RED ======================||====================== BLUE
Red team shows up and starts doing some damage, moving the damage bar in their favor
RED =====||======================================= BLUE
But wait, blue team shows up with scorp, and turns the tide
RED ======================================||====== BLUE
Just when all hope is lost, Red team jacks the scorp. The seesaw battle continues for almost 45 minutes. In the end, red and blue lay sweaty and exhausted next to each other, and light up a doobie.
So damage based? I think they need to make the bosses worth less making the whole game mode about bosses is annoying. Your team can hold one base all game as long as they kill bosses you win. I don’t think or like the fact that it is how it should be played at all especially when you throw all these lives away to take a base just to lose because someone shot the boss last from across the map. Now if it had no bases and was boss focused then it could be fun maybe you just made a new gametype.
I love Warzone. By far the most fun Halo mp mode I have ever played. My ONLY complaint is that the boss battles should go by damage points = team points.
The boss has 150 points.
Team A does 120 points of damage and team A gets 120 points added to the score.
Team B does 30 points of damage and team B gets 30 points added to the score.
This last second kill stealing shot on a boss is ridiculous. Again it is my only complaint with Warzone other than not seeing your fireteam a little easier. 343 listens very well to the community so I am sure this is something they can dial in over time.
> 2533274825230411;2:
> So damage based? I think they need to make the bosses worth less making the whole game mode about bosses is annoying. Your team can hold one base all game as long as they kill bosses you win. I don’t think or like the fact that it is how it should be played at all especially when you throw all these lives away to take a base just to lose because someone shot the boss last from across the map. Now if it had no bases and was boss focused then it could be fun maybe you just made a new gametype.
The bosses are part of the whole “warzone” game mode concept. Without them it’s a giant stronghold match essentially. Though I do agree that their point values could stand to be balanced better. It takes as long to kill one hunter as it does to kill the warden (crazy awesome weapons excluded).
Or, to borrow off the OP’s idea, make it so the boss has two separate health bars: One for the blue team, and one for the red team. This would essentially make it a damage race, rather than a damage seesaw battle.
i was and still am interested in a red vs blue vs ai. 3 bases with 3 armories and one large vehicle spawning point (spire, garage, fortress)
This would obvious call for total map redesigns and the game is basically warzone minus boss points. As the game goes on the ai will upgrade their little guns to vehicles and stronger guns.
apex 7: reds vs blues vs covies. 12 spartans vs 12 spartans vs 12 elites (ai)
strombreak: reds vs blues vs prometheans. 12 spartans vs 12 spartans vs 12 promethean soldiers (ai)
arc: reds vs blues vs prometheans. 12 spartans vs 12 spartans vs 12 promethean soldiers (ai)
> 2533274808759744;6:
> Or, to borrow off the OP’s idea, make it so the boss has two separate health bars: One for the blue team, and one for the red team. This would essentially make it a damage race, rather than a damage seesaw battle.
That is a pretty good idea too. Also the further away from the boss, the smaller the bars so it is not so easy to snipe them across the map.
> 2533274808316762;1:
> So basically something like this:
> Boss starts out with damage bar squarely centered
> RED ======================||====================== BLUE
> Red team shows up and starts doing some damage, moving the damage bar in their favor
> RED =====||======================================= BLUE
> But wait, blue team shows up with scorp, and turns the tide
> RED ======================================||====== BLUE
> Just when all hope is lost, Red team jacks the scorp. The seesaw battle continues for almost 45 minutes. In the end, red and blue lay sweaty and exhausted next to each other, and light up a doobie.
This would be great if there was no reqs, no loadouts, and no microtransactions.
But there is. And the only way to make it so people that are new or low level have any chance at all to win or play close is to have it the way it is. All damage based systems do is make it whoever has the best reqs wins. Right now it is not like that because of this system.
Damage based would end stolen bosses, and encourage team play and strategy; maybe we could get extra points for capturing enemy bases and kills while other team is focused in boss battle to even up the score and making the call “base defense versus boss take-down” more of a challenge (depending on total score amounted upon boss arrival you would/would not risk leaving your base and loosing valuable points sort of a thing).
Funny thing is the placement of boss spawns and their behavior in the battlefields; i remember seeing Knight Champion and Warden Eternal react to the closest players damaging them, but the ones shooting them from say the Spire’s top platform get all the time in the world to take them down… maybe involve more AI spawns (more covs/promethean) to even up things and counter this? In campaign i recall getting to Warden was no picnic, hordes of Promethean to handle before even considering aiming at the -Yoink- versus he spawns with 3/4 soldiers smack in the middle of the map and gets shot to bits by literally every gun barrel… seems off.
Still having a blast in Warzone maps!!
> 2807377803439483;13:
> Damage based makes warzone pay 2 win. And if you already thought it was pay 2 win, it makes it way worse.
Calling in a Spartan Laser in the current system seems just as ‘pay to win’ in the proposed system. How would it be any worse?
In the proposed system, calling in something relatively worthless like a couple normal Warthogs, which are supple in regular REQ packs, could actually prove to be effective - as compared to now where you will never net boss points using a normal Warthog or something similar.
> 2533274808759744;6:
> Or, to borrow off the OP’s idea, make it so the boss has two separate health bars: One for the blue team, and one for the red team. This would essentially make it a damage race, rather than a damage seesaw battle.
Not 2 separate bars. One bar that starts 50/50 and needs be filled / pulled completely by one team to win. This could yield long seesaw battles on noted by OP. Whoever, gets the kill definitely earned it and there’s no luck involved. It requires more coordination since you need to attack the boss while keeping the enemy off him at the same time. There’s not enough time do this effectively in the current state of things.
For the most part, I’m fine with the boss system as is. The only change I would make is to count the boss kills for everyone on the team that put damage into the boss, not just the guy with the last shot
> 2533274812390628;15:
> > 2807377803439483;13:
> > Damage based makes warzone pay 2 win. And if you already thought it was pay 2 win, it makes it way worse.
>
>
> Calling in a Spartan Laser in the current system seems just as ‘pay to win’ in the proposed system. How would it be any worse?
>
> In the proposed system, calling in something relatively worthless like a couple normal Warthogs, which are supple in regular REQ packs, could actually prove to be effective - as compared to now where you will never net boss points using a normal Warthog or something similar.
Except low level players usually have those. They dont have banshee ultras, oni mantis, phaetons, the answers, ghost ultras, ect…
Or better loadout brs. This makes the game decided on who has the better reqs and unlocks. Right now it is not like that. Lower level players can get lucky with brs and keep the game close. Damage based systems eliminate that.
I’ve said this a few times already, only thing I would add is a timer of about 2 minutes and whatever team’s bar is being filled when time runs out, or if their bar is completely filled before the timer runs out, they get the points. Optionally, you could give only 100 points for winning the boss, with a bonus 50 for winning the tug of war fully. This could, even if you aren’t going to win the boss, give incentive to prevent the other team from getting full points for the boss.
> 2533274825230411;2:
> So damage based? I think they need to make the bosses worth less making the whole game mode about bosses is annoying. Your team can hold one base all game as long as they kill bosses you win. I don’t think or like the fact that it is how it should be played at all especially when you throw all these lives away to take a base just to lose because someone shot the boss last from across the map. Now if it had no bases and was boss focused then it could be fun maybe you just made a new gametype.
Yes I hate when you have 2 out of 3 bases but lose because the enemy kills all the legendary bosses. I like the new game type idea. I would like a game type for bosses, but I would also like to have a game type that is more focused on killing the enemy Spartans and capturing bases. The winnings score would only be like 500 but there would be no legendary AI and only a few small 25 pint AI so it would mostly be based of bases held and enemy’s killed.