Changes needed in Free-For-All slayer

1) Fix the -Yoink- spawning.
This is true for all gametypes, (excluding Breakout, obviously) but is particularly annoying in FFA. Half the time I spawn, I’m in sight of at least one person, if not two. The reason for this is that the game detects enemies by proximity, and Halo 5 maps are as open as your mother after a few drinks. There is no cover anywhere, meaning that even if a player were to spawn a kilometer away, neither you nor he would be in cover, enabling a spawn-kill.

2) Do not use the same maps as Team Arena.
Team Arena maps are very open and have a particular flow. Truth, Regret and Colosseum fine examples of an ideal Team Arena map. However, these maps are -Yoink- in FFA. They are set up for team spawns, meaning in FFA, some poor -Yoink- will be spawning near another player, because the game placed them in the same team area. Another problem with this, is that map control is practically impossible. With areas designed to be held by multiple players, single player control isn’t going to happen. There’s just too many infiltration points, forcing players into camping. Which by the way, every match in FFA has at least one camper.

3) Remove the power weapons.
Not all of them, mind you, just the over powered ones. Things like the Rocket Launcher, Railgun and Shotgun shouldn’t be in FFA. They require no skill to use. Power weapons are fine in Team Arena, as you may end up facing multiple allied players, but in FFA, you just end up dominating players with a cheap weapon. Simply replace them with less powerful versions. For example, replace shotguns with Swords, Rocket Launchers with Fuel Rod Cannons, Railguns with Beam Rifles, etc. Anyone who’s used those weapons knows they’re still pretty powerful, without being too powerful. Also, remove weapon pads. Just place the weapons on the map.

4) Give players faster handling and faster spawn time.
If you’re wondering what I mean, I’m talking about action response time, or the time it takes to do stuff. Grenade toss time, shoulder charge recovery time, thruster recovery time, etc. You should also be able to reload and swap weapons while sprinting/clambering/thrusting. Halo is the type of game where, even if they’re on the brink of death, a skilled player will be able to out-play any lesser skilled opponent. With improved reaction/response time, engaging multiple opponents will be a breeze, assuming you got the skills. The faster spawn time also plays into this. If you get killed by a player, you know where they are. With the long respawn time, you lose track of them, and any potential comeback/revenge kill is unlikely. However, with reduced spawn time, you can plan out a counter attack. It also forces the other player who killed you to get moving, and not rely on the same area unless they’re sure they can defend it.

5) Give us optional death cams.
Some may be mad at the thought of kill cams, and I’ll admit, I don’t like them either. They give away your killer’s position and strategy. But I’m talking about death cams. A replay of your own gameplay footage of the time you died, allowing you to see what you did wrong from your own point of view. Now, when I’m salty about being killed, the last thing I want to see is my own failures. That’s why they need to be optional. “Press X for instant replay”, or something like that. It should also delay the respawn to give you time to analyse the footage. Not by much, just an extra second or two.

That’s it for now, I’m pretty sure I’ll think of something else to complain about later. Comment any problems you have with the FFA playlist or my arguments.

-Spawning is definitely an issue across the board, 343 is addressing that I believe.
-The maps will change no doubt over time, like when new maps are released and whatnot.
-I think weapon pads shouldn’t be in FFA as well. Definitely agree on that, but the shotgun with only 5 shots and maybe a needler or whatever should still be included.
-Changing the pace in which the game is played shouldn’t be handled by increasing the Spartan’s movement speed and reaction time, that’s what higher sensitivity is for and would be kinda cheap in my opinion. Learn to adapt to enemy strats in order to take them down. But I do agree that spawn times should be shortened.
-I can’t really remember but they had death cams in Halo 4, right? I kinda thought that was a little to CoD but whatever, it’d probably be cool.

I also want to make a note on how you presented your info here, very well organized and well thought out. It’s always good to see meaningful opinions being voiced on the forums apposed to 10 year-olds flipping out because they can’t use the magnum right. Thanks again man!

Typically power weapons in FFA have less ammo than their Team based counter parts. A rocket with two shots or a shotgun with five rounds isn’t game breaking. Whichever player can get the most out of their weapons should be rewarded for it.

Your 4th and 5th suggestions seem unnecessary. Halo 5 is already fast paced and doesn’t need any change to Spartan abilities to increase the pace. Theater mode is already in place if you want to re-watch moments you would like to learn from.

I would suggest increased radar for FFA. In previous Halo titles Slayer Pro lacked radar, but in FFA slayer pro the radar was Included. The importance of the radar is greater in FFA.

> 2533274853905477;2:
> -Spawning is definitely an issue across the board, 343 is addressing that I believe.
> -The maps will change no doubt over time, like when new maps are released and whatnot.
> -I think weapon pads shouldn’t be in FFA as well. Definitely agree on that, but the shotgun with only 5 shots and maybe a needler or whatever should still be included.
> -Changing the pace in which the game is played shouldn’t be handled by increasing the Spartan’s movement speed and reaction time, that’s what higher sensitivity is for and would be kinda cheap in my opinion. Learn to adapt to enemy strats in order to take them down. But I do agree that spawn times should be shortened.
> -I can’t really remember but they had death cams in Halo 4, right? I kinda thought that was a little to CoD but whatever, it’d probably be cool.
>
> I also want to make a note on how you presented your info here, very well organized and well thought out. It’s always good to see meaningful opinions being voiced on the forums apposed to 10 year-olds flipping out because they can’t use the magnum right. Thanks again man!

The shotgun does have only 5 shots, but damn that thing has range. The only weapon that can really compete is the SMG.
Also, I’m pretty sure Halo 4’s kill cams showed the other player’s footage. Not really sure, haven’t played Halo 4 in quite a while.

> 2717573882290912;3:
> Typically power weapons in FFA have less ammo than their Team based counter parts. A rocket with two shots or a shotgun with five rounds isn’t game breaking. Whichever player can get the most out of their weapons should be rewarded for it.
>
> Your 4th and 5th suggestions seem unnecessary. Halo 5 is already fast paced and doesn’t need any change to Spartan abilities to increase the pace. Theater mode is already in place if you want to re-watch moments you would like to learn from.
>
> I would suggest increased radar for FFA. In previous Halo titles Slayer Pro lacked radar, but in FFA slayer pro the radar was Included. The importance of the radar is greater in FFA.

The radar is a problem in most gametypes. The maps have a distinctive flow, which often means I get out-AR’ed from somewhere I can’t see on my radar. Not sure if this is a map related problem, or just the radar, though.

I think the spawn situation got a lot better since the player count went down to 6. Haven’t been spawn killed too much since.

Limiting the amount of maps isn’t a great idea. The list is already short to begin with, and less maps get worn out faster. Not to mention that’s gonna encourage everyone to cry even more about having no veto system, which we DON’T need.

I haven’t encountered a single power weapon that is totally game changing, plus they all require a decent amount of skill to be effective. They’re available to everyone and provide a hot spot on the map.

Per your 4/5 comments I think the actual solution is simply knowing the maps, routes, weapon spawns in and out and using that knowledge as the advantage. One of the biggest issues I’ve run into is with the ranking. If the ranking system was fixed it would allow for closer matches and limit most of the other expressed issues.

I can appreciate your opinions, but those are mine

Arena its self need a lower respawn time. I think it is almost 10 sec now, originally it was 5 sec, and 10 if you suicide.