_Hunters
![Picture](/uploads/8/4/8/0/8480899/5027530.png)
_
Hunters
Covenant
Full Name: Mgalekgolo
Affiliation: Covenant
More properly regarded as mechanized infantry or weapons platforms, these creatures are universally deployed in pairs (or multiple pairs) to compensate their relative lack of mobility.
Hunters
Covenant
Full Name: Mgalekgolo
Affiliation: Covenant
More properly regarded as mechanized infantry or weapons platforms, these creatures are universally deployed in pairs (or multiple pairs) to compensate their relative lack of mobility.
_Brute
![Picture](/uploads/8/4/8/0/8480899/822493.png)
_
Brute
Covenant
Full Name: Jiralhanae
Affiliation: Covenant
Heavily muscled and extremely tall pseudo-ursine. Following the Harvest campaign this species has no longer been observed in any type of leadership role, being fielded primarily as heavy infantry or shock troops.
Brute
Covenant
Full Name: Jiralhanae
Affiliation: Covenant
Heavily muscled and extremely tall pseudo-ursine. Following the Harvest campaign this species has no longer been observed in any type of leadership role, being fielded primarily as heavy infantry or shock troops.
_GÚTA
![Picture](/uploads/8/4/8/0/8480899/4565105.png)
_
GÚTA
Neutral
Full Name: GÚTA
Affiliation: Natural Fauna
The gúta is the largest terrestrial lifeform discovered on Reach. Severe aggression is rare, outside of rutting males or females with young. Even so, they are extremely dangerous animals.
GÚTA
Neutral
Full Name: GÚTA
Affiliation: Natural Fauna
The gúta is the largest terrestrial lifeform discovered on Reach. Severe aggression is rare, outside of rutting males or females with young. Even so, they are extremely dangerous animals.
_Drone (Bugger)
![Picture](/uploads/8/4/8/0/8480899/1016576.png)
_
Drone (Bugger)
Covenant
Full Name: Yanme'e
Affiliation: Covenant
Drones (often referred to as buggers) are tall, multi-limbed arthropods. It is theorized that their generally high morale and fierceness are biochemical in nature. They are best described as irregular troops.
Drone (Bugger)
Covenant
Full Name: Yanme'e
Affiliation: Covenant
Drones (often referred to as buggers) are tall, multi-limbed arthropods. It is theorized that their generally high morale and fierceness are biochemical in nature. They are best described as irregular troops.
_Jackal
![Picture](/uploads/8/4/8/0/8480899/7675441.png)
_
Jackal
Covenant
Full Name: Kig-yar
Affiliation: Covenant
Jackals and Skirmishers are of the same species, with the smaller, more lightly built specimens seeing deployment as dedicated ranger or sniper units (Jackals) and the larger, more heavily muscled specimens comprising grenadier-type units (Skirmishers).
Jackal
Covenant
Full Name: Kig-yar
Affiliation: Covenant
Jackals and Skirmishers are of the same species, with the smaller, more lightly built specimens seeing deployment as dedicated ranger or sniper units (Jackals) and the larger, more heavily muscled specimens comprising grenadier-type units (Skirmishers).
_Elite
![Picture](/uploads/8/4/8/0/8480899/790142.png)
_
Elite
Covenant
Full Name: Sangheili
Affiliation: Covenant
Sinewy and extremely tall saurians. Following the First Battle of Harvest in 2525 this species has been observed exclusively as the leadership of the Covenant in all military engagements. They are disciplined and proficient combatants.
Elite
Covenant
Full Name: Sangheili
Affiliation: Covenant
Sinewy and extremely tall saurians. Following the First Battle of Harvest in 2525 this species has been observed exclusively as the leadership of the Covenant in all military engagements. They are disciplined and proficient combatants.
_Grunt
![Picture](/uploads/8/4/8/0/8480899/7294437.png)
_
Grunt
Covenant
Full Name: Unggoy
Affiliation: Covenant
Short and broad bipedal arthropods. Typically travel in groups up to eight. Lack discipline; tend to panic once local command has been eliminated. This will occasionally manifest itself as a suicidal attempt to eliminate the forces that eliminated its commander(s).
Grunt
Covenant
Full Name: Unggoy
Affiliation: Covenant
Short and broad bipedal arthropods. Typically travel in groups up to eight. Lack discipline; tend to panic once local command has been eliminated. This will occasionally manifest itself as a suicidal attempt to eliminate the forces that eliminated its commander(s).
_Skirmisher
![Picture](/uploads/8/4/8/0/8480899/8371808.png)
_
Skirmisher
Covenant
Full Name: Kig-Yar
Affiliation: Covenant
Skirmisher:
The Jackal and Skirmisher are of the same species, with the larger, more heavily muscled specimens comprising grenadier-type units (Skirmishers) and the smaller, more lightly built specimens seeing deployment as dedicated ranger or sniper units (Jackals). This is a significant change from engagements prior to 2530 when mixed units were more common.
Skirmisher
Covenant
Full Name: Kig-Yar
Affiliation: Covenant
Skirmisher:
The Jackal and Skirmisher are of the same species, with the larger, more heavily muscled specimens comprising grenadier-type units (Skirmishers) and the smaller, more lightly built specimens seeing deployment as dedicated ranger or sniper units (Jackals). This is a significant change from engagements prior to 2530 when mixed units were more common.
_The Armory
![Picture](/uploads/8/4/8/0/8480899/7045953.jpg)
_The Armory
Access The Armory by pressing Start from any menu, highlighting The Armory, and pressing right on the left stick or D-pad. As you play, you will progress through a tiered grading system and you’ll be rewarded with Credits that you can spend on visually upgraded gear.
As you hit new milestones, more custom armor options will be made available to you, so make sure you check back often to see what that spending cash you’ve earned can buy.
Access The Armory by pressing Start from any menu, highlighting The Armory, and pressing right on the left stick or D-pad. As you play, you will progress through a tiered grading system and you’ll be rewarded with Credits that you can spend on visually upgraded gear.
As you hit new milestones, more custom armor options will be made available to you, so make sure you check back often to see what that spending cash you’ve earned can buy.
_Credits and Grade
Regardless of your preferred play style, you will receive rewards from investing your time and playing Halo: Reach. The concept of Grade is not linked to Trueskill and the concept of EXP from Halo 3 has been removed entirely. Ultimately, your Credits and Grade will determine which armor upgrades are available for purchase.
If you're looking for serious competition and ranked play, you should get a good look at The Arena.
![Picture](/uploads/8/4/8/0/8480899/8079516.jpg)
_Player Customization
Using the Halo: Reach main menu, you can alter the emblem adorning your Spartan’s armor and create a custom paint job. There are plenty of options to play with.
In the Public Beta, players will be able to spend their Credits to customize their Spartan armor in The Armory. Not all pieces of armor are available at the outset, many require that players have achieved a certain Rank and others require primary armor pieces to have already been acquired. The armor available in the Beta represents a small sampling of the overall selections that will be available in the final game.
For more information on The Armory, Credits, or Rank, use the carousel above to browse through all the Supply Depot options available in the Beta.
Using the Halo: Reach main menu, you can alter the emblem adorning your Spartan’s armor and create a custom paint job. There are plenty of options to play with.
In the Public Beta, players will be able to spend their Credits to customize their Spartan armor in The Armory. Not all pieces of armor are available at the outset, many require that players have achieved a certain Rank and others require primary armor pieces to have already been acquired. The armor available in the Beta represents a small sampling of the overall selections that will be available in the final game.
For more information on The Armory, Credits, or Rank, use the carousel above to browse through all the Supply Depot options available in the Beta.
_Audio
![Picture](/uploads/8/4/8/0/8480899/3995037.png)
Install
![Picture](/uploads/8/4/8/0/8480899/4019423.jpg)
For help installing games click here
Rank
![Picture](/uploads/8/4/8/0/8480899/546404.jpg)
_As you
earn Credits (cR) in Halo: Reach, you'll be awarded with shiny new Grade
designations. At the conclusion of each successful mission, be it
Campaign, Firefight, Forge, or Multiplayer, you'll be shown exactly how
many Credits you've earned for your performance. You may also earn
Credits for successfully upgrading in game commendations and for
completing Daily and Weekly Challenges.
These Grades are not indicators of skill or rank, as was the case with Halo 2 and portions of Halo 3's ranked online experience. Instead, Grade and Credits grant access to new items in the Armory, including armor, Armor FX, and Firefight Voices. Your current Grade and subsequent progression towards the next are displayed in the Armory, in the postgame report, and in your Service Record right here on Bungie.net.
Below you'll find the current list of available Grades in Halo: Reach. (Which has now been updated, post Rank cap removal!)
Recruit
Private - Awarded at 7,500 cR
Corporal - Awarded at 10,000 cR
Corporal Grade 1 - Awarded at 15,000 cR
Sergeant - Awarded at 20,000 cR
Sergeant Grade 1 - Awarded at 26,250 cR
Sergeant Grade 2 - Awarded at 32,500 cR
Warrant Officer - Awarded at 45,000 cR
Warrant Officer Grade 1 - Awarded at 78,000 cR
Warrant Officer Grade 2 - Awarded at 111,000 cR
Warrant Officer Grade 3 - Awarded at 144,000 cR
Captain - Awarded at 210,000 cR
Captain Grade 1 - Awarded at 233,000 cR
Captain Grade 2 - Awarded at 256,000 cR
Captain Grade 3 - Awarded at 279,000 cR
Major - Awarded at 325,000 cR
Major Grade 1 - Awarded at 350,000 cR
Major Grade 2 - Awarded at 375,000 cR
Major Grade 3 - Awarded at 400,000 cR
Lt. Colonel - Awarded at 450,000 cR
Lt. Colonel Grade 1 - Awarded at 480,000 cR
Lt. Colonel Grade 2 - Awarded at 510,000 cR
Lt. Colonel Grade 3 - Awarded at 540,000 cR
Commander - Awarded at 600,000 cR
Commander Grade 1 - Awarded at 650,000 cR
Commander Grade 2 - Awarded at 700,000 cR
Commander Grade 3 - Awarded at 750,000 cR
Colonel - Awarded at 850,000 cR
Colonel Grade 1 - Awarded at 960,000 cR
Colonel Grade 2 - Awarded at 1,070,000 cR
Colonel Grade 3 - Awarded at 1,180,000 cR
Brigadier - Awarded at 1,400,000 cR
Brigadier Grade 1 - Awarded at 1,520,000 cR
Brigadier Grade 2 - Awarded at 1,640,000 cR
Brigadier Grade 3 - Awarded at 1,760,000 cR
General - Awarded at 2,000,000 cR
General Grade 1 - Awarded at 2,200,000 cR
General Grade 2 - Awarded at 2,350,000 cR
General Grade 3 - Awarded at 2,500,000 cR
General Grade 4 - Awarded at 2,650,000 cR
...
These Grades are not indicators of skill or rank, as was the case with Halo 2 and portions of Halo 3's ranked online experience. Instead, Grade and Credits grant access to new items in the Armory, including armor, Armor FX, and Firefight Voices. Your current Grade and subsequent progression towards the next are displayed in the Armory, in the postgame report, and in your Service Record right here on Bungie.net.
Below you'll find the current list of available Grades in Halo: Reach. (Which has now been updated, post Rank cap removal!)
Recruit
Private - Awarded at 7,500 cR
Corporal - Awarded at 10,000 cR
Corporal Grade 1 - Awarded at 15,000 cR
Sergeant - Awarded at 20,000 cR
Sergeant Grade 1 - Awarded at 26,250 cR
Sergeant Grade 2 - Awarded at 32,500 cR
Warrant Officer - Awarded at 45,000 cR
Warrant Officer Grade 1 - Awarded at 78,000 cR
Warrant Officer Grade 2 - Awarded at 111,000 cR
Warrant Officer Grade 3 - Awarded at 144,000 cR
Captain - Awarded at 210,000 cR
Captain Grade 1 - Awarded at 233,000 cR
Captain Grade 2 - Awarded at 256,000 cR
Captain Grade 3 - Awarded at 279,000 cR
Major - Awarded at 325,000 cR
Major Grade 1 - Awarded at 350,000 cR
Major Grade 2 - Awarded at 375,000 cR
Major Grade 3 - Awarded at 400,000 cR
Lt. Colonel - Awarded at 450,000 cR
Lt. Colonel Grade 1 - Awarded at 480,000 cR
Lt. Colonel Grade 2 - Awarded at 510,000 cR
Lt. Colonel Grade 3 - Awarded at 540,000 cR
Commander - Awarded at 600,000 cR
Commander Grade 1 - Awarded at 650,000 cR
Commander Grade 2 - Awarded at 700,000 cR
Commander Grade 3 - Awarded at 750,000 cR
Colonel - Awarded at 850,000 cR
Colonel Grade 1 - Awarded at 960,000 cR
Colonel Grade 2 - Awarded at 1,070,000 cR
Colonel Grade 3 - Awarded at 1,180,000 cR
Brigadier - Awarded at 1,400,000 cR
Brigadier Grade 1 - Awarded at 1,520,000 cR
Brigadier Grade 2 - Awarded at 1,640,000 cR
Brigadier Grade 3 - Awarded at 1,760,000 cR
General - Awarded at 2,000,000 cR
General Grade 1 - Awarded at 2,200,000 cR
General Grade 2 - Awarded at 2,350,000 cR
General Grade 3 - Awarded at 2,500,000 cR
General Grade 4 - Awarded at 2,650,000 cR
...
_
![Picture](/uploads/8/4/8/0/8480899/9761193.jpg)
_LIMITED EDITION
![Picture](/uploads/8/4/8/0/8480899/513823.jpg)
![Picture](http://www.editmysite.com/editor/images/na.jpg)
_Halo: Reach Standard Edition
Halo: Reach Standard Edition
Game disc and manual. Fun for the whole family.
Halo: Reach Standard Edition
Game disc and manual. Fun for the whole family.
_Halo: Reach Online Networking
![Picture](/uploads/8/4/8/0/8480899/9483372.jpg)
_
Halo: Reach Online Networking
You don’t need to be a hardcore technophile to enjoy many of Halo: Reach’s gameplay modes, but if you’re looking to get some games in over Xbox LIVE, a broadband Internet connection is required. To help you understand some of the other convoluted networking elements that work in concert to (hopefully) provide you with a seamless experience over Xbox LIVE, Halo: Reach tracks and displays relevant information about your current Network Status when available. To access this information, press the Start button in-game and select NETWORK STATUS from the menu.
Below, you will find a rudimentary guide to each status and their subsequent meanings, and a summary of how each many impact your online gaming experience. For more detailed articles aimed at network setup and troubleshooting, please refer to the links listed at the end of this guide.
Note: Your network status information is a summary of the long-term observed behavior of your connection, and does not reflect current network conditions at the time of viewing. The provided ratings are calibrated relative to average residential connections.
UPSTREAM BANDWIDTH Bandwidth is a measurement of your network’s available data throughput. Generally, the more bandwidth you have, the better a gameplay experience you will have. It’s all about the megabytes, baby!
Note: it’s not true that bandwidth = speed. In fact, they’re quite different.
Halo: Reach’s network model relies on both downstream and, most importantly, upstream bandwidth to deliver an optimal experience. If you’re unsure what your current data rates are, you should contact your Internet Service Provider (ISP) for more information. They will gladly upgrade your service for a small fee.
Note: bandwidth may also be adversely affected by high usage on shared networks. Though your available upstream bandwidth from cable to modem may be high, other devices and behaviors can contribute to overall performance degradation. Wireless networks often give inconsistent results in fast-action games like Halo: Reach, despite having good bandwidth ratings.
Bandwidth states and their meanings are listed below. Note that these take time to update. Changes to your network won’t show in this screen immediately.
WARNING!
Your connection speed is LOW. You may experience longer than average matchmaking wait times and suboptimal networking conditions that could affect game play. That sucks. You should check your network settings and/or contact your ISP to determine possible ways to improve your connection. If your Xbox 360 is connected to the internet through a wireless network, try to use a wired connection instead.
AVERAGE
Your connection speed is AVERAGE. Increasing available bandwidth and limiting network traffic may result in improved network performance.
GOOD
Your connection speed is EXCELLENT. You’re the best around. No one’s gonna ever keep you down.
UNKNOWN
We have not yet acquired sufficient measurements of your connection to provide estimated upstream bandwidth. Keep playing and we’ll eventually get enough info.
Important! If everything shows up as Good or Average, but you are still having issues with Halo: Reach you should consider the following.
• Other players connectivity may affect your experience. For example, the player hosting the game could be experiencing connection problems. You may want to try dropping out of any parties you are in and giving matchmaking another shot.
• Your local ISP may be having an issue or you may be experiencing other slowdowns across your network. Try running a speed test online with your PC to measure the current speed of your internet connection.
• Xbox LIVE could be experiencing a temporary problem. Check the current Xbox LIVE Service Status.
NAT TYPE NAT (Network Address Translation) helps determine how your router interacts with players over Xbox LIVE. If your NAT settings are restrictive, you may have problems finding games and establishing voice communication links.
To adjust your NAT Type, please consult your router's documentation, either online or in the instruction manual. You can also find support at Xbox.com. Typically, you may need to enable UPnP on your router, manage your router’s Port Forwarding settings, or put your Xbox 360 in a DMZ. It’s not rocket science, but you should get help if you don’t know what you’re doing.
For help setting up the right connection experience, try the Xbox LIVE Connect Solution. Select your network type, setup, and then Connection Warning: NAT.
NAT Types and their meanings are listed below.
CLOSED
Your NAT type is CLOSED. You may not be able to join certain games or hear other players while playing Halo: Reach online. Average matchmaking wait times will be adversely affected.
MODERATE
Your NAT type is MODERATE. You will not be able to play or chat with other players who have CLOSED NAT.
OPEN
Your NAT type is OPEN. OPEN NAT is the optimal setting. You’re awesome.
UNKNOWN
We are unable to determine your NAT Type. If you are having issues with the items in Closed or Moderate, trying running the Xbox LIVE connection test in the Xbox Dashboard (My Xbox -> System Settings -> Network -> Test Xbox LIVE Connection)
PACKET LOSS Packet Loss is a quality of service measurement detailing the percentage of data being sent to or from your network versus the amount of data ultimately received. Data lost in transit needs to be resent, resulting in lower speeds and data errors. Both may result in a crummy online experience.
To resolve issues related to high rates of packet loss, you may need to troubleshoot all segments of your network, even the cabling and the hardware itself. Sounds pretty daunting, but in most cases, it might be as simple as power cycling your gear.
Packet Loss rates and their meanings are listed below. Note that these take time to update. Changes to your network won’t show in this screen immediately.
HIGH
HIGH packet loss rates may be an indication of poor networking conditions and will impact gameplay in a very bad way. Please check your network connection and local area network to ensure network traffic reliability. The most common cause of this condition is connecting your Xbox 360 to the internet through a wireless network. Conditions may improve if you connect through a wired connection instead.
ACCEPTABLE
Packet loss has been detected, but falls within an acceptable range.
LOW/EXCELLENT
Packet loss rates are currently minimal. No action is required. You are likely a 1337 h4x0r.
UNDETECTED
We have not yet acquired sufficient measurements of your connection to provide estimated data packet delivery success rate.
Important! If everything shows up as Good or Average but you are having issues using Halo: Reach right now, but don’t normally there could be other issues.
• Other players connectivity may affect your experience—example: the player hosting the game could be experiencing connection problems. You may want to try dropping out of any parties you are in and giving matchmaking another shot.
• Your local ISP may be having an issue or you may be experiencing other slowdowns across your network. Try running a speed test online with your PCto measure the current speed of your internet connection.
ADDITIONAL SUPPORT LINKS
Xbox LIVE Connection Troubleshooting Home
Error: Your NAT type is set to strict (or moderate)
Halo: Reach Online Networking
You don’t need to be a hardcore technophile to enjoy many of Halo: Reach’s gameplay modes, but if you’re looking to get some games in over Xbox LIVE, a broadband Internet connection is required. To help you understand some of the other convoluted networking elements that work in concert to (hopefully) provide you with a seamless experience over Xbox LIVE, Halo: Reach tracks and displays relevant information about your current Network Status when available. To access this information, press the Start button in-game and select NETWORK STATUS from the menu.
Below, you will find a rudimentary guide to each status and their subsequent meanings, and a summary of how each many impact your online gaming experience. For more detailed articles aimed at network setup and troubleshooting, please refer to the links listed at the end of this guide.
Note: Your network status information is a summary of the long-term observed behavior of your connection, and does not reflect current network conditions at the time of viewing. The provided ratings are calibrated relative to average residential connections.
UPSTREAM BANDWIDTH Bandwidth is a measurement of your network’s available data throughput. Generally, the more bandwidth you have, the better a gameplay experience you will have. It’s all about the megabytes, baby!
Note: it’s not true that bandwidth = speed. In fact, they’re quite different.
Halo: Reach’s network model relies on both downstream and, most importantly, upstream bandwidth to deliver an optimal experience. If you’re unsure what your current data rates are, you should contact your Internet Service Provider (ISP) for more information. They will gladly upgrade your service for a small fee.
Note: bandwidth may also be adversely affected by high usage on shared networks. Though your available upstream bandwidth from cable to modem may be high, other devices and behaviors can contribute to overall performance degradation. Wireless networks often give inconsistent results in fast-action games like Halo: Reach, despite having good bandwidth ratings.
Bandwidth states and their meanings are listed below. Note that these take time to update. Changes to your network won’t show in this screen immediately.
WARNING!
Your connection speed is LOW. You may experience longer than average matchmaking wait times and suboptimal networking conditions that could affect game play. That sucks. You should check your network settings and/or contact your ISP to determine possible ways to improve your connection. If your Xbox 360 is connected to the internet through a wireless network, try to use a wired connection instead.
AVERAGE
Your connection speed is AVERAGE. Increasing available bandwidth and limiting network traffic may result in improved network performance.
GOOD
Your connection speed is EXCELLENT. You’re the best around. No one’s gonna ever keep you down.
UNKNOWN
We have not yet acquired sufficient measurements of your connection to provide estimated upstream bandwidth. Keep playing and we’ll eventually get enough info.
Important! If everything shows up as Good or Average, but you are still having issues with Halo: Reach you should consider the following.
• Other players connectivity may affect your experience. For example, the player hosting the game could be experiencing connection problems. You may want to try dropping out of any parties you are in and giving matchmaking another shot.
• Your local ISP may be having an issue or you may be experiencing other slowdowns across your network. Try running a speed test online with your PC to measure the current speed of your internet connection.
• Xbox LIVE could be experiencing a temporary problem. Check the current Xbox LIVE Service Status.
NAT TYPE NAT (Network Address Translation) helps determine how your router interacts with players over Xbox LIVE. If your NAT settings are restrictive, you may have problems finding games and establishing voice communication links.
To adjust your NAT Type, please consult your router's documentation, either online or in the instruction manual. You can also find support at Xbox.com. Typically, you may need to enable UPnP on your router, manage your router’s Port Forwarding settings, or put your Xbox 360 in a DMZ. It’s not rocket science, but you should get help if you don’t know what you’re doing.
For help setting up the right connection experience, try the Xbox LIVE Connect Solution. Select your network type, setup, and then Connection Warning: NAT.
NAT Types and their meanings are listed below.
CLOSED
Your NAT type is CLOSED. You may not be able to join certain games or hear other players while playing Halo: Reach online. Average matchmaking wait times will be adversely affected.
MODERATE
Your NAT type is MODERATE. You will not be able to play or chat with other players who have CLOSED NAT.
OPEN
Your NAT type is OPEN. OPEN NAT is the optimal setting. You’re awesome.
UNKNOWN
We are unable to determine your NAT Type. If you are having issues with the items in Closed or Moderate, trying running the Xbox LIVE connection test in the Xbox Dashboard (My Xbox -> System Settings -> Network -> Test Xbox LIVE Connection)
PACKET LOSS Packet Loss is a quality of service measurement detailing the percentage of data being sent to or from your network versus the amount of data ultimately received. Data lost in transit needs to be resent, resulting in lower speeds and data errors. Both may result in a crummy online experience.
To resolve issues related to high rates of packet loss, you may need to troubleshoot all segments of your network, even the cabling and the hardware itself. Sounds pretty daunting, but in most cases, it might be as simple as power cycling your gear.
Packet Loss rates and their meanings are listed below. Note that these take time to update. Changes to your network won’t show in this screen immediately.
HIGH
HIGH packet loss rates may be an indication of poor networking conditions and will impact gameplay in a very bad way. Please check your network connection and local area network to ensure network traffic reliability. The most common cause of this condition is connecting your Xbox 360 to the internet through a wireless network. Conditions may improve if you connect through a wired connection instead.
ACCEPTABLE
Packet loss has been detected, but falls within an acceptable range.
LOW/EXCELLENT
Packet loss rates are currently minimal. No action is required. You are likely a 1337 h4x0r.
UNDETECTED
We have not yet acquired sufficient measurements of your connection to provide estimated data packet delivery success rate.
Important! If everything shows up as Good or Average but you are having issues using Halo: Reach right now, but don’t normally there could be other issues.
• Other players connectivity may affect your experience—example: the player hosting the game could be experiencing connection problems. You may want to try dropping out of any parties you are in and giving matchmaking another shot.
• Your local ISP may be having an issue or you may be experiencing other slowdowns across your network. Try running a speed test online with your PCto measure the current speed of your internet connection.
ADDITIONAL SUPPORT LINKS
Xbox LIVE Connection Troubleshooting Home
Error: Your NAT type is set to strict (or moderate)
_Matchmaking
![Picture](/uploads/8/4/8/0/8480899/36614.jpg)
_Matchmaking
Before you head straight in, you might want to check out the Active Roster. It’s fancy. Not only will it let you see exactly what your friends are doing in Halo: Reach , including details covering which game mode they’re playing and whether or not they are currently joinable, it’ll also let you Queue Join a party that’s already mid game, instead of trying to coordinate with a friend who’s busy in a match.
Here’s how it works:
Active Roster
This subtle, yet powerful feature displays the activities your friends are engaged in at a glance and allows you to quickly join their game, invite them to your squad, or get into a queue if they’re in the middle of a match. You’ll never have to press the guide button again. Once you experience the ease in which Active Roster allows you to link up with your friends, you’ll wonder how you ever got along without it.
Before you head straight in, you might want to check out the Active Roster. It’s fancy. Not only will it let you see exactly what your friends are doing in Halo: Reach , including details covering which game mode they’re playing and whether or not they are currently joinable, it’ll also let you Queue Join a party that’s already mid game, instead of trying to coordinate with a friend who’s busy in a match.
Here’s how it works:
Active Roster
This subtle, yet powerful feature displays the activities your friends are engaged in at a glance and allows you to quickly join their game, invite them to your squad, or get into a queue if they’re in the middle of a match. You’ll never have to press the guide button again. Once you experience the ease in which Active Roster allows you to link up with your friends, you’ll wonder how you ever got along without it.
_Queue-Joining
![Picture](/uploads/8/4/8/0/8480899/9139595.jpg)
_Queue-Joining
In Reach, you can automatically join together with your friend(s) as soon as they’re out of their game. Just highlight them in Active Roster and select “Queue Join” from the menu. Both parties will be notified that pending the completion of the current game, they’ll be paired together in a squad.
Connection Options & Social Settings
Prioritize what’s most important to you in your online experience! Define your preferred matching criteria and toggle settings that can add an additional layer of logic when it comes time to finding teammates to get paired with.
In Reach, you can automatically join together with your friend(s) as soon as they’re out of their game. Just highlight them in Active Roster and select “Queue Join” from the menu. Both parties will be notified that pending the completion of the current game, they’ll be paired together in a squad.
Connection Options & Social Settings
Prioritize what’s most important to you in your online experience! Define your preferred matching criteria and toggle settings that can add an additional layer of logic when it comes time to finding teammates to get paired with.
_Voting
![Picture](/uploads/8/4/8/0/8480899/8109146.jpg)
_Voting
In Reach, players will have a greater degree of control over what game variants and maps they play within each playlist. Once players are matched into a group, the game will provide a default option and up to three alternatives. The game variant and map is chosen by the majority of votes.
In Reach, players will have a greater degree of control over what game variants and maps they play within each playlist. Once players are matched into a group, the game will provide a default option and up to three alternatives. The game variant and map is chosen by the majority of votes.
_File Sharing & Content Creation
![Picture](/uploads/8/4/8/0/8480899/2538213.jpg)
_File Sharing & Content Creation
Reach will build upon the content creation tools and features first introduced in Halo 3. In the Beta, players will be able to create Saved Films and Screenshots, upload them to Bungie.net, and add or query content using keyword “tags”– all without ever leaving the game. And where Halo 3 had a limit of 100 custom content items, in Reach you’ll be able to have THOUSANDS of custom content items!
Reach will build upon the content creation tools and features first introduced in Halo 3. In the Beta, players will be able to create Saved Films and Screenshots, upload them to Bungie.net, and add or query content using keyword “tags”– all without ever leaving the game. And where Halo 3 had a limit of 100 custom content items, in Reach you’ll be able to have THOUSANDS of custom content items!
_Loadouts
![Picture](/uploads/8/4/8/0/8480899/2798474.jpg)
_Loadouts
Once you’re in the thick of battle, it’s too late to make preparations. Make sure you get familiar with Loadouts fast. Loadouts are combinations of primary and secondary weapons, Armor Abilities, and grenades that you can choose from to tailor your individual play. At the outset of most gametypes, you will be given the option to choose from one of several Loadouts that contain distinct weapons, grenade types, and Armor Abilities. If you don’t like the build you began with, you can swap it out by pressing X during your respawn window.
Loadouts can and will change based on the playlist and gametype you are playing. Certain gametypes, such as Invasion, will also stagger Loadouts, with new and more powerful builds becoming available as each game progresses. Even if you are doing well with a certain Loadout, you might want to check the offerings from time to time to see if you could be doing even better!
Once you’re in the thick of battle, it’s too late to make preparations. Make sure you get familiar with Loadouts fast. Loadouts are combinations of primary and secondary weapons, Armor Abilities, and grenades that you can choose from to tailor your individual play. At the outset of most gametypes, you will be given the option to choose from one of several Loadouts that contain distinct weapons, grenade types, and Armor Abilities. If you don’t like the build you began with, you can swap it out by pressing X during your respawn window.
Loadouts can and will change based on the playlist and gametype you are playing. Certain gametypes, such as Invasion, will also stagger Loadouts, with new and more powerful builds becoming available as each game progresses. Even if you are doing well with a certain Loadout, you might want to check the offerings from time to time to see if you could be doing even better!
_Armor Abilities
![Picture](/uploads/8/4/8/0/8480899/4634600.png)
_Armor Abilities
Armor Abilities are multi-use armor augmentations that can alter any engagement on the fly. In most game modes available in the multiplayer Beta, you’ll be loading out with one Armor Ability of your choosing. They are not one time use augmentations in the vein of equipment in Halo 3. Each ability has its own unique effect upon your combat effectiveness, each has penalties for use, and each requires a short cooling off period between subsequent uses.
Sprint – Feel the need, Spartan? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.
Active Camouflage – Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.
Jet Pack – Fly like a bird. Target your opponents. Laugh maniacally.
Armor Lock - Become invincible, but immobile. While you're locked down, Elites can't touch you.
Evade - Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.
Armor Abilities are multi-use armor augmentations that can alter any engagement on the fly. In most game modes available in the multiplayer Beta, you’ll be loading out with one Armor Ability of your choosing. They are not one time use augmentations in the vein of equipment in Halo 3. Each ability has its own unique effect upon your combat effectiveness, each has penalties for use, and each requires a short cooling off period between subsequent uses.
Sprint – Feel the need, Spartan? Engage this Ability for a burst of speed that's great for quickly covering ground or escaping sticky situations.
Active Camouflage – Go off the grid by engaging Active Camo. Your enemies can’t kill what they cannot see. Stalk, seek, and destroy.
Jet Pack – Fly like a bird. Target your opponents. Laugh maniacally.
Armor Lock - Become invincible, but immobile. While you're locked down, Elites can't touch you.
Evade - Play with your food! As an Elite, you'll be able to bob, weave, and juke to get into the most effective combat position.
Shotgun
![Picture](http://www.editmysite.com/editor/images/na.jpg)
_
Name: Shotgun
Affiliation: UNSC
Shotgun:
The M45 TS (more formally Tactical Shotgun, 8 Gauge, Pump Action, M45) is a pump-action, magazine-fed (dual tubular, non-detachable type) shotgun firing 8 gauge magnum (3.75”) ammunition. Also the favorite weapon of Mr Young Jr.
Name: Shotgun
Affiliation: UNSC
Shotgun:
The M45 TS (more formally Tactical Shotgun, 8 Gauge, Pump Action, M45) is a pump-action, magazine-fed (dual tubular, non-detachable type) shotgun firing 8 gauge magnum (3.75”) ammunition. Also the favorite weapon of Mr Young Jr.
_Spike Rifle
![Picture](/uploads/8/4/8/0/8480899/773466.png)
Name: Spike Rifle
Affiliation: Covenant
Spike Rifle:
The Type-25 Carbine (or T25 C) is more commonly identified as the spiker. This weapon was encountered 25 years ago, and has remained the primary weapon of their shock troops since that time.
Affiliation: Covenant
Spike Rifle:
The Type-25 Carbine (or T25 C) is more commonly identified as the spiker. This weapon was encountered 25 years ago, and has remained the primary weapon of their shock troops since that time.
_Spartan Laser
![Picture](/uploads/8/4/8/0/8480899/8557620.png)
_
Name: Spartan Laser
Affiliation: UNSC
Spartan Laser:
The M6 G/GNR (more formally Weapon/Anti-Vehicle, Directed Energy, M6) is a semi-automatic only laser weapon. It can be used in both anti-vehicle and anti-personnel roles. The weapon has an integrated Wyrd III optics suite (smart-linked).
Name: Spartan Laser
Affiliation: UNSC
Spartan Laser:
The M6 G/GNR (more formally Weapon/Anti-Vehicle, Directed Energy, M6) is a semi-automatic only laser weapon. It can be used in both anti-vehicle and anti-personnel roles. The weapon has an integrated Wyrd III optics suite (smart-linked).
_Plasma Turret
![Picture](/uploads/8/4/8/0/8480899/5377890.png)
_
Name: Plasma Turret
Affiliation: Covenant
Plasma Turret:
The Type-52 Directed Energy Support Weapon (or T52 DESW) is more commonly identified as the plasma cannon. This weapon has only been encountered very recently and very likely represents a universal replacement for the aging T42.
Name: Plasma Turret
Affiliation: Covenant
Plasma Turret:
The Type-52 Directed Energy Support Weapon (or T52 DESW) is more commonly identified as the plasma cannon. This weapon has only been encountered very recently and very likely represents a universal replacement for the aging T42.
_Machine Gun
![Picture](/uploads/8/4/8/0/8480899/184088.png)
_
Name: Machine Gun
Affiliation: UNSC
Machine Gun:
The M247H HMG (more formally Machine Gun, Caliber 7.62 mm, M247) is an air-cooled, gas-operated, electrically fired, linkless fed weapon. It can be used in both anti-personnel and anti-vehicle roles.
Name: Machine Gun
Affiliation: UNSC
Machine Gun:
The M247H HMG (more formally Machine Gun, Caliber 7.62 mm, M247) is an air-cooled, gas-operated, electrically fired, linkless fed weapon. It can be used in both anti-personnel and anti-vehicle roles.
_Grenades
![Picture](/uploads/8/4/8/0/8480899/5038840.png)
_
Name: M9 HE/DP / T1 APG
Affiliation: UNSC / Covenant
Fragmentation Grenade (UNSC):
The M9 High Explosive/Dual Purpose is the ubiquitous hand grenade used by all branches of the UNSC armed forces.
Plasma Grenade (Covenant):
The Type-1 Anti-Personnel Grenade (or T1 APG) is more commonly identified as the plasma grenade. Its ability to distinguish between targets is still under investigation.
Name: M9 HE/DP / T1 APG
Affiliation: UNSC / Covenant
Fragmentation Grenade (UNSC):
The M9 High Explosive/Dual Purpose is the ubiquitous hand grenade used by all branches of the UNSC armed forces.
Plasma Grenade (Covenant):
The Type-1 Anti-Personnel Grenade (or T1 APG) is more commonly identified as the plasma grenade. Its ability to distinguish between targets is still under investigation.
_Fuel Rod Gun
![Picture](/uploads/8/4/8/0/8480899/8682122.png)
_
Name: Fuel Rod Gun
Affiliation: Covenant
Fuel Rod Gun:
The Type-33 Light Anti-Armor Weapon (or T33 LAAW) is more commonly identified as the fuel rod gun. It is a shoulder-launched, man-portable support weapon employed in both anti-personnel and anti-vehicle roles.
Name: Fuel Rod Gun
Affiliation: Covenant
Fuel Rod Gun:
The Type-33 Light Anti-Armor Weapon (or T33 LAAW) is more commonly identified as the fuel rod gun. It is a shoulder-launched, man-portable support weapon employed in both anti-personnel and anti-vehicle roles.
_Plasma Rifle
![Picture](/uploads/8/4/8/0/8480899/9624855.png)
_
Name: Plasma Rifle
Affiliation: Covenant
Plasma Rifle:
The Type-25 Directed Energy Rifle (or T25 DER) is more commonly identified as the plasma rifle. This weapon was one of the earliest and most frequently encountered. It occupies a role very similar to the MA5/MA37.
Name: Plasma Rifle
Affiliation: Covenant
Plasma Rifle:
The Type-25 Directed Energy Rifle (or T25 DER) is more commonly identified as the plasma rifle. This weapon was one of the earliest and most frequently encountered. It occupies a role very similar to the MA5/MA37.
_Concussion Rifle
![Picture](/uploads/8/4/8/0/8480899/8630817.png)
_
Name: Concussion Rifle
Affiliation: Covenant
Concussion Rifle:
The Type-50 Directed Energy Rifle/Heavy (or T50 DER/H) is more commonly identified as the Concussion Rifle. Because of this weapon’s relative rarity, it is theorized that its use is restricted either by branch or unit.
Name: Concussion Rifle
Affiliation: Covenant
Concussion Rifle:
The Type-50 Directed Energy Rifle/Heavy (or T50 DER/H) is more commonly identified as the Concussion Rifle. Because of this weapon’s relative rarity, it is theorized that its use is restricted either by branch or unit.
_Revenant
![Picture](/uploads/8/4/8/0/8480899/8850882.png)
_
Name: Revenant
Affiliation: Covenant
Revenant:
The Type-48 Light Assault Gun Carriage (T-48 LAGC), more commonly identified as the Revenant. While this vehicle is highly maneuverable, it is open and lightly armored—providing very little protection to its crew.
Name: Revenant
Affiliation: Covenant
Revenant:
The Type-48 Light Assault Gun Carriage (T-48 LAGC), more commonly identified as the Revenant. While this vehicle is highly maneuverable, it is open and lightly armored—providing very little protection to its crew.
_Mongoose
![Picture](/uploads/8/4/8/0/8480899/2780774.png)
_
Name: Mongoose
Affiliation: UNSC
Mongoose:
The M274 Ultra-Light All-Terrain Vehicle, more widely known as the mongoose, is an unarmored vehicle used primarily by couriers within the UNSC.
Name: Mongoose
Affiliation: UNSC
Mongoose:
The M274 Ultra-Light All-Terrain Vehicle, more widely known as the mongoose, is an unarmored vehicle used primarily by couriers within the UNSC.
_Gravity Hammer
![Picture](/uploads/8/4/8/0/8480899/3162069.png)
_
Name: Gravity Hammer
Affiliation: Covenant
Gravity Hammer
The Type-2 Energy Weapon/Hammer (or T2 EW/H) is more commonly identified as the Gravity Hammer. This weapon consists of a haft, head, and blade. A field generator, which is located in the head, emits a kinetic pulse (~4.5 meters). The exact mechanism by which it functions is currently under investigation.
Name: Gravity Hammer
Affiliation: Covenant
Gravity Hammer
The Type-2 Energy Weapon/Hammer (or T2 EW/H) is more commonly identified as the Gravity Hammer. This weapon consists of a haft, head, and blade. A field generator, which is located in the head, emits a kinetic pulse (~4.5 meters). The exact mechanism by which it functions is currently under investigation.
_Scorpion
![Picture](/uploads/8/4/8/0/8480899/1321035.png)
_
Name: Scorpion
Affiliation: UNSC
Scorpion:
The M808 Main Battle Tank (MBT), more widely known as the Scorpion, is the primary armored fighting vehicle of the UNSC ground forces. The Scorpion is large and heavily armored, but is surprisingly nimble. The four-track design (each track mounted on an independent, computer-controlled suspension system) allows the Scorpion to climb over or maneuver around large debris or other battlefield obstacles.
Name: Scorpion
Affiliation: UNSC
Scorpion:
The M808 Main Battle Tank (MBT), more widely known as the Scorpion, is the primary armored fighting vehicle of the UNSC ground forces. The Scorpion is large and heavily armored, but is surprisingly nimble. The four-track design (each track mounted on an independent, computer-controlled suspension system) allows the Scorpion to climb over or maneuver around large debris or other battlefield obstacles.
_Banshee
![Picture](/uploads/8/4/8/0/8480899/9833593.png)
_
Name: Banshee
Affiliation: Covenant
Banshee:
The Type-26 Ground Support Aircraft (T26 GSA), more commonly identified as the Banshee, is typically used for reconnaissance, ground support, and ground attack missions. It is lightly armored and, while not particularly vulnerable to small arms, can be brought down by concentrated fire from infantry.
Name: Banshee
Affiliation: Covenant
Banshee:
The Type-26 Ground Support Aircraft (T26 GSA), more commonly identified as the Banshee, is typically used for reconnaissance, ground support, and ground attack missions. It is lightly armored and, while not particularly vulnerable to small arms, can be brought down by concentrated fire from infantry.
_Wraith
![Picture](/uploads/8/4/8/0/8480899/3262521.png)
_
Name: Wraith
Affiliation: Covenant
Wraith:
The Type-26 Assault Gun Carriage (T26 AGC), more commonly identified as the Wraith, is the primary armored fighting vehicle used by the Covenant. It is bulbous and thickly armored, but surprisingly maneuverable.
Name: Wraith
Affiliation: Covenant
Wraith:
The Type-26 Assault Gun Carriage (T26 AGC), more commonly identified as the Wraith, is the primary armored fighting vehicle used by the Covenant. It is bulbous and thickly armored, but surprisingly maneuverable.
_Ghost
![Picture](/uploads/8/4/8/0/8480899/5075007.png)
_
Name: Ghost
Affiliation: Covenant
Ghost:
The Type-32 Rapid Attack Vehicle (T32 RAV), more commonly identified as the Ghost, is a one-man gravity-effect vehicle, primarily used in a reconnaissance and close infantry support role. It is essentially a “hover sled”—it hovers low to the ground and moves very quickly. The vehicle is armed with two (2) linked forward-firing plasma cannons.
Name: Ghost
Affiliation: Covenant
Ghost:
The Type-32 Rapid Attack Vehicle (T32 RAV), more commonly identified as the Ghost, is a one-man gravity-effect vehicle, primarily used in a reconnaissance and close infantry support role. It is essentially a “hover sled”—it hovers low to the ground and moves very quickly. The vehicle is armed with two (2) linked forward-firing plasma cannons.
_Warthog
![Picture](/uploads/8/4/8/0/8480899/8457889.png)
_
Name: Warthog
Affiliation: UNSC
Warthog: 100km/h (62mph)
The M12 Force Application Vehicle, more widely known as the Warthog, is a highly mobile, all-wheel-drive, all-wheel-steering, ICE-powered vehicle equipped with a manual transmission. The M12 can be configured to become a troop carrier, armament carrier, ambulance, reconnaissance vehicle, or communications vehicle. All M12-based vehicles are designed to travel both on and off-road, in all weather conditions.
Name: Warthog
Affiliation: UNSC
Warthog: 100km/h (62mph)
The M12 Force Application Vehicle, more widely known as the Warthog, is a highly mobile, all-wheel-drive, all-wheel-steering, ICE-powered vehicle equipped with a manual transmission. The M12 can be configured to become a troop carrier, armament carrier, ambulance, reconnaissance vehicle, or communications vehicle. All M12-based vehicles are designed to travel both on and off-road, in all weather conditions.