Dominion Light Feedback

If you have played in the Dominion Light Playlist, this is the place to leave the Matchmaking Systems Team your feedback! Please leave your thoughts on the following items and issues:

-Game types offered in this playlist (game settings, how they play on the map, etc)
-Maps in this playlist (design, weapons, flow, balance, etc)
-Anything else related to this playlist that you feel is important!

Note: If you found a bug while playing Halo 4 Matchmaking, please post here.

The Matchmaking Systems Team will review feedback and join the discussion when necessary. Thanks for playing.

> Dominion Light

Thank you for breathing life into Dominion, the smaller maps is a welcome and refreshing experience. I think a lot of us (meaning me as well) have gotten rusty since the last time Dominion was accessible.

Plaza is a good Dominion map, but one of the command stations are a bit of a hassle to access unless you’re facing it at a very specific angle. Other than that nothing inherently wrong with Plaza and this gametype.

Overall this playlist encourages a more rigorous teamwork effort and that’s what I like.

I don’t like Honeycomb at all… it’s got way too many random boxes, walls and other obstacles scattered around, plus the two-level structure seems gimicky as it requires a whole bunch of lifts and dropdowns (complete with opened doors as additional obstacles). Add in the Dominion shield doors and it’s just a cluttered mess.

Also I’d like to see more Sticky Dets, Concussion Rifles, Railguns and other middle-tier power weapons as resupply drops. Currently it seems to be mostly SAWs which are just ridiculously overpowered and come with way too much ammo; while this is true in all gametypes (I don’t think the SAW should exist in matchmaking), it’s a bigger problem in Dominion Light since resupply drops are so frequent. A possible way to solve this would be to have SAW drops only in the central/middle base, thus acting as additional incentive to fight over those.

> Dominion Light

Shields and turrets are unnecessary in 4vs4 dominion.
Replace the gamebreaking SAW with other weapons (sticky detonator, railgun, swo
rd or gravity hammer)
I’m fine with most of the forge maps.

EDIT: I love Station 9.

> .

It has been fun. Played it for a couple of hours and also saw nekrulz in one match.
The SAW is a bit too much for the other ordnance weapons that spawn.
No idea why is there warthogs in at least two maps. Serenity and… The Ark? They just feel like movable obstacles. The ghost I liked.
I have not yet played in every map but I liked the ones so far. But for some reason it took me a long while to understand Honeycomb.
More sticky detonators could be fun.
And I’m happy that there is no overshields

I tried to play this about 10 times around 17:30 BST, and only 1 (ONE) game did I not JiP, and when I did it was 380 to 0-50, what is the point! This game type seems to have a shocking amount of quitting. Having more players per team made it less uneven, but its just so poor like this.

It’s interesting. I’m actually drawn in to play it in a way I think. There are some balances issues though.

The light version plays better than I expected. It’s intense, which is a really good thing. The lack of heavy vehicles helps there. Still no verdict on the maps, but I usually need a dozen or so games on each before making judgment.

Turrets and shields are okay, but could probably do with fewer of each given the smaller, infantry-based maps.

One Gripe: I’ve never really been bothered by the Boltshot (and, to a lesser extent, AC) up till now. But they each really make me sore on this game type. Typically i have no problem compensating for the BS, but the frenetic and fast action of Dominion Light is anathema to that kind of loadout weapon. Doubly so when combined with AC. Remove those (and the SAW) and you have something very nice. Heck, you could make this a primary/sidearm gametype only with no heavy ordinance and i think it would play a treat.

Keep up the great work guys, I really enjoy having Dominion back, even in the smaller variant.

Why is this playlist individual CSR again? Extraction was also individual CSR, for some reason. It just does not make any sense at all, and shifts the objective from actually winning the game to scoring as high as possible. There’s no reason a pure objective playlist should not use team-based CSR…

I agree with the poster above. In the last few games I’ve played, there were lots of people camping the bases with the Boltshot and/or Active Camo. Shield doors make that very effective, and unlike with regular Dominion there are no vehicles to punish campers and encourage them to get out. I’d say either remove shield doors or add some static power weapon spawns on the map; one rocket launcher every 2 or 3 minutes in an open location would help tremendously.

Okay… doesn’t seem like shutout was play tested well. It doesn’t work on shutout. Specially with that blocked off part, leads to spawn camping from that blocked ramp. The ramp from lower big lift to sniper tower.

Onyx neither. Too small, even the normal map I don’t like. Too cramped, too small, bad angles. Its worse in dominion light. Being spawn killed, the turrets firing after I spawn… it doesn’t seem it was play tested well either.

Also there are sudden frame rate drops. It’s bad in combat, specially with the not so good aim smoothing. The aim acceleration makes me miss a lot of shots. I play on sensitivity 10 but the aim acceleration makes it that a lot of times I can’t move fast enough to where I want without overdoing it. It’s like fighting the controller. It’s like I lag behind when I try to go with it. So that combined with framrate drops equals not good.

Not good at all, turrets, shield doors, resupply weapons. I played serenity and there were 2 warthogs an 2 mongooses on a small 4v4 map. An you also get a saw in A an C.

I thought it was going to be with no turrets, shield doors, resupply weapons and just use dominion like 3plot or something as that sort. I’m not trying to be mean but this is seriously the worst thing I’ve ever seen in Halo… Ever…

If they took all that stuff away an just used it like 3plot then it would actually work.

Post here: https://forums.halowaypoint.com/yaf_postsm2901793_Dominion-Light-is-just.aspx#post2901793

I just finished playing a few games on Dominion Light, and it was really fun, although some things did irk me.

  1. I don’t think the warthog should be a vehicle that is available for acquisition on serenity, in my opinion, it just doesn’t work.
  2. I can see why there is a door blocking access from ‘elbow’ into bravo point on Shutout, but for me this just slows down the gameplay and makes it almost impossible to capture that point if you’re playing against a team who knows what they’re doing.
  3. Thank you 343 for not putting ordnance in Dominion Light, but I think it would be greatly accepted if you put in a “pro” version where everyone starts with a BR and an assault rifle (assault rifle not needed, only spawning with a BR would be great!)
    Apart from those 3 minor things, I had a blast playing Dominion Light, I never really played the original version of dominion, but this new game mode is really fun, especially because 343 have modified it to be played with 4 aside teams. It’s great to see dominion back, now I can (maybe) get commando armour set!!

The saw needs to go. When people are guarding bases it shreds them instantly.

I can easily see the turrets and shields go as well. Maybe a bit more of the Dominion Hard cover options would be a better choice instead.

Perhaps a trait zone that drains player shields if they are camping inside the base areas. So people go in capture the base and go outside to defend it.

Get rid of the ability to use AA’s, a simple trait zone can do this. Things like the use of Jet Pack and Active Camo really detract from what could be a fun experience.

If you didn’t want to get rid of turrets, at least reduce the amount of them. It is not enjoyable attacking a base and you are already at half shield strength.

Dominion Light is a nice idea, but I personally don’t enjoy it as it is right now.

Pros:

  1. Dominion is back!
  2. Some great maps! - Graphite, Hekau, Plaza

Cons:

  1. Honey Comb - This map is confusing and seems way too cluttered to be in match making.

  2. Saws Everywhere! - Seriously?? Why are these so prevalent? Almost anything would work better (Sticky Det, Railgun, Concussion Rifle…) I’m glad there’s no shotty’s though.

  3. No Last Stand - I can somewhat understand why LS is not present, but with the amount of quitters it would be really nice to have.

  4. Poor JIP Parameters - Almost every second match I get JIP’d into a game where my team is down 550-250. What gives?

  5. Custom Loadouts + Shield Doors = OP Boltshot & other CQC weapons

  6. Missed Opportunities:
    Maps - Orion, Opus, Landfall, Pitfall,
    Gametypes - Legendary Dominion

It’s great to have Dominion back but hopefully some changes are to be made soon despite it being a temporary gametype.

These have already been said, but to reiterate:
-SAWs are too prevalent
-Honeycomb has issues (shield doors on holes over bases need to go)
-Vehicles on most of these maps are laughably unsuitable

Custom loadouts don’t seem to work well for this gametype- jetpack breaks some maps, grenades are EVERYWHERE, and the boltshot is a dreadfully powerful.

Hekau is awesome.

> Also there are sudden frame rate drops. It’s bad in combat, specially with the not so good aim smoothing. The aim acceleration makes me miss a lot of shots. I play on sensitivity 10 but the aim acceleration makes it that a lot of times I can’t move fast enough to where I want without overdoing it. It’s like fighting the controller. It’s like I lag behind when I try to go with it. So that combined with framrate drops equals not good.

I’m experiencing the same problems, it pretty much ruins Dominion Light for me. I don’t like to play it anymore because of that :frowning:

Honeycomb is possibly the worst map I’ve ever seen in matchmaking. All the spaces look the same, so there’s no real way to orient yourself. There are all sorts of things to get hung up on, like in between the stunt ramps that lead up to the grav lift. Using all the inverted station pieces for the floor is a horrible idea, as there isn’t a single flat surface there. And once all the bases are captured, the whole map is a mess of obstacles and turrets.

I’m usually not so harsh on Forge maps because I’ve made some myself, and I know how hard it is to make good ones. But Honeycomb is just plain awful. It needs to be removed.

Also, with the exception of Hekau, the maps have real problems with frame rate drops once all of the Dominion objects populate them. This is a real problem that may prevent me from playing this list much more.

You guys really screwed up with Join in progress. why am I being thrown into a game where my team has 1 other player and we’re down 550-50?

Also, you totally butchered shutout by putting 10,000 turrets and new SAW’s every 5 seconds. There’s no way to even move on that map once red team grabs bottom BR and bottom lift.

Shutout doesn’t work at all. The elbow spawn is a death trap. With the doorway to bottom blue blocked off they have no other choice but to go up the ramp to S1. It’s like shooting fish in a barrel. I had the enemy team spawn elbow three times in a row and I couldn’t believe just how screwed they were, I almost felt bad…almost :wink:

> Shutout doesn’t work at all. The elbow spawn is a death trap. With the doorway to bottom blue blocked off they have no other choice but to go up the ramp to S1. It’s like shooting fish in a barrel. I had the enemy team spawn elbow three times in a row and I couldn’t believe just how screwed they were, I almost felt bad…almost :wink:

Maybe you were playing against me. Ugh. What a painful game.

But I’d still rather play Shutout - built-in spawn trap and all - than Honeycomb.