Firefight really needs overtime. Put simply, that 5 minute timer simply isn’t nearly long enough for some objectives. A prime example of this being Round 5 of Urban, where you have to defeat 4 solider commandos and 3 Wardens including 1 Mythic Warden. As much as I would like them to just remove the ludicrous amount of knights with incin cannons that protect the wardens, I do think a better solution would just be to add an overtime counter if there are 2 or less bosses in the round remaining, or even just add 30 seconds to the timer for every legendary boss that you kill. An additional 60 for Mythic bosses.
Here’s a small clip as to why Overtime is really necessary. I’ve played this round about 15 times so far and haven’t beaten it no matter how many REQs my team have thrown at it, haven’t heard of anyone else beating it either… Overtime is Required
I’ve beaten that one several times. A few of them were easy others came down to the wire. But I generally have a Phaeton in there destroying him, lol.
edit: okay I’m wrong. It wasn’t Urban. But I’ve dealt with Waves like this before and it’s certainly possible. The issue is everyone needs a good vehicle or else you’re done.
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> I’ve beaten that one several times. A few of them were easy others came down to the wire. But I generally have a Phaeton in there destroying him, lol.
>
> edit: okay I’m wrong. It wasn’t Urban. But I’ve dealt with Waves like this before and it’s certainly possible. The issue is everyone needs a good vehicle or else you’re done.
The problem with that wave is that all 3 Wardens are indoors, so you can’t actually get a tonne of vehicles in there to deal with them, without just hitting your teammates. The Knights outside mostly have incineration cannons too, so getting in there in the first place can be a hassle beyond belief if your whole team isn’t concentrating tank fire.
> 2533274805960860;2:
> I’ve beaten that one several times. A few of them were easy others came down to the wire. But I generally have a Phaeton in there destroying him, lol.
>
> edit: okay I’m wrong. It wasn’t Urban. But I’ve dealt with Waves like this before and it’s certainly possible. The issue is everyone needs a good vehicle or else you’re done.
The fact that you need great vehicles to breach through the Knights at the front door, the Light Rifles and Grenades afterwards, and to deal with the Warden Eternals in a place that’s not vehicle friendly is a problem in itself.
It’s like a REQ sink that’s punishing you for using REQs.
Totally agree. On rounds where it’s a Kill Objective and not a defend objective, we should have either Overtime if the clock runs out but there are still Spartans on the field, or we should get time bonus’s for every Boss killed.
It’s all luck on some of these rounds whether or not you or your Fireteam have or can even pull the right REQ’s at the right time.
Add on some mobs that can one shot you across the map and you lose REQ’s just pulled plus it puts you in the red for respawn penalty.
There is literally too many penalties in FF atm. You either bring a pro squad or toss the dice.
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> Totally agree. On rounds where it’s a Kill Objective and not a defend objective, we should have either Overtime if the clock runs out but there are still Spartans on the field, or we should get time bonus’s for every Boss killed.
> It’s all luck on some of these rounds whether or not you or your Fireteam have or can even pull the right REQ’s at the right time.
> Add on some mobs that can one shot you across the map and you lose REQ’s just pulled plus it puts you in the red for respawn penalty.
> There is literally too many penalties in FF atm. You either bring a pro squad or toss the dice.
True. Firefight so far to me just feels like a punish-the-player-for-playing gamemode, designed to exhaust your REQs in an attempt to entice you to buy more packs. It’s a bit of a crap gamble.