How would you improve Warzone Firefight?

The mode gets boring very quickly, what would be your improvements in the next title?

Get rid of boss objectives. Too spongey, dull, and excessively reliant on having a decently sized REQ collection.

Improve defense rounds. I personally think they should really feel more like the round 5 Forerunner artifact defense on Attack on Sanctum and less like the Garage defense rounds, being more open and having multiple areas to defend from as opposed to being rushed into a corner by tons of enemies.

Phantom adjustments. The side gunners do way too much damage. (I suppose they had to compensate for the Plasma Turret’s garbage performance somehow… /s)

Hopefully if WZFF returns they can find a happy medium between “too hard without REQs” and “cake walk with REQs”. The problem with the original WZFF Beta was that it was too easy when using REQs, but when the mode finally released the difficulty was ramped up to eleven, making it impossible unless your teammates constantly pulled out various vehicle and weapon REQs.

Warnings or restrictions or something to encourage people to play difficulties more appropriate for their capabilities. It is incredibly infuriating to try to find a match of Mythic WZFF only to be put on a team with some low-level players with limited experience and REQs, forcing the more experienced players to attempt to pick up the slack.

Shorten the respawn timer. Dying and waiting for respawn gets ridiculous on later rounds, especially on 5, because you end up unable to do anything for a tenth of the entire round’s duration. If you ask me, it should start at five seconds and increase to a maximum of fifteen seconds.

Time rollover. If you complete a round before the time runs out, I really think the leftover time should be added to the next round

#1 get rid of the lame automatic longer respawn timer. Such a lazy done “punishment” for dying. It should be something like three seconds added to an individual each time they die.
#2 customizable party size. If you want to go at it solo you can or how ever many in a team as you want.
#3 as said above less bullet spongey bosses and make then smarter and use more of the map.

First of all, as I’ve said in other threads, something needs to be done about the fact that req weapons are so far outclassed by req vehicles in Warzone Firefight. There are a number of ways they could address that issue, such as making req stations refill their ammo, or having separate req balancing for PvP and PvE, but I just want them to do anything at all about it. It’s quite ridiculous that such a popular game mode has had such a glaring problem for so long.

Also, like Emperor Nova01 says, Phantom adjustments are badly needed. I would make Phantom guns and gunners killable and maybe tone down their damage a bit. They’re just dumb dropships but they act like they’re the big tough enemy I came here to fight. Just dump your enemies and go away already.

I would also fix the glitches, notably the one where destroyed Ghost debris gets hitmarkers over it. And add more easter eggs like the one on Sanctum with the Grunt and the Crawler :blush:

Take it out

but if there had to be improvements I’d say make it an endless survival where each wave it gets harder kinda of like zombies but halo style and it’ll get hard as in elites spawn in vehicles etc.

  1. I would get rid of the long respawn timer. 5 second respawn time is long enough, combined with the time it takes to get a vehicle to or sprint to an objective. Most games are lost due to the insane respawn timer at the end of games combined with long distances between enemies/objectives and respawn locations.

  2. During rounds with multiple legendary or mythic bosses, I would reduce the amount of excess enemies (ie. Soldiers, Knights, Elites). Dealing with the bosses is enough of a headache.

  3. I would introduce more objective-based rounds to mix up the grind of killing bosses and enemies. Include more artifact or base defenses, for example.

  4. I would include a way to see Forerunner spawns so they don’t just appear randomly and kill you. Seeing a Phantom allows you plan against the Covenant, and take cover if needed. Forerunner enemies being able to randomly teleport is kind of annoying too.

  5. Don’t place mythic enemies (ie. Wardens or Hunters) in an area that you can’t get vehicles into. The base that would hold the core is an example. The main way to defeat enemies of this difficulty is with vehicles, and if I cannot drive a tank or banshee into a good spot to kill them it is frustrating.

  6. Try to place more of an overall emphasis on skill and strategy, rather than having to empty all of your REQs on a bulletsponge enemy.

  7. Spawn players near the objective they are trying to defend, rather than so far away that enemies have already invaded it and are killing you. Or give the player more time to run to the objective.

The Phantoms are way too powerful, especially with the side gunners. But more importantly, you should have the option of destroying them entirely. As they stand, they don’t take damage at all.

> 2533274931680884;6:
> 5. Don’t place mythic enemies (ie. Wardens or Hunters) in an area that you can’t get vehicles into. The base that would hold the core is an example. The main way to defeat enemies of this difficulty is with vehicles, and if I cannot drive a tank or banshee into a good spot to kill them it is frustrating.

Yes, this. I forgot about this. Bullet sponge bosses shouldn’t hide from vehicles. That is just annoying.

And one more thing I forgot to add to my post: I would make it so it tells you which round is coming up next during the intermission. That way, players can prepare by moving to where the objective will be, and calling in the right req ahead of time.

Solo play? Anyone? Anyone? Bueller? Bueller? Bueller?

> 2533274873843883;9:
> Solo play? Anyone? Anyone? Bueller? Bueller? Bueller?

Yeah, I’d appreciate that, as well

I’d also like to add that an improvement to the scoring system would be appreciated as well, I’ve had too many matches where credit to taking down a boss goes entirely to the person that fired 3 shots in the end instead of the people that did 99% of the damage and died shortly after.

Here are my suggestions in no particular order. Some will be repeats of what other people suggested since I also agree with them.

1) Give Firefight its own maps. Part of the problems mentioned in this thread is because we’re using maps designed for regular Warzone. That’s why defend the garage or the bosses being unreachable in the back of the home bases for example are such an annoyance.

2) More round varieties. Playing FF for an extended period of time can become stale, boring and more of a chore to play because it’s the same rounds over and over with the only variety being how good or bad your teammates are. 343 has had plenty of time now, so I expect H6 to come with an endless supply of rounds.

3) Solo and custom game options. Pretty self-explanatory.

4) A reload ability for REQ weapons. Given the amount of AI and health amounts with some of them, power weapons are just too limited with ammo to really put a dent in some of the rounds. This makes people have to rely on vehicles too much. Make the reload amount times limited, but give us that option.

5) More AI varieties. I know they want to stick with the current game’s enemies, but it is a simulation. Make Firefight its own stand alone subgame and give us Brutes, Flood or other enemies in the extended universe as well as the ones in the current game. Look at fighting games. They bring back old characters all the time and I think Halo would benefit from this as well.

6) To piggyback off of my #5 suggestion as a stand alone subgame, give us the option to use different campaign characters. I think it would be neat to be able to use a different character even if it’s just for a different visor or sayings. I would even go as far as letting us use characters from the different games. Lock, Vale, Sgt. Johnson, The Arbiter, Lansky, Miranda Keyes, Sgt Palmer, etc…

7) Plasma turret nerf on the Phantoms. Those things wreck tanks in no time and don’t miss.

8) Some rounds need an overhaul. For example, the round 5 two Mythic Wardens on Sanctum need less Knights while the round 5 Phantom and Wraith boss on Apex probably needs to either be moved to a lower round or needs a little more enemies since it’s too easy.

9) The respawn timers need adjusting. We have a 30 second timer on round 5 and on top of that we usually don’t even spawn near the action which is more time wasted. It definitely needs to be less.

10) We need bigger XP/RP bonuses for ending a round quickly. I think the amount is actually capped to (edit: it’s 1351. checked last night) and that needs to be removed. As it currently stands, the longer a game goes on the more XP/RP you get which I think is backwards. We should be rewarded more for ending games quicker.

11) Make a prompt in the harder Firefight modes as a warning to let players know that it might not be recommended to play it if you don’t have a lot of REQ’s.

12) Better hit detection on the AI. This happened last night. I was shooting a Banshee boss for literally 10 seconds with my Mantis and it didn’t give me credit for the kill. This happens all the time and it’s really annoying.

That’s all I can think of off the top of my head for now.

> 2535429593088083;7:
> The Phantoms are way too powerful, especially with the side gunners. But more importantly, you should have the option of destroying them entirely. As they stand, they don’t take damage at all.

Well you couldn’t destroy them in Reach either so…
That said being able to knock off the guns would be nice.

Right now I’m thinking adjust the ammo for weapons. With the number of enemies and sponge factor of bosses it rarely make since to use a weapon over a vehicle. Which is sad because thats like 3/4 of all the reqs

> 2727626560040591;12:
> We need bigger XP/RP bonuses for ending a round quickly. I think the amount is actually capped to 1350 (not positive) and that needs to be removed. As it currently stands, the longer a game goes on the more XP/RP you get which I think is backwards. We should be rewarded more for ending games quicker.

I agree with all of your excellent suggestions but I wanted to highlight this one in particular. There are some rounds with lots of enemies and splatterable bosses (round one Soldier bosses on Stormbreak, for example). For those rounds, it’s fun to call in a scout hog to splatter the bosses and get them over with quickly. But the whole team ends up with more req energy if you drag it out and spend more time killing other enemies before moving on to the bosses. I would very much welcome a change that actually gives players an incentive to quickly defeat those bosses, in addition to the existing temptation to do so just because it’s fun.

> 2533274907200114;13:
> Well you couldn’t destroy them in Reach either so…
> That said being able to knock off the guns would be nice.

I agree. As much as I’d love to blow up Phantoms, it would be kind of OP if you could eliminate them before they dropped off their troops. Honestly, we should have been able to knock their guns off from day 1

All of these are excellent points, I have to place emphasis on respawn timer, spawn locations, and the amount of amo given at spawn. For the two plus years this game has been out, I have seen these requests go unanswered, so I don’t think they will do any changes to H5. But there is a chance that H6 will not have these issues.

My points to improve the gamemode specifically, more specifically applies to Legendary Difficulty

  1. Decrease spawn timers and have a lives system, I want skilled people to be playing the right difficulty levels, i don’t want half my teammates being useless meat shields
  2. Make myself be able to choose locations to spawn in rather than being automatic, I despise spawning on the other side of the battlefield since it makes me not wanna redeem tank REQs or power weapons
  3. Tune REQs levels specifically for WZ FF mode separate from the main WZ gamemode, using REQs against players is different than using them against AI
  4. Get rid of the invulnerability that the phantom turret gunners possess, and also allow the phantoms to be shot down, just with a lot of health so you can’t spawn camp them
  5. Passive Patrol Case armour mod in effect (aka everyone gets increased max ammo), I don’t wanna run to a WZ base to get ammo, in a 5 min round where you have to kill a ton of enemies to kill the boss is mind numbingly tedious
  6. Give spawn waypoints not just for bosses but also for standard enemies, that way we can prepare properly and get to the location instead of losing time and capture progress in the case of Defend missions
  7. Each objective has their own timer, some don’t require 5min and some require more than 5min, this of course can be up to debate due to player skill and enemy balancing
  8. Increased variety of objectives, an example can be assaulting a core rather than be defending a core, that way players can be more proactive in objective focus rather than spending all their REQs and trying to get the most kills
  9. Revamped maps specifically for WZ FF, mostly gripes how the maps are for WZ and WZ Assault, but not for FF with too much open ground and barely any driving routes
  10. Specialised solo/splitscreen/local versions of WZ FF and matchmade versions, a pretty tall order but I think it can be done
  11. Power Weapons or Vehicles being called in via ordnance or are randomly dropped off (with power weapons being more common), more incentives for players to use power weapons rather than just relying on vehicles, I know it may become a race to grab them but it’s a risk I think is worth taking since there’s no friendly fire in WZ except for splatters OR infantry style WZ FF maps with no vehicles enabled, more emphasised on player skill
  12. More enemies, looking moreso towards sentinels, enforcer and brutes, don’t really want flood as it’s a bit tough to implement for WZ FF specifically
    Apologies for the long wall of text, I much prefer playing PvE than PvP so these are the points for my ideal improvements of WZ FF in general

How would i improve warzone firefight? Well, i’d get rid of the warzone part and make it classic firefight.

> 2727626560040591;12:
> Here are my suggestions in no particular order. Some will be repeats of what other people suggested since I also agree with them.
>
> 1) Give Firefight its own maps. Part of the problems mentioned in this thread is because we’re using maps designed for regular Warzone. That’s why defend the garage or the bosses being unreachable in the back of the home bases for example are such an annoyance.
>
> 2) More round varieties. Playing FF for an extended period of time can become stale, boring and more of a chore to play because it’s the same rounds over and over with the only variety being how good or bad your teammates are. 343 has had plenty of time now, so I expect H6 to come with an endless supply of rounds.
>
> 3) Solo and custom game options. Pretty self-explanatory.
>
> 4) A reload ability for REQ weapons. Given the amount of AI and health amounts with some of them, power weapons are just too limited with ammo to really put a dent in some of the rounds. This makes people have to rely on vehicles too much. Make the reload amount times limited, but give us that option.
>
> 5) More AI varieties. I know they want to stick with the current game’s enemies, but it is a simulation. Make Firefight its own stand alone subgame and give us Brutes, Flood or other enemies in the extended universe as well as the ones in the current game. Look at fighting games. They bring back old characters all the time and I think Halo would benefit from this as well.
>
> 6) To piggyback off of my #5 suggestion as a stand alone subgame, give us the option to use different campaign characters. I think it would be neat to be able to use a different character even if it’s just for a different visor or sayings. I would even go as far as letting us use characters from the different games. Lock, Vale, Sgt. Johnson, The Arbiter, Lansky, Miranda Keyes, Sgt Palmer, etc…
>
> 7) Plasma turret nerf on the Phantoms. Those things wreck tanks in no time and don’t miss.
>
> 8) Some rounds need an overhaul. For example, the round 5 two Mythic Wardens on Sanctum need less Knights while the round 5 Phantom and Wraith boss on Apex probably needs to either be moved to a lower round or needs a little more enemies since it’s too easy.
>
> 9) The respawn timers need adjusting. We have a 30 second timer on round 5 and on top of that we usually don’t even spawn near the action which is more time wasted. It definitely needs to be less.
>
> 10) We need bigger XP/RP bonuses for ending a round quickly. I think the amount is actually capped to 1350 (not positive) and that needs to be removed. As it currently stands, the longer a game goes on the more XP/RP you get which I think is backwards. We should be rewarded more for ending games quicker.
>
> 11) Make a prompt in the harder Firefight modes as a warning to let players know that it might not be recommended to play it if you don’t have a lot of REQ’s.
>
> 12) Better hit detection on the AI. This happened last night. I was shooting a Banshee boss for literally 10 seconds with my Mantis and it didn’t give me credit for the kill. This happens all the time and it’s really annoying.
>
> That’s all I can think of off the top of my head for now.

You made some really great points and I agree with pretty well all of them. I think the most frustrating thing is when it doesn’t give you credit for a boss when you have been shooting it for minutes.
The mode really needs a refresh because it has gotten to the point where it’s almost the same rounds every time, wouldn’t be as bad if you couldn’t get the same map over and over.

Would be nice if you could actually use weapons for the whole game but the bosses just have too much health in the later rounds. When I first started playing firefight found it frustrating since I was never really a vehicle player but then accepted that using Vehicles was almost mandatory.

Choosing spawn points should be a thing since you can in regular warzone it takes away about a minute if you die and have to go across the whole map. The Phantom gunners are still soo OP wouldn’t think would be hard to fix that since you can kill them in campaign.

Having a solo option would be nice especially if you are trying to get commendations then you don’t have to worry about getting the boss kill stolen. The Grunt Mech has been annoying lol especially when it barely shows up

  1. Have Prefered REQ level loadouts.
    So for every level, you have a custom loadout, or at least two loadout slots.

  2. Bosses are literally sponges and require power weapons. You will not be able to take any of them out with your regular guns.
    They should be smarter and stronger, but not just a big shooting box with a HP bar longer than distance from here to moon.

  3. Round countdown starts before even any objective is given. Sometimes we lose 20 seconds because there is literally nothing to do because we are waiting for the boss to spawn or the objective to appear. How is this still not patched, its literally a bug since often my team needed just 5 or 10 seconds at the final boss but because we lost 20 seconds at the start - we lose the whole game. This then gives us half of the REQ points.

  4. Respawn timer longer than 10 seconds is a joke. Seriously.