Big Team Battle is sounding mighty juicy right now. It sounds like 343 is really finding new ways to reinvent the classic mode while maintaining what made it so great in the first place.
But what the -Yoink- does this mean:
> That’s why we invested so heavily in systems that changed up each match. In one map we even have some new ways for players to get a cache of power by interacting with the map a whole new way with their Personal AI.
I’m super excited to see how this works, possibly in a few hours. This could mean a plethora of things. I love the fact that they’re attempting to evolve the game simultaneously as you play.
I like the fact the power vehicles and weapons spawn in over time. It stops the game being super one sided right out the gate. Provides a solid opportunity for a comeback towards the end of the game too. Should make games less one sided and more exciting right up to the very end. Big fan of this change.
I also saw that quote in the update and thought the exact same thing. Have no idea what it could even reference. I wonder if you can spend your time completing mini objectives for a bonus. For instance, activate a button at X, Y and Z and your team gets a short overshield or speed boost. Gives players something to focus on that isn’t slaying enemies or the main objective as these things can be fairly difficult for newer players and allows those that aren’t strong PvP players to engage the gametype. Sounds like it is more personal than that though for the individual.
Sounds different which i like but i think there will be a mini obj in the match to get power weapons/vehicles and your ai is like a guide. I love this because it means it may not be a race to get power weapons/vehicles but a fight to control a point or whatever they want us to do.
Considering in that quote they specifically said “one map and a “cache of power”, it makes me think there’ll be a UNSC themed map where you can somehow gain access to an armory of sorts.
> 2533274801036271;2:
> I like the fact the power vehicles and weapons spawn in over time. It stops the game being super one sided right out the gate. Provides a solid opportunity for a comeback towards the end of the game too. Should make games less one sided and more exciting right up to the very end. Big fan of this change.
>
> I also saw that quote in the update and thought the exact same thing. Have no idea what it could even reference. I wonder if you can spend your time completing mini objectives for a bonus. For instance, activate a button at X, Y and Z and your team gets a short overshield or speed boost. Gives players something to focus on that isn’t slaying enemies or the main objective as these things can be fairly difficult for newer players and allows those that aren’t strong PvP players to engage the gametype. Sounds like it is more personal than that though for the individual.
I hope they make a classic btb mode (kinda like the difference between classic ctf and multi flag ctf) that would be cool for people who want to play vehicles whenever they want to, or if that never happens someone could make it in forge (when it comes out).
Pretty sure that’s referring to the weapon racks like was in the first flight. Each map has weapon racks where different weapons can spawn. In one match you might get a Battle rifle spawning, while in the next match it could be a commando. On live-fire for instance one of the spawns would alternate between the bulldog and heatwave.
This will probably be extended to vehicles in btb. One match you will get 2 warthogs. The next you might get a hog and a ghost. One time will get the wraith while the next you’ll get a scorpion. It basically allows them to have several different map variants for players to play on with different things to find each map, without being too random a la halo 4 weapon spawns.
> 2533274801036271;2:
> I like the fact the power vehicles and weapons spawn in over time. It stops the game being super one sided right out the gate. Provides a solid opportunity for a comeback towards the end of the game too. Should make games less one sided and more exciting right up to the very end. Big fan of this change.
>
> I also saw that quote in the update and thought the exact same thing. Have no idea what it could even reference. I wonder if you can spend your time completing mini objectives for a bonus. For instance, activate a button at X, Y and Z and your team gets a short overshield or speed boost. Gives players something to focus on that isn’t slaying enemies or the main objective as these things can be fairly difficult for newer players and allows those that aren’t strong PvP players to engage the gametype. Sounds like it is more personal than that though for the individual.
Bold italic, I missed that news somehow. It’s a very good idea imo
> 2533274801036271;2:
> I like the fact the power vehicles and weapons spawn in over time. It stops the game being super one sided right out the gate. Provides a solid opportunity for a comeback towards the end of the game too. Should make games less one sided and more exciting right up to the very end. Big fan of this change.
>
> I also saw that quote in the update and thought the exact same thing. Have no idea what it could even reference. I wonder if you can spend your time completing mini objectives for a bonus. For instance, activate a button at X, Y and Z and your team gets a short overshield or speed boost. Gives players something to focus on that isn’t slaying enemies or the main objective as these things can be fairly difficult for newer players and allows those that aren’t strong PvP players to engage the gametype. Sounds like it is more personal than that though for the individual.
If you design your maps to be symmetrical then it becomes unnecessary to spawn things in over time if both teams have the same vehicles off spawn. I’m not expecting that much with infinite sadly however.
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> > 2533274801036271;2:
> >
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> If you design your maps to be symmetrical then it becomes unnecessary to spawn things in over time if both teams have the same vehicles off spawn. I’m not expecting that much with infinite sadly however.
Even in asymmetric maps, the vehicles available are usually identical unless we are talking an Attack and Defend gametype.
The idea is to spawn in the huge momentum shifting weapons and vehicles towards the later stages of the game. It’s no fun when a game is decided in the first 3 minutes because one team has exuded all their anti vehicle weapons and they’ve lost their tank. The other team has a tank, map control and anti-vehicle weapons, the lead gets extended further and further. Now this can’t happen until further into the game.
We’ll have to see how it works. As Ken said though, I remember pubstomping on Reach, if you taken out their sniper, secured the anti-vehicle weapon and killed their heavy vehicle as well as keeping yours it was instant spawntrap gg. If light vehicles spawned in at the start but heavy until 3 min later or something it may heavy lower the chances of that wrist roll you could put on teams as the neutral would be much scrappier. It would play more like the games you couldn’t wipe in the opening play, where it was harder to get absolute control later in the game.
I enjoyed rolling as a group in Reach BTB as there was no ranked BTB like in 2 or 3, though there was a healthy amount of good groups playing. Most games were a blowout especially pre-heavies, but the blowouts on Paradiso/Utopie, Renegade, Boneyard and Abridged were worse than Trident, Mt Lam Lam or Wayont because of the intial momentum and resultant total control.
While I love Reach BTB, if this game has a good roster of maps, doesn’t split into multiple playlists or get overshadowed by a ‘successor’ playlist it will avoid the traps BTB fell into during Reach, 4 and 5 and shine again.
> 2533274866536985;6:
> Pretty sure that’s referring to the weapon racks like was in the first flight. Each map has weapon racks where different weapons can spawn. In one match you might get a Battle rifle spawning, while in the next match it could be a commando. On live-fire for instance one of the spawns would alternate between the bulldog and heatwave.
>
> This will probably be extended to vehicles in btb. One match you will get 2 warthogs. The next you might get a hog and a ghost. One time will get the wraith while the next you’ll get a scorpion. It basically allows them to have several different map variants for players to play on with different things to find each map, without being too random a la halo 4 weapon spawns.
“Interacting with the map in a whole new way with your personal a.i” sounds like more than that to me lol, we’ll see. We know about the evolving weapon spawns, but this seems like a completely new feature involving the a.i.
> 2533274836395701;10:
> We’ll have to see how it works. As Ken said though, I remember pubstomping on Reach, if you taken out their sniper, secured the anti-vehicle weapon and killed their heavy vehicle as well as keeping yours it was instant spawntrap gg. If light vehicles spawned in at the start but heavy until 3 min later or something it may heavy lower the chances of that wrist roll you could put on teams as the neutral would be much scrappier. It would play more like the games you couldn’t wipe in the opening play, where it was harder to get absolute control later in the game.
>
> I enjoyed rolling as a group in Reach BTB as there was no ranked BTB like in 2 or 3, though there was a healthy amount of good groups playing. Most games were a blowout especially pre-heavies, but the blowouts on Paradiso/Utopie, Renegade, Boneyard and Abridged were worse than Trident, Mt Lam Lam or Wayont because of the intial momentum and resultant total control.
>
> While I love Reach BTB, if this game has a good roster of maps, doesn’t split into multiple playlists or get overshadowed by a ‘successor’ playlist it will avoid the traps BTB fell into during Reach, 4 and 5 and shine again.
This was the main reason for me to uncheck the “heavies” box in matchmaking BTB. The new concept of course still has some of this risk if the team can’t control their spawns of vehicles and weapons.
You can imagine a team driven back into their base and the enemy just picks up all their spawned goodies but I still really like the idea of building power through the match. Will really add to a big finale! Just please don’t make it so we all want to spawncamp that one tank that will come down in the last 3 minutes, we need some time to play with these toys! Preferably still multiple spawns in a match so you have a feeling of getting a turn.
its kinda like maps like say last resort, Zanzibar, stone town, high ground and some others where you can interact with a part of the map and make something happen that changes the map flow
> 2533274801884952;13:
> its kinda like maps like say last resort, Zanzibar, stone town, high ground and some others where you can interact with a part of the map and make something happen that changes the map flow
More of that would be welcomed with open arms especially if it has bigger consequences to the map dynamic.
> 2533274801884952;13:
> its kinda like maps like say last resort, Zanzibar, stone town, high ground and some others where you can interact with a part of the map and make something happen that changes the map flow
Very true. I’m hoping this will also expand to being able to claim area’s for your team which opens them up as spawning locations for example.
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> its kinda like maps like say last resort, Zanzibar, stone town, high ground and some others where you can interact with a part of the map and make something happen that changes the map flow
I have to admit I did get a chuckle when your 4 examples are 3 iterations of the same map. I agree, unsure if multiple secondary objectives is my thing but map interactivity that changes access is huge. Even an invasion-esque 1-sided gametype with different sections of a huge map would be great to see. Or being able to influence hazards, like activating the train on terminal for something new. Other than interactivity the other big thing was a concept unique to 1 map, the biggest in my eyes was Sandtrap and Elephants, things like that really add uniqueness and intrigue.
One thing I think 2 did well in particular but to a lesser extent 3 and Reach was design maps that had a clear central theme or landmark. I don’t think 4 had that and 5 didn’t have proper maps. Fingers crossed for next weekend.
> 2533274866536985;6:
> Pretty sure that’s referring to the weapon racks like was in the first flight. Each map has weapon racks where different weapons can spawn. In one match you might get a Battle rifle spawning, while in the next match it could be a commando. On live-fire for instance one of the spawns would alternate between the bulldog and heatwave.
>
> This will probably be extended to vehicles in btb. One match you will get 2 warthogs. The next you might get a hog and a ghost. One time will get the wraith while the next you’ll get a scorpion. It basically allows them to have several different map variants for players to play on with different things to find each map, without being too random a la halo 4 weapon spawns.
Its a weapons cache that you can open with your a.i which takes time to access. They showed it on stream!