So Escape From Arc in Warzone Firefight is…How can I say this?
broken?
Its been bugging me and I know 343 really doesn’t listen here but I want to see if I’m the only one who sees this.
On round 2- if you’re lucky you won’t get this mission, You have to protect the core that’s on the opposite side of the map, inside the tunnel. Which is a challenge on its own to get there-- but once you get there the prometheans whom you have to protect the core from are already attacking the core. Which is where the problem is. They have NO intention in attacking you or even refraining from just rushing in. Which would be easy to defend but they are insane bullet sponges. And most of them are carrying turrets.
Now I don’t know how hard it must be to program this- but why is their priority to destroy the core and completely ignore, to some degree, the Spartans defending the core? And why is it that they spawn in almost instantly to the start of the mission?
What do you guys think?
This is my favorite WZF map. There is nothing broken, if you have trouble getting over there, spawn a ghost. You should be level 3 or 4 after round 1.
I think it’s fine, can’t remember, if ever, not completing it.
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> I think it’s fine, can’t remember, if ever, not completing it.
I rarely get past that mission which sucks cuz its cool but I honestly can never pass that one unless if I have a friend or two playing with me. :_
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> This is my favorite WZF map. There is nothing broken, if you have trouble getting over there, spawn a ghost. You should be level 3 or 4 after round 1.
Yoyre missing the point. The problem isn’t getting there as much as it is beating it. Can you give me a strategy to possibly having a better chance at beating it? Maybe play it when you get a chance and let me know?
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> > 2533274816788253;3:
> > I think it’s fine, can’t remember, if ever, not completing it.
>
> I rarely get past that mission which sucks cuz its cool but I honestly can never pass that one unless if I have a friend or two playing with me. :_
>
>
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> > This is my favorite WZF map. There is nothing broken, if you have trouble getting over there, spawn a ghost. You should be level 3 or 4 after round 1.
>
> Yoyre missing the point. The problem isn’t getting there as much as it is beating it. Can you give me a strategy to possibly having a better chance at beating it? Maybe play it when you get a chance and let me know?
The easiest way that I’ve found for beating the round is getting a Ghost and running over as much as you can. If you don’t have any Ghosts, what I recommend is that you get a Battle Rifle (if possible) and start running there right after the intermission starts. Then, you’ll just have to shoot at everything that shoots at you and hope your teammates aren’t dumber than a sack of wrenches.
It’s absolutely not broken. That’s one of the easier generator defenses IMO.
As soon as Round 1 ends, just sprint to that side of the map. It shouldn’t be hard from any of the Round 1 objectives.
SMGs and ARs mopping up enemies close to the core with Patrol Case on if applicable. If you can steal one of their Splinter Turrets or bring your own, you’ll mop everything up.
Have you tried attempting to ‘git gud’?
Don’t listen to those who tell you to “git gud” or “it’s not hard” as there’s always different variables and everyone has different experiences. I understand your frustration, sometimes your group may not be coordinated, or that you’ll get an objective on one side of the map and the generator defense spawns at the other. And yes, 343 sometimes has enemies spawn at the base of generators. It’s either an oversight or they did it for artificial difficulty. But hey? It’s waaay better than the generator defenses on Urban and Darkstar. Which are total nightmares when you’re in an uncoordinated team.
But it’s not impossible, you can employ some of these tactics which I find useful for this Objective:
-Don’t rush in, stay back. The more you die, the more time the core is gonna take damage without you or your teams presence. Even one of you are out, that’s one man less to protect the core.
-If your level is low, spawn a ghost or a mongoose and just splatter the soldiers and crawlers. Careful around soldiers as they can hijack you. Plus you won’t last long and you’re gonna have to do it multiple times.
-If you can afford it by this time, spawn an Ultra Ghost and sit back behind the core and shoot the enemies, only splattering when needing to.
-If you can really afford it; spawn a grenade launcher and blast the core area from the tunnel from the Armory. Placing a grenade and holding its charge in place of a Soldiers spawn point is effective. Alternatively you can spawn a Plasma Caster and do the same thing, lace the area with your primary fire and mix in a few charged bolts too when things get dicey.
-Lastly, you can just coordinate your team if you’re playing with one. If you all have a BRs you could just stand in the tunnel and teamshoot the enemies. I see a lot of people by this time still running around with ARs and running in headfirst only to die.
Hoped I helped; people on here sometimes like to blame you for your promlems I see it all the time even if you’re asking politely. But hope these tips provide some sort of helpfulness.
I’m not that great at H5 but even I can handle this with random teams. Just keep moving, keep firing, and try and pick up grenades as well.
That defense isn’t impossible, and the tight bunching of the enemies as they run up the ramp make grenade spam an efficient choice.
There is nothing to fix in escape from ARC, I’ve probably never missed one game in firefight on that map.
If you think ESCAPE from ARC is frustrating, then what do you think of Raid on Apex 7 firefight?
Have you ever tried the mission (Round n * 2) in which you have to destroy two potentially invulnerable banshees that kill you with a single plasma projection in 0.001 seconds? ( And all this when you have a requisition level of 2
Or the four knights (round 5) who shoot bullets of incenerization cannon (heartseeker) as if they were bullets of an automatic weapon with infinite ammo and can destroy a scorpion in less than a second?
That’s frustrating. In practice, if I see from the initial screen that I’m going to play a game on Raid on apex I restart immediately, I do not think about playing that map, it’s crazy!
Anytime ARC comes around, you should just know to start heading to that tunnel ASAP after the end of round 1, just in case. Like others have already said, ghosts are the way to go in order to make really short work of the prometheans. Grenade Launcher’s not a bad choice if you don’t have a ghost handy though.
As someone posted earlier in this thread - AR the crawlers and pistol the soldiers. get one of the splinter turrets and rain down fire from on top of one of the boxes as the enemy rounds the corner (Right before they jump up), you can usually clear a full wave with 3 splinter shots…then repeat to the other side
A Ghost makes this round very easy as well
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> There is nothing to fix in escape from ARC, I’ve probably never missed one game in firefight on that map.
> If you think ESCAPE from ARC is frustrating, then what do you think of Raid on Apex 7 firefight?
> Have you ever tried the mission (Round n * 2) in which you have to destroy two potentially invulnerable banshees that kill you with a single plasma projection in 0.001 seconds? ( And all this when you have a requisition level of 2
> Or the four knights (round 5) who shoot bullets of incenerization cannon (heartseeker) as if they were bullets of an automatic weapon with infinite ammo and can destroy a scorpion in less than a second?
> That’s frustrating. In practice, if I see from the initial screen that I’m going to play a game on Raid on apex I restart immediately, I do not think about playing that map, it’s crazy!
I love that map, never had those problems before.
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> It’s absolutely not broken. That’s one of the easier generator defenses IMO.
>
> As soon as Round 1 ends, just sprint to that side of the map. It shouldn’t be hard from any of the Round 1 objectives.
>
> SMGs and ARs mopping up enemies close to the core with Patrol Case on if applicable. If you can steal one of their Splinter Turrets or bring your own, you’ll mop everything up.
It’s not that it’s hard, its easily a representative of a bigger problem.
You’re not told what the objective is until everything already starts, enemies already start to spawn, and the timer starts ticking. You can try to prepare for one Round, but then you’re just going to be met with a different Round you’re unprepared for. Let’s say you find and bring a Splinter Turret to the tunnel during Intermission waiting for the Defend the Generator round to show up. instead, you have to fight 3 Boss Ghosts with the rest of the Covenant by the Garage instead. Whoops, you’re unprepared now, and you’re dead because you can’t fight back well enough.
Or I could spawn a Wraith to prepare for a Kill 25 Ghosts Round, only to be told I have to fight 3 Boss Banshees in the air. Now my Wraith is useless.
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> Have you tried attempting to ‘git gud’?
this post actually has some credibility lol
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> > 2582197822075686;6:
> > It’s absolutely not broken. That’s one of the easier generator defenses IMO.
> >
> > As soon as Round 1 ends, just sprint to that side of the map. It shouldn’t be hard from any of the Round 1 objectives.
> >
> > SMGs and ARs mopping up enemies close to the core with Patrol Case on if applicable. If you can steal one of their Splinter Turrets or bring your own, you’ll mop everything up.
>
> It’s not that it’s hard, its easily a representative of a bigger problem.
>
> You’re not told what the objective is until everything already starts, enemies already start to spawn, and the timer starts ticking. You can try to prepare for one Round, but then you’re just going to be met with a different Round you’re unprepared for. Let’s say you find and bring a Splinter Turret to the tunnel during Intermission waiting for the Defend the Generator round to show up. instead, you have to fight 3 Boss Ghosts with the rest of the Covenant by the Garage instead. Whoops, you’re unprepared now, and you’re dead because you can’t fight back well enough.
>
> Or I could spawn a Wraith to prepare for a Kill 25 Ghosts Round, only to be told I have to fight 3 Boss Banshees in the air. Now my Wraith is useless.
EDIT: Re-wrote this because the original was posted on mobile while I was half watching The Office US and half paying attention.
Warzone Firefight, although a flawed mode, does have some ‘skill’ to it. Those who excel in it have learned how to play it properly, how to deal with each encounter and knowing what weapons to call in.
Using the OP’s complaint - we can use Escape from A.R.C. as an example. As soon as Round 1 is coming to a close, you should be making your way to the closest REQ station to equip the better loadout weapons you have. For me, I’m normally REQ Level 3 by the end of Round 1 so I’ll equip:
- Battle Rifle - standard - Pistol - extended magazine/Assault Rifle - extended magazine - Patrol Case armour modI will then immediately start running to the Generator spawn location. By the time the round has started, I have reached the entrance of the tunnel and by the time the enemies can even get shots onto the Generator, I am already there, killing them. It’s very rare in my matches that the core will take more than 25% damage.
From your post, it looks like you’re making the mistake of preparing for a round in the wrong ways. You do not need a Splinter Turret to be successful in Round 2 of Escape from A.R.C. If anything, you’re screwing yourself and your team mates over because you’re going to spend so much time literally walking over there. You also shouldn’t be calling in REQ weapons or vehicles without knowing what the potential encounters are going to be.
The examples you gave simply aren’t possible Round 2 encounters on Escape from A.R.C - the only encounters possible on that map are:
Kill Jackals
Defend the Generator
Eliminate the Soldier Guards
Kill Ghost Marauders (2, not 3)
Kill Watchers (25)
These five encounters are incredibly easy once you know how to handle them.
–
I’ve invested A LOT of time into Warzone Firefight and I’m usually prepared for whatever the rounds throw at me. I also understand that it can be overwhelming if you don’t know what’s going on to begin with. That’s why I spent a bit of time creating a spreadsheet for all the maps in Warzone Firefight (minus Prospect and Temple, those are still a work in progress) which include most of the potential round encounters.
You can view it here: https://docs.google.com/spreadsheets/d/1bI5cp3MsbsNYrpsCpSAaYi1CtQ0vKIDVbXbznvVO_LE/edit?usp=sharingEDIT 2: Updated Round 2 ARC encounters since I was looking at an old encounter list. Regardless of my mistake, all these rounds are easy to prepare for.
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> > > 2582197822075686;6:
> > > It’s absolutely not broken. That’s one of the easier generator defenses IMO.
> > >
> > > As soon as Round 1 ends, just sprint to that side of the map. It shouldn’t be hard from any of the Round 1 objectives.
> > >
> > > SMGs and ARs mopping up enemies close to the core with Patrol Case on if applicable. If you can steal one of their Splinter Turrets or bring your own, you’ll mop everything up.
> >
> > It’s not that it’s hard, its easily a representative of a bigger problem.
> >
> > You’re not told what the objective is until everything already starts, enemies already start to spawn, and the timer starts ticking. You can try to prepare for one Round, but then you’re just going to be met with a different Round you’re unprepared for. Let’s say you find and bring a Splinter Turret to the tunnel during Intermission waiting for the Defend the Generator round to show up. instead, you have to fight 3 Boss Ghosts with the rest of the Covenant by the Garage instead. Whoops, you’re unprepared now, and you’re dead because you can’t fight back well enough.
> >
> > Or I could spawn a Wraith to prepare for a Kill 25 Ghosts Round, only to be told I have to fight 3 Boss Banshees in the air. Now my Wraith is useless.
>
> Part of the mode is learning which encounters are going to take place on each round. Some of the encounters you listed just aren’t possible for Round 2 on ARC.
>
> The only possible encounters on ARC Round 2 is killing Jackals, defend the generator (which I haven’t failed solo queuing in weeks) or eliminating Soldier Guards. All three are incredibly easy encounters.
>
> I don’t understand why you would call in a Wraith without knowing what the next round is going to be. Sounds like you’re setting yourself and your team for failure.
You can’t learn exactly what round comes though, that’s the point. You can narrow it down to 2-4 choices, but you’ll never find out the one round until it starts. Before that point, it’s random what you get.
I definitely remember fight Boss Ghosts on Round 2 on ARC around the Garage. But it’s not limited to one map or one Round. It’s a fundamental design of Firefight. For example, my last statement with the Wraith is possible on Sanctum Round 4.
Stormbreak Round 5 has two choices, each one taking place on opposite sides of the map and both almost requiring the use of slow, heavy vehicles. Elites and Hunters on one side, or Knights and Wardens on another. The only way to win is to sit in the Fortress and be slightly unprepared for both, or make a gamble on one and be completely unprepared for the other.
Apex 7 Round 5 has three choices, all taking place on different sections of the map, away from where you’d most likely complete Round 4 (the other Home Base). One favors heavy vehicles, at least one of the others punish heavy vehicles.
It’s basically telling me that Intermission is completely useless and I have to make all of my preparations when the Round starts and during my active engagements, when that defeats the purpose of Intermission in the first place.
Firefight isn’t hard. It was never hard. Not even the Beta was hard, one round was bad because of poor mission design. The game is just actively playing against you because of really bad design choices.
I don’t find that a problem myself but WHAT I DO find a problem is those three wardens hiding in the base in several maps and the three mantises in Attack on Sanctum.
I have never had an issue with defending the core, i don’t think they have ever destroyed the objective. Use ghosts and drive back and forth through the tunnel or pick the grenadier perk, splinter grenades from dead prometheans, then spam them
Edit: also splinter turrets
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> > > 2533274833081329;14:
> > > > 2582197822075686;6:
> > > > It’s absolutely not broken. That’s one of the easier generator defenses IMO.
> > > >
> > > > As soon as Round 1 ends, just sprint to that side of the map. It shouldn’t be hard from any of the Round 1 objectives.
> > > >
> > > > SMGs and ARs mopping up enemies close to the core with Patrol Case on if applicable. If you can steal one of their Splinter Turrets or bring your own, you’ll mop everything up.
> > >
> > > It’s not that it’s hard, its easily a representative of a bigger problem.
> > >
> > > You’re not told what the objective is until everything already starts, enemies already start to spawn, and the timer starts ticking. You can try to prepare for one Round, but then you’re just going to be met with a different Round you’re unprepared for. Let’s say you find and bring a Splinter Turret to the tunnel during Intermission waiting for the Defend the Generator round to show up. instead, you have to fight 3 Boss Ghosts with the rest of the Covenant by the Garage instead. Whoops, you’re unprepared now, and you’re dead because you can’t fight back well enough.
> > >
> > > Or I could spawn a Wraith to prepare for a Kill 25 Ghosts Round, only to be told I have to fight 3 Boss Banshees in the air. Now my Wraith is useless.
> >
> > Part of the mode is learning which encounters are going to take place on each round. Some of the encounters you listed just aren’t possible for Round 2 on ARC.
> >
> > The only possible encounters on ARC Round 2 is killing Jackals, defend the generator (which I haven’t failed solo queuing in weeks) or eliminating Soldier Guards. All three are incredibly easy encounters.
> >
> > I don’t understand why you would call in a Wraith without knowing what the next round is going to be. Sounds like you’re setting yourself and your team for failure.
>
> You can’t learn exactly what round comes though, that’s the point. You can narrow it down to 2-4 choices, but you’ll never find out the one round until it starts. Before that point, it’s random what you get.
>
> I definitely remember fight Boss Ghosts on Round 2 on ARC around the Garage. But it’s not limited to one map or one Round. It’s a fundamental design of Firefight. For example, my last statement with the Wraith is possible on Sanctum Round 4.
>
> Stormbreak Round 5 has two choices, each one taking place on opposite sides of the map and both almost requiring the use of slow, heavy vehicles. Elites and Hunters on one side, or Knights and Wardens on another. The only way to win is to sit in the Fortress and be slightly unprepared for both, or make a gamble on one and be completely unprepared for the other.
>
> Apex 7 Round 5 has three choices, all taking place on different sections of the map, away from where you’d most likely complete Round 4 (the other Home Base). One favors heavy vehicles, at least one of the others punish heavy vehicles.
>
> It’s basically telling me that Intermission is completely useless and I have to make all of my preparations when the Round starts and during my active engagements, when that defeats the purpose of Intermission in the first place.
>
> Firefight isn’t hard. It was never hard. The game is just actively playing against you because of really bad design choices.
I’ve just finished editing my original post to be a lot more in-depth so my point is hopefully a little more clear. I’d appreciate it if you went back and gave it a read.
However, I’ll totally reply to this post.
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You obviously can’t know exactly what’s coming next but you can totally position yourself and prepare for what the next rounds could be. To address your points:
Stormbreak Round 5 is easy to prepare for. Since you already know both encounters are going to take place on either side of the map, you position yourself within the Fortress and sit at a REQ station. Call in a Scorpion, Wraith or Banshee once the round has started and then exit the Fortress towards the direction of the objective. You have PLENTY of time to get your vehicles spawned, across the map and to the enemy locations with more than enough time left when you defeat the final boss. I constantly beat this map (and all of the other maps) with complete randoms, some of whom don’t have many REQs, certainly not enough to be calling in vehicles every other round. If your team isn’t managing to kill their bosses then you aren’t playing well enough, simple as that. I’m not trying to sound like a -Yoink- either, it’s just the truth.
Let’s jump into Apex 7 Round 5, also as one of your examples. The three potential encounters for Round 5 of Apex 7 is:
- Grunt Goblin @ the Beach & 2 Mythic Hunters in the cave near the Beach - Covenant Phantom at one sides base on the beach & Mythic Tankmaster Luk in a Wraith - Four Soldiers in a tunnel followed by three Mythic Knights on SpireEach of these are you stated are on different ends of the map but this isn’t a problem. As soon as Round 4 is coming to a close, once again make your way to the closest REQ station (if you aren’t already in a vehicle at this point, which you should be) and wait for the Round 5 to begin. As soon as the on-screen text pops up, decide if you should call in a vehicle here, or move to a different REQ station closer to the objective allowing you to spawn your vehicle closer to it. In general, the best place to be when Round 5 begins would be the home base where you originally start the game on Apex 7 as one of the objectives could be there, while the other two are at the maps half way point.
Now to address Intermission being ‘useless’. As soon as Round 4 ends, you have 30 seconds to make your way across the map. 30 seconds. This is more than enough time to get to at least the half way point of the map and by the time the enemies are spawning in, you’ll be near the starting home base’s REQ stations.
Firefight is hard, but only if you refuse to learn how to properly play it. I used to be terrible at it due to how unforgiving the enemies were on Legendary difficulty (back when this was the only option) and I have to adjust my play style to be a lot more slow and careful to stay alive. It seems like you just need to take advantage of the downtime and noticing when your team mates are going to finish an objective so you can sneak off and prepare for the next round.