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Home > Get Better Fast With Ghostayame
Get Better Fast With Ghostayame
By Lies | Published: July 6, 2009 10:16pm EST


Inside the Mind of a Pro

Ghostayame is a force to be reckoned with on the MLG Pro Circuit. As a player who has been around for several years, Ghost is no stranger to top-level competitive play. His talent is undeniable, and his playstyle is one of the more unique styles the league has seen emerge in Halo 3. With the recent release of the complete statistics from both Meadowlands and Columbus, it has been revealed that Ghostayame is putting together some seriously impressive stats. He's managed to maintain over the course of two competitions an average of more assists than deaths. While a majority of MLG fans will notice a sick snipe or nasty overkill, the skill set of a player like Ghostayame is often under appreciated, lost amongst the smattering of headshots and triple kills that come with their own instant gratification. But yet, Ghostayame plays the game at a different level. Rest assured, he's got talent in both his BR and sniper (what pro doesn't?), but he also has a grasp on how the game should be played in order to give your team the best shot at winning; Because at the end of a match, you might recall the guy who knocked down the overkill, but the guy who put all four of those guys to one shot is the real hero. Thanks to BIC Comfort 3® Advance®, the official shaver of MLG, here's a chance to get inside Ghostayame's head.
Ghostayame

Halo 3 Strategy

By: Ghostayame

As the MLG statistics show, with the help of my teammates I am capable of maintaining more assists than deaths. This shows that I am not only able keep my deaths to a minimum, I can simultaneously assist my teammates in gaining the necessary kills and momentum needed to win each game. The main strategy I use to acquire assists is the bait-and-switch. In Halo 1, many players used their death screens to their advantage – trapping opponents in certain rooms, watching where they move for the next powerup, etc. In Halo 3, Bungie gave us the opportunity to not only see our own death screen, but they gave us an axis and the ability to look at every teammates 3rd person view as well. With low shields that take 7 seconds to recharge, you constantly find yourself debating whether you should stay alive, or go for the clutch kill. While Halo 3 is very situational, using your teammates screen, alive or dead, can give you a massive advantage over the enemy. This is especially key in close games; not only in TS, but in oddball or CTF games too. Also, if you constantly look at your teammates’ screens, you’ll be more likely to maintain field awareness, and be more susceptible to helping out and gaining assists.

Now, Halo 3 is also similar to Halo 1 in retrospect on control positions. In each Halo 1 map there were specific areas that were known to be frequented. In certain gametypes in Halo 3, some regions should be controlled and over-powered, while others can just be completely left alone. In Halo 2, maps were so small and symmetrical that a well-timed flank could prove to be immensely beneficial to winning the game. In Halo 3, one player cannot take on three enemies, so while a flank on Training side of The Pit could give you two kills, are you going to be able to run the flag with two enemies around the map, and two spawning in Mauler? Probably not. The only way that an individual can greatly impact the game in Halo 3 is with the Sniper Rifle. With only one Snipedown, one Neighbor, and one Naded, people have to realize that you have to start working towards the teamwork aspect throughout the game. So, with that, there are certain spots on each map that promote teamwork, while others focus on angles and individual plays.

In the following game, I play Pit CTF versus Heaven and Earth. As you watch, be sure to check out my comments on the match below.



In Pit CTF, Training and Sword Side is more individual, while Green and Camo Hall focus more on teamwork and objective. You could get an overkill in Sword, but unless your other three teammates are on the Mauler/Needler spawns, a flag run will be unsuccessful. Only 20 seconds into the game you see me just ignore Training side and push towards Green. This play enabled me to isolate the Rocket guy, and neutralize the push he was trying to make on Training side. Immediately after I am killed by KillerDrew, I spawn Bottom Sniper to see my teammates all pushing towards Green and Camo side. As you watch, you see me follow suit. Even though I’m moving with them, I still make sure to watch our Training and Overshield runway for any opposing flanks. By the time I get to the Camo side of our map, Anarchy and Defy have already taken over their Green, while ShocKWav3 just got killed in Camo. Now even though I get shot from my Training, I decide to leave him back at our base while I help out my teammates on the front of battle. I could’ve turned around and gone for the four shot, but instead I decide to guarantee a kill with Anarchy. Constantly rotating and switching in-and-out of Green and Camo allows our dead teammates to respawn and relocate to continue their past push just a minute into the game. Green not only gives you control of the map, but it also gives your teammates the opportunity to push through Camo, thus normally forcing the enemy to spawn Bottom Sniper. With Training and Flag only having a few entry-ways, it’s easy to pick off or move around the enemy counter-attack.

At just about 1:45 into the game, you see me try to get another angle on the enemy in our Needler-Pit. If you spawn Bottom Snipe and they have control of your base, you need to extinguish their attempt at running the flag. The best way to do this on any map is by killing the flag runner first. After doing so, an enemy in a power/control position has to leave and run the flag, thus enabling you to move into their control spot. After we ruin their chances of running the flag, we push through Camo/Green side.

At around 2:35, you see an enemy on top of their Snipe with Sniper. Now, since he’s not one of those three super-Snipers I touched on earlier, I know it gives me the advantage to regain some composure and time to run the flag correctly. On top of that, it tells me that the dead enemies will most likely spawn underneath SnipeTower – giving us more time to run the flag through Green. However, since Cpt Anarchy charges Top Sniper, it tells me that the enemy will probably now spawn Camo/Needler, which he does. Right here, you see me just ‘nade and try to stay alive rather than sacrifice control of their base. After I cap the flag, I knew that we were at a disadvantage, so I ran into our Mauler hoping to spawn my teammates with me. A Mauler spawn obviously disables the enemy from running the flag through Green/Camo.

At 4:05 minutes in, I go to our Mauler to not only kill PoWeeZy, but also to help ShocKWav3 kill Perplexity in our high Needler. By just taking shots and staying alive, we now are up at least three on two. After ShocKWav3 pushes through Camo Hall to their base, he gets a clutch double kill that now sets up another flag run since they’re going to most likely spawn Bottom Sniper.

Around 4:30 in, you see me run away from shots at their 1st BR in an attempt to keep the flag from disappearing. Since I stay alive, I finish one guy off and allow Defy to come in with Overshield and continue the flag run.

At 5:00 in, I get thrown off of Green with a ‘nade which coincidentally sets up a good flank to their Training/Green side. After finishing off the one shot, I make sure to stay alive so that my team can advance through Green/Camo. With my teammates to my back, I decide to make a push through their Needler pit, but we lost control of Green, thus forcing myself and Anarchy to push Bottom Snipe only to get extinguished pretty handily.

Around 6:00 into the video, I charge through Camo Hall in order to kill Hokum at their green and hopefully setup for a flag run. My teammates weren’t as fortunate, so I figured I would just run the flag to relieve the pressure off of my base. Well, I got stopped short by the Sniper on Training, but if he didn’t have a Sniper, I probably would have made it to their green. Anyways, after we neutralized another flag run attempt by H&E, it gave us an opportunity for a counter-cap to end the game 3-0.

So to sum everything up, my advice is to stay in your control positions, and stay alive until your back up arrives. Shields take 7 seconds to recharge, while an objective-based spawn takes 10 seconds. You don’t need to force anything, unless you need to clutch it. Good luck guys. I hope my ideas helped improve your Halo 3 gameplay.

Discuss this article here.


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