly villain indeed. As a Corruptor's foe health wanes, the Corruptor can start to land Scourge hits with his attack powers for up to double damage. The weaker the target is, the greater chance the Corruptor has of landing Scourge. Once a foe is weak enough, there is no escaping the Corruptor's wrath. A Corruptor shows no mercy.

Scourge offers no chance of critical damage until the target has less than 50% health. The chance then smoothly increases to 100% once the target has only 10% or less of its health remaining. These percentages are based on the target's base health -- targets with large health boosts from powers can effectively delay the point at which Scourge damage starts being possible.

Type Archetype-Specific (Corruptor)
Effects Critical Damage

Image:InherentWarshade ShadowRecall.png Shadow Recall

You can Teleport one of your teammates to yourself. The target must be a teammate and can be selected from the Team Window. You can also rescue a fallen teammate who may be in a hostile location, as long as he is on the same map. Range is not infinite, but extremely long and can be enhanced. This power can be interrupted. Also See: Recall Friend

Level Gained Security Level 10
Type Archetype-Specific (Warshade)
Effects Zone Range Teleport Teammate

Image:InherentWarshade ShadowStep.png Shadow Step

You can Teleport long distances. Shadow Step has no recharge time, and can be reactivated without pause as long as you have Endurance. Also See: Teleport

Level Gained Security Level 1
Type Archetype-Specific (Warshade)
Effects Self Teleport

Image:InherentPeacebringer_InterSpacialLink.png Supremacy

A good Mastermind knows how to manage his Henchmen. The Mastermind imparts a bonus to his Henchmen's Accuracy and Damage only if he is nearby and has line of sight.

Supremacy gives +25% Damage and +10% ToHit. It has a radius of 60'.

Type Archetype-Specific (Mastermind)
Effects PBAoE, Henchmen bonus, +ToHit, +Damage

Image:InherentPeacebringer_InterSpacialLink.png Vigilance

The Defender primary focus is to protect the team. When his allies are in danger, the Defender is able to look deep within him or herself and rise to the occasion. As a Defender's teammates are in danger of being defeated, the Defender gains an Endurance discount and can activate their powers at a reduced cost. The more teammates in trouble, the greater the discount.

Vigilance was introduced on September 20, 2005. As a Defender's teammates lose health, the Defender gains an Endurance discount. This power does not need to be activated. The more injured the Defender's teammates are, on average, and the larger his team is, the greater the discount Vigilance provides. The Defender's own health does not affect Vigilance, nor do teammates who are on other maps or who are too far away.

Vigilance can be monitored as "Endurance Discount" in the Combat Attributes window. The formula for calculating your total discount is Cost/(1 + bonus). So a 100% discount would halve the cost of powers. A simple chart can be found here. There is debate on what the maximum amount of discount Vigilance will accrue [source].

Type Archetype-Specific (Defender)
Effects Endurance Discount

Booster Pack Powers

Image:CyborgSelfDestruct.png Self Destruction

Some situations call for the ultimate sacrifice...self-destruction. This causes damage to those around you and sends your character to the hospital.

Self Destruction is not affected by enhancements or any buff except Knockback, ToHit, and Accuracy. It should be noted that its recharge is not affected by buffs. It is permanent, available at character creation, and does not have usage charges.

Recharge Very Long (60min)
Effects PBAoE 40ft
Extreme damage
Knockback
Self defeat

City of Heroes Collector DVD/Hero Kit Bonus Power

Image:Inherent Sprint.png Prestige Power Slide

Forms a frictionless field of energy beneath the user that allows rapid transit while remaining close to the ground. This power is mechanically identical to Sprint.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

City of Heroes pre-order Bonus Power

Image:Inherent Sprint.png Prestige Power Rush/Dash/Quick/Surge

Creates an effect behind the user while they use enhanced speed. The exact effect depends on the power. All are mechanically identical to Sprint, Slide, and each other.

Effects Boost Run Speed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Convention Costume Powers

Image:Temporary ResonanceDisrupter.png Freakshow Boss Costume

Freakshow Boss Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png PPD Hardsuit Costume

PPD Hardsuit Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Image:Temporary ResonanceDisrupter.png Carnival Harlequin Costume

Carnival Harlequin Costume
Need description

Effects Costume change
Incompatible with stealth toggles

Good vs. Evil Bonus Powers

Image:Flight JumpJet.png Jump Pack

This Jump Pack grants you the ability to not only jump great distances, but also jump and gain altitude in mid air! The Jump Pack will automatically shut down after 30 seconds of continuous use.

Effects Self Toggle
+Jump
+Fly
Special

Image:Teleportation Pocket D.png Pocket D VIP Pass

You've been given a VIP Pass to Pocket D. It will allow you to access Pocket D from anywhere. It is usable once every 30 minutes.

The pass has a very long interrupt time before it operates.

Effects Teleport to Pocket D

Universal Inherent Powers

Image:Inherent_Brawl.png Brawl

When all else fails, you have only your two fists to depend on.

Damage Minor
Recharge Fast
Effects Foe Minor Smashing Damage
Enhancements Reduce Endurance Cost
Increase Attack Rate
Enhance Damage
Enhance Accuracy
Set Categories Melee Damage

Image:Inherent_Rest.png Rest

Activate Rest to heal Hit Points and recover Endurance. While Resting you cannot attack, and you are extremely vulnerable to attack and damage. Activation of Rest can be interrupted, and the power must be active for a few seconds before you start to recuperate.

Heroes and Villains receive this ability on advancing to Security/Threat Level 2.

Minimum Level 2
Effects Self Heal Recover
-Defense
Enhancements Enhance Endurance Modification
Increase Attack Rate
Enhance Heal
Reduce Interrupt Time
Set Categories None

Image:Inherent_Sprint.png Sprint

Sprint allows you to run slightly faster than normal, while slightly draining your Endurance. You may have to Toggle this off in combat to conserve Endurance.

Effects Boost Run Seed
Enhancements Reduce Endurance Cost
Enhance Running Speed
Enhance Jump
Set Categories Leaping
Running

Veteran Reward Powers

Veteran Rewards powers are additional inherent powers that a player may claim once his or her account has been active for a certain length of time. For more information, see Veteran Reward Powers.


This article uses material from the "Inherent Powers" article on the City of Heroes wiki at Wikia and is licensed under the Creative Commons Attribution-Share Alike License.







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