Firefight feedback - list of suggested changes

Overall impression is that I like it a lot and I’m glad it’s here. The variety of bosses is great and I love the new Grunt Goblin!

Below I will try and post some constructive feedback to help improve the gamemode. They’re posted in no particular order. I’ve also posted this in the feedback thread but can no longer find it to add to it.

  1. Shields not recharging when you sprint - remember Firefight should be fun, not ultra competitive. Several times I’ve fallen back from an engagement with my shields down, sprinted all the way to a req station to replenish ammo, and sprinted back to the action only to find my shields are still down (15+ seconds later).

  2. Dying with 29 seconds remaining in Round 5 - you have a 30 second timer and can’t do anything - this is pretty frustrating. Not sure if something can be done about this but you should be aware it’s a source of great frustration (remember, you don’t want a gamemode to frustrate players)

  3. Tough Enemy/Boss battles in early rounds when people don’t have high enough reqs to counter them or enemies/bosses that spawn in unsuitable locations:
    a. Raid on Apex 7 - Two Warden Eternals on the beach surrounded by Knights with incineration Cannons (Round Two) - people don’t have high enough reqs.
    b. Urban - Three Warden Eternals (2 Legendary, 1 Mythic) as the second wave on Round 5. They’re inside the building and protected by knights. It’s very difficult to get the heavy vehicle fire on them due to their location.
    c. Attack on Sanctum - 4 Mantises (Round 3). One of the Mantises spawns inside a building meaning the heavy vehicle fire can not get him and he’s protected by swarms of soldiers.
    d. Escape from A.R.C. - Defend the Garage (Round 3) - we should spawn inside the garage and defend against attackers coming from the outside. Instead, we spawn on the outside and the Promethean enemies are spawning inside the garage!
    e. Urban - Defeat 4 Banshee Raiders (Temple Banshees) (Round 3) - Not only are these defended by several regular Banshees, but in round 3 people are at req level 3/4 and can not counter these aerial threats. Also, the Raider bosses kill in around 0.5 seconds when shooting with regular plasma weapons and there’s a 20 second respawn timer in round 3. Needless to say this scenario has ended in defeat several times.

  4. Very little indication of where regular (non-boss) Promethean reinforcements will spawn in - several times I’ve had a nice power weapon but suddenly gotten stuck in the middle of 5 crawlers and 3 soldiers who randomly spawn in - it’s impossible to survive their attacks - it’s a guaranteed death through no fault of my own. Have a longer indicator - the blue flashing cloud that accompanies the spawn lasts less than a second - not long enough - make it last 4-5 seconds perhaps?

  5. It’s frustrating to clear a round and have a 20 second intermission but have no idea what enemies you will face or where. Let us have the indication of the enemy type and location at the start of the intermission. That way we can get suitable power weapons/vehicles and get to the location in good time. As it stands at the moment I have to wait next to a req station until the intermission is over so that I know what I’m going to face in order to select a suitable req and then I have to get to the location which can take another 20 seconds or so. It also leads to situations like ‘Defend the core’ appearing together with enemies already spawning next to them causing heavy damage whilst spartans are on the opposite side of the map because there was no indication of what the round would involve or where. We sometimes reach the cores when they’re already down to 75%.

  6. Have spawns around the map that aren’t static, i.e. they change depending upon where the action is. It’s frustrating to spawn no where near the action and then have to sprint for 15-20 seconds just to get back to the enemies, especially if there’s very little time left on the clock.
    a. Raid on Apex 7 - Covenant Phantom and Mythic Wraith bosses (Round 5) - These bosses appear on the opposite side of the map to the vehicle spawn yet there’s a base much closer to the action. It took over a minute to drive my Scorpion to the action - boring and frustrating and also harming the chances of a win due to the loss of time.

  7. Glitches/bugs:
    a. In one game a Promethean soldier jumped out of a Mantis boss vehicle - they were invisible though and running around with the full mantis shields and health. Example
    b. The music intro often does not play (seems to be a bug with Warzone in general though)
    c. Several times now myself or my son have ended up with the highest score in the game only to be placed 2nd, 3rd, or even 4th behind players with lower score. There seems to be a bug with the placement of players.

  8. Sometimes I’m driving around a map in a Ghost for a minute (have been checking the clock for the purpose of this feedback thread) looking for enemies. There is no indication of where they are at all. Suggestion: If a player has not seen an enemy on their screen for a period of 10 seconds show the red arrow highlight like the ones that appear towards the end of a wave showing the final few enemies. The highlight can disappear once you engage the enemies.

  9. Something seems to be up with the enemy persistence and firing range. If I engage an enemy and then fall back and other spartans, much closer, are damaging them, they continue to shoot at me and only me. They seem too focused on a certain opponent. They also continue to fire (insanely accurately) well beyond what should be their effective range. One example was when driving well past the enemy in my Ghost I was killed by them continuing to fire their Light Rifle at me over and over despite there being other spartans much closer.

  10. Something needs to be done about ammo management. Suggestion: add the infinite ammo crates around the maps like there are in campaign. I often find myself sprinting away from the action to finds a req station to replenish ammo for my loadout weapons, and then having to sprint all the way back - this sometimes takes up 30+ seconds of a round. If ammo crates were dotted around it would help alot. They could possibly be signposted (when ammo is low) by the icon that Team Osiris sees when they use the sensor sweep in campaign.

  11. req stations need to be signposted from a bigger range, I sometimes can’t see them on my screen even when they’re in the building next to me.

  12. Our vehicles and power weapons are despawning too fast after we die. Especially considering the long respawn timers and the spawn locations making it a long journey to get back to where we died. If we’re unlucky enough to be shot out of our Ghost Ultra it’s frustrating to (finally) get back to the location only to find it’s despawned. I can understand needing to despawn the enemy weapons, e.g. countless suppressors/boltshots/plasma pistols/storm rifles quite quickly as they would clutter the map and cause frame rate issues but spartans’ vehicles and power weapons should not despawn for quite a while.

  13. Being spawn killed - On one map there were Mantis bosses in front of the vehicle spawn ramp so as soon as I spawned in in my Ghost it was wrecked. There should be alternative vehicle spawn locations - possibly have vehicles dropped off by Pelicans rather than having to use the default bases if the bases are unsafe (or far away from the action).

Sir, you are spot on!

I don’t think you mentioned this but I have been spawn killed a couple of times ( I think it only happened on Attack on Sanctum). It wouldnt be a huge issue but waiting 30 seconds after being spawn killed totally sucks!

Overall Warzone Firefight has been amazing. The rewards are awesome, the rounds are short and sweet, while also being very challenging at times. Bravo, 343i, Bravo!

I made my own list some time ago. The numbers don’t match up with yours, they’re not in any particular order either.

  1. Timer too short for boss waves considering how much health they have and how many non-important adds spawn constantly (Solution: Add time for each boss killed?)
  2. Respawn timer extension too severe, especially when one-shot enemies appear in excess in later rounds and long respawn times (Solution: Decreased wave based respawn extension to 2 from 5? Allow REQ energy to be used as a Buyback option?)
  3. Enemies keep spawning and blocking the way to the boss, making it nearly impossible to get past the adds and then fight the boss. (Solution: Remove infinite enemy drops, make them respawn only when boss(es) reach a certain health (half? a quarter?)?)
  4. Enemies are too tanky/do too much damage and fire their weapons too accurately beyond their effective ranges if used by a player. For example, Crawler Boltshots, Grunt Plasma Pistols, Elite Storm Rifles, and Soldier Suppressors. Vehicles like the Banshee and Ghost kill a player in very few hits, and can attack at random due to being in the air. Prioritizing them is useless because they simply respawn. (Solution: Tone down enemy damage OR enemy health? Both at once might be too excessive.)
  5. REQ weapons/vehicles despawn too fast, especially considering ridiculous respawn timer. (Solution: If map has too many weapons on the ground, delete enemy dropped weapons/basic weapons first over REQ ones?)
  6. Unimportant enemy vehicles are not hijackable. This does not include bosses. (Solution: Make them hijackable? Come on now…)
  7. On larger maps, certain targets are hard to find, such as Knights on Stormbreak during the Kill Knights phase. (Solution: Waypoint the target enemies at all times OR when they spawn in via Promethean teleport on Covenant dropship?)
  8. During Defend X, enemies spawn way too soon, making the area overwhelmed and the item already damaged/captured before players can even hope to get there. (Solution: Delay spawning until a player is within range of the Defendable object?)

I agree that tons of things need to be fixed. I hope they do look at the stats on how many games are being won, what rounds are nearly impossible, etc, and make a change.

> 2533274856723140;3:
> 1. Timer too short for boss waves considering how much health they have and how many non-important adds spawn constantly (Solution: Add time for each boss killed?)

That is a must fix imo
(I like that you include possible solutions too, good job!)

> 2533274846483350;2:
> Sir, you are spot on!
>
> I don’t think you mentioned this but I have been spawn killed a couple of times ( I think it only happened on Attack on Sanctum). It wouldnt be a huge issue but waiting 30 seconds after being spawn killed totally sucks!
>
> Overall Warzone Firefight has been amazing. The rewards are awesome, the rounds are short and sweet, while also being very challenging at times. Bravo, 343i, Bravo!

Great post, I totally agree it’s been amazing with lots of rewards :slight_smile:

I’ve had probably 15+ Gold Packs so far :slight_smile:

> 2533274856723140;3:
> I made my own list some time ago. The numbers don’t match up with yours, they’re not in any particular order either.
>
> 1. Timer too short for boss waves considering how much health they have and how many non-important adds spawn constantly (Solution: Add time for each boss killed?)
> 2. Respawn timer extension too severe, especially when one-shot enemies appear in excess in later rounds and long respawn times (Solution: Decreased wave based respawn extension to 2 from 5? Allow REQ energy to be used as a Buyback option?)
> 3. Enemies keep spawning and blocking the way to the boss, making it nearly impossible to get past the adds and then fight the boss. (Solution: Remove infinite enemy drops, make them respawn only when boss(es) reach a certain health (half? a quarter?)?)
> 4. Enemies are too tanky/do too much damage and fire their weapons too accurately beyond their effective ranges if used by a player. For example, Crawler Boltshots, Grunt Plasma Pistols, Elite Storm Rifles, and Soldier Suppressors. Vehicles like the Banshee and Ghost kill a player in very few hits, and can attack at random due to being in the air. Prioritizing them is useless because they simply respawn. (Solution: Tone down enemy damage OR enemy health? Both at once might be too excessive.)
> 5. REQ weapons/vehicles despawn too fast, especially considering ridiculous respawn timer. (Solution: If map has too many weapons on the ground, delete enemy dropped weapons/basic weapons first over REQ ones?)
> 6. Unimportant enemy vehicles are not hijackable. This does not include bosses. (Solution: Make them hijackable? Come on now…)
> 7. On larger maps, certain targets are hard to find, such as Knights on Stormbreak during the Kill Knights phase. (Solution: Waypoint the target enemies at all times OR when they spawn in via Promethean teleport on Covenant dropship?)
> 8. During Defend X, enemies spawn way too soon, making the area overwhelmed and the item already damaged/captured before players can even hope to get there. (Solution: Delay spawning until a player is within range of the Defendable object?)
>
> I agree that tons of things need to be fixed. I hope they do look at the stats on how many games are being won, what rounds are nearly impossible, etc, and make a change.

Great list!

I agree with your points and I like your proposed solutions :slight_smile:

The ai got smarter too.

They can chase players.
They seem to know exactly where you hide.

When shooting a boss from cover, the boss might not see me.
But I will get flanked by soldiers or something.

Apart from having 90% accuracy.
And 3-5x weapon range…

Something needs to be done about the plasma turret on Phantoms. The elite us invincible and vs vehicles does an insane amount of damage like a 12x multiplier on top of insane accuracy and homing.
Mu Urban scorpion wasn’t getting chewed so fast I had to hide and it felt like Halo 2 legendary when the Phantom had 3 OP turrets.

That Mythic Warden in the base is by far the hardest to kill. I do agree they should move the 3 Wardens to a open area.

> 2533274954911187;9:
> That Mythic Warden in the base is by far the hardest to kill. I do agree they should move the 3 Wardens to a open area.

A.R.C. does the Warden bit perfectly. It’s still not a sure win, but it’s more tolerable. So does Darkstar.

Something’s that’s always bugged me about warzone in general is that we’re not able to pick where we want to spawn with our vehicles. Either you spawn too far from the combat or you spawn dead center of it and die instantly.

Other issues:

Why can’t you shoot the gunner out of a phantom?

Why can’t you highjack a vehicle? It’s a mechanic everywhere else in the game.

> 2533274983213185;7:
> The ai got smarter too.
>
> They can chase players.
> They seem to know exactly where you hide.
>
> When shooting a boss from cover, the boss might not see me.
> But I will get flanked by soldiers or something.
>
> Apart from having 90% accuracy.
> And 3-5x weapon range…

I agree. The AI has been ramped up enormously in Firefight.

Very good accuracy and range means they’re very challenging.

> 2533274967369999;8:
> Something needs to be done about the plasma turret on Phantoms. The elite us invincible and vs vehicles does an insane amount of damage like a 12x multiplier on top of insane accuracy and homing.
> Mu Urban scorpion wasn’t getting chewed so fast I had to hide and it felt like Halo 2 legendary when the Phantom had 3 OP turrets.

Yeah, the Phantom plasma turret elites are a real pain. I tried shooting one and his shield didn’t shine, so are they protected by the Phantom’s shield (if it has one)?