It’s fun… yes, but that’s probably due to the fact scores have mostly been complete washes. Slays come very easy… one game I went 20-0. The next, followed it up with a Frenzy. It shouldn’t be this easy.
Truthfully, I saw this coming… the maps are not designed to effectively support Oddball. Notice how the game pigeonholes players into a narrow, claustrophobic routes after spawning. It’s the byproduct of highly segmented layouts. For example, we had an unstoppable set-up at Nest on The Rig… we were basically forcing a Bunker spawn for the opposition every time. An impatient team will push Engine towards Nest, EVERY time… and really, you can’t blame them.
Post up outside, 'nade Top & Bottom Engine and it’s “clean up crew” from there. The spawning team has no chance… quitters have been rampant because they’re trapped in a cycle where they’re just getting pub-stomped over and over. It’s never been easier to lock down a set-up. We won that game 200-0. That brings the design relative to the gametype dynamics into question. Similar experience on Mercy, holding the ball in the base, locking down long, narrow sightlines…
It’s just more confirmation that Halo needs to get back to a philosophy where maps are opened up and designed for a variety of modes (because people want game modes… Halo SHOULD offer staple game modes). The game gets old without them… The maps may be good for Slayer, or CTF/Strongholds, but Halo was always so much more than 3 competitive modes. KOTH probably wouldn’t play much better either.
Hopefully 343 accounts for all of the classic competitive modes in H6, and designs playspaces accordingly. It’s still baffling to me, why they broke formula (again) but in this regard especially…
