So these “Defend the [Insert bs object here]” rounds in WZFF are by far the worst… Even more unfair than 3 wardens in a base, and the reason is simple… Prometheans… Of all these rounds only two or so are Covenant, and those are so easy because the Covenant does not instantly respawn 5 Soldiers for every 1 killed. And the amount… the -Yoinking!- amount of enemies that rush the objective at once is absolutely rediculous. On the round 4 objective for skirmish at darkstar “Protect the Generators” it starts off pretty easy, but about 3-4 waves in Knights spawn, and remember a Halo 5 Knight can survive 3 or so hits from a SPNKR. And to add insult to injury [more like grave wound] most vehicles cannot reach the area you need to defend, and the ones that can are weak and give you little to no protection from enemy fire. Back to the Knights, not only can they survive massive damage, but they can also deal massive damage. Most Knights will spawn with Lightrifles, but some will use Scattershots making close range [which is required since the object is in a small area] nearly impossible. Other Knights will use Incineration cannons that 3 shot the objective, and they seem to have insane accuracy to ensure they ruin your day. I can’t take these objectives 343. They are far too unfair and just not fun to play.
In conclusion it is quite simply -Yoink-, and feel free to disagree, but this is the main source of my headaches…
Here are some fixes though.
- Increase health of defended item - Reduce number of enemies, or at least the Knights - Reduce number of waves attacking - Put a temporary REQ station near the objective so players don’t need to die to get more ammo - Maybe switch the round so players attack, it’d be more fun to use a fuel rod to destroy their stuff for onceAnyways I’m done ranting, this like my 6th FF rant.
We had a round on Urban in which a “defend the core” objective spawned on the other end of the map, and along with it, four soldiers with Promethean turrets. They destroyed the core before any of us could get close enough to get a shot off. I haven’t played Warzone Firefight ever since.
It doesn’t help that the things you have to defend are placed really awkwardly so it’s hard to defend them effectively.
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> We had a round on Urban in which a “defend the core” objective spawned on the other end of the map, and along with it, four soldiers with Promethean turrets. They destroyed the core before any of us could get close enough to even get a shot off. Haven’t played Warzone Firefight ever since.
Yeah I forgot to mention the turret -Yoinks!-.
> 2533274855477511;2:
> We had a round on Urban in which a “defend the core” objective spawned on the other end of the map, and along with it, four soldiers with Promethean turrets. They destroyed the core before any of us could get close enough to even get a shot off. I haven’t played Warzone Firefight ever since.
I get a little salty every time this happens.
Defend the core sucks on Urban, worst spot possible also they spawn it on the other side of the map so its either get reqs and race tot eh core or run tot he core die, wait 15 seconds and spawn in with reqs that dont do -Yoink-.
Defending the Forerunner cores on Sanctum is actually somewhat fun with the Covies. The Promethean versions are not fun at all though.
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> Defending the Forerunner cores on Sanctum is actually somewhat fun with the Covies. The Promethean versions are not fun at all though.
Defending things from the Covenant is actually fun and generally possible. Defending from Prometheans is just “Spam ur REQs and hope u can make it”.
On Urban round 2 or 3 defend the core which spawns in front of the main base, its a single core out in the open not the 2 cores up behind the armory, but that single core objective leads me to believe that wasn’t tested. If you look at my recent games you’ll see that losing a firefight match isn’t something that happens often. I play with 3 or 4 friends often and we end up carrying the game to a win no problem.
But when that Urban map pops up and that core defense round plays we lose it every time. It’s just not winnable it seems, there must be 100 enemies that spawn right on top of it.
It’s a little BS, but it’s not really impossible. Ghosts help alot, you can splatter all the splinter turret guys in one swipe. Then you just boost from side to side running over the enemies in your way. 2 people with ghosts usually can clear them pretty quick. Definitely the most difficult objectives, but by no means impossible.
The only problem I have with defending against prometheans is the the amount of crawlers. I can handle the soldiers, it just takes one hit to the back, the knights I just spam splinter grenades until their backs break to hit them, but the crawlers come running in shooting in packs of like 6 getting behind everyone.
So agree. Why do we have defend a Forerunner core for Prometheans. I agree with Urban Core defend, I have only gotten past that round maybe three times and only because we had skilled drivers running the enemy down in a ghost. I am not so good at that and when I have tried only got a couple of kills before getting killed. I like what was suggested. I would say at the very least don’t spawn the Prometheans right next to the objective. The Prometheans are the fastest units in the game. The crawlers almost run the same speed as vehicles, the soldiers keep warping long distances to get to the objective, the Knights are the only slow units. It really sucks that soldiers spawn next the objective but when they spawn in with Promethean Cannons, will lest just say the odds of win went from slim to none.
> 2727626560040591;7:
> Defending the Forerunner cores on Sanctum is actually somewhat fun with the Covies. The Promethean versions are not fun at all though.
Yeah I actually enjoy Covenant objectives. I guess I just miss when the forerunners were mysterious and not absolute -Yoinks!-
Maybe you should apply for Deacon of the ff rants after all.
> 2533274879407634;14:
> Maybe you should apply for Deacon of the ff rants after all.
Told you xD
> 2533274855477511;2:
> We had a round on Urban in which a “defend the core” objective spawned on the other end of the map, and along with it, four soldiers with Promethean turrets. They destroyed the core before any of us could get close enough to get a shot off. I haven’t played Warzone Firefight ever since.
Did the core spawn in the hilly area with the rocks? If so, then I know the feeling. It is very difficult to defend or assault that particular position, and since the Prometheans are always there first, the core already loses 25% by the time we get there.
> 2533274855477511;2:
> We had a round on Urban in which a “defend the core” objective spawned on the other end of the map, and along with it, four soldiers with Promethean turrets. They destroyed the core before any of us could get close enough to get a shot off. I haven’t played Warzone Firefight ever since.
I hate this so much I don’t even know what to say…of ALL the things people complain about in Firefight, THIS one has GOT to get fixed. It’s almost a guaranteed loss, when enemies with heavy weapons are present almost IMMEDIATELY on the objective while your team scrambles a quarter of a mile…you know how it ends.
I’ve gotten used to and adapted to most of the challenges in Firefight, but I just cannot get over the fact that these rounds basically spell a loss for the fireteam. It’s like the house stacking the odds at the casino.
"Oh, you want soup? NO SOUP FOR YOU!"
I wonder how turbo mode would work in firefight, calling a strong vehicle in the early round.
It’s not so bad just as long as your team can take action. Yes, there are some pretty unfair circumstances, including the 50k sprint in Urban, but if you get a Ghost or two in there (if Urban or another able map), have your team use power weapons or good weapons in general, and work hard at it, consider that core defended. Sadly, all these circumstances put together aren’t too common. It definitely is a pretty discouraging objective, but if you know what you’re doing, you can really build up that REQ level.
The spawning for those defend objectives on most maps is horrible. Even the term “defend” is frustrating based on how the spawning system works. Your team is not defending, you are capturing, then possibly defending (if you are not spending most of your time respawning and running in only to be shot in the back)
The garage on Urban for example…
They spawn waves inside the garage and just outside. Of course this round happens when you are on the other side of the map so they have full control of the objective.
You are forced to fight your way in, but just as you clear out enough to start working your way in, another wave spawns directly behind you or on top of you. So of course you die which puts the team down a player for the 30 second respawn and then what ever ridiculous amount of time it takes for you to get back to the fight since it respawns you in the worst possible location for a quick response.
Enemies should not spawn within a radius of any building or core you are defending. This would allow you to actually hold the position and “defend” it. Also players should respawn in that radius so you can instantly get into the fight. Attackers and defenders should NEVER spawn side by side.