As the question states.
Headhunter is a free-for-all gametype in Halo: Reach, where players fight for flaming skulls and return the collected skulls to their designated (but mobile) deposit zone.
To collect skulls, you can either grab the ones that spawn at the start or kill a player. A player with no skulls still drops one at death. When collecting the skulls, players are tagged with an navpoint indicator above their multiplayer models which reveals the amount of skulls collected, even if they are in Active camouflage. The more skulls the players collect, the bigger a target they are. If a player is killed, all of the skulls will be dropped and opposing players will be able to collect the skulls. In addition, players will not be penalized for carrying the skulls and will be able to access all his/her weapons and abilities. The default game-winning score is 25, though if the player manages to deposit 10 skulls at once, they would obtain a Skullamanjaro It is important to note that the player will not receive any points until they deposit their skulls into a territory. After a few seconds pass, the deposit zone will start flashing. This indicates that the zone will move in about three seconds, so waste no time depositing your skulls.
Oh yeah! I forgot that, it was soo cool!
I’m sure some people will say no because it breaks their immersion bubble, lol. I loved headhunter, would love to see it return.
Also, I can’t make it ‘gametype’, but you know what I mean. Just noticed I misspelled it. 
It’s funny. Headhunter was a loved mode. But when I played Halo Reach. It was never voted on
> 2533274803137071;6:
> It’s funny. Headhunter was a loved mode. But when I played Halo Reach. It was never voted on
I absolutely loved it when people voted for it, but people were more worried about slayer, or oddball. Not nearly as fun in my opinion, LOVED headhunter on swordbase too. oh my god, loved it.
Yes it should come back. It was an awesome mode. They should also bring back Stockpile from Reach.
I loved that gamemode. I hope we see it in the future.
That game type was so much fun! Please bring it back!
I never got to play it. I was the only person to ever vote for it.
Man the rush you got where you just dumped 10 heads in that ring at one time, especially where you have this big red marker that sticks out like a hipster saying “KILL ME PLZ” and you have every Tom, Steve and Jody DMRIng you to hell.
343, please bring this back.
if Reach did one thing right, for Slayer based game types, it’s this.
headhunter was fun, can’t say the same about stockpile tbh. i’d love to see it return.
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> Man the rush you got where you just dumped 10 heads in that ring at one time, especially where you have this big red marker that sticks out like a hipster saying “KILL ME PLZ” and you have every Tom, Steve and Jody DMRIng you to hell.
> 343, please bring this back.
> if Reach did one thing right, for Slayer based game types, it’s this.
oddly enough i really enjoyed what reach tried to do with powerhouse, swordbase and boardwalk. i thought all 3 missed their mark entirely, but they were interesting asym layouts. halo 4s asyms felt too disjointed and meandering (complex), too symmetrical (like abandon or solace) or too cluttered (exile), i thought the reach ones all felt unique, i’d love to have more proper asyms, compact and vertical
> 2533274836395701;14:
> headhunter was fun, can’t say the same about stockpile tbh. i’d love to see it return.
>
>
> > 2533274882454373;13:
> > Man the rush you got where you just dumped 10 heads in that ring at one time, especially where you have this big red marker that sticks out like a hipster saying “KILL ME PLZ” and you have every Tom, Steve and Jody DMRIng you to hell.
> > 343, please bring this back.
> > if Reach did one thing right, for Slayer based game types, it’s this.
>
>
> oddly enough i really enjoyed what reach tried to do with powerhouse, swordbase and boardwalk. i thought all 3 missed their mark entirely, but they were interesting asym layouts. halo 4s asyms felt too disjointed and meandering (complex), too symmetrical (like abandon or solace) or too cluttered (exile), i thought the reach ones all felt unique, i’d love to have more proper asyms, compact and vertical
Well, the Swordbase was my favorite map for Reach. And as much as I agree that reach had some great maps, the ‘compact and vertical’ thing was great for Reach, because of the Jetpack. And thanks to mighty allah (I’m kidding, Cthulhu did this one) they took away Jetpack for 5. Which I am ECSTATIC about. I hated the Jetpack. They can’t really make too great of a straight vertical map, although it would be interesting… I don’t know if they can make it work very well. Time will tell.
Headhunter was such a cool gametype.
> 2535433357507289;15:
> > 2533274836395701;14:
> > headhunter was fun, can’t say the same about stockpile tbh. i’d love to see it return.
> >
> >
> > > 2533274882454373;13:
> > > Man the rush you got where you just dumped 10 heads in that ring at one time, especially where you have this big red marker that sticks out like a hipster saying “KILL ME PLZ” and you have every Tom, Steve and Jody DMRIng you to hell.
> > > 343, please bring this back.
> > > if Reach did one thing right, for Slayer based game types, it’s this.
> >
> >
> > oddly enough i really enjoyed what reach tried to do with powerhouse, swordbase and boardwalk. i thought all 3 missed their mark entirely, but they were interesting asym layouts. halo 4s asyms felt too disjointed and meandering (complex), too symmetrical (like abandon or solace) or too cluttered (exile), i thought the reach ones all felt unique, i’d love to have more proper asyms, compact and vertical
>
>
> Well, the Swordbase was my favorite map for Reach. And as much as I agree that reach had some great maps, the ‘compact and vertical’ thing was great for Reach, because of the Jetpack. And thanks to mighty allah (I’m kidding, Cthulhu did this one) they took away Jetpack for 5. Which I am ECSTATIC about. I hated the Jetpack. They can’t really make too great of a straight vertical map, although it would be interesting… I don’t know if they can make it work very well. Time will tell.
Looking back, Reach would’ve absolutely nailed aysm with Sword Base had it of done these two things:
- No jet pack
- Open up lift room to be included in break room so everyone and their mother doesnt go camping there.
Uhh o.o
Looks like Im the only one that hated it. It was way to hectic in a bad way. Skill didnt really get rewarded and the whole point of the gametype is basically to steal other peoples kills. (skull=kill)
Also, that moment you run at a score ring thing, with ten skulls on your head, just to see it removed right in front of you -_-*
> 2533274818521550;18:
> Uhh o.o
> Looks like Im the only one that hated it. It was way to hectic in a bad way. Skill didnt really get rewarded and the whole point of the gametype is basically to steal other peoples kills. (skull=kill)
>
> Also, that moment you run at a score ring thing, with ten skulls on your head, just to see it removed right in front of you -_-*
There was no need to steal kills, it was all about being the last one alive in the skirmish so you could grab the skulls. It was FFA, of COURSE it was hectic. I love the chaos, that’s what makes it fun. If you don’t like it, that’s fine, but why would you say ‘no’ just because you didn’t like it? Obviously other people enjoy it, why would you vote for it to NOT be back? Couldn’t you just go to another gametype when it’s there?
Ah Headhunter gametype. The gametype of psychos.
I loved Headhunters in Reach.