Halo: Reach Grifball is a whole new game with a completely redesigned hammer. Tanks from Halo 3 may have issues with being the menacing destroyers like the days of yore. If you are having trouble, this article might solve all your Reach tanking woes. This article will cover all the design changes to our beloved boomstick, the Gravity Hammer.
Despite the claim of sword tanks, the hammer has been been the choice weapon of destruction in Grifball. In Halo 3, the hammer could produce one swing overkills and kill unsuspecting victims on your sides. Tanks like T Rich, RedBaron and Halfbreed would go into battle wielding the favored Hammer. However, now Reach has changed the Hammer drastically and tanks like these may have an issue with Hammering them out.
The Reach Hammer does not offer that 360 globe of destruction that Halo 3 had. It’s more of a line of sight weapon rather than a burst. This is very different adaptation that people might have trouble adjusting to. Now you will not be able to kill people that you are not looking at as easily. In my opinion, this allows the game to be more of a team game rather than one monster tank dominating the game. You usually will not win in 1v2 situations if they are spaced correctly. It seems “tag-teaming” with a fellow tank is in higher demand when clearing a path for the runner as it seems more difficult to get multikills and killing sprees.
The next big change is the health issue. Health does not fully regenerate at times, which makes you more susceptible to being killed at range. Range in Halo: Reach is different now that you can damage your enemies. With health being an issue, you could soften up your enemies before you are in the kill range. This allows you to win in those “tie” situations. When you have a melee “tie”, the winner is determined by who has the most health which makes health a crucial subject when trying to tank. You will know when you damage your enemy by blood coming out of them when you swing.
The next huge issue is the delay of trigger depression to hammer explosion. In halo 3, I would say there was roughly a .10-.25 second delay be tween trigger depression and hammer explosion. In Halo: Reach, there’s roughly a .50 second delay, thus roughly doubling the reaction of the hammer. This means that everyone’s timing must be readjusted. You have to swing far earlier than all of are used to.
Lastly, we come to Hammer reload. The Hammer reload is vastly quicker in Reach than in H3. You can almost “spam” your hammer the rate of fire is so quick. This will change the dynamic of dancing as we know it. With a faster reload, it seems that there is less “teasing” dancing. By “teasing” dancing I mean people flirting with the edge of the kill range of the hammer. This makes people dance a little further away from each other. I’m not sure if the dancing patterns will remain this way, but that’s how it seems at this time.
In conclusion, Halo 3’s Grifball tanking was a combination of range, timing and dancing. With these main aspects changed drastically in Reach, Hammer tanking is a new venture that we all must adjust to. Tanking seems to be more “team focused” rather than one “connection” tank. Feel free to add your comments or suggestions about the Hammer in the comment box below and share your experience with the community.