It could probably use a few tweaks, but I really like it and it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
I like the idea of ord, not the implementation of it. It’s too random as it stands now. Perhaps having it be tiered would have been a better idea. Or, just having it drop in Ammo, nades etc and no power weps. Just my 0.02 on that.
Btw, you do realize that you don’t actually have to score a single kill to get an ord drop, right? One can just get assists and distractions, etc until the ord meter fills up and voila… power weapons raining down from heaven.
> It could probably use a few tweaks, but I really like it and it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
Ordnance does not take skill to obtain, you can die and still get it, or set up your tent with the DMR and then get the option to rub the magic lamp. Also, power weapons used to be fought over ALL the time, the conflicts over power weapons were a massive part of Halo.
Ordnance is much like care packages, they share the same effects on the game. For example you could get 2 equally skilled teams fighting one another for victory, both being in line with one another, then suddenly one of the teams gets a better ordnance drop then the other team, which can then suddenly change who the Victor is. This is a huge problem because the dice throwing essentially throws aside the opposing teams skill. The same can be said when one team is more skilled than the other, the weaker team could get lucky on the weapons and thus brush aside the better teams effort and skill.
It happens in Call of Duty a lot, if I’m on the losing team and I suddenly get a Swarm from a care package, I essentially have won the game for us without any effort, whether it be when the teams are equal or when the teams are different in skill. The dice throwing just isn’t Halo at all.
Ordnance also creates an absurd abundance of power weapons, combined with the DMR, ordnance can also be to blame for the massive amounts of camping. There is more camping in this game than there was in all the previous games put together.
Ordnance: Little risk-High reward
Map pickups: High Risk-High reward.
I like ordnance its a welcome change to the Reach system. I agree its given out willy nilly though.
Perhaps killing spree medals should initiate them making them less frequent.
I know that it’s random, but if it’s a bunch of people on both teams getting drops then it’s generally balanced out. I’ve never seen one team get an incineration cannon a sniper and a shotgun while another team only gets a needler and some pulse grenades. It might be cheap to randomly get a powerful weapon but it still depends on the player if they will use the weapon they got well enough. I’ve gotten powerful weapons only to die and have the enemy team get it. And I don’t suck these kinds of things just happen.
And how frustrating is it to be fighting a team that just camps certain weapon spawns? I know that fighting for control of weapons is important but now the fight is much more spread throughout the map. I’m not saying its perfect by any means but I think it’s not as bad as people think it is.
Too random for me. I cant stand playing BTB where the enemy is getting Binarys and Snipers whilst Im getting Needlers and Pulse grenades.
It makes Luck too much of a determining factor which isn’t good for any form of competitive game.
I enjoy ordnance. I can at least have power weapons delivered to me instead of waiting for them to spawn on the map.
> Am I the only one who likes Ordnance?
No, I like it too 
It’s still a very new concept and it doesn’t work perfectly. I don’t think it’s fair to just dismiss Ordnance altogether and revert back to weapons spawning on the maps. I think it should be tweaked and perfected.
> it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
Uh…What? 0/10
> > it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
>
> Uh…What? 0/10
Could you explain yourself a bit better? What’s the difference between getting kills for a gun or running to where the gun spawns to grab it?
> > it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
>
> Uh…What? 0/10
Maybe he only plays BTB…
They could change it so everyone in the match shares the same ordnance. At the start of the match the game would choose a set and everyone would be earning the same thing. That way it is still random but fair because everyone can earn the same thing.
> > > it takes a lot more skill to get some kills for a needler rather than run over to where it spawns and pick it up.
> >
> > Uh…What? 0/10
>
> Maybe he only plays BTB…
Maybe you could explain some things to me? I play Infinity Slayer a lot…
I seriously dont care about ordinance. Every time I get a saw from my ordinance drop i get one kill with it and die. Id like to see objective ordinance in more gametypes. Say what ever team gets the most points in one Hill in a KOTH match, each player gets an ordinance drop. Or say capping a hill means 5 ordinance drops come down once the hill is gone. Making more people actually run towards the Hill.
> Could you explain yourself a bit better? What’s the difference between getting kills for a gun or running to where the gun spawns to grab it?
Getting kills for a gun requires no risk. All you have to do is camp back and get a couple of kills then magically have a random power weapon spawn at your feet. And if you are using a dmr is makes all to easy.
Running for a gun requires you to put yourself out in the open and risk being killed not to mention some other player on the other team is thinking about rushing the same weapon as you leading to a gun fight. Who ever wins that gun fight is rewarded with the power weapon that they fought over.
The idea of ordinance drops isn’t bad, but it has been implemented terribly.
> > Could you explain yourself a bit better? What’s the difference between getting kills for a gun or running to where the gun spawns to grab it?
>
> Getting kills for a gun requires no risk. All you have to do is camp back and get a couple of kills then magically have a random power weapon spawn at your feet. And if you are using a dmr is makes all to easy.
>
> Running for a gun requires you to put yourself out in the open and risk being killed not to mention some other player on the other team is thinking about rushing the same weapon as you leading to a gun fight. Who ever wins that gun fight is rewarded with the power weapon that they fought over.
>
> The idea of ordinance drops isn’t bad, but it has been implemented terribly.
So then the problem is camping and the DMR not ordnance. But it could still be tweaked.
I like it.
> So then the problem is camping and the DMR not ordnance. But it could still be tweaked.
The other problem with ordinance drops is that it is completely random. Lets say there is match and it is 990-990. Player A gets an ordinance drop and gets a needler, Player B gets an ordinance drop and gets and incineration cannon. Which player is most likely going to win in that situation? Answer most likely player B.
So the match was decided by the luck of the draw and not on map knowledge, map control, or skill. It was just luck.
> > So then the problem is camping and the DMR not ordnance. But it could still be tweaked.
>
> The other problem with ordinance drops is that it is completely random. Lets say there is match and it is 990-990. Player A gets an ordinance drop and gets a needler, Player B gets an ordinance drop and gets and incineration cannon. Which player is most likely going to win in that situation? Answer most likely player B.
>
> So the match was decided by the luck of the draw and not on map knowledge, map control, or skill. It was just luck.
That’s a very specific and extreme situation. There’s no doubting that it isn’t fair but thats a very extreme scenario.