Not sure if there is already a post about this but oh well, it’s a likely topic.
So we had firefight introduced in ODST, and then in came back in Reach (Not sure if Reach had infinite rounds, but ODST did). What I loved about ODST was the rounds never stopped. You fought until you ran out of lives. Reach may have had infinite rounds, not sure, but if it did then that’s even better because it was paired with customizable traits and wave generators. These two were my favorite firefights of the 3 that exist.
Halo 4 spartan ops “firefight” was… never mind.
Jump over to Halo 5, and they changed it up. No more life count, and only 5 rounds. That was a little disappointing to me, especially since you couldn’t play it in custom games, but what I did really like is it added bosses.
If you took the infinite rounds and customizability of Reach and ODST, and then threw in bosses say at the end of every set, I think Halo Infinite could have a pretty good firefight. The best part about the old firefight modes was messing around with your friends in them. Maybe allowing 1-10 people in one firefight match could make it more fun, especially if you added cooperative vehicles in the mix… Like some kind of war onslaught mode.
How do you think Firefight should be handled in Infinite?
I liked FIrefight in all the games, but I would have to say Halo Reach’s version was the coolest to me. I liked Halo 5’s version being an extension of Warzone but considering the uproar of Halo 5’s requisition system amongst fans, chances are Firefight might not follow in that direction. I wouldn’t mind something similar to how Halo Reach did it.
Reach Firefight is a good starting point. If it’s basically a carbon-copy of Reach, then that’s even fine by me.
However, 343 could win points if they tried to expand customisation of Firefight encounter. My favourite idea is to let players take an existing campaign level, and let them customise encounters - enemy placements etc. - just like Forging on mp maps. That would be a game changer for me. Infinite campaign replayability.
> 2535433024916972;1:
> Not sure if there is already a post about this but oh well, it’s a likely topic.
>
> So we had firefight introduced in ODST, and then in came back in Reach (Not sure if Reach had infinite rounds, but ODST did). What I loved about ODST was the rounds never stopped. You fought until you ran out of lives. Reach may have had infinite rounds, not sure, but if it did then that’s even better because it was paired with customizable traits and wave generators. These two were my favorite firefights of the 3 that exist.
The Halo Reach firefight had a large gave the possibility to customize the experience for your own needs by changing how many lives you start with, how many lives you gain per round, time limit and the maximum amount of sets (up to no limit). However, the Reach firefight experience had few limitations like no proper scaling in terms of difficulty as the next set was a repeat of the previous unlike seen in Halo 3: ODST where you had the following skulls in each set.
Set 1: - Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 2: Tilt
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Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 3: Tilt + Famine
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Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 4: Tilt + Famine + Mythic
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Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 5 (and beyond): Tough Luck + Catch + Black Eye + Tilt + Famine + Mythic
Due to this scaling, the match was interesting until you completed the 4th set and all the skulls got active for the remainder of the game. Another interesting aspect with Halo 3 ODST Firefight is that the score multiplier increases after every completed set which means that you gain points faster at a later stage.
However, I enjoy both iterations of firefight and the Halo 3: ODST version due to a nice form of progression and Halo Reach due to customization. The best version for Halo Infinite would probably be a combination of the Firefight version from Halo Reach and Halo 3: ODST.
Would love to have longer firefight matches. The ones in Halo 5 are pretty short.
I want a Firefight that feels more like ODST, where the player character is more vulnerable.
ODST Firefight felt like it was more about survival, while the other Firefights where you play as Spartans instead kinda boil down to just “kill everything, get points”
Alternatively, they could just add ODST Firefight to the MCC with matchmaking
I feel like Infinite should be the most complete Firefight package we’ve had so far. Meaning the option to play ODST styled, Reach styled or more ‘objective based’ H5G Warzone styled versions. Map sizes should also vary to accomodate that flexibility of course. It would also be very, VERY, welcome to have at least a bit of Forge customization moving over to Firefight or to even make Firefight maps in Forge.
> 2535469120778295;4:
> > 2535433024916972;1:
> > Not sure if there is already a post about this but oh well, it’s a likely topic.
> >
> > So we had firefight introduced in ODST, and then in came back in Reach (Not sure if Reach had infinite rounds, but ODST did). What I loved about ODST was the rounds never stopped. You fought until you ran out of lives. Reach may have had infinite rounds, not sure, but if it did then that’s even better because it was paired with customizable traits and wave generators. These two were my favorite firefights of the 3 that exist.
>
> The Halo Reach firefight had a large gave the possibility to customize the experience for your own needs by changing how many lives you start with, how many lives you gain per round, time limit and the maximum amount of sets (up to no limit). However, the Reach firefight experience had few limitations like no proper scaling in terms of difficulty as the next set was a repeat of the previous unlike seen in Halo 3: ODST where you had the following skulls in each set.
>
>
>
> Set 1: - Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 2: Tilt
> - Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 3: Tilt + Famine
> - Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 4: Tilt + Famine + Mythic
>
>
> - Round 1: Tough Luck - Round 2: Tough Luck + Catch - Round 3: Tough Luck + Catch + Black EyeSet 5 (and beyond): Tough Luck + Catch + Black Eye + Tilt + Famine + Mythic
>
>
> Due to this scaling, the match was interesting until you completed the 4th set and all the skulls got active for the remainder of the game. Another interesting aspect with Halo 3 ODST Firefight is that the score multiplier increases after every completed set which means that you gain points faster at a later stage.
>
> However, I enjoy both iterations of firefight and the Halo 3: ODST version due to a nice form of progression and Halo Reach due to customization. The best version for Halo Infinite would probably be a combination of the Firefight version from Halo Reach and Halo 3: ODST.
ODST and Reach would be a good combo. When you said you gain points at a faster rate, what if, instead of only having it for scoreboard purposes, you could go to a buy station and call in ordnance drop pods like the beginning of Reach FF rounds.
It would be understandable if 343 don’t release Firefight (it would suck tho). But if they don’t, they should at least provide the tools to make Firefight levels and distribute them to all devices. These creation tools could be in the game itself, like Forge, or as a PC mod tool.