Build off of Warzone

After Halo 5 has been released nearly 2 and a half years ago, I thought I’d share some thoughts on the new game mode, “Warzone”. This post will go over personal opinons on gameplay in Warzone and Warzone Firefight. This will be covering the successess and failures evaluated by not only my perspective as a fellow gamer and Halo lover but by criticism I gathered from other gamers as well. First I’ll go over gameplay in comparison to other game modes in halo 5, then I’ll compare it to other games and their gamemodes, last I’ll give my opinon and use all three segments of this review to suggest a new game mode that can be used in Halo 6. This article will mention REQ packs, the reward system and playable species as they’re both included in this point I will gloss over them quickly given that they are topics of their own discussion.

Warzone is a bold game type that has been made. Not only is it the first step to include AI for more than 4 people in the Halo Franchise, but it issues a reward system like no other in the game. To achieve the Achilies armor one must complete all the commendations within the spartan company which has been set high in order to only achieve it as a team. While this armor definitely has encouraged teams to slave over completing that goal, it is unique in design and is worth bragging rights. Unlike much of the other armor where it shares simiilar characterisitcs in the scout armor, this one definitely feels like a reward to boast about next to Helioskril. In game, the mode offers rewards for killing AI, other players, and capturing points. This is also fed off REQ packs that can be purchased or unlocked through in game points. While this is certainly a new concept, compared to the other gamemodes it is sincerely broken. Taking out the, “Pay to win” portion out of the argument here is the issue. In foresight this would be one of the last things to consider. At launch everyone started off at zero. No req packs, weapon unlocks, vehicles,. ect. We all unlocked them at random and we used that to change the tide of the game. Assuming that buying these packs weren’t an option, a brand new player that walks into this game several years later is punished by facing foes and having allies that have years of grinded gear that be little any basic weapons they’ll unlock. While this is a trait strongly caried in an MMO this isn’t good for a first person shooter let alone Halo. Halo originally was using skill and cunning tactics to take out your enemies to obtain power weapons. This is stll used today in the other various game modes in Halo 5. Everyone spawns with the same gear and load outs but not in Warzone. Simply telling a new player to “Get good” when he’s being spawn killed by a team in Warzone because he’s unable to get enough points to reach the weapons that he may not even have unlocked yet leads the game mode to a show of “who has the bigger guns.” This also brings up that while getting kills and capturing the objectives is the way to acquire better tech that if you’re able to stop the enemy from ever spaawning out of their base you’re left with an army of tanks, snipers, wasps, and power weapons versus your BR at best. That has happened quite frequently due to teams coordinating full fledge against random players which this strategy can be and has been used to beat out a team in under 5 minutes. That isn’t good.

This gamemode as stemmed off of Halo 4’s Dominion and Halo Reach’s invasion. This gives an alternative game mode that allows more strategic approaches and holding positions. Where the game falls flat competitively is when is pales in comparision to the mentioned Halo game’s game modes. Invasion was a spartan vrs elite game mode that allowed the different armies in the lore to use various stratgies and weapons to face off but they had similar objectives and if fast enough the enemy can take that away from you. In Halo 4 Dominion was a King of the Hill similarity game mode which awarded the team controlling the “hill” or more so the structure with the hill a spawning point, vehicles that only your team could spawn in and weapons with in the perimeters that anyone could grab. While there Dominon was a better step up off Invasion, it lacked an objective point like capturing the core or blowing up the base. Halo 5 Warzone pales in comparision to these game modes. To add emphasis, look at Titan Fall’s Attrition. AI’s and players spawn in drop ships to fight for the death with the ability to call in their Mech (Titan) as an award for what they’ve done in game. Sound familiar? It is definitely an inspiration for Invasion, Infinity Slayer, Warzone, and Dominion. Where’s the difference? Halo 5 Warzone falls flat in the sense that it didn’t take a unique approach as Invasion did nor did Domion. Invasion used the lore to add another playable faction to complete an objective that made sense. Dominion was a game mode that is hinted at being a simulation for the spartans just to try to explain matchmaking overall while ignorning that playable elites were a thing. Halo 5 Warzone took the base capture idea from Dominion, Dominion and Warzone used Invasion’s idea of spawning with loadouts but they tried to add in REQ’s as a means to unlock weapons and vehicles outside of the game with skill or money. That is definitely not Halo. If you were to have an armory associated with the base and a weapon unlocks that are equal (as I mentioned the issue above) you would have to fight your way to said weapons or vehicles or such as in domion capture a point and are rewarded then and there.
The issue is also similar with Halo 5’s Warzone Firefight. You don’t spawn in and fight wave after wave of enemies taking a point with weapons you spawn with or you find off the ground. You must use the ones outside of game. Looking back on Halo Reach’s game mode and Halo 3 ODST the game mode is stunted with REQ’s and to make matters worse the enemy your mainly fighting is the clock. There are no lives in the Firefight mode. You are given the guns you unlocked/bought and the punishement for death is an increased spawn time. The bosses must be taken out at a certain point along with fighting various enemeis in randomness which doesn’t feel like a simulation when are weapons and ammo are force fed through a terminal instead of being dropped off by a pelican like it would happen. (Seriously, how isn’t that part of the simulation?).

What do I think of Halo 5 Warzone? A lot of stones were throne but don’t get me wrong, there are fun aspects to Warzone. I like spawning a Warthog and driving my friend to victory. I just think it could be done bett hout continious whinning I have a suggestion: Combine Dominion with Invasion. Players must capture points if they want to earn their vehicles, defensive weapons, andy’re forced to work with teammates this way. Even for lore sake you could bring back elites for this game mode. Elites vs Spartans. Spartans vs Spartans. Elites vs Elites. Heck add Forerunners and Brutes as playable characters and factions too. There’s so much room for developement and after talking to other fans 343, I think there’ll be a group of players that will like this.

Tell me what you think guys! I love to hear your feedback. Am I wrong? Do you agree? Do you have a better idea?

<mark>mod edit: moved to Halo 5 Guardians</mark>

I think a lot of people approach Warzone in the way that you have: from what earlier Halo game modes has it evolved, and how did it improve on them or fail in comparison to them? And that is a perfectly legitimate point of view. I don’t see as much of a connection to Invasion as others seem to, maybe because I have no happy memories of it, but I definitely see the family resemblance to Dominion. Ultimately, though, I prefer not to ask myself how they stack up against one and other. I’d rather look at Warzone in more general terms: Is the gameplay good? Is the 24-player battlefield a good idea? Does it stray too far from conventional Halo game play, or not far enough? Are reqs a force for good or for evil, and if they’re a force for evil then is there a way to change them to be more palatable to the players without the developer giving up any revenue?

After two plus years in the Warzone trenches I’ve finally figured out what a lot of other people understood intuitively before the game ever launched: Warzone exists for the primary purpose of generating income for the developer in a post-paid-DLC world. The question 343 was asking themselves in developing Warzone was not, “How do we make this fun?” The question they asked themselves is, “How do we make money from this without making it an obvious pay-to-win scenario?” They assumed it would be fun regardless of whether players felt like they were “earning” victory or “buying” it. And to some extent they were right. Warzone has turned out to be one of the more popular features in a game that has struggled with popularity, and in a game that has also struggled to make room for less competitive players. So chalk one up for the dev.

That said, my personal experiences with Halo in general have made me suspicious of any weapon that isn’t a loadout weapon, and suspicious of vehicles across the board. In that sense, Warzone is for me a double failure. It’s Heavies (everything I ever hated about BTB) plus an unlock mechanism that is based on performance. There are just too many weapons that I don’t want to use, and that would take a life time to learn even if I did, and too many vehicles rolling around for me to go through a match with a battle rifle and an AR. So for me the typcial match is two rounds wasted with a pistol that I can’t use because I refuse to get that close to the enemy, a third round where I finally have a BR, and then two more rounds after that which are completely unplayable because of [insert names of ludicrously over-powered weapon variants here] and skies filled with a half a dozen hannibal wasps. This means that in a match which might last between 20 and 25 minutes, I’m getting about 5 minutes of gameplay. That’s why I don’t play warzone anymore.

The subject of WZFF is even harder. The req system affects WZFF in exactly the same way as it does the other warzone variants, so that’s a problem. But the bigger problem for me is that FF has traditionally been my game mode of choice because it gives me the opportunity to ditch the grind, and play solo at my own pace and at my preferred level of difficulty. WZFF is grindy as hell, forces me to play against (yes, I said against) seven other people, and the variations in difficulty are meaningless precisely because of the presence of other players. It’s a legitimate idea of what a Halo PvE game mode can be, but I hate it passionately because PvE is my sweet spot in Halo and this one lets me down at every turn.

Strange personal preferences aside, we all seem to keep circling around the issue of the req system. I’m pretty sure it’s evil, but I also can’t picture Halo moving forward without it. The game isn’t built just to satify gamers, after all. It’s also built to satisfy shareholders. And they love the req system.

> 2533274868447493;1:
> After Halo 5 has been released nearly 2 and a half years ago, I thought I’d share some thoughts on the new game mode, “Warzone”. This post will go over personal opinons on gameplay in Warzone and Warzone Firefight. This will be covering the successess and failures evaluated by not only my perspective as a fellow gamer and Halo lover but by criticism I gathered from other gamers as well. First I’ll go over gameplay in comparison to other game modes in halo 5, then I’ll compare it to other games and their gamemodes, last I’ll give my opinon and use all three segments of this review to suggest a new game mode that can be used in Halo 6. This article will mention REQ packs, the reward system and playable species as they’re both included in this point I will gloss over them quickly given that they are topics of their own discussion.

Is it necessary to write a big paragraph telling us what you’re about to tell us? Your post is already quite long without it.

> 2533274868447493;1:
> To achieve the Achilies armor one must complete all the commendations within the spartan company which has been set high in order to only achieve it as a team. While this armor definitely has encouraged teams to slave over completing that goal, it is unique in design and is worth bragging rights. Unlike much of the other armor where it shares simiilar characterisitcs in the scout armor, this one definitely feels like a reward to boast about next to Helioskril.

Achilles doesn’t have much to do with Warzone. A Spartan Company could, in theory, unlock Achilles without touching Warzone except to get marine kills, so I’m not sure why you’re talking about it here. Also Helioskrill isn’t really worth boasting about anymore :confused: It would have been nice to have more cosmetics that are unlocked from commendations/achievements rather than RNG lootboxes, but that’s more of an issue with the req system than Warzone.

> 2533274868447493;1:
> Taking out the, “Pay to win” portion out of the argument here is the issue. In foresight this would be one of the last things to consider. At launch everyone started off at zero. No req packs, weapon unlocks, vehicles,. ect. We all unlocked them at random and we used that to change the tide of the game. Assuming that buying these packs weren’t an option, a brand new player that walks into this game several years later is punished by facing foes and having allies that have years of grinded gear that be little any basic weapons they’ll unlock. While this is a trait strongly caried in an MMO this isn’t good for a first person shooter let alone Halo. Halo originally was using skill and cunning tactics to take out your enemies to obtain power weapons. This is stll used today in the other various game modes in Halo 5. Everyone spawns with the same gear and load outs but not in Warzone. Simply telling a new player to “Get good” when he’s being spawn killed by a team in Warzone because he’s unable to get enough points to reach the weapons that he may not even have unlocked yet leads the game mode to a show of “who has the bigger guns.”

Yes, I completely agree with this point. I’ve been saying this for a long time. Unlocking weapons and vehicles and especially loadouts from progression is a terrible idea.

> 2533274868447493;1:
> This gamemode as stemmed off of Halo 4’s Dominion and Halo Reach’s invasion.

ok but I’ve gotta agree with Recon about this point. I prefer to judge Warzone on more general terms rather than comparing it to other game modes.

> 2533274868447493;1:
> Tell me what you think guys! I love to hear your feedback. Am I wrong? Do you agree? Do you have a better idea?

Yes, a better idea than Warzone is called BTB Heavies. Why? Because weapons and vehicles are on the map, rather than brought in by players who unlocked them from playing a lot. Hopefully Halo 6 has it.

> 2533274873843883;2:
> Strange personal preferences aside, we all seem to keep circling around the issue of the req system. I’m pretty sure it’s evil, but I also can’t picture Halo moving forward without it. The game isn’t built just to satify gamers, after all. It’s also built to satisfy shareholders. And they love the req system.

This is true but we, as gamers and consumers, can at least try to have a voice and make our thoughts about the req system known to the developers. Even if money ends up speaking louder, we can and should at least do that much.

The Warzone mode should stay in Halo but get rid of these Req stations and give people the option to make there own loadout. By having a progression system in place where you have to complete 3 out 5 challenges with all the weapons in order to unlock level two and then level 3 of weapons and only have 3 levels for everything. Like Warzone can be the mode that the casual Halo fans want to see but it has to be a completely different mode from competitive gameplay. Where a person from arena can’t just jump in Warzone and wreck people just because there good at getting kill.

I enjoy warzone. It’s not near as bad as most try and make it. Sure it could be vastly improved. #1 thing they need to do is make the enemy AI smarter and not so bullet spongey. Right now enemy AIs can pretty much be ignored if the teams choose to ignore them. They will sit in their respective area unless they are approached. They need to make it so AI will hunt down Spartans, even capture bases/armories/garages. #2 make the bosses and enemy AIs spawn much more randomly. It is to easy to predict when and where they will be and in some cases you can immediately splatter them as soon as they spawn. #3 The req system. This system would be accepted by way more players had they left stuff to be earned. Not every thing should have been crammed in the reqs especially how bloated it got. They should have given out cosmetic awards for campaign related achievements. They should have made it so in order to get the next level weapon, you had to complete levels of it’s commendations. Players have to feel like they earned some stuff.