Ever since 343 changed firefight to make it a little easier I’ve been winning nonstop. Probably over 90% of games since then. Well today I’ve lost 5/6 matches. Anyone else noticing the same thing? Did they change things to make it difficult again?
Maybe you just got lucky and unlucky. Firefight’s difficulty is rather inconsistent. For example, compare the possible final rounds for Raid on Apex 7:
A) Deacon Pipap with two Mythic Hunters afterward.
Deacon has Knights. Both can kill vehicles with incredible speed and accuracy. Both require absurd amounts of ammunition to kill.
Hunters are surrounded by massive amounts of Crawlers and can be hard to reach. Are also ridiculous bullet sponges.
B) Prophet’s Wrath (Phantom) with Tankmaster Luk
Most dangerous part of the Prophet’s Wrath is easily the surrounding Banshees. Fairly weak against concentrated Scorpion fire.
Tankmaster Luk is easy to kill with other tanks. Most threatening part is any Banshees and Ghosts you may fight.
Yeah the difficulty is not only determined by what hard rounds you get but also what easy rounds you get. What i mean by that is that if you get easy early rounds with very few kills, you won’t have the energy to buy the reqs you need to overcome later, more difficult rounds. The whole things really a huge gamble and it sounds like you were on a lucky streak.
I guess it’s possible. Seems way unlikely. Firefight has been cake until today. One example I think of is: the hunter premiers on Apex, where wraiths and banshees spawn. I never once saw that until today. I’ve played more than a hundred matches since the update. Has that objective been around the whole time?
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> I guess it’s possible. Seems way unlikely. Firefight has been cake until today. One example I think of is: the hunter premiers on Apex, where wraiths and banshees spawn. I never once saw that until today. I’ve played more than a hundred matches since the update. Has that objective been around the whole time?
As far as I know, yes, the Hunter Premiers on Apex 7 have always been there.
Difficulty is also determined by how good the other players are and how many req’s people burn during the game.
This is crazy. It’s the same as it has been for everyone else, wow. Well alright, thanks.
> 2535437652903765;2:
> Maybe you just got lucky and unlucky. Firefight’s difficulty is rather inconsistent. For example, compare the possible final rounds for Raid on Apex 7:
> A) Deacon Pipap with two Mythic Hunters afterward.
> Deacon has Knights. Both can kill vehicles with incredible speed and accuracy. Both require absurd amounts of ammunition to kill.
> Hunters are surrounded by massive amounts of Crawlers and can be hard to reach. Are also ridiculous bullet sponges.
>
> B) Prophet’s Wrath (Phantom) with Tankmaster Luk
> Most dangerous part of the Prophet’s Wrath is easily the surrounding Banshees. Fairly weak against concentrated Scorpion fire.
> Tankmaster Luk is easy to kill with other tanks. Most threatening part is any Banshees and Ghosts you may fight.
Every time I get this we barely kill the grunt mech.
And have 1 min to kill two sheltered / protected hunters(tunnel)…with ultra ghosts running arround the entrances.
> 2533274983213185;8:
> > 2535437652903765;2:
> > Maybe you just got lucky and unlucky. Firefight’s difficulty is rather inconsistent. For example, compare the possible final rounds for Raid on Apex 7:
> > A) Deacon Pipap with two Mythic Hunters afterward.
> > Deacon has Knights. Both can kill vehicles with incredible speed and accuracy. Both require absurd amounts of ammunition to kill.
> > Hunters are surrounded by massive amounts of Crawlers and can be hard to reach. Are also ridiculous bullet sponges.
> >
> > B) Prophet’s Wrath (Phantom) with Tankmaster Luk
> > Most dangerous part of the Prophet’s Wrath is easily the surrounding Banshees. Fairly weak against concentrated Scorpion fire.
> > Tankmaster Luk is easy to kill with other tanks. Most threatening part is any Banshees and Ghosts you may fight.
>
>
> Every time I get this we barely kill the grunt mech.
>
> And have 1 min to kill two sheltered / protected hunters(tunnel)…with ultra ghosts running arround the entrances.
Half the time I get the Deacon we barely get him down to 50%.
> 2535437652903765;9:
> > 2533274983213185;8:
> > > 2535437652903765;2:
> > > Maybe you just got lucky and unlucky. Firefight’s difficulty is rather inconsistent. For example, compare the possible final rounds for Raid on Apex 7:
> > > A) Deacon Pipap with two Mythic Hunters afterward.
> > > Deacon has Knights. Both can kill vehicles with incredible speed and accuracy. Both require absurd amounts of ammunition to kill.
> > > Hunters are surrounded by massive amounts of Crawlers and can be hard to reach. Are also ridiculous bullet sponges.
> > >
> > > B) Prophet’s Wrath (Phantom) with Tankmaster Luk
> > > Most dangerous part of the Prophet’s Wrath is easily the surrounding Banshees. Fairly weak against concentrated Scorpion fire.
> > > Tankmaster Luk is easy to kill with other tanks. Most threatening part is any Banshees and Ghosts you may fight.
> >
> >
> > Every time I get this we barely kill the grunt mech.
> >
> > And have 1 min to kill two sheltered / protected hunters(tunnel)…with ultra ghosts running arround the entrances.
>
>
> Half the time I get the Deacon we barely get him down to 50%.
The Deacon wrecks vehicles (UTTERLY), but he’s fairly susceptible to infantry weaponry. I found that shooting him long distance w/ special carbines/light rifles/promethean-augmented DMRS and BRs works wonders, specially if everyone’s doing it.
> 2533274809073993;10:
> > 2535437652903765;9:
> > > 2533274983213185;8:
> > > > 2535437652903765;2:
> > > > Maybe you just got lucky and unlucky. Firefight’s difficulty is rather inconsistent. For example, compare the possible final rounds for Raid on Apex 7:
> > > > A) Deacon Pipap with two Mythic Hunters afterward.
> > > > Deacon has Knights. Both can kill vehicles with incredible speed and accuracy. Both require absurd amounts of ammunition to kill.
> > > > Hunters are surrounded by massive amounts of Crawlers and can be hard to reach. Are also ridiculous bullet sponges.
> > > >
> > > > B) Prophet’s Wrath (Phantom) with Tankmaster Luk
> > > > Most dangerous part of the Prophet’s Wrath is easily the surrounding Banshees. Fairly weak against concentrated Scorpion fire.
> > > > Tankmaster Luk is easy to kill with other tanks. Most threatening part is any Banshees and Ghosts you may fight.
> > >
> > >
> > > Every time I get this we barely kill the grunt mech.
> > >
> > > And have 1 min to kill two sheltered / protected hunters(tunnel)…with ultra ghosts running arround the entrances.
> >
> >
> > Half the time I get the Deacon we barely get him down to 50%.
>
>
> The Deacon wrecks vehicles (UTTERLY), but he’s fairly susceptible to infantry weaponry. I found that shooting him long distance w/ special carbines/light rifles/promethean-augmented DMRS and BRs works wonders, specially if everyone’s doing it.
I always find using infantry weapons too tedious and I get a Splaser and aim for the shield covering the pilot. Problem is, about 80% of the time, a Knight or the Goblin kills me before I can even line up my reticle. The other 20% of the time the Goblin moves out of my line of sight.
Hey Man, you are not crazy…I noticed that it was indeed harder today…don’t know why…
There are some missions that are practically impossible, like the defend ones.
I don’t know. I quit the game to play Halo 3.
> 2533274846254259;13:
> There are some missions that are practically impossible, like the defend ones.
Only if u don’t have teammates who don’t use the reqs they should
> 2533274830166194;15:
> > 2533274846254259;13:
> > There are some missions that are practically impossible, like the defend ones.
>
>
> Only if u don’t have teammates who don’t use the reqs they should
Exactly, if you are the only person on the team to have a tank out on the field, it’s already game over
> 2533274828509198;16:
> > 2533274830166194;15:
> > > 2533274846254259;13:
> > > There are some missions that are practically impossible, like the defend ones.
> >
> >
> > Only if u don’t have teammates who don’t use the reqs they should
>
>
> Exactly, if you are the only person on the team to have a tank out on the field, it’s already game over
Exactly! A majority of them don’t realize that at LEAST one player must stay inside the defend area to prevent the (node) from going down, thus losing.
> 2533274893424151;6:
> Difficulty is also determined by how good the other players are and how many req’s people burn during the game.
Yes, unfortunately, you are spot-on.
I stopped after first update. Just waiting to fixing this mode to start planning again.
> 2533274846254259;13:
> There are some missions that are practically impossible, like the defend ones.
or triple blue warden eternals on urban