Paltry/Disregarded Title Update Specific; Firefight Survival Mode

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.

Isn’t that firefight limited?

I want firefight where weapon placement is scarce. There are only 2 or 3 pistols as pickups. Weapons and equipment are out in the map, no loadouts. And get rid of the stupid ammo despensers. I agree, it needs to be more about survival, not a slaughterfest where they make you invincible.

> I want firefight where weapon placement is scarce. There are only 2 or 3 pistols as pickups. Weapons and equipment are out in the map, no loadouts. And get rid of the stupid ammo despensers. I agree, it needs to be more about survival, not a slaughterfest where they make you invincible.

That would be a bit drastic, to eliminate the loadouts? And then I’d imagine have the ordnance be DMR’s and such, as opposed to regular heavy weapons, and have the AA’s be pickups at specific locations, perhaps even at specific times. It wouldn’t really be Firefight then, it would be a bit more like Zombie’s, or another stranded survival mode. Remember, in Firefight, you aren’t abandoned, nor are you stranded, you are a spartan attempting to eliminate all covenant activity in an area, since you’re apart of the UNSC there is really no reason for you to be unequipped. That wouldn’t really be something Halo would incorporate. I do however agree with you how they shouldn’t make it a super easy slaughterfest.

A notification pop’d up as I exceeded 7,000 characters, so as you read through this thread please consider this as a part of the original post.

Lastly, an incentive will be offered for each set progression made, in addition to the “time played” credits earned at the end of the game. This would total out for a big credit reward for those capable of making it to the higher sets. This incentive would only be implemented in the Hardcore playlist, obviously.

> A notification pop’d up as I exceeded 7,000 characters, so as you read through this thread please consider this as a part of the original post.
>
> Lastly, an incentive will be offered for each set progression made, in addition to the “time played” credits earned at the end of the game. This would total out for a big credit reward for those capable of making it to the higher sets. This incentive would only be implemented in the Hardcore playlist, obviously.

Personally i would

I think a better reward would be that when you go over the name of someone in a lobby instead of seeing challenges or whatever completed you see the highest level of firefight they achieved. Maybe a 1-100 for each wave 1-25 normal 25-50 heroic, 50-75 legendary, 75-100 skulls going on. or somethign liek that.

A big reason why i dont play firefight seriously is becuase there simply is no real reward for it other than the lulz. you odnt even get the satisfaction of knowing you are better than another person. So i think firefight ranks would be cooler.

> > A notification pop’d up as I exceeded 7,000 characters, so as you read through this thread please consider this as a part of the original post.
> >
> > Lastly, an incentive will be offered for each set progression made, in addition to the “time played” credits earned at the end of the game. This would total out for a big credit reward for those capable of making it to the higher sets. This incentive would only be implemented in the Hardcore playlist, obviously.
>
> Personally i would
>
> I think a better reward would be that when you go over the name of someone in a lobby instead of seeing challenges or whatever completed you see the highest level of firefight they achieved. Maybe a 1-100 for each wave 1-25 normal 25-50 heroic, 50-75 legendary, 75-100 skulls going on. or somethign liek that.
>
> A big reason why i dont play firefight seriously is becuase there simply is no real reward for it other than the lulz. you odnt even get the satisfaction of knowing you are better than another person. So i think firefight ranks would be cooler.

Not to say Firefight ranks wouldn’t be cool, but that is a big thing to do, especially make them visible in the lobby. The incentive offered would be quite a large number of credits, I think that would be more than enough of a reward, apart from just simply wanting to see how far you can make it. If the credits aren’t enough of a reward, and judging from how people AFK for them I think they are, than there really is no way to encourage people to play. Also, you say you don’t get satisfaction from knowing you’re better than someone else, yet you want to implement a rank system, isn’t the main point of ranks to show you’re better than someone?

i fully support this idea, the one thing i miss about ODST was the longer you played firefight the harder and harder it got, until you were literally scrambling around with your friends trying to stay alive, even in a custom firefight match reach fails to grasp that frantic survival feel, i would love to see the skulls slowly stack up until your playing with literally every skull turned on (even the custom skulls set as debuffs), as for adding this to a playlist that would be awesome, the population would probably be fairly low but the sheer payout of playing for up to several hours of firefight would be insane as well as fun as hell, as it is i find most of the firefight games either monotonous (arcadefight) or annoying (firefight limited w/ -Yoink- teammates)

Good thread starter, I agree. Make it more challenging, fewer weapons/ammo, and no FRG loadout option.

I read your entire post and it was a great read. =)

I agree that Reach’s Firefight gamemode currently isn’t about “survival” and its more about “just blowing things up”. Back in ODST you actually had to be conservative of your ammo to progress to the highest wave.

We do have the Firefight Limited playlist, but as you mentioned there skull rounds are simply not enough contrast to keep a player interested. The other problem when running into a playlist like that is players that intentionally die on purpose for the sake of wasting lives from the lives pool. Grievers, as we call them. Those players and AFK’s are the reason Firefight is such a big hassle in Reach.

ODST’s Firefight was indeed “more hardcore” being that you were forced to survive. Bungie realized its potential so they gave us more options in include in Reach. I think that the playlist “Firefight Arcade” should stay how it is. I know when I play firefight with a group of friends, we don’t really want to think of strategy and how to stay alive, rather than just getting together for 20 minute and blowing up covenant over a beer.

But yes, there are people that take Firefight very seriously. You can find those players on the top leaderboards on HaloCharts for firefight. Nonetheless, the changes you suggest are ideal to help the current Firefight system in Matchmaking. Some of the maps obviously don’t work as well as others. ODST had that Achievement “Endure” which allowed players to try their hardest to survive many waves before running out of lives. But there needs to be incentive for those players to play that long. If there is no reason to play 2 straight hours of firefight, then why play it?

There needs to be a bonus for players that DO manage to survive that. If that is added (whatever that may be) and those AFK grievers are removed from the system, I think you suggestions are going to help improve Firefight matchmaking as a more “survival mode”.

=)

> I read your entire post and it was a great read. =)
>
> I agree that Reach’s Firefight gamemode currently isn’t about “survival” and its more about “just blowing things up”. Back in ODST you actually had to be conservative of your ammo to progress to the highest wave.
>
> We do have the Firefight Limited playlist, but as you mentioned there skull rounds are simply not enough contrast to keep a player interested. The other problem when running into a playlist like that is players that intentionally die on purpose for the sake of wasting lives from the lives pool. Grievers, as we call them. Those players and AFK’s are the reason Firefight is such a big hassle in Reach.
>
> ODST’s Firefight was indeed “more hardcore” being that you were forced to survive. Bungie realized its potential so they gave us more options in include in Reach. I think that the playlist “Firefight Arcade” should stay how it is. I know when I play firefight with a group of friends, we don’t really want to think of strategy and how to stay alive, rather than just getting together for 20 minute and blowing up covenant over a beer.
>
> But yes, there are people that take Firefight very seriously. You can find those players on the top leaderboards on HaloCharts for firefight. Nonetheless, the changes you suggest are ideal to help the current Firefight system in Matchmaking. Some of the maps obviously don’t work as well as others. ODST had that Achievement “Endure” which allowed players to try their hardest to survive many waves before running out of lives. But there needs to be incentive for those players to play that long. If there is no reason to play 2 straight hours of firefight, then why play it?
>
> There needs to be a bonus for players that DO manage to survive that. If that is added (whatever that may be) and those AFK grievers are removed from the system, I think you suggestions are going to help improve Firefight matchmaking as a more “survival mode”.
>
> =)

Thanks. And yes, that is ultimately the point, to make it more of a challenge, and to make it that all of my suggestions would greatly help.

All great points that I would def. be okay with. Well written.