Land Grab focuses too much on KOTH style skirmishes vs Territories from previous Halos. I’d really wish that Infinite team would stop “revamping” modes which honestly didn’t really need revamps.
Unless the plan is to clog up the playlists with “new” and “classic” style modes, Infinite team should just focus on translating what we’ve already enjoyed in previous Halos and put it 1:1 into Infinite.
If anything, Landgrab is a mode which is at the MERCY of Map design, zone placements, and spawn locations. There have been too many cases where the enemy team respawns very near 2 out of 3 zones, leading them to get at least 1 easy capture off while they can plan on how to capture a second zone.
We’d never have this problem with Territories having 3-4 static zones and having each team taking turns Attacking and Defending for score, but this issue arises when you keep moving zones all over the map + having to spawn players away from combat.
Example: A round was finished on Catalyst and I actually decided to jump off the ledge to suicide just as zones are about to spawn in. Lo and Behold, I spawn exactly on 1 zone, with another within reach. This is just not great for the mode.
Increase the amount of time it takes to capture a territory (or at least the last uncapped territory of the 3). some rounds go by way too fast because of unfortunate player spawn locations and territory locations.
increasing the cap time would slow down the pace of the game, sometimes the gamemode plays exactly the same as strongholds in that you need to run toward the closest objective all the time, no time to grab map weapons, sneak behind the enemy lines, etc.
other than that, it plays terribly on Aquarius. I feel like this mode works best on bigger maps, please add a tweaked version of the mode to BTB (5 territories, slower cap time, etc.).
I like the mode but for me it needs to be taken off of Behemoth. One for me I’m not a fan of the map very poorly designed and who ever controls the vehicles pretty much will win.
Overall I’m not a 343 fan but the mode is pretty fun.
When its the round of only 2 rings both teams have captured enough rings to win the match. By increasing the time to capture, people that to distant from the ring, still have a chance to intercept the capture.
When the round has only 1 ring, then both teams have captured 10 rings. Both teams have the chance to capture the last ring.
Thats why i suggested to increase the time to capture the rings.
I think it’s pretty good how it is currently. Personally I don’t think the timers to capture need to be increased myself. The way it is now works well and keeps the game more fast paced. It’s easier for a team to clutch and come from behind the way it is now. Makes it more exciting.
I love this game mode. I like how it places spots on the board and you go and battle it out. It makes it very fast paced with many head to head battles. You are always in a fight which I love, you don’t have to walk around wondering where the enemy is. I like that the games seem short, not sure if it is shorter than other games, but the pace makes the time go fast. I think the only improvement I’d want is just this game on more maps.
It feels really unbalanced on Behemoth, kind of like the King of the Hill mode on it. The vehicles I think really tip the scales heavily in favor of whoever’s got em. Not very fun. Catalyst seems to work for the mode though, it’s fun to have hills in precarious locations.
The game is fine, I think of it as a cousin to Stongholds. Nothing special but still fine to play as part of a rotation. Of objective modes. You, 343, now have enough objective game modes to create a separate play list for SH, odd ball, Land grab and KOTH….please do it….separate out attrition and slayer into their own list so your challenges are less annoying to complete…thank you
I’m here with you, man. I get it the same way:)
By the way I like your idea of increasing time.
I believe right now too many times it feels like you capturing zones kinda for free and loosing them the same way.
It’s genuinely worse than Fiesta. Anybody who knows me, knows I hate Fiesta.
What bugs me is that it’s more profitable to stand there and get shot than it is to outright defend the territory, because you do not hold it to gain points, you cap it to gain points. It sucks. It’s no King of The Hill and it’s certainly no Strongholds.
The random spawns and the fact that you basically get a free point and one contested zone makes you wonder why they even bother with the free point zones. There always has to be somebody capping those. So it’s like a weird 3v3 where there’s just less fighting?
Until unfortunately, you go to try and cap a zone, and the entire team is on the contested point while your teammates are twiddling their thumbs back at the free cap.
This gets made so much worse by how spammy grenades are in this game - which would not be a problem if friendly fire was on. Go play Ranked at Platinum or Diamond - grenades are very purposeful there because you can and will kill allies. Since friendly fire is off, you get a LOT of pointlessly careless play in Social playlists.
Not to mention how absolutely busted the radar is.
I’m not sure where this misconception of a free zone comes from the people that say this. It certainly is not free and guaranteed if you know how to play the mode.
This doesn’t make sense to me, of course it’s not most profitable to just stand their taking shots. Defending the zone means killing enemies and ensuring your team caps it and scores rather than the opponent.
Your complaints about the “free point” sounds more like you’ve committed to a bad strategy. Sometimes we’ll skip the “free point” entirely, and pressure the other two. If we wipe the other team, we have time to circle back to the original free point and get 3/3.
There certainly are instances where it makes sense for a whole team to commit to one zone. Playing that way certainly isn’t a prevailing strategy.