( Halo 5 ) Simple fixes for BTB

So i have been playing Ranked Big Team Battle from the day it came out and im trying to put a list together of things that need to be addressed.

I will start by saying that the spawns in SLAYER and STRONGHOLDS are very bad (they will spawn behind you) the spawns need to be changed to a static spawns system.

Standoff / Deadlock
-The DMR’S are VERY powerful and if they were removed it would help out with map movement a lot
-The side area’s often called pad/dish needs to have a little more cover
-Trun the sun down

Basin / Valhalla
-The flag should be moved to the to the top of the base, its a little to campy and very difficult to pull vs decent players
-The Hog should be a normal chain hog Not a rocket hog
-Replace the Incineration cannon with a laser

Longbow / Recurve

-Turn the sun down its blinding.

Headlong / Guillotine
-This map needs to have a one sided Objective

I want to say that i love this playlist and im really enjoying the ranking system i just feel it needs a few tweaks to make it better.
Please leave some feedback for me to add to this list

Recurve bottom mid spawn needs to stahp

You’re not going to get static spawns. Dynamic spawns are an easy, albeit cheap way to add balance to games where one team is quite obviously better than the other. Static spawns lead to spawn killing and then quitting. Developers hate quitting, which is why JIP in Halo exists.

Basin / Valhalla

How is this Valhalla???Good: You never know what to expect. Games are either standstill or a blowout. Lots of variables (power weapons, camo, map control) to keep the game interesting.
Bad: This might be my preference, but if you’re going to have vehicles, you should replace the incineration cannon with laser. All of the other BTB maps have laser to counter vehicles.

Longbow / Recurve
Good: Map design is bae. Lots of routes to run flag. There is always action top mid and in the trenches, so gameplay-wise the map is exciting.
Bad: AnAndroid1122's Xbox Halo 5: Guardians clip 12844277. Find your Xbox clips on GamerDVR.com Also, pls turn off the sun. It’s making me go blind when I snipe from top mid.

Standoff / Deadlock
Good: Map design is pretty great. Plenty of rocks to find cover behind and get the edge over people. In most cases, this promotes teamwork as I find myself getting lots of assists this way.
Bad: Same like Recurve, the Sun is giving me skin cancer. It affects blue team more than red team though. The Sun is right over Red base, which makes it a little more difficult for blue team to aim towards red base. There’s absolutely no reason for the other team to spawn on your side of the map. Three people spawning on your camo can and will turn the game around. I also agree with the DMR being overpowered. Either increase the spawn timer or remove them pls.

Headlong / Guillotine
Good: Blue team initial spawn is OP. In stronghold, you should have no trouble getting map control since you spawn by shotgun, sniper, cargo, mantis, banshee. You can even lift to laser if the other team gets banshee first, and just hold cargo until banshee spawns again.
Bad: Blue team initial spawn is OP. RIP if you’re red team. I would move cargo hill to banshee spawn and banshee to its H2C Headlong spawn.

Placements
I want to know what the parameters for the rankings are. I know too many people getting placed into plat when they should be at least diamond. I’m sure K/D, W/L, placing top 4, etc. play a role, but what is the bare minimum for (insert rank here)?

All in all, BTB is pretty fun :^)

> 2533274851481912;1:
> So i have been playing Ranked Big Team Battle from the day it came out and im trying to put a list together of things that need to be addressed.
>
> I will start by saying that the spawns in SLAYER and STRONGHOLDS are very bad (they will spawn behind you) the spawns need to be changed to a static spawns system.
>
> Standoff / Deadlock
> The DMR’S are VERY powerful and if they were removed it would help out with map movement a lot
> The side area’s often called pad/dish needs to have a little more cover
>
> Basin / Valhalla
> The flag should be moved to the to the top of the base, its a little to campy and very difficult to pull vs decent players
> The Hog should be a normal chain hog Not a rocket hog
>
> Longbow / Recurve
>
> Headlong / Guillotine
> This map needs to have a one sided Objective
>
> I want to say that i love this playlist and im really enjoying the ranking system i just feel it needs a few tweaks to make it better.
> Please leave some feedback for me to add to this list

Wut.

Basin / Valhalla
You want the flag moved to the top of the base because it’s, quote, harder to pull versus a good team? Isn’t that the point? On that note, how did you manage to pull the flag when it was inside of the bases on the original Valhalla, Ragnarock, Blood Gulch remakes, etc? Or did you simply never play “decent” teams?

Standoff / Deadlock
Your complaint is one of the main selling points for the original Standoff. It took great amounts of teamwork to control the map and having enough team communication to “team shoot” could easily dominate the game. The name even implies that it’s nearly impossible to move out of cover without coordinating something together with your team.

Headlong / Guillotine Your point I fully support on this map. Headlong had a lot of intense games of 1 Flag and 1 Bomb. The asymmetrical map layout and multiple ways into the defending base made the game amazing no matter how many rounds you played. 343i certainly dropped the ball by not building out single objective games from launch.

> 2533274851481912;1:
> So i have been playing BTB from the day it came out and I’m trying to put a list together of things that need to be addressed.
>
> - I will start by saying that the spawns in SLAYER and STRONGHOLDS are very bad (they will spawn behind you) the spawns need to be changed to a static spawns system**.** I would agree that the spawn system could be revisited by 343i; though, I’m not sure if static spawns is the absolute answer.
>
> - BTB should have its’ “visible” CSR removed (making it the first so-called “unranked” playlist), a limited JiP should be added back in (LIMITED = no late game adds and no adds if score difference is so great that a comeback is impossible), and ensure that joining a losing team through JiP won’t credit your personal record with a loss unless the team you joined took the lead before losing.
>
> - Deadlock (inspired by H3’s Standoff):
> - The DMR’S are VERY powerful and if they were removed it would help out with map movement a lot. I don’t have an issue with the DMRs being included on this map and they help reinforce the map’s concept theme that it’s a deadlock standoff between the two bases.
>
> - The side area’s often called pad/dish needs to have a little more cover. ABSOLUTELY! I too have complained about this as the spawn system will start you out in this open area where if the other team has one or two member picking up on your spawning you have little chance to survive. I thought that if they added a few rocks and trees outside of the pad/dish (while still leaving enough room for a warthog to easily traverse) and moved those outer spawn locations behind that cover it would help the map a great deal.
>
> - The sun’s glare creates a balance issue between the two bases; rotate the full map so that the sun is re-orientated to where it doesn’t unfairly favor one side over the other.
>
> - Basin (inspired by H3’s Valhalla/ H4’s Ragnarok):
> - The flag should be moved to the to the top of the base, its a little to campy and very difficult to pull vs decent players. Maybe; I don’t think this is a critical change by any means as I haven’t noticed it being all that difficult when coordinating well.
>
> - The Hog should be a normal chain hog Not a rocket hog. I actually think the Rocket Hog presents a better balance gameplay-wise because of the cool-down associated with the rockets; it leaves the gunner more vulnerable than he would be in a chaingun Hog.
>
> - Replace the Incineration cannon with a laser. I’m not sure it’s inclusion is entirely necessary, but it’s inclusion probably wouldn’t harm the gameplay either so it’s a “whatever” alteration in my opinion - sort of like the flag position change.
>
> - Red Base side rock that can be used to jump up to middle base’s red-side patio ledge is much more difficult to use than blue base’s side. 343i should tweak it so that both sides’ rock have a similar ease of accessible use in allowing a player to reach the middle base by patio ledge.
>
> - Recurve (inspired by H4’s Longbow):
> - The thin snow path ledges that you can traverse to reach the upper middle base’s windows from either base side could use some further polishing to make it feel like a more reliable option to reach sniper spawn.
>
> - Some of the rock clambers in the middle of the map (down under the catwalk paths) feel like they could use a little more polishing to make both base sides feel more similar in their ease of use.
>
> - This is indeed no good and should be addressed immediately.
>
> - The sun glare leads to balance issues between bases; rotate full map to re-orientate the sun’s position so that it doesn’t unfairly affect one side verses the other.
>
> - Guillotine (remake of H2’s Headlong/ Reach’s Breakneck):
> - This map needs to have a one sided non-slayer based objective. ABSOLUTELY! They should do away with the Strongholds non-slayer based game-type on it because it’s not currently a well balanced mode and I don’t think it can be implemented in a balanced method due to the map itself. They need to introduce Assault (bomb) and 1 Flag (1-sided round-based CTF) as non-slayer based game-types for this particular map; I also wouldn’t mind seeing Regicide (Team) return to Halo 5 for Big Team and have it included as a slayer-based game-type option for this and all the other BTB maps too.
>
> - I feel that t__he boost-up areas on the map should be tweaked to make the boosts more consistent with getting you up to the level above.
>
> - I miss the interior stairway within the skyscraper building and am wondering if something could have been done to re-include a similar traversing option back into the map.
>
> - I was a fan of Breakneck’s additional traversing option between the two boosting up areas on the second level; I wish that option would have been added to this remake.

My thoughts in bold italic.

> 2533274800063009;2:
> Recurve bottom mid spawn needs to stahp

Are you referring to laser area ?

Turning down the sun on some maps is something I could get behind. Nothing game breaking there.

One of my friends,Sun100,actually says he wears sunglasses whenever he plays btb because of the -Yoink!- sun!(No pun intended)

> 2533274851481912;1:
> So i have been playing Ranked Big Team Battle from the day it came out and im trying to put a list together of things that need to be addressed.
>
> I will start by saying that the spawns in SLAYER and STRONGHOLDS are very bad (they will spawn behind you) the spawns need to be changed to a static spawns system.
>
> Standoff / Deadlock
> -The DMR’S are VERY powerful and if they were removed it would help out with map movement a lot
> -The side area’s often called pad/dish needs to have a little more cover
> -Trun the sun down
>
> Basin / Valhalla
> -The flag should be moved to the to the top of the base, its a little to campy and very difficult to pull vs decent players
> -The Hog should be a normal chain hog Not a rocket hog
> -Replace the Incineration cannon with a laser
>
> Longbow / Recurve
>
> -Turn the sun down its blinding.
>
> Headlong / Guillotine
> -This map needs to have a one sided Objective
>
> I want to say that i love this playlist and im really enjoying the ranking system i just feel it needs a few tweaks to make it better.
> Please leave some feedback for me to add to this list

Trust this mans words,he is a very good player and a true veteran to the halo series

The spawn system needs a rework and strongholds either needs to be removed or severally tweaked.

> 2533274800063009;2:
> Recurve bottom mid spawn needs to stahp

Had this spawns happen to me last night after we pulled the flag and they spawned right in front of me at laser so yeah i see this as a very bad thing …

On Guillotine if you are blue team you have everything going for you you get shotgun, turret, sniper, mantis, banshee, camo. red can get to mantis first if blue doesn’t hop on ghost but you can’t get in and turn around to get the mantis away from spawn because blue will jump on mantis… You get instant jump to top tower so you get to middle of red territory. while red is forced to walk out in the open to get to blue spawn. Lets be honest red is locked in the towers and if blue has a halfway descent sniper he gonna kill and kill and kill people in tower. If red gets rockets your choices are go towards banshee (like 4 guys one with camo hope you don’t hand them rockets) or run to tower and get sniped near instantly. if red gets banshee the turret is gonna kill it. I know because when I’m on blue and I see enemy banshee I kill it every time with the turret. Red team get a light rifle ,spartan laser and rockets most of the time. They also get the opportunity at the banshee and mantis, unfortunately that’s only if blue doesn’t run for those which is a mistake.

Static spawns equals spawn trapping.

I agree with all original statements made by author of the post. The bro spawning system is absolutely stupid.

> 2533274849581252;14:
> Static spawns equals spawn trapping.

ONLY if the teams are very unbalanced if the teams are evenly matched then it will work out just fine .

Lets look at some stuff from the part BTB playlists

Halo 2 - obj static spawns
Halo 3 social BTB- Slayer and Obj both Static
Halo 3 Ranked BTB - ^^^^^^^^^^
Halo 3 Ranked Squad Battle - ^^^^
Halo 4 - OBJ was Static

From what we can see almost all big team battle playlists/games have used a static system and it worked great .

I agree with everything posted. The spawns being changed to static is the biggest issue right now. This will fix the issues with getting spawned on.

Maps overall
-No DMRs or Light Rifles
-Static spawns for Slayer & every objective mode
-Nerf the sun
-More objective gametypes such as Neutral Assault and 1 sided objective gametypes.
-At each base on every map (that is symmetrical) both teams get 1 Ghost, 1 Gungoose, 1 Mongoose and 1 Warthog