This is an issue that is still seriously -Yoink!- me off about warzone firefight. And this issue seems more apparant on Darkstar and ARC, but the whole thing is this: The game starts, the armory is under attack right away almost as everyone is leaving the first base so it almost always has damage done to it as we get to it. And that’s just on ARC, on Darkstar there have been times ON THE FIRST ROUND the armory all the way across the map is under attack and already takes 25% worth of damage to it’s health by the time we get there, and then when we though that wasnt bad enough, round two starts and BAM! protect the armory ON THE OTHER SIDE from promethean forces!
Why!?
Why does this keep happening?!?
And it’s not just the armories! On ARC especially we had several cases in the passed week were just after defending the first armory suddenly they expect us to defend a forerunner construct in the tunnel across the map that’s immediately taking damage from a ton of promies who make pushing into the tunnel even harder than it should be. ON ROUND 2.
I get that Firefight mostly deprives of RNG, but this REALLY needs to be looked into.
Also, in a boss wave if there’s a large group of enemies before we have to fight several wardens BECAUSE REASONS the timer should be increased after the first wave is killed.
Add the fact that the enemies are spammed into the map, players spawn halfway away from the action and enemies spawn so close to the _______. More like “Attack the _______” to me except defending the cores
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> Well I agree its broken but somehow I managed to get a speed bonus during the Defend The garage round… xD. it went by so fast
Sometimes you’re lucky enough to pass it, but that’s impressive dude. Don’t know how you did it with them spawning behind you every 20 seconds. That’s the most annoying part
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> > 2535468425990603;5:
> > Well I agree its broken but somehow I managed to get a speed bonus during the Defend The garage round… xD. it went by so fast
>
>
> Sometimes you’re lucky enough to pass it, but that’s impressive dude. Don’t know how you did it with them spawning behind you every 20 seconds. That’s the most annoying part
was in a wraith and luckily I had teammates who were competent enough to spawn reqs
> 2535468425990603;7:
> > 2535418851574306;6:
> > > 2535468425990603;5:
> > > Well I agree its broken but somehow I managed to get a speed bonus during the Defend The garage round… xD. it went by so fast
> >
> >
> > Sometimes you’re lucky enough to pass it, but that’s impressive dude. Don’t know how you did it with them spawning behind you every 20 seconds. That’s the most annoying part
>
>
> was in a wraith and luckily I had teammates who were competent enough to spawn reqs
-Yoink!- you are lucky. My team members insist on shooting them with the pistol. Like litterally running inside the armory swarming with enemies, with a pistol…
Defending against covenant is fun, defending against prometheans is bs and really difficult. Plus I’m tired of fighting prometheans, it seems like 343 shoves them down our throats.
> 2533274799135257;1:
> This is an issue that is still seriously -Yoink!- me off about warzone firefight. And this issue seems more apparant on Darkstar and ARC, but the whole thing is this: The game starts, the armory is under attack right away almost as everyone is leaving the first base so it almost always has damage done to it as we get to it. And that’s just on ARC, on Darkstar there have been times ON THE FIRST ROUND the armory all the way across the map is under attack and already takes 25% worth of damage to it’s health by the time we get there, and then when we though that wasnt bad enough, round two starts and BAM! protect the armory ON THE OTHER SIDE from promethean forces!
>
> Why!?
> Why does this keep happening?!?
>
> And it’s not just the armories! On ARC especially we had several cases in the passed week were just after defending the first armory suddenly they expect us to defend a forerunner construct in the tunnel across the map that’s immediately taking damage from a ton of promies who make pushing into the tunnel even harder than it should be. ON ROUND 2.
>
> I get that Firefight mostly deprives of RNG, but this REALLY needs to be looked into.
> Also, in a boss wave if there’s a large group of enemies before we have to fight several wardens BECAUSE REASONS the timer should be increased after the first wave is killed.
Defend the Armory on ARC’s first round is like my favorite one.
It’s full of Covenant, which means they aren’t popping up inside the base, they have to jump down and fight their way in.
There are no Jackal Snipers or Hunters, just Elites, Grunts, and standard Jackals
Infinite Storm Rifles, jury rig a Noob Combo by just spraying with the Storm Rifle and taking them down with a Pistol. If you do it right, you’ll get every kill or assist.
I’ve gotten to REQ level 5 from that one round alone.
I like the idea but it I don’t like the execution. Most times when I play either defend an armory or garage or protect the generator, the enemy has already delta damage before we can even get there. I wish we would be able to know the next objective during the “down time” so we can get the the objective before the enemy spawns there.
as far the arc goes round 1 defending the armory from covenant is easy shouldnt have any problems hitting 4 or 5 req lv by the end the 2 round core is mostly easy but things can go horribly wrong very quickly defending the garage is probably the worst objective u could probably get but ive found tartarus gavel seems to be quite handy
i have to say it all depends on when and where as to how do-able an objective is.
defending ‘bases’ must always have a player inside said base in an area that counts. many times i have seen most players running around outside the base trying to get kills. let them come to you, stay inside and use doorways as choke points to mow down the enemies as a team. yes, defend the garage on urban is a pita. if you cant do it in the temple on sanctum, you’re doing halo wrong. defend garage on arc against 2 phaetons? thats just hell on earth.
defending ‘objectives’ is a bit different. if you shoot the enemy at range, they turn to face you and not the objective. something you can hide behind is your buddy on these levels.
as an aside… if someone has bought in a tank and you have a pistol, kill the grunts around it ffs! do you really want a tank to waste kick bum ammo on a grunt when they could be taking out the bosses and getting your team a win? play support when you have to, we cant all be astronauts.
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> > promies
>
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> Can’t say I’ve heard this one before. And I thought it was weird enough to hear commander Palmer say “covies”
You know, I don’t like how she says covies. It shows bias on the narrators part, something stories should never have.
> 2533274904158628;3:
> > 2533274799135257;1:
> > promies
>
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> Can’t say I’ve heard this one before. And I thought it was weird enough to hear commander Palmer say “covies”
I believe its more of a fan term. I think I might of heard it in 5 “We’ve got Promies incoming!” Or something, but idk. People have been abbreviating them as this since after Halo 4 released. Or atleast I have on waypoint for years. I know I’ve heard covies before that and I always saw this as a nod towards that.
No one ever goes into the base. Normally we have like 10 seconds left and the base is a sliver away from being capped and all our teammates would have to so is just run in and die. It would stall the countdown just enough.
Firefight needs to go back to how it was in the beta in terms of spawning and difficulty. It may have been easy then, but I’d take easy over absolutely annoying any day.
Yea this objective does need some coordination between players. You need people hanging out on the outside clearing the AI, making room for others to go inside. From what I’ve seen any Defend objective involving Prometheans is harder. They spawn directly inside and annoying teleport everywhere. Whereas the Covenant have to jump out from a ship and fight their way into a base.