Does anyone actually like breakout 2.0? Personally I think it just ruins breakout with shotguns, full shields, and radar. Everyone I play with usually dodges out of 2.0. 343 had breakout perfect with lots of maps and a well balanced mode that took skill. None of the maps looked like forge maps either. It was perfect and I wish they’d at least try bringing it back.
I despise 2.0 it makes getting the commendations for breakout so much harder than it needs to be.
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> I despise 2.0 it makes getting the commendations for breakout so much harder than it needs to be.
Yet another reason. I was wrong I thought there were only 100 reasons to hate it.
I’ve hated 2.0 since it was first implemented. Aside from the Shotgun, one of the gripes I’ve had with it has always been the change to the flag pull, changing from bringing the flag to the enemy base to just pulling it and running it backwards.
The lower TTK was cool because it made the game less centralized around Power Weps. Even if someone had one, they couldn’t kill you too much faster than you could kill them, which encouraged a lot more gunfights where normally you’d have to just stay away from them. At the same time, it also made games more tense. Changing Breakout the way they did was a tragedy, as it was one of the best modes in all of Halo 5.
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> I’ve hated 2.0 since it was first implemented. Aside from the Shotgun, one of the gripes I’ve had with it has always been the change to the flag pull, changing from bringing the flag to the enemy base to just pulling it and running it backwards.
Exactly this definitely isn’t as fun but I didn’t mention it because this isn’t that huge of a deal for me personally. I do see the difference.
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> The lower TTK was cool because it made the game less centralized around Power Weps. Even if someone had one, they couldn’t kill you too much faster than you could kill them, which encouraged a lot more gunfights where normally you’d have to just stay away from them. At the same time, it also made games more tense. Changing Breakout the way they did was a tragedy, as it was one of the best modes in all of Halo 5.
Agree completely. They weren’t on the verge of greatness, they were there. It added another very unique mode but it isn’t anymore.
I love the og breakout, but breakout 2.0 feels nothing like it. Sure, it had a similar name, maps, and premise, but it took out what made breakout fun. In the original breakout, you had to be more strategic because of the no shields and the immediate weapon spawns and pickups. It isn’t like that in 2.0.
I don’t mind breakout 2.0 personally, but as a ranked mode, it’s pretty bad lol, shotgun’s being a primary weapon is very…questionable for a ranked mode not gonna lie. Plus it did take out what made breakout 1.0 so unique.
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> I’ve hated 2.0 since it was first implemented. Aside from the Shotgun, one of the gripes I’ve had with it has always been the change to the flag pull, changing from bringing the flag to the enemy base to just pulling it and running it backwards.
I thought about this quite a bit and I think that the 2.0 flag change actually added to the gameplay.
Before the change, the emphasis was more on just a regular slayer match. The flag only served the purpose of drawing out the last guy who was camping somewhere. When else would you see a team win via flag capture?
In the new change, it forces teams to play less passively and creates an alternative win scenario. If a team sits back even with a player advantage they can lose. This would likely not happen in the first iteration of breakout.
I’d love to hear your perspective, though.
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> > 2533274800168045;4:
> > I’ve hated 2.0 since it was first implemented. Aside from the Shotgun, one of the gripes I’ve had with it has always been the change to the flag pull, changing from bringing the flag to the enemy base to just pulling it and running it backwards.
>
> I thought about this quite a bit and I think that the 2.0 flag change actually added to the gameplay.
>
> Before the change, the emphasis was more on just a regular slayer match. The flag only served the purpose of drawing out the last guy who was camping somewhere. When else would you see a team win via flag capture?
>
> In the new change, it forces teams to play less passively and creates an alternative win scenario. If a team sits back even with a player advantage they can lose. This would likely not happen in the first iteration of breakout.
>
> I’d love to hear your perspective, though.
I always felt it plays the exact opposite of what you said. In most cases where the flag were to be pulled in 2.0, the enemy team was generally posted up, ready to sit back while one teammate attempted and often succeeded in grabbing the flag. The person who pulled the flag would just retreat back into the safety of their teammates, making it incredibly hard to actually stop that person from scoring. In both iterations, you have teams sitting back, except only one of those teams needs one person to move up. Once that flag is pulled, it just turns into hardcore defense.
While I don’t want to put the blame mostly on the Shotgun, it honestly may have tied into why I just didn’t enjoy the flag change. That, and the motion sensor being turned on in a game mode where you could sit defensively and wait for people while holding the Shotgun. Breakout 1.0 is currently using the flag pull change in the playlist, and I didn’t think it played terribly like I expected it to.