Firefight: What types of things do you want?

Firefight: What types of things do you want?
(By that come up with your own ideas, and what not.)

Me:
I also want to have different firefight gametypes. So this stuff can be for different gametypes of it.
ODST Elements:
-Limited lives.
-Survival feeling.
-The only ammo for human weapons are weapon racks.
-Grunt bonus round thing.

Gears 3 horde elements:
-Round challenges.
-You have a money system.
-You can find a place to start your base at.
-You can set up barricades.
-You can set up turrets, and auto turret emplacements.
-You can up grade the barricades, and turrets.

-Yoink!- Zombies elements:
-Have areas where the enemies are spawning from. So you have to repair the barricades.
(Some maps can have something like that.)
-Black OPs has those vending machines that gave you power ups if you bought them.
(That can be for a different Firefight game type.)
-The maps have areas that you have to unlock to get them open. By unlock you have to spend money to unlock them.

> Me:
> ODST Elements:
> -The only ammo for human weapons are weapon racks.

Ok, so I do like your suggestions.

I’m going to skip the Horde and -Yoink!- Zombies features for now, not because I don’t agree with them completely. I read about similar ideas being implemented all the time and I’m having a hard time trying to see how they would fit/ work with traditional Fireifight. I know Halo 4 is going to be different but, yeah.

Anyway, for me Reach’s unlimited ammo supply absolutely killed Firefight. I love the idea of having some sort of base and fall back point, but the UNLIMITED should never have been allowed. You might ask Why don’t you turn it off? I do, and it works but what would be great is ammo racks with limited supply. It refills after every set maybe? It’s just too easy to sit back with your DMR/BR and headshot half the offence before they get to you. When you turn it off, you actually have to fight to survive, you have to travel across the map, aqquire different weapons, try new strategies out and if you die then it is probably because you didn’t manage your ammo properly.

The unlimited again refers to Arcade Firefight. Some people loved it, i get it, the idea was to be fun which is fine but when 80% of the Firefight population only plays it due to credit farming, it sucks.

Please, please filter such game types and features AWAY from traditional Firefight.

  • I want the standard firefight to be like ODST’s
  • Customisation like Reach
  • Space Firefight!
  • A mode where you play as different species (Elites, Brutes and others)
    -Maybe have a human version as well using ODSTs and Marines
  • Some level of Forge (even if it’s just weapon placement)
  • Helmet-less option like ODST (uses your multiplayer body, replaces helmet with the head of a selected character)
  • Maps have different variants with different times of day (like ODST) and slightly different enemy varieties.

> > Me:
> > ODST Elements:
> > -The only ammo for human weapons are weapon racks.
>
> Ok, so I do like your suggestions.
>
> I’m going to skip the Horde and -Yoink!- Zombies features for now, not because I don’t agree with them completely. I read about similar ideas being implemented all the time and I’m having a hard time trying to see how they would fit/ work with traditional Fireifight. I know Halo 4 is going to be different but, yeah.
>
> Anyway, for me Reach’s unlimited ammo supply absolutely killed Firefight. I love the idea of having some sort of base and fall back point, but the UNLIMITED should never have been allowed. You might ask Why don’t you turn it off? I do, and it works but what would be great is ammo racks with limited supply. It refills after every set maybe? It’s just too easy to sit back with your DMR/BR and headshot half the offence before they get to you. When you turn it off, you actually have to fight to survive, you have to travel across the map, aqquire different weapons, try new strategies out and if you die then it is probably because you didn’t manage your ammo properly.
>
> The unlimited again refers to Arcade Firefight. Some people loved it, i get it, the idea was to be fun which is fine but when 80% of the Firefight population only plays it due to credit farming, it sucks.
>
> Please, please filter such game types and features AWAY from traditional Firefight.

The other thing I think killed Firefight are the maps. To me ODST has maps that built for defending. Most of the Reach maps are not built for that. To me it seems like they are built for running around the whole time. Going to one place to the next.

I actually like all your suggestions. :stuck_out_tongue:

> The other thing I think killed Firefight are the maps. To me ODST has maps that built for defending. Most of the Reach maps are not built for that. To me it seems like they are built for running around the whole time. Going to one place to the next.

Yeah, the maps on Reach gave a longer line of sight to drop ships and generally more open. This basically supported spawn hoarding and basically ‘running away’ all the time. I know this sounds stupid but I prefer it when I run out of options in a encounter. Reach got boring, not only could you snipe half the enemy with your DMR before they got to you but when they did you could ‘sprint’ half away across the map and do it all over again.

Edit: I would like Halo 4 to include a mixture of smaller, condense maps and larger maps with shorter lines of sight.

Get rid of the lag.

Bring back Limited.
Add a Flood Firefight.
And I’d be happy.

Then…

No Arcade or at least make playing games in it worth less credits than Limited. It gets boring because all you see is Fuel Rod Spam. Which I admit did for Comms but now it’s just dull (it even got dull while I was doing it). The reality is that if the Credit System = Rank = Armor Permutations wasn’t in place more people would have played Limited but everyone realized teh can haz more stuffs faster by spamming in Arcade.
Another way to solve the above issue would be to make kills with Precision and Auto weapons worth more than spawn kills with Fuel Rod and Rockets!

Most of the Ideas I thought of have already been suggested (go back to ODST firefight, Flood firefight, ect.), but what about objectives in Firefight? (say something like Territories or Assault) I think that might be pretty cool.

I think all of your ideas are good OP, but I would also like to see a sense of progression, and the ability to move to new areas by unlocking doors or breaking down barriers- something like that. Maybe even a credit systems where you can buy ammo and request for power weapon drops.

> I think all of your ideas are good OP, but I would also like to see a sense of progression, and the ability to move to new areas by unlocking doors or breaking down barriers- something like that. Maybe even a credit systems where you can buy ammo and request for power weapon drops.

That’s pretty cool. Could make it for different maps and gametypes.

> I think all of your ideas are good OP, but I would also like to see a sense of progression, and the ability to move to new areas by unlocking doors or breaking down barriers- something like that. Maybe even a credit systems where you can buy ammo and request for power weapon drops.

Also depending on the size of the maps. We could request Marine/vehicle drops, and artillery artillery strikes.

I’m fine with all the above as long as it is possible to just have a classic experience in Firefight.

I think some of you might be misinterpreting the thread. Basically come up with stuff you want to be including for Firefirgt.

> Bring back Limited.
> Add a Flood Firefight.
> And I’d be happy.

Thats would be beyond awesome. I’ve seen this suggestion a few times. Or even a firefight including our new enemies. That way theres three types of firefight, Classic (Covi), Flood firefight, and …whatever the new enemies are.

I felt like ODST firefight was more fun, it was more believable especially since I felt like I knew I can die and lose. In reach it was just way too easy

Limited for sure, I loved that playlist

Thousands upon thousands of enemies. It should look like the scene from Starship Troopers, where they look like water flowing over the landscape. Sorry folks but this would be a arcadefight gametype, a rifle isnt going to do the trick. Forerunner type gun that is reminiscent of the Death Blossom from The Last Starfighter. That would be a firefight.

> I think all of your ideas are good OP, but I would also like to see a sense of progression, and the ability to move to new areas by unlocking doors or breaking down barriers- something like that. Maybe even a credit systems where you can buy ammo and request for power weapon drops.

This would be great for firefight. I hate staying in one place for firefight all the time.

There’s one necessary item that is of paramount importance to any good survival mode, and that’s atmosphere. You should actually feel like you’re fighting to stay alive. This is one thing ODST didn’t do too well - certainly not to AAA standard - but I suppose it was okay, a solid 5/10. Reach is a complete joke. I’ve had parties on the Moon with more atmosphere, it feels like one big gimmick.

Remove things such as on-map scores and announcers, which break the fourth wall. Craft a handful of exquisite maps - set them in intriguing locations, give them back-stories, let the player unlock more areas and better weaponry as they progress. Limit the number of lives to up the tension. Add in Sentinels and occasional Flood rounds. Maybe even add in the damage aesthetics we saw at the end of Reach’s campaign, cracked visors and failing HUDs (obviously they’d repair as time goes on).

Halo’s universe has such great potential for enigmatic, intriguing locales and stories; why Bungie didn’t even try to add these aspects to their so-called survival mode is beyond me.

Since Firefight is technically a “Grinding Machine”

I think it should take some notes from Diablo 2.

Build an extensive Item System to go along with it.

Overall, Halo in general needs to add depth to their game as far as game mechanics go.

So far, it’s been nothing but Action.
It’s too bland and generic.
Which is evident by all the competitive players trying to turn every moment spent on this as an “Equal footing” encounter.

I’d like to see it jump into the category of Action/RPG. And that won’t happen until they make classes that are severly imbalanced from each other. With Pro/Con’s for each.

Just gotta find a way to get all the competitive players to shut their mouths.