overshields, this is dumb and the fact people can hold them is also dumb. You cant beat someone with multiple overshields.
Drops are so RNG someone can keep getting drops spawn on them, while rng can be fine they need to drop all over the map not just one small section one side
Exp isnt working right, when i have more kills & assists i dont see how someone is 2 levels above me especially when theres been 0 bonus exp claims.
i have to watch a bunch of people camping in corners just so my challenge can progress… this is just stupid, my challenges should remain without having to watch 5mins of 3 people hiding.
These are issues from the top of my head, thoughts?
Edit: - being able to watch other player screens each death. If they didnt kill you, you shouldn’t know their location period.
New maps next week apparently. Think they have given one map for people to get used to the gametype and be able to experience the new map a lot. I’d have preferred them to drop a second map today or tomorrow then a third couple days after to help freshen it up this week.
I’d quite like to see the powerups instantly equipped when you grab them. Maybe give it a second to pick up like the AI. Slightly increase risk, slightly decrease reward. At the moment they are moderate risk, high reward.
I feel like the drops are pretty good. They’re everywhere. I’ve seen more complaints about there being too many. I like the frequency. Think it gives everyone a fair enough shot at getting powerups. Maybe increase powerups in wide open, decrease in more niche parts of the map.
No idea. Haven’t seen anything like that on my games. Does it say AI gains somewhere on leaderboard? I don’t recall but assume it’s that.
You can quit. Progress will count when game officially ends. If yours isn’t restart the game. Although I have heard you have to stay for the ultimate challenge. Don’t know how many games it is, but if true is annoying. Ah well.
Im awful at quoting so ill just reply in general lol.
I dont mind the frequency of the drops but nearly every game ill see 3+drops all in one location at the same time which is where i have the issue and i feel they should be spread out all across the map every drop.
Well the challenge thing is still annoying as its hard to track multiple challenges at once and not be told you have completed it.
Im glad new maps are getting added, dunno if ill keep playing the mode but certainly would be good for it
Drops need to be in the middle of the map in a relatively open area. There should only be one or two of them. It should be a risk to pick up those and they should activate immediately.
There also needs to be some sort of incentive to traverse the map. Something like small exp nodes around the map. That would encourage movement rather than locking down one tiny corner of the map with your OS in the back pocket.
The mode currently is just not fun. People are literally sitting hiding away in high ground with an OS waiting to hear gunfire and then picking up free kills when everyone is no shields. I hate that about FFA in general, but it is made worse here by the incentive to not die instead of going for the most kills
I think Behemoth has too few covered areas. With all the sightlines players will be getting pinged as soon as they spawn with nowhere to go. It might work somewhat on Launch Site maybe.
Probably best to stick to big maps although I think the other BTB maps might be a little hit or miss.
I think Breaker is a good map for large FFA game modes like LSS, but I can’t help think the smaller arena maps like Live Fire would actually be better.
Live Fire is my favourite Infinite map. Good geometry, angles, spawns are eh… okay I guess. It would play great with LSS because it has multiple levels to it too.
I think Catalyst might be a good map although I’ve barely played it and when I have I’ve been getting destroyed so I’ve quit early.
Camo/OS should be on pads in high risk map locations. One of each in different spots. Probably on a lengthy respawn timer.
Danger zones should come earlier. I find the map a little large for 12 players. It’s not too bad when all players are alive. Once people begin expending their 6 lives it’s too large. Pushing danger zones faster would mitigate this particular concern.
Danger zones should cut out a bit less of the map at the later stages. Perhaps the spawns could be tuned as danger zones expand so players do not spawn mid-danger zone (not sure if this is doable or not). Being forced to bullrush the opponent in a small, cramped area is not ideal. It’s quite difficult to recover if you lose any gunfights at the end because you’ll pop inside danger zones.
Some of the weapon advancement combos feel a little weird. I’ve found it’s generally better to hold the first set, to keep the Sidekick, until you unlock the Commando or the Bulldog. I’m not entirely sure how I’d change these given the limitations of the sandbox the mode seems to be restricting itself toward. It is worth a look though.
The back shooting and clean up behaviors feel fine given it’s a FFA mode. I’ve never been fond of FFA due to these behaviors. Regardless, they’re inherent to the game type.
Camping has been a non-issue in my games. People are generally looking to rack up kills, gather/abuse grenades, secure OS/Camo drops when they don’t fall in their lap, etc. Selective camping does occur. I think this is fine.
Overall I don’t think it’s “bad”. It could use some adjustments. I don’t like it. I can self-reflect and recognize this dislike is based on personal preference, however. Others might enjoy it and FFA in general. A couple people may even think it’s perfect as it is right now.
i don’t expect to win any of the LSS matches, but would be happy just to make the top three
FFA is what it is, I’m not a big fan of it, but I’m willing to try improve. I just think it’s bizarre making you play the same map again and again.
If they took shields out of it I think it would make more sense. As is, FFA is like… TTK feels way too long to be able to not get shot by 3 other people at the same time. If you take COD FFA as an example, it feels way better because you body a guy in .8-1.5 seconds if you land your shots which gives you time to address anyone else running up on you. That isn’t here in my experience. (I’m wholly open to me just being bad and not understanding FFA in Halo yet as well)
The strat for LSS is to hide and wait for other people to fight so you can be the cleanup crew.
If that’s engaging gameplay for you, go for it-
But to me? This is my first Halo and the mode I was looking most forward to was BTB.
The thing I play least is BTB because of challenge fomo.
It’s so disappointing.
I could foresee two problems if they disabled shields… Only one has a real solution as far as I can tell too.
Matches would end significantly quicker, obviously solution would be to increase max number of lives.
Only a few weapons would matter with no shields. Pistol(s) ( both are actually good, stock is best though ), Commando and Battle Rifles… Using the rest would put you at a disadvantage. They could maybe rework the order you get weapons I guess… With Disruptor, Pistol, Commando and Battle Rifle being the last four set of weapons you acquire perhaps.
It is funny when you see someone camping to try and win even though all the event challenges are for kills, experience, and completion. So it makes sense to try to rush around and get kills as fast as possible then leave when you are out of lives.
Tried LSS only once, left the match after a few minutes.
I dont like LSS at all. Its sad, im missing all event reward. But i rather miss all the rewards as to play LSS.
I’m beginning to suspect that it’s intentionally bad- that its designed to bottleneck progression through the battle pass to tempt players to spend credit swaps. I can’t think of a more appropriate name than “interference” for an event built around this game type. I hope it doesn’t have a permanent place in the challenge system.