Does FFA need 8 people?

I can’t help but think it’d be better with 4.

I was good once. Many moons ago, in the dark times. And FFA was as chaotic then as it is now. To me at least. I always preferred the 1v1 playlists when playing alone (Halo 2 1v1s are my hayday). That said, I understand the need to put more people on the battlefield. Thus, I think 4 might be plenty for everyone to have the space and time to work the battlefield more. Just a thought.

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I always preferred 8 to 6.

They tinkered with it a lot in Halo 3 ultimately ending with 6, but the game could start with 4.

I will play it either way but I do quite like the chaos of it. Especially on the bigger maps 6 can feel a little too slow for my liking, but definitely reduces the RNG.

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I actually don’t remember that. Played mostly doubles with a buddy during those days. That’s another thing I miss is doubles. I feel as if that game becomes more of a chess match when there are fewer players to account for.

Yeah, I’ma hop in occasionally regardless.

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Yeah if not enough players were searching it started with 4 players which I always hated. I got my 49 in a 4 player game. It was tough.

I’ve been trying to use the LFG to find 2v2 customs players in EU for Onyx games because I’m missing doubles so much. I used to have a couple of people I played it with really regularly but unfortunately they don’t play anymore.

8 is the best for populating a map imo. 6 is too little because there are too many cases you spawn isolated while 5 players are on the other side just getting kills off each other, meaning you will have less chances to score.

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Fair point. ​ ​ ​ ​ ​

6 players is perfect. On this game it’s a chaotic shuffle of kill steals and hiding players. I’ve never seen halo played like this. But the meta on infinite FFA is drastically different, and needs to go back to the drawing board

You say 6 players is perfect but go onto list everything that’s caused indirectly by a large map but only 6 players populating it.

Just bump it up to 8 players and the map will be populated enough that there won’t be any cases where players will run around for 30s without meeting anyone.

But that’s my point, that the issue is really just the way you’re persuaded to play the game. 6 player FFA was never an issue in Halo 2, 3 and reach. It always felt like the sweet spot. Halo infinite due to the nature of how it plays makes players want to hide for kills because they don’t feel confident enough about shot placement, hit reg, aim assist and so on.

The flow will always be altered based on the title because that’s just the nature of things with every shooter. But there are specific things they can alter to modify player behavior, and it really starts with fixing the system this game runs on in the first place. If aiming felt better, players who aren’t good to professional would feel more comfortable making broader plays and so on and so forth.

I’m just putting my observations in, that’s all. But I think it is the game inherently and not necessarily the number of players. Hell, people play like this in big team even. There’s so much run up behind in this game and I’m not the only person to notice.

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No, there really isn’t a “hide for kills” situation going on in FFA at all, the maps really are disproportionate to the number of players, not to mention the spawns often times do spawn you at somewhere far from the fight.

Even with a relatively tight map like Recharge, the spawn locations are often so far from the action, you actively lose just by spawning more than others do because you will be put so far from the fight that you spend more time running than fighting.

Solution here is simply to up to the player count so there are more fights happening at various areas on the map. So far, the best maps for FFA imo are Aquarius and Bazaar, because they are relatively tight and focuses all the players toward the general middle area, but the size of the map + spawning really does make current FFA feel abit too much like a running sim.

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NO!!! FFA plays way better with six… It should always be six. Especially since most the maps are fairly small. FFA with eight just becomes luck of the spawn and not actual playing skill. The very best FFA was H3 lone wolves and it was six players.

Implying FFA isn’t already luck of the spawn, and if you walk into 3 people already skirmishing you can just sweep up ez kills.

It’s not nearly as bad when it’s six players vs being eight players. Also not to mention FFA isn’t nearly as popular as it used to be so being only six players helps for faster matchmaking for games… I wish MCC would drop it’s minimum player count to six for FFA games.

Maybe you’d get three easy kills, but I’d get three fumbles and killed from behind. XD

I get what you’re saying. But I still think FFA needs a fundamental rework, maybe not even necessarily regarding player count.

To put it another way: when I FFA it is because I want to play alone. Fair nuff. But most FFA games just feel like chaos. No strategy. And to me, it’s always been this way with the one exception of Halo 2’s 1v1s.

Naturally my first thought is player count; fewer players, less chaos, more dancing. Three players might actually play just as well as two. Maybe even four. But northward of 6 to 8 gets chaotic again.

I propose something new: Imagine a playlist with 8 players on larger scale map that has been divided into two to four smaller arenas such that each respawn will place you in smaller combat scenarios thus keeping exchanges intimate.

Maybe not the most fleshed out idea, but the point is there. Maybe, honestly it is just a matter of better FFA-specific respawn mechanics.