As most people are aware there is a title update that is impending upon Halo: Reach, as suspected most controversial issues about frequented aspects of the game will be touched on. Mainly those within the multiplayer, the two biggest aspects being armor lock and bloom. Now granted, these are getting a lot of attention, but there are other aspects of the game I would personally like to see tweaked as well, and I’m sure others would as well. As shown in the title I believe that the Firefight game mode should be tweaked. My rationality for this to be considered for a slight overhaul are featured throughout the paragraphs below. I hope very much so that this is considered, and is not to late too be implemented in the title update.
TL;DR included at the bottom; however, I highly suggest you read the whole thing so you don’t suggest something I have already addressed, or complain about something I have fixed later in my post.
Now Reach’s Firefight is fine, it is the basic survival mode with difficultly enhancers thrown in; however, it lacks not only the intensity of the preliminary installment’s version, but also the true difficulty, which contributes to the lack of intensity, ultimately resulting in it’s boredom. Now, in ODST’s Firefight you had skull multipliers which activated based on your in-game progression. Now although this is featured in Reach a vital aspect is missing, set skulls. The set skulls allowed for the difficulty to greatly increase, should you progress far enough, now there activation is nothing due to the pathetic changes they activate.
A perfect example would be the catch skull, in ODST when this was activated, you knew you should always be aware, listening, and jumping, as you never knew when a grenade would be lobbed right behind you, or even at your face. Now, just means they’ll chuck a grenade or few more, hardly worthy of it’s description of “makes enemies grenade happy”. The tilt skull, you knew when this was activated there was no more sporting your trusty UNSC weaponry, you had to pick up a covenant weapon, then score the headshot. Now that may not sound like all that big of deal, but when a hunter, or even more powerful enemy showed up, and you didn’t have your rocket launcher to quickly dispose of them, this gave you quite
the challenge. Especially when you’ve got a mix of other covenant firing at you.
I would go into the drastic changes each skull contributed to, as Sgt. Johnson would say, “turn a casual covenant make-out session into a full-on test of your manly prowess!”, but sadly, in Reach they simply don’t. Now, I highly suggest that Firefight have the set skulls reincorporated into the mode, in addition to having each skull upscaled to actually pose a threat to the player, reviving the intensity and actuality of fighting for your life, as the description states when the mode begins.
Another thing, would be the fact that Firefight only lasts for one set, this is another factor contributing to Firefight’s sense of blandness. Fortunately, this solution is a simple one, have no set limit for survival, make the sky the limit, stacking the point beneath you as you climb to the pinnacle of points, and even then, continue onward. This also means having no time limit, to see how far we can go; although, that would certainly make for an interesting Firefight variant, assuming all changes are put into play.
Now, I’d imagine these changes would be incorporated in a similar method to the multiplayer ones, they would be there, but when searching we wouldn’t have access to them. All the changes, when implemented together, would create Hardcore Firefight, this would be another mode alongside Reach’s standard Firefight. Doing this would reserve access to Reach’s regular Firefight mode to be used when needed. In addition to this, a playlist would be created titled Firefight Hardcore, in which all players have access to play; however, if the ability is possible restrict those that have been banned for previous AFK offenses exists, it should be imposed upon this playlist.
Some if’s, and maybes, last little details to incorporate would be, ammunition, perhaps a selected amount as opposed to having infinite, this adds to the “survival” feeling and aspect of the mode. Loadouts, most current loadouts would be fine, but perhaps have unlockable loadouts and as you progress the current 5 would upgrade/change armor abilites if possible, test/tweak (if needed) the current loadouts to ensure they are appropriate, and have a distribution of armor abilities. To be honest, I think that the unlockable/upgradable loadouts idea to be quite ridiculous, and don’t expect them to be implemented; however, I feel the other details should be strongly considered as the degree that they effect Firefight to is underestimated, both again, they are little and the skulls should be addressed first, if at all. And, a restriction to prevent those who have been banned for AFK offenses from playing in this playlist, as it would most likely be abused in that aspect, which is, pretty pathetic.
I would really like all of the ideas conjured in this thread to be implemented into Firefight as it has lost it’s supposed touch from ODST, which had surpassed the standard for survival modes in video games, which are a must for most popular games. This being said, it is the next important thing the a game’s campaign and multiplayer, which is why it should really be considered as it could vastly improve Firefight. Thank you, I cannot thank you enough for reading this, as I’m sure most people will lightly skim it, if at all.
Thanks for reading! Please comment with your thoughts, and/or support for these ideas!
TL;DR - Firefight lacks it’s previous intensity and actuality of a survival mode, previously displayed in ODST. To rectify this set skulls should be reincorporated, and most effects of the skulls should be revised to provide an actual challenge when each is activated. There should be no set or time limit, allowing people to last for however long they can, racking up points as they go. This mode would be given it’s own playlist, which would feature a restriction to those who have been banned for AFK offenses. Other small details would include alteration of the amount of ammunition available to be gained, and available loadouts, which would be adjusted accordingly.
I have replied to this thread with an extension of this post, please scroll down to read it. It is on this, the first, page.