This feedback is coming from someone who has been playing Doubles for a decade, has played thousands of Doubles games in H5, and has been a top Champion in nearly every single Doubles rendition in H5. I love Doubles so I really just want the best for the playlist and for the playlist to thrive.
That said, the BIGGEST issue across ALL maps is the drastically reduced spawn time. No longer are teams reliably able to take one member of the opposing team down and then DOUBLE TEAM the remaining player. Pinching is now essentially non-existent. Due to Halo 5’s incredibly fast gameplay and one’s ability to traverse the map so quickly, unless the pinch is completely instantaneous, there is a 0% chance of not being flanked by the player that was just killed. The player who is killed first on the opposing team spawns too fast and is often immediately able to put fire into his opponent’s back (see Truth, Empire, Rig, Col, Mercy – all great examples of this flaw). This is rewarding deaths (or, perhaps it can be argued, not punishing deaths as severely as needed), not rewarding teamwork. This is not how Doubles should be.
In reference to weapons modifications across all maps, there is NO need for the DMR to change to the COG DMR. The justification in the HaloWaypoint post is that the COG function “increases its value on a map” since “a player is able to see the shield strength and health of the Spartan they are targeting.” Perhaps this is an example of the catering to non-competitive players that competitive players always like to speak about, or perhaps this is just some random change but in my mind, in no circumstance should the DMR be increased in power (and honestly, it just makes the DMR more difficult/annoying to use when scoped in). The COG DMR is a Warzone or BTB weapon. The shield/health identifier feature shouldn’t be put into play in close quarter, competitive combat. No matter the reason, there was no call (that I ever heard, at least) for the DMR > COG DMR change. It just doesn’t make any sense other than to just change things up for the heck of it. I’ll throw this in as well: The silenced pistols are weird but I don’t mind them that much. I just don’t really understand why they’d even be put in the playlist, though. If its just for testing, that’s fine, but to me it’s needless but not necessarily a critiquing point.
Map Updates: I’ve only played the maps I list below but I’ve heard insane complaints about Coli, Plaza, and also Rig.
Empire: WHAT THE HELL WERE YOU THINKING? Seriously? This was one of the most ideal Doubles maps pre-change (excluding the inclusion of SMGs) and now it’s arguably the worst. One of my first Doubles games last night had ALL FOUR – YES ALL FOUR – players in the game carrying around a Sentinel Beam. PLEASE don’t make me live the days of H2A Warlord again. WHY does that weapon spawn so frequently (and with so much ammo)? The time required to drain the shields off of someone, it seems, is equivalent to a close-ranged SMG spray. Except, with the beam, this bad boy can go cross map. Is this Doubles, or is this Team Sentinel Beam? Removing plasma pistol instantly overpowers overshield even with the addition of camo. My biggest gripe, though, obviously is the aforementioned Sentinel Beam abundance. This map shouldn’t have been changed so drastically.
Tyrant: Camo is completely and utterly useless if the opponent has a plasma caster. On some maps (for example, Regret) the caster works fine since the space is mostly open. On other maps, like Tyrant, the caster is the weapon that enables camping, excessive slow-playing, and non-confrontational gameplay. Every single fighting point on Tyrant is a hallway. What is the best weapon to have in a hallway? That’s right. A caster. I played two games on Tyrant yesterday and both were HORRIBLE. The addition of the caster increases the likelihood of just standing in one spot, looking in one spot, and doing absolutely nothing (until, MAYBE, every two minutes “fight” for camo). Tyrant turned from an awful map into a map that will be dodged in even higher frequency,
Truth: I like the removal of storm rifle and the addition of silenced AR (I prefer less powerful autos). Well done. I also like how BRs are now in bases and not just P2 to reduce snowbally-ness. There was no reason to remove the sword for the hammer. I don’t get that and no justification was present on Waypoint. The main issue with this map is, again as previously mentioned, the inability that teams have to pinch the one remaining living player without getting shot in the back off their opponent’s spawn. Tactical magnum in place of the carbine and BR also don’t make any sense at all.
Regret: Funnily enough, I mentioned earlier (without remembering the changes on this map) that Regret was ideal for a plasma caster since it wasn’t full of hallways (like Tyrant). Is it surprising, then, that the weapon that fits this map well was removed and in its place is a weapon that is ridiculous and overly OP? Of course not. Thankfully, however, the redeeming quality of the railgun on this map is that it has such low ammo. The tactical/silenced magnum addition on this map still don’t make sense.
Overall, this new Doubles is crappy. It’s needlessly fast and chaotic due to reduce spawn times (oh, by the way, I forgot to mention… the spawns themselves are bad. If a player doesn’t spawn behind you and scurry over to shoot you in the back, they spawn right next to their teammate even if their teammate is currently in a gun fight. This literally happened yesterday when it was 24-24). The weapon changes don’t make sense from a competitive POV and it seems the majority of the changes were made as if to say “we changed stuff (that no one asked for). Are you happy now?” *continues to ignore core aspects of the game where there is a competitive consensus to alter)
I know I’m not alone in the disapproval of the new changes as evidenced by Tweets from both yesterday and today. I have seen just one person prefer the new settings.