Halo War zone firefight is some what good. I’m here to say that legendary War zone is actually just as hard as mythic or maybe even quite the same. On the map March on StormBreak it is nearly impossible to kill all three wardens. They only give you 5 minutes which is actually not enough time. Because first you have to kill 2 knights which takes at least 1 minute or 2. Then you have around 3 minutes to kill all tree wardens. Which is not enough time so if we had to start at 6 minutes and 25 seconds then it might even be possible and fair… Now, maybe your fireteam or even half of them have actually no good REQS. Either way, if they have tanks and strong vehicles then it’s a 3 outta 5 chance you’ll actually win the match.50/50… If they dont, then it is pretty much a 2 out of 5 but mostly 1. Now don’t say I suck or this is just bull, I have 4 other friends that agree with me on this. They really need to go into both legendary and mythic War zone and do a complete check and fix some things. Now honestly I don’t care what you say…
They never said that Mythic WZFF would be easy…
I wouldn’t play legendary or mythic without a full party just for those reasons. I’m not gonna risk losing because I get teammates who think shooting the Warden with a BR is going to do anything.
> 2727626560040591;3:
> I wouldn’t play legendary or mythic without a full party just for those reasons. I’m not gonna risk losing because I get teammates who think shooting the Warden with a BR is going to do anything.
Yes a full fire team would be smart and better.
Mythic firefight is just the regular old warzone firefight but with skulls and special bosses making it a little different.
Mythic firefight is just spammed prometheans with aimbot to the max. Last weekend i would spawn in anything and it would get shredded. My banchee ultra getting demolished from the regular banchee’s as well as my scorpions.
> 2533275050532363;5:
> Mythic firefight is just the regular old warzone firefight but with skulls and special bosses making it a little different.
> Mythic firefight is just spammed prometheans with aimbot to the max. Last weekend i would spawn in anything and it would get shredded. My banchee ultra getting demolished from the regular banchee’s as well as my scorpions.
Yes, aim bot is the problem. I dont like it and it shouldn’t be in fire fight. It’s also in legendary too. But I think that makes it bad for them to actually add that in
And honestly I’m a gamer who really keeps this kind of stuff to myself. I’m just now trying to get it out there and share my opinions lol
> 2533274960528750;1:
> Now honestly I don’t care what you say…
Then what’s the point of posting on the forums if not for discussion…?
There are a lot of design flaws to Firefight, and most of them probably won’t be fixed once the next Halo game is in full development.
I’ve noted a few things as I’ve played plenty of Warzone Firefight. Yes, as before mentioned it is highly recommended to run with a full team. With a full team you can keep better in touch and almost every time ensure yourself a victory. What I’ve noticed from playing with randoms is that there is no coordination or teamwork. That can be expected of course, because often or not a majority of randoms only care about their personal scores and less about supporting their teammates. The key to winning a Warzone Firefight match relies on teamwork all the way.
I recommend you do a few of these simple things:
-
Grab a full fireteam - I mentioned this before, but this helps out quite a lot. With a full fireteam of people you know, and have mics you can easily coordinate. Randoms typically won’t care to listen to you, and are more concerned with playing the match out the way they want to. Don’t rely on randoms to win your match for you, rely on a team. With a full fireteam you can also learn from your mistakes and see where you need to make improvements to your strategy for taking down bosses.
-
Be time effective - What I mean by this is making sure that taking down a boss or target is done within a reasonable amount of time. Your team should not be divided up attacking multiple targets(especially Wardens) at once. Not only does this slow you down, but almost every time the targets will gang up on the more split up groups. If you’re dealing with three Wardens, pick one and stick to him until he is out of the way. If your team’s fire power is more focused and less spread out you can save a lot of time and still be able to take out the other targets.
-
Conserve your REQs - My team and I are extremely conservative about calling in REQs. We only grab what we need, when we need it. My example being, just because you have the REQ level on say round three to buy a scorpion tank, you shouldn’t do it. You may not end up needing that tank, and could spend a good chunk of that round driving it across the map. Before a round starts just WAIT. When the round begins, your objective will be given to you. Once you know what you’re up against you and your team can get whatever REQs are necessary to beat the round. It really pains me to see people getting banshees when the boss is Deacon Pipap. A lot of the time they get the banshees before the round started, and Deacon is nearly the perfect anti-air boss.
I should hope that some of these simple strategies and ideas help as they’ve wonders for my team. Victory doesn’t rely on good REQs. It relies on teamwork, being time effective, and being conservative. If you can do all of that, your chances of winning a match sky rocket.
After syncing a lot of hours into WZFF I usually attribute the reasons for why many people think WZ FF is difficult to:
- On Legendary and Mythic WZ FF, players fail to recognise the strength of enemies and acknowledge they are much weaker than the basic infantry of Prometheans and Covenant, they can somewhat get away with this on Heroic but definitely not Legendary and Mythic. From this, players tend to get reckless and get themselves killed
- Players have no experience playing against AI in campaigns, I’ve noticed looking in post-game carnage reports that many players have never played the campaign or if they’ve played it have never played it on Legendary. From this, players don’t know basic tactics against enemies such as soldiers and knights (suppressor and weakspots) and even elites and resort to spamming tactics (not necessarily bad, but also not efficient, although the stupid design of Promethean soldiers often forces me to use lightfifle spamming to mop them up)
- Ordering of skulls most specifically Black Eye, that skull comes too early in round 2 and ramps the pressure way to early with players having to deal with no shields and homing weaponry, not a very good combination, the only thing this skull can help is making melee weapons more viable and CQC combat more effective but it’s still near suicidal, all other skulls are fair to deal with
- Players rely too much on vehicles with big offense power such as scorpions and wraiths leading to a cluster of vehicles everywhere (bigger isn’t better), sure it’s effective but with no room to manoeuvre you’ll be helpless to focus fire and EMPs. Smaller vehicles and air vehicles tend to be superior in avoiding telegraphed attacks on bosses (variants such as Ultra, ONI and Hannibal along with Wheelman can help to increase durability and offense).
- Players forget about using REQ Power Weapons. Power weapons are also effective against enemies as well as boss variants of enemies and tanks (Spartan Laser, AD Victorian, Railguns, The Answer, even the Needler) whilst expendable REQs can be used to whittle down infantry and Weaker bosses (Fuel Rod, Lightrifle, Blissful Slumber, Shotguns/Scattershots and if you can manage it, chainguns and splinter turrets)
The legit reasons that are pretty obvious for why WZ FF is inherently difficult is:
- Unfair enemy balancing, mostly referring to soldiers and jackals (I think we all know why)
- Bad spawns and respawn times, by the time you get to round 5 it’s almost a punishment if you die, due to 30s being taken out of 4min 45s (It usually takes 15s for the enemies to spawn so technically you only have 4min 45s to fulfil the objective), enemy ais have the most annoying spawns to counter (especially defend objectives) and players almost always get unfair spawns (looking at vehicle spawns) furthered by the fact that you can’t choose where you spawn
- Too much reliance of REQs, only Rounds 1, 2 and somewhat 3 have I been able to carry with Loadout weapons, by the time Round 4 gets around, it’s almost mandatory to have power weapons or vehicles at the ready due to the bullet sponge nature of the bosses and almost infinite spawning of Promethean/Covenant Infantry. This also hampers newer players who don’t have as big of a REQ pool as others who have a vast array of options and expendable uses
Overall, yes WZ FF is really bloody hard, but it’s not as hard as people would exaggerate it to be, especially if you’ve played the Halo campaigns on Legendary or even Heroic
> 2535429743939422;10:
> After syncing a lot of hours into WZFF I usually attribute the reasons for why many people think WZ FF is difficult to:
> 1. On Legendary and Mythic WZ FF, players fail to recognise the strength of enemies and acknowledge they are much weaker than the basic infantry of Prometheans and Covenant, they can somewhat get away with this on Heroic but definitely not Legendary and Mythic. From this, players tend to get reckless and get themselves killed
> 2. Players have no experience playing against AI in campaigns, I’ve noticed looking in post-game carnage reports that many players have never played the campaign or if they’ve played it have never played it on Legendary. From this, players don’t know basic tactics against enemies such as soldiers and knights (suppressor and weakspots) and even elites and resort to spamming tactics (not necessarily bad, but also not efficient, although the stupid design of Promethean soldiers often forces me to use lightfifle spamming to mop them up)
> 3. Ordering of skulls most specifically Black Eye, that skull comes too early in round 2 and ramps the pressure way to early with players having to deal with no shields and homing weaponry, not a very good combination, the only thing this skull can help is making melee weapons more viable and CQC combat more effective but it’s still near suicidal, all other skulls are fair to deal with
> 4. Players rely too much on vehicles with big offense power such as scorpions and wraiths leading to a cluster of vehicles everywhere (bigger isn’t better), sure it’s effective but with no room to manoeuvre you’ll be helpless to focus fire and EMPs. Smaller vehicles and air vehicles tend to be superior in avoiding telegraphed attacks on bosses (variants such as Ultra, ONI and Hannibal along with Wheelman can help to increase durability and offense).
> 5. Players forget about using REQ Power Weapons. Power weapons are also effective against enemies as well as boss variants of enemies and tanks (Spartan Laser, AD Victorian, Railguns, The Answer, even the Needler) whilst expendable REQs can be used to whittle down infantry and Weaker bosses (Fuel Rod, Lightrifle, Blissful Slumber, Shotguns/Scattershots and if you can manage it, chainguns and splinter turrets)
>
> The legit reasons that are pretty obvious for why WZ FF is inherently difficult is:
> 1. Unfair enemy balancing, mostly referring to soldiers and jackals (I think we all know why)
> 2. Bad spawns and respawn times, by the time you get to round 5 it’s almost a punishment if you die, due to 30s being taken out of 4min 45s (It usually takes 15s for the enemies to spawn so technically you only have 4min 45s to fulfil the objective), enemy ais have the most annoying spawns to counter (especially defend objectives) and players almost always get unfair spawns (looking at vehicle spawns) furthered by the fact that you can’t choose where you spawn
> 3. Too much reliance of REQs, only Rounds 1, 2 and somewhat 3 have I been able to carry with Loadout weapons, by the time Round 4 gets around, it’s almost mandatory to have power weapons or vehicles at the ready due to the bullet sponge nature of the bosses and almost infinite spawning of Promethean/Covenant Infantry. This also hampers newer players who don’t have as big of a REQ pool as others who have a vast array of options and expendable uses
>
> Overall, yes WZ FF is really bloody hard, but it’s not as hard as people would exaggerate it to be, especially if you’ve played the Halo campaigns on Legendary or even Heroic
Firefight is a lot harder than Halo 5’s Campaign, even on Legendary. Their accuracy isn’t nearly as extreme and enemies go down quite easily on the Campaign.
Players rely on vehicles because Firefight is almost designed around vehicle use, and the fact that they are inherently superior to any REQ weapon you can pull you. It’s only in specific circumstances that weapons are better, like against the Grunt mech. The fact that you’re fighting 3 Wardens in a small home base is a design flaw in itself, because the Wardens have so much health that vehicles are almost needed to take them down.
Ad Victoriam is a level 5 REQ with limited ammo, you can get much better mileage with a Wraith Ultra or a Ghost Ultra. Railguns have extremely limited ammo and do not always provide the damage necessary.
Fuel Rod is below average, Light Rifle is below average because you can find them on the ground, Blissful Slumber only works well on shields and have a very limited range, Shotguns/Scattershots are suicidal, chainguns (except for Jorge’s) make you move too slow which is exactly what you don’t want, splinter turret is useless beyond like Round 2.
Air vehicles is almost suicide because you have next to no cover, the vehicles usually have little armor, and the enemies have the range and accuracy to hit you just about anywhere on the map. Unless you’re going to sit in a Wasp or Phaeton and hide behind and pillar and take pot shots.
They still need to focus on the weapons and bosses, more so a Destiny type thing. I created a thread awhile back with a screenshot, but properly labeling the guns or having the UI show which gun you are holding each time would be the best thing.
4 or 5 player team squad with a smaller map area or a random map area would be really fun against bosses ETC.
> 2727626560040591;3:
> I wouldn’t play legendary or mythic without a full party just for those reasons. I’m not gonna risk losing because I get teammates who think shooting the Warden with a BR is going to do anything.
Exactly. I’ve never lost a round of mythic with a full fireteam. You get 8 guys pulling tanks over and over again it’s actually pretty easy. lol
Playing mythic with randoms is stupid. People running at the Warden with ARs and stuff like this clip. Watch the guy around the 16 second mark on the left side try to Leroy Jenkins the warden with an AR get absolutely DESTROYED by the knights. It’s pretty funny. He’s the only player alive and this is his method of attack. This is what playing with randoms will get you. lol
Granted I think that round glitched because I’ve never seen that many knights spawn before and it was only on heroic. It was weird. There were like 40 of them out there with incineration cannons.
> 2535449682372119;13:
> > 2727626560040591;3:
> > I wouldn’t play legendary or mythic without a full party just for those reasons. I’m not gonna risk losing because I get teammates who think shooting the Warden with a BR is going to do anything.
>
> Exactly. I’ve never lost a round of mythic with a full fireteam. You get 8 guys pulling tanks over and over again it’s actually pretty easy. lol
>
> Playing mythic with randoms is stupid. People running at the Warden with ARs and stuff like this clip. Watch the guy around the 16 second mark on the left side try to Leroy Jenkins the warden with an AR get absolutely DESTROYED by the knights. It’s pretty funny. He’s the only player alive and this is his method of attack. This is what playing with randoms will get you. lol
>
> Granted I think that round glitched because I’ve never seen that many knights spawn before and it was only on heroic. It was weird. There were like 40 of them out there with incineration cannons.
Halo WZ FF Is actually starting to glitch more often now. Like enemies spawning out of the map. For example, I have video of a mech grunt jumping out of March on Stormbreak. Also just yesterday on the same map, 4 hunters spawned in leaving just one on top of the sky barrier then a elite outside of the map once again.
> 2533274960528750;14:
> > 2535449682372119;13:
> > > 2727626560040591;3:
> > > I wouldn’t play legendary or mythic without a full party just for those reasons. I’m not gonna risk losing because I get teammates who think shooting the Warden with a BR is going to do anything.
> >
> > Exactly. I’ve never lost a round of mythic with a full fireteam. You get 8 guys pulling tanks over and over again it’s actually pretty easy. lol
> >
> > Playing mythic with randoms is stupid. People running at the Warden with ARs and stuff like this clip. Watch the guy around the 16 second mark on the left side try to Leroy Jenkins the warden with an AR get absolutely DESTROYED by the knights. It’s pretty funny. He’s the only player alive and this is his method of attack. This is what playing with randoms will get you. lol
> >
> > Granted I think that round glitched because I’ve never seen that many knights spawn before and it was only on heroic. It was weird. There were like 40 of them out there with incineration cannons.
>
> Halo WZ FF Is actually starting to glitch more often now. Like enemies spawning out of the map. For example, I have video of a mech grunt jumping out of March on Stormbreak. Also just yesterday on the same map, 4 hunters spawned in leaving just one on top of the sky barrier then a elite outside of the map once again.
I’ve also run into the “kill 40 elites” or “defend the generators,” but no enemies ever spawn glitch a few times. It’s fine on the defend objective, but I hate how it’s an automatic loss on the kill objective. There are certainly still some bugs in firefight. Not a lot, but they’re there.