After playing lots of it and since 343 is leaning towards eSports really strong, I just want to say BREAKOUT mode needs switching sides!
Playing 6 rounds on the same side will stale very very quickly!
After playing lots of it and since 343 is leaning towards eSports really strong, I just want to say BREAKOUT mode needs switching sides!
Playing 6 rounds on the same side will stale very very quickly!
Take the death music away and I might play it.
i got some weird lag at the start of the match where I used the same man cannon as a teammate. Also i managed to die after the start of the game by suicide, I think I didn’t make the jump or something. Other than that pretty fun game type.
In Favor of the Revival of Halo 5: Guardians’ ‘Breakout’ Game Mode, in its Original, Launch-Format, in Order to Reinvigorate the Competitive Spirit it Once Instilled
Like many of you, the Halo 5: Guardians Beta made me extremely hopeful for the future of Halo. As a lifetime fan of the franchise, it was encouraging to see 343 Industries learn from the mistakes made in Halo 4 and build upon the competitive, skill-based multiplayer system upon which the franchise has made its name. From the release of the finalized game, leading up to the time of this posting, the Slayer, SWAT, and Free-for-all game types feel very much like the modes of the same type in the original trilogy, primarily Halo 2, albeit with more game mechanics such as thrusters and sprint. All players begin a match with similar opportunities, and the outcome of nearly every match can be determined by map control and team communication and cooperation.
Breakout, however, is a game type new to the Halo franchise, somewhat akin to Call of Duty’s Search and Destroy, but undeniably "Halo,” with the above mentioned traits. To me, it was a welcomed addition to what is now the Ranked playlist. Breakout required the same map control, team communication, and cooperation the three aforementioned game types do in order to be successful, but, with six key differences at launch to set it apart:
Your Spartan begins the match without Shields.
No Proximity-Motion Sensor.
The default weapons are the SMG and Magnum.
An optional objective is introduced in the form of a neutral flag, which spawns in the middle of each specially designed Breakout map.
The winning team is determined not by kills, but by first team to win five separate rounds.
Each player is only allotted only one life per round.
These changes to the core gameplay of Halo, in concert, paradoxically, made this particular playlist in Halo 5: Guardians an extremely re-playable, competitive, undeniably Halo experience. 343 Industries, however, changed the core of Breakout in late-2016 when those who played the game mode were granted full Shields, a Proximity-Motion Sensors, and a Shotgun/Magnum load out. It was then that Breakout lost its allure to me and to many in the community with who I routinely play. New maps were also introduced, and the Breakout maps that shipped with the game at launch were given “2.0” facelifts, both of which were an admittedly needed addition to the game mode.
However, gone were the heart pounding moments in the later rounds when being the last-man-standing meant winning or losing a SMG battle. Gone was the sense of terror when the opposing team grabbed a power weapon, namely the Shotgun, gone was the influence a single Magnum shot from a distance had.Now, I understand the reasoning behind 343 Industries decision to make the changes that made Breakout less appealing to me. The gameplay was rather extreme in the sense that it was either too slow and drawn out, though I honestly prefer that, or it was too quick and was over in moments. The team-balancing was an issue in Breakout; teams with Skilled players were often achieving quick victories over those who lacked that skill set. The changes effectively changed the flow of the game mode, but at the cost of its originality and core mechanics.
Now, I feel compelled to admit that I am not particularly skilled at Halo 5: Guardians; I’m about average in all aspects, but I thoroughly enjoy the gameplay, which is my only qualification for this suggestion. I hope you take it for what it is worth regardless.
I’m sure that, among some in the community, I may have an unpopular opinion regarding the current state of Breakout; however, I know that I am not alone in this opinion. It is because of this that I propose that, for the group of people who I believe share my opinion, 343 Industries introduce a Breakout Classic game mode in the Unranked playlist where players can play the Breakout they loved with the settings that made the game mode stand out.
As previously stated, I am a long-time Halo fanatic, but I am new to the forums and am not sure if this is the place to add this suggestion to 343 Industries and the community as a whole. Regardless, I would appreciate any feedback the community may have on the matter.
Thank you for your time,
Doctor Lays
Sierra Corps
I like the idea of swapping sides.
I don’t want the noobfest smg back in the game.
I’d like to see that Extermination gametype get mixed in with Breakout. Would anyone else like that?
> 2533274837937200;4:
> In Favor of the Revival of Halo 5: Guardians’ ‘Breakout’ Game Mode, in its Original, Launch-Format, in Order to Reinvigorate the Competitive Spirit it Once Instilled
> Like many of you, the Halo 5: Guardians Beta made me extremely hopeful for the future of Halo. As a lifetime fan of the franchise, it was encouraging to see 343 Industries learn from the mistakes made in Halo 4 and build upon the competitive, skill-based multiplayer system upon which the franchise has made its name. From the release of the finalized game, leading up to the time of this posting, the Slayer, SWAT, and Free-for-all game types feel very much like the modes of the same type in the original trilogy, primarily Halo 2, albeit with more game mechanics such as thrusters and sprint. All players begin a match with similar opportunities, and the outcome of nearly every match can be determined by map control and team communication and cooperation.
> Breakout, however, is a game type new to the Halo franchise, somewhat akin to Call of Duty’s Search and Destroy, but undeniably "Halo,” with the above mentioned traits. To me, it was a welcomed addition to what is now the Ranked playlist. Breakout required the same map control, team communication, and cooperation the three aforementioned game types do in order to be successful, but, with six key differences at launch to set it apart:
> Your Spartan begins the match without Shields.
> No Proximity-Motion Sensor.
> The default weapons are the SMG and Magnum.
> An optional objective is introduced in the form of a neutral flag, which spawns in the middle of each specially designed Breakout map.
> The winning team is determined not by kills, but by first team to win five separate rounds.
> Each player is only allotted only one life per round.
> These changes to the core gameplay of Halo, in concert, paradoxically, made this particular playlist in Halo 5: Guardians an extremely re-playable, competitive, undeniably Halo experience. 343 Industries, however, changed the core of Breakout in late-2016 when those who played the game mode were granted full Shields, a Proximity-Motion Sensors, and a Shotgun/Magnum load out. It was then that Breakout lost its allure to me and to many in the community with who I routinely play. New maps were also introduced, and the Breakout maps that shipped with the game at launch were given “2.0” facelifts, both of which were an admittedly needed addition to the game mode.
> However, gone were the heart pounding moments in the later rounds when being the last-man-standing meant winning or losing a SMG battle. Gone was the sense of terror when the opposing team grabbed a power weapon, namely the Shotgun, gone was the influence a single Magnum shot from a distance had.Now, I understand the reasoning behind 343 Industries decision to make the changes that made Breakout less appealing to me. The gameplay was rather extreme in the sense that it was either too slow and drawn out, though I honestly prefer that, or it was too quick and was over in moments. The team-balancing was an issue in Breakout; teams with Skilled players were often achieving quick victories over those who lacked that skill set. The changes effectively changed the flow of the game mode, but at the cost of its originality and core mechanics.
> Now, I feel compelled to admit that I am not particularly skilled at Halo 5: Guardians; I’m about average in all aspects, but I thoroughly enjoy the gameplay, which is my only qualification for this suggestion. I hope you take it for what it is worth regardless.
> I’m sure that, among some in the community, I may have an unpopular opinion regarding the current state of Breakout; however, I know that I am not alone in this opinion. It is because of this that I propose that, for the group of people who I believe share my opinion, 343 Industries introduce a Breakout Classic game mode in the Unranked playlist where players can play the Breakout they loved with the settings that made the game mode stand out.
> As previously stated, I am a long-time Halo fanatic, but I am new to the forums and am not sure if this is the place to add this suggestion to 343 Industries and the community as a whole. Regardless, I would appreciate any feedback the community may have on the matter.
> Thank you for your time,
> Doctor Lays
> Sierra Corps
Instead of necroposting use the breakout refresh feedback thread in matchmaking.