Alright so I doubt anyone would argue Reach is currently in need of some extreme changes to matchmaking. There is no unity in the playlists. Here is my idea for how to fix matchmaking.
Competitive
Team Slayer
vanilla Reach gameplay
4v4
remove all user made Forge maps
remove Armor Lock from loadouts
The Arena
vanilla Reach gameplay
4v4
no Forge maps, just Reflection, Sword Base, Arena Zealot, Powerhouse, Countdown, Anchor 9, Pennance, Battle Creek, and Solitary.
Rumble Pit
vanilla Reach gameplay
8 man FFA
Slayer, Headhunter, KOTH, Juggernaut, and Oddball
no user made Forge maps
Living Dead
vanilla Reach gameplay
12 man FFA
user created Forge maps + stock maps + DLC maps
Team Hardcore
vanilla Reach gameplay
Team Snipers w/ sniper only, no pistols, and sprint + holo loadouts
Team Swat w/ DMR only and sprint loadouts
Team Objective
vanilla Reach gameplay
Multi Flag, 1 Flag, Stockpile, Assault, Neutral Assault, Team KOTH, Team Oddball, and Team Headhunter w/ Flag gametypes 2x higher weighting
no user created Forge maps, stock maps + DLC maps
Big Team Battle
vanilla Reach gameplay
8v8
no user created Forge maps
all DLC required
Invasion
vanilla Reach gameplay
6v6
Invasion only, no Invasion Slayer
Multi-Team
vanilla Reach gameplay
6 teams of 2
no user created Forge maps
Double Team
vanilla Reach gameplay
no user created Forge maps
Squad Battle
vanilla Reach gameplay
Slayer, Multi Flag, 1 Flag, Assault, and Neutral Assault
Let me know what you think. I’ve gone back and forth on the TU gametypes, but I think it’s best if it stays in a single playlist because it breaks the balance and flow Reach was designed to play with.
> Alright so I doubt anyone would argue Reach is currently in need of some extreme changes to matchmaking. There is no unity in the playlists. Here is my idea for how to fix matchmaking.
>
> Competitive
> Team Slayer
> - vanilla Reach gameplay
> - 4v4
> - remove all user made Forge maps
> - remove Armor Lock from loadouts
>
> The Arena
> - vanilla Reach gameplay
> - 4v4
> - no Forge maps, just Reflection, Sword Base, Arena Zealot, Powerhouse, Countdown, Anchor 9, Pennance, Battle Creek, and Solitary.
>
> Rumble Pit
> - vanilla Reach gameplay
> - 8 man FFA
> - Slayer, Headhunter, KOTH, Juggernaut, and Oddball
> - no user made Forge maps
>
> Living Dead
> - vanilla Reach gameplay
> - 12 man FFA
> - user created Forge maps + stock maps + DLC maps
>
> Team Hardcore
> - vanilla Reach gameplay
> - Team Snipers w/ sniper only, no pistols, and sprint + holo loadouts
> - Team Swat w/ DMR only and sprint loadouts
>
> Team Objective
> - vanilla Reach gameplay
> - Multi Flag, 1 Flag, Stockpile, Assault, Neutral Assault, Team KOTH, Team Oddball, and Team Headhunter w/ Flag gametypes 2x higher weighting
> - no user created Forge maps, stock maps + DLC maps
>
> Big Team Battle
> - vanilla Reach gameplay
> - 8v8
> - no user created Forge maps
> - all DLC required
>
> Invasion
> - vanilla Reach gameplay
> - 6v6
> - Invasion only, no Invasion Slayer
>
> Multi-Team
> - vanilla Reach gameplay
> - 6 teams of 2
> - no user created Forge maps
>
> Double Team
> - vanilla Reach gameplay
> - no user created Forge maps
>
> Squad Battle
> - vanilla Reach gameplay
> - Slayer, Multi Flag, 1 Flag, Assault, and Neutral Assault
> - all DLC required
> - no Forge maps and low weighting for stock maps
>
> Cooperative
> Campaign Co-op
> Score Attack
> Firefight Limited
> Firefight Arcade
>
> Community
> MLG
> - 4v4
> - MLG TU modified settings
> - MLG gametypes
>
> Grifball
> Action Sack
> TU Reach Slayer
> - TU Reach gameplay
> - 5v5
> - Slayer only
> - no user created Forge maps
> - all DLC recommended
>
> ZB Reach Slayer
> - ZB Slayer gameplay
> - 5v5
> - Slayer only
> - no user created Forge maps
> - all DLC recommended
>
> Anniversary
> Anniversary Classic
> - Anniversary Reach gameplay
> - 4v4
> - Slayer + Objective mix
> - Anniversary DLC only
>
> Anniversary Big Team Battle
> - Anniversary Reach gameplay
> - Headlong + Timberland only
> - 8v8
>
> Anniversary FFA
> - Anniversary Reach gameplay
> - 8 man FFA
> - Anniverary DLC only
> - Slayer, Oddball, Headhunter, KOTH, and Infection
>
> Anniversary Firefight
> - 4 players
> - mix of Arcade and Limited gametypes
> - Installation 04 only
>
> Let me know what you think. I’ve gone back and forth on the TU gametypes, but I think it’s best if it stays in a single playlist because it breaks the balance and flow Reach was designed to play with.
oh no were not going through this armor lock thing again. and the living dead thing already happend and it was awful community maps and living dead =/=
Why do you want to remove TU settings and forge maps (some of which are better than craptacular maps like Crouchdown and Upstairs Base) from Reach? This is a step in the wrong direction.
> Why do you want to remove TU settings and forge maps (some of which are better than craptacular maps like Crouchdown and Upstairs Base) from Reach? This is a step in the wrong direction.
No no no no no! SWAT and Snipers should never be in the same playlist! They are completely different. I don’t really like Team Snipers, but I rather like SWAT. And no pistols?!?! Are you crazy? Pistols have been in SWAT and Snipers since forever!
The Arena maps that you chose FAIL. Sword Base? Reflection?? No Forge Maps??? Some of the Forge maps are better than the normal maps. And the Arena definitely needs the TU settings, as do pretty much all of competitive. I think you have it backwards. TU settings in Team Slayer, Arena, Rumble Pit, Team SWAT, Team Snipers, Team Objective, BTB, Invasion, Multi-Team, Double Team, Squad Battle. Then move the Living Dead to Community and give it Vanilla settings, along with Action Sack and Grifball.
And what do you have against Forge maps/community maps?
The only good thing I see on here is the Squad Battle, making it DLC required and having a mix of slayer and objective.