It has been around 2 to 3 weeks now, and that gives us enough time to state out opinions about the Firefight update. Was it what we wanted? Does the update need some updating itself? Let me hear what you guys think in the comments down below!
ALSO, DO NOT PUT ONE SENTENCE!!! SPECIFY WHAT YOU ARE TALKING ABOUT OR I WILL COUNT IT AS SPAM.
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AGAIN. I WILL SAY THIS FOR ANYONE THAT DOES NOT WANT TO OPEN THE SPOILER! DO NOT JUST PUT ONE SENTENCE!!! SPECIFY WHAT YOU ARE WANTING TO SAY OR WILL MARK IT A SPAM!!!
It’s a start to something that can greatly be improved upon. We got the hotfix not too long ago, but all it really did was change what rounds some objectives come in. What could really be used is a Grunt Goblin nerf. The TTK on those is ridiculous if people are not using/able to use a high tier REQ. Then there’s damage values, A.I. accuracy, and respawn placements that could probably use quite a bit of tuning as well. It feels like we are paper getting annihilated by hundreds of pairs of scissors when trying to fight even a small group of enemies sometimes.
They still need to fix the problem with respawn timers. No one likes that particular “feature”; it just makes the game more frustrating than it needs to be. The respawn time should be no longer than 10 seconds, and it should not increase with each round. Just get rid of it; I thought it was a terrible idea from the moment 343i first explained it to us, and turns out’s it’s 10x worse in practice than it is in theory.
Also, enemies still have too much health. Especially Prometheans… if I can’t kill a Promethean Soldier in 1 clip from my Halo 2 Battle Rifle without at least 3 other players shooting at the same Soldier, than we have a problem.
The “Hot Fix” organized the difficulty progression during rounds but overall, FF is still a bit difficult for players who are low on reqs. win or fail? Draw
The hotfix fixed a few small issues, but not all issues in general. Here are some tweaks I’d love to see :
- There needs to be some sort of indicator as to where specific enemies are, like displaying grunts with an error above their head when that’s the specific enemy for the round. Unless you’ve played that map before, it can be difficult to find certain enemies, it’s sometimes difficult even if you know most of their general spawn areas. - Enemy respawn timers need a fix, 2 wardens are hard enough to deal with, we don’t need 6 knights constantly spawning and blowing up anything that moves within 2 seconds. - There need to be less boss enemies in round 5 if they plan to add in 3-4 boss/mythics into a core base. - Stop having ‘defend the armory’ rounds where enemies will spawn in the base and can kill you within a second because you didn’t even realize they were there. I’m not talking about enemies jumping onto the top of the base, or fighting their way in. I’m talking promethean targets that spawn on the base and shoot you with a cannon. - Speaking of ‘defend the armory’ rounds, give us a chance to get to the armory that requires defending. Nothing is worse than starting a round on one side of the map, only to realize you and your team need to get all the way across the map and into a guarded, half captured base.These are just a few issues I have. I do enjoy WZFF though. As many tweaks as it requires, WZFF is a fun game mode and I’m hoping that it can only improve with time.
> 2533274838071212;3:
> It’s a start to something that can greatly be improved upon. We got the hotfix not too long ago, but all it really did was change what rounds some objectives come in. What could really be used is a Grunt Goblin nerf. The TTK on those is ridiculous if people are not using/able to use a high tier REQ. Then there’s damage values, A.I. accuracy, and respawn placements that could probably use quite a bit of tuning as well. It feels like we are paper getting annihilated by hundreds of pairs of scissors when trying to fight even a small group of enemies sometimes.
i will have to disagree on this. At first playing the beta was so easy to kill enemies, but when they came out with the final result of the update. I was Golden. Though i think some rounds are pretty damn sweaty, but all in all it comes down to the team and the cooperation “REQS”
> 2533274874078365;6:
> The hotfix fixed a few small issues, but not all issues in general. Here are some tweaks I’d love to see :
>
> - There needs to be some sort of indicator as to where specific enemies are, like displaying grunts with an error above their head when that’s the specific enemy for the round. Unless you’ve played that map before, it can be difficult to find certain enemies, it’s sometimes difficult even if you know most of their general spawn areas.
> - Enemy respawn timers need a fix, 2 wardens are hard enough to deal with, we don’t need 6 knights constantly spawning and blowing up anything that moves within 2 seconds.
> - There need to be less boss enemies in round 5 if they plan to add in 3-4 boss/mythics into a core base.
> - Stop having ‘defend the armory’ rounds where enemies will spawn in the base and can kill you within a second because you didn’t even realize they were there. I’m not talking about enemies jumping onto the top of the base, or fighting their way in. I’m talking promethean targets that spawn on the base and shoot you with a cannon.
> - Speaking of ‘defend the armory’ rounds, give us a chance to get to the armory that requires defending. Nothing is worse than starting a round on one side of the map, only to realize you and your team need to get all the way across the map and into a guarded, half captured base.
> These are just a few issues I have. I do enjoy WZFF though. As many tweaks as it requires, WZFF is a fun game mode and I’m hoping that it can only improve with time.
>
>
> > 2533274874078365;6:
> > The hotfix fixed a few small issues, but not all issues in general. Here are some tweaks I’d love to see :
> >
> > - There needs to be some sort of indicator as to where specific enemies are, like displaying grunts with an error above their head when that’s the specific enemy for the round. Unless you’ve played that map before, it can be difficult to find certain enemies, it’s sometimes difficult even if you know most of their general spawn areas.
> > - Enemy respawn timers need a fix, 2 wardens are hard enough to deal with, we don’t need 6 knights constantly spawning and blowing up anything that moves within 2 seconds.
> > - There need to be less boss enemies in round 5 if they plan to add in 3-4 boss/mythics into a core base.
> > - Stop having ‘defend the armory’ rounds where enemies will spawn in the base and can kill you within a second because you didn’t even realize they were there. I’m not talking about enemies jumping onto the top of the base, or fighting their way in. I’m talking promethean targets that spawn on the base and shoot you with a cannon.
> > - Speaking of ‘defend the armory’ rounds, give us a chance to get to the armory that requires defending. Nothing is worse than starting a round on one side of the map, only to realize you and your team need to get all the way across the map and into a guarded, half captured base.
> > These are just a few issues I have. I do enjoy WZFF though. As many tweaks as it requires, WZFF is a fun game mode and I’m hoping that it can only improve with time.
>
> I do agree! i love your opinions. I defiantly agree with wardens and the knights spawn system. It can be a little overwhelming at times.
It’s great, there’s nothing wrong with it. No the respawn time isn’t too long, no the AI’s and bosses don’t need a nerf. Fire fight isn’t the problem, it’s the bad players who are the problem.
343 has this habit of setting a great table, but the meal is kinda mediocre. Thats how I feel with WZFF, the difficulty is a huge problem for me, because I just wanna relax and not get destroyed by enemies with Legendary difficulty aim. The respawn timer is annoying to deal with, 30 seconds is way to damn long, especially when its so easy to die. People saying “dont die lol, git gud” are part of the problem tbh. Its decent, but needs some heavy tweaking my dudes.
> 2533274815439346;9:
> It’s great, there’s nothing wrong with it. No the respawn time isn’t too long, no the AI’s and bosses don’t need a nerf. Fire fight isn’t the problem, it’s the bad players who are the problem.
I know there are some players that are New and have limited REQs. Could you give more insight in bad players? How would you describe a bad player in FF?
> 2533274815439346;9:
> It’s great, there’s nothing wrong with it. No the respawn time isn’t too long, no the AI’s and bosses don’t need a nerf. Fire fight isn’t the problem, it’s the bad players who are the problem.
I assume you joined up with some pretty useful teammates. LOL 
Warzone Firefight is only fun for players who have a lot of good REQ’s, for beginners and casual players, Firefight is rather a struggle then a fun experience. Personally I have good and strong REQ’s, but even for me Firefight is really hard. Your “strong” Hannibal Mantis/scorpion get’s destroyes way too easy. Crawlers can shoot down your Phaeton, I mean c’mon man… I think they should implement different dificulties or balance Firefight how it is now.
- 5 second spawn times at all rounds
- Spawning near objectives
- Less bullet magnetism from the Prometheans
- Reduce the aim for enemy Wraiths/banshees
- Reduce the strength of the Grunt Goblins needles
- Reduce amount of Incineration cannon shots fired from knights (they are literally spraying with those things)
- Remove a big portion of the debris on the roads on Urban, it’s a very ground verhicle unfriendly map
- Most important, mark all the enemies when you have to kill an x amount of hunters/knights/jackals etc, it costs too much time to find them
343 Industries, you made this game for us, the players. Then listen to the community and change it how we want it to be!
Throw us a bone by giving us a Warzone Turbo weekend! It would make Firefight a lot more enjoyable!
Promethean problems:
1: They spawn instantly, so they get reinforcements VERY quickly, as opposed to the Covenant who has to be flown in.
2: Soldiers have 3 times the health of elites and have heatseeking weapons + There are 3 times as many soldiers as there are elites(Where 4 Elites spawn, 12 soldiers will spawn)
3: Soldiers teleport all over the place, and when they do, the needles you put into them gets removed, so you waste a lot of ammo on Needle weapon REQs.
4: They spawn INSIDE defend objectives and insta-kill you.
5: Soldiers spawn with Rocket Pods on round 5, and with their aimbot-like aim, you are pretty much screwed if you are not in an Ultra Rare vehicle or above + having Wheelman perk on.
6: Knights with Cannons are too numerous, the amount of them has to be reduced(Both Knights and cannons)
7: Bosses heal up EXTREMELY fast. Like in less than .1 second they can go from almost dead to full health for no reason(Even when no Watchers are around)
8: They deal too much damage with their heatseeking -Yoink- weapons, which also aim for the head.
9: During “Defend the Promethean Core”, they spawn in instantly around the core, they don’t even have to run to the core, they spawn in and immediatly start shooting the core.
10: All Warden Eternal shots are insta-kill on Spartans outside vehicles poke your head out and you are dead(This is frustrating on maps where they spawn 3 inside your home base and cannot use vehicles properly)
Covenant problems:
1: Spawnlords can shoot you through cover and will insta-kill you.
2: Banshees 3 shots spartans.
3: Temple Banshees can one-shot a fresh tank.
4: Wraith pilots can do 360 no-scopes.
5: Jackel snipers do not miss… Ever.
6: Neither does Elite snipers.
7: They deal too much damage(Their health is fine though)
Overall problems:
1: Loadout weapons have too little ammo compared to enemy health.
2: REQs have too little ammo compared to how many enemies there are(They are clearly balanced around killing Spartans, not NPCs)
3: REQ gain is EXTREMELY slow in the first 2 rounds.
4: Urban is extremely difficult to get around on with a ground vehicle because of all the barricades on the roads.
5: Respawn timer is to long, at round 5 if you die(And let’s face it, you WILL die) you are out for 20% of the match because of the 30 second respawn timer + 30 second run to the enemy targets.
These are all the issues I have found with Firefight so far, some are more severe than others. And I am sure some will disagree on some of it.
> 2533274802867536;14:
> Promethean problems:
> 1: They spawn instantly, so they get reinforcements VERY quickly, as opposed to the Covenant who has to be flown in.
> 2: Soldiers have 3 times the health of elites and have heatseeking weapons + There are 3 times as many soldiers as there are elites(Where 4 Elites spawn, 12 soldiers will spawn)
> 3: Soldiers teleport all over the place, and when they do, the needles you put into them gets removed, so you waste a lot of ammo on Needle weapon REQs.
> 4: They spawn INSIDE defend objectives and insta-kill you.
> 5: Soldiers spawn with Rocket Pods on round 5, and with their aimbot-like aim, you are pretty much screwed if you are not in an Ultra Rare vehicle or above + having Wheelman perk on.
> 6: Knights with Cannons are too numerous, the amount of them has to be reduced(Both Knights and cannons)
> 7: Bosses heal up EXTREMELY fast. Like in less than .1 second they can go from almost dead to full health for no reason(Even when no Watchers are around)
> 8: They deal too much damage with their heatseeking -Yoink- weapons, which also aim for the head.
> 9: During “Defend the Promethean Core”, they spawn in instantly around the core, they don’t even have to run to the core, they spawn in and immediatly start shooting the core.
> 10: All Warden Eternal shots are insta-kill on Spartans outside vehicles poke your head out and you are dead(This is frustrating on maps where they spawn 3 inside your home base and cannot use vehicles properly)
>
> Covenant problems:
> 1: Spawnlords can shoot you through cover and will insta-kill you.
> 2: Banshees 3 shots spartans.
> 3: Temple Banshees can one-shot a fresh tank.
> 4: Wraith pilots can do 360 no-scopes.
> 5: Jackel snipers do not miss… Ever.
> 6: Neither does Elite snipers.
> 7: They deal too much damage(Their health is fine though)
>
> Overall problems:
> 1: Loadout weapons have too little ammo compared to enemy health.
> 2: REQs have too little ammo compared to how many enemies there are(They are clearly balanced around killing Spartans, not NPCs)
> 3: REQ gain is EXTREMELY slow in the first 2 rounds.
> 4: Urban is extremely difficult to get around on with a ground vehicle because of all the barricades on the roads.
> 5: Respawn timer is to long, at round 5 if you die(And let’s face it, you WILL die) you are out for 20% of the match because of the 30 second respawn timer + 30 second run to the enemy targets.
>
> These are all the issues I have found with Firefight so far, some are more severe than others. And I am sure some will disagree on some of it.
You are totally right, especially in the rounds where you have to kill those 4 Swarmlords. There is no space for vehicles in the narrow hallway so you have to use high level REQ weapons. Once you step 1 foot inside of the base you get obliterrated by numerous elites and aimbotting hunters. So you are forced to use vehicles, which have no space to move or shoot… verrrry well balanced 343 
> 2533274909329991;11:
> > 2533274815439346;9:
> > It’s great, there’s nothing wrong with it. No the respawn time isn’t too long, no the AI’s and bosses don’t need a nerf. Fire fight isn’t the problem, it’s the bad players who are the problem.
>
>
> I know there are some players that are New and have limited REQs. Could you give more insight in bad players? How would you describe a bad player in FF?
A bad player is someone who tries to lone wolf their way through any number of rounds. Warzone Firefight is a true cooperative game mode, and you HAVE to cooperate! You CAN get by without calling in REQs, but you have to have teammates that are using vehicles then. After two games of Firefight, or one game with an RP boost, you would then have enough to pick up a silver pack and get a few vehicles of your own to use in the next game if you’re a complete REQlessly, new player. The main thing is having multiple BRs (definitely kinetic!) and maybe DMRs. Headshot weapons are a must.