Breakout looks like it plays worse with a flag.

They said they added a flag to Breakout to prevent camping tie games, but I never once had a round end in a camping tie in the beta.

To me it looks like it just completely centralizes the map flow, and you don’t even get to see the rest of the map. Plus no one even pays attention to the flag, it’s just like search & destroy.

I found the super tense firefighting focus of it just being slayer more interesting, what do you think?

Am I not allowed to link as a Recruit? If I can let me know how, thanks.

https://www.youtube.com/watch?v=-qp5bZt7H0Q
Here you go.

I’m not entirely sure about the flag. Hm.

Link for OP
I more or less agree.

But not 100%

Camping did occur. Players would stay by their base forcing you to move towards them. the flag does give some incentive, but the fact that the flag plant is in the enemy camp kind of facilitates the camping doesn’t it?

Also, no one seems to care the flag is there.

I don’t see it being that bad. It’s just a secondary objective

> 2533274811158328;4:
> Link for OP
> I more or less agree.
>
> But not 100%
>
> Camping did occur. Players would stay by their base forcing you to move towards them. the flag does give some incentive, but the fact that the flag plant is in the enemy camp kind of facilitates the camping doesn’t it?
>
> Also, no one seems to care the flag is there.

Yeah I agree. Retuning flag to home would make it much more of an incentive.

Yeah, I came to that conclusion myself late last night.

Actually, learning the flag plays more like assault where you have to plant on the enemy side makes it a bit better. Two teams don’t just try and mouse their way up to the flag and run away at least.

I guess it’s an okay way to play the game, although it does raise a few concerns.

In a 1v1 scenario, the guy actually trying to cap and end the game is put at a disadvantage to the camper. He’s given away his position, and whatever weapon besides the pistol he could use. If it’s 1v2 or more, then the camper is encouraged to go on the prowl to stop from losing, which is good.

It seems like the flag is more of a deterrent than a real objective, which isn’t a sin I suppose.

It is very fast action and the rounds are quickly over. but because the start fast it makes the game flow better. I do agree with that CTF doesn’t really work because most (if not all) of the time one team just gets eliminated.

Breakout is by far my most favorite thing about the Beta, and I found myself playing it almost the entire time. With that said, I’m pretty excited for Breakout going into Halo 5. As far as the flag goes, I’m unsure yet how I feel about it. I don’t personally think it was needed, and in the Beta, anytime it came down to camping, the better player usually won even going up against a camper. So it was never really an issue for me.

The flag will likely be ignored, and as has been stated, it’ll likely result in a lot of people just camping the flag spot or flag return spot, so it’s not really solving anything. If I’m the last man, going up against 1 other person or more, what real advantage do I have to cap the flag over killing them, when they’ll just be eyeing the flag return spot the entire time once they know it’s been taken?

The “paintball-esque / symmetrical” maps just don’t benefit the objective play that 343 is going for. The wide open areas between the middle base and capture point kill any chance of completing the objective - especially in a mode where shields are weaker. The maps need to be more maze-like in design (see: Turf) with more than one capture point, and with multiple routes to each one. From the maps I’ve seen so far, slaying will always take priority over the flag. Making that “clutch capture” just won’t ever happen in Breakout’s current state. The cool thing about Search & Destroy is: not only is it possible to out-slay the opposing team in a 1v4 / 1v5 / 1v6 situation - it’s also possible to out-flank them and complete the objective. With Breakout, however, your only option would be to slay.

It adds another way to keep the match going forward to conclusion. Who wants to camp when the other team can win the match without killing you?

I can’t think of a single situation where it would be the go-to strategy. Or where it would even be a good option. If it was SND like where one team defended and the other attacked, maybe?

I played that mode, and the one time where it was pretty amazing, was when our team was on the verge of losing, and one of our last remaining teammates capped it. It certainly adds a different dynamic, and may go ignored, but it can be a “hail mary” if the other team isn’t watching it. It adds a bit more strategy. So, no, it may not be a go to strategy, but ended up being a great option when we were on the edge of being overrun.

> 2533274808623176;8:
> In a 1v1 scenario, the guy actually trying to cap and end the game is put at a disadvantage to the camper. He’s given away his position, and whatever weapon besides the pistol he could use.

In a 1v1, neither player would bother with the flag because at that point, whichever player gets the kill automatically wins.

Watching now, I’ve been VERY interested. I’ll edit in a minute…

  • Don’t like the staggered starts. All should go at the same time. - Don’t like the peel out they do at the start either… - I like that you have to DELIVER the flag to the other side, instead of your own, I was a bit skeptical when I noticed how close it was to the start. - Becoming slightly more interested in the gametype, with the addition of the flag, but honestly I still enjoy the one without the flag. Does anyone know if that is still available, or is THIS the only type in breakout now? - Did they add massive damage to the pistol? - The Hydra is available? - And the ground pound has less damage? Or was that because it was so little vertical height? - I like that the flag isn’t marked unless a member of your team attacks him.All in all, it seems fun, but I liked the old style too. Hope that’s not gone.

Think of Breakout like paintball. Some paintball games are single flag (center field). You have to return the flag to the opponents side of the map to win the round.

https://youtu.be/Cf3k0rUsIE8
guys, more gameplay on a different map.

I played a large amount of breakout during the beta, and I do have to say that there was a few times where a round was tied just because there was an enemy going HLG pro on us. I think that the flag will let the non-camping team take advantage of a player or team trying to camp. That isn’t a sure thing, seeing how the camper may be camping the flag point. It adds a dynamic to the game but doesn’t really take away from the core gameplay of breakout. I think it would play nicely without being the main focus of the match.

I am less concerned about the flag and more concerned about the Hydra being places on the map. After watching all the RUL game play I’ve come to the decision that the flag doesn’t really do anything. The only time anyone really went for it was when they were already outnumbering the other team. I don’t foresee many 1v4 come from behind flag cap victories happening. What I do foresee is either captures happening 1v1 or winning teams using a potential flag cap to force the last player on the other team to try and stop them (which is what it sounds like 343i was trying to accomplish).