Again, and again i keep running into teams in Warzone who are absolutely DOMINATING us, but they just farm kills. They extend the game as long as possibl;e and it become compleatly one sided. Its not fun, and i can’t quit because i have quit several games of warzone already, and don’t want to get banned, and i dislike quitting because i’m losing (I had quit to go join friends games). Literally, i just kept getting spawn killed. They had snipers trained on the base we spawned at from all angles and i could not move more than a few feet without getting destroyed. Something needs to be done to combat or stop this. I don’t care what it is. Even if its just making it so whenever a team average lifespan is less than 20 seconds, everyone should be allowed to quit penalty free, because its just not fun.
How am i suppose to do anything when all i have are level 3 req’s, and they all have level 10? Seriously, its ruining the whole warzone experience. Even if this happens only in 1 in 10 games, its enough to turn me off of warzone. Warzone is the main reason i even play halo anymore. I do arena some times, but warzone is way more fun in general.There really needs to be some kind of change. Warzone should be full of fun teams, not competitive. Maybe it needs to be made slightly more competitive. Like matching people that are on teams that keep winning unmatched to other teams that do the same, rather than matching them to a bunch of randoms. Or make the fireteam you can take into warzome smaller. Or the idea i had above. I don’t know, but do something. Because what is happening is just unfair.
I have yet to find a match with one of these teams and I know I won’t like it. Are they really becoming more common? In that case, why hasn’t 343 noticed this yet?
They got our posts regarding the cheap legendary boss last shot, so will they take notice of this soon?
It’s getting worse. Granted you might play warzone 3 hours and it only happen once, but it used to be once a week. It’s really frustrating. Some of the teams are good for sure, and you aren’t breaking out, and they aren’t going to kill the core. Spawn, die, spawn, die, spawn, die for 10 minutes inside your core base.
It is becoming more and more common. It is getting out of hand and I hope 343i has at least noticed this and are thinking of some way to keep this from happening. Easiest way I think would be to create a competitive and social side of Warzone. Remove Assault to make the population less divided or like OP said, match winning teams up with other winning teams instead of mashing a group where their average wins of the last 5 games is 1-2 with a team who’s been spawn killing for the last 5 games. Reducing the party size will have a fair amount of backlash from the community because of clans that run a full group and play legit. It would make it a lot less harder to pull off because there’d be at least 1/4 or 1/3 of the team who would want the game to end to get the win and move on.
Well, i was exaggerating. A lot actually. But I have run into this several times. But I’m 99% sure the reason its so much more common is because the Achilles armor set was released. The only way to get it is to be in a spartan company, and get to level 5 in all commendations across the entire company. The easiest way to do this is to farm kills probably. So that lead to in increase in this.
I feel like a easy fix to the problem would be removing the ban on quitting too many matches as well as allowing you to keep whatever boost you have on currently.
I went into a WZ Assault match for it to be a literal 5 straight minutes of spawn farming. I’m not talking walking outside the base and getting shot. We’re talking getting spartan slammed off spawn and have nades and a squad of 3 rolling up on your spawnpoint the second you get finished with your 8 second respawn timer.
If they were to remove the ban and boost lost, I would of backed out of that match so quick. I wouldn’t even say at that point it would of been me being unsportsmanlike, the game was generally unplayable nor enjoyable in the slightest. Games like what I posted the link for should never EVER occur.
What about a mechanic where, if one team caps all bases and has a chance at the core, a countdown starts. Basically like a seesawing assault minigame. Say the attacking team gets 2:00 to take out the core. If they fail to do so, then any attackers still in the base teleport to the nearest side base and the home base shields pop back up for 2:00 to give the defending team a chance to regroup and try to mount an offense. If they fail to nab a base before their time runs out, the core gets exposed again. The times could be adjusted to whatever works best for balance and it would probably make sense to weaken the core itself a bit to compensate for the increased difficulty to mount an offense against it, but the basic idea would be to shift the dynamic to make it harder to kill farm.
You mean level 9 reqs(even though there’s no longer a level 9 req card)? My advice is spawn in a shotgun and hide in the back area of your core where you get dropped in. Sit at a corner and pray nobody finds you while looking at your radar.
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> Just spitballing here
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> What about a mechanic where, if one team caps all bases and has a chance at the core, a countdown starts. Basically like a seesawing assault minigame. Say the attacking team gets 2:00 to take out the core. If they fail to do so, then any attackers still in the base teleport to the nearest side base and the home base shields pop back up for 2:00 to give the defending team a chance to regroup and try to mount an offense. If they fail to nab a base before their time runs out, the core gets exposed again. The times could be adjusted to whatever works best for balance and it would probably make sense to weaken the core itself a bit to compensate for the increased difficulty to mount an offense against it, but the basic idea would be to shift the dynamic to make it harder to kill farm.
I like this idea. The times could probably be extended a bit though seeing as if a team is actually defending the core, 2 minutes of attacking won’t do much. 5-6 minutes like in Warzone Assault(it usually takes a full minute to get to the base with my luck) would be better.
Yes it is becoming almost unbearable. Ive played way too many games on here and its becoming pretty frustrating on the “casual game types”. I actually find arena is easier now then warzone.
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> Yes it is becoming almost unbearable. Ive played way too many games on here and its becoming pretty frustrating on the “casual game types”. I actually find arena is easier now then warzone.
Yes these people do this in warzone to feel better about themselves, that’s all. People who already have Achilles still do it, they only use Achilles to cover up their obvious self esteem issues.
Other than offering Good players a huge REQ and XP bonus for destroying the enemy core this will continue to happen.
My suggestions and tips for all the people complaining about getting farmed in Warzone. Maybe try playing with bigger fireteams if not a full 12 Spartan squad. Join an Spartan Company with warzone experience or just look for groups on an LFG site.
If getting “Spawned Trapped” you could try working with your teammates by loading up a warthog or mongoose and try escaping to capture one of three bases. Would be a good idea to choose the base closest to there home base, that why more of the team members will be distracted and encourage to fall back. Giving your team a chance to excape.
Could also try using active camo, speed boost or an overshield to help combat your enemies.
Maybe stick with Warzone assault not much “farming” going on there…
I for one surpport quit bans and don’t feel that any leniency should be given in that aspect. However there should be more instinctive to finish off you opponents by destroying there core.
I’m in a company trying to get Achillies too but… Gosh the kill farming tactic is just brutal. I’d rather rush the core and quickly end the game than keep my foes locked up and helpless.
I even got into a match where our team was farming kills, I sent the enemy team a message to crowd in a pelican landing zone. Then I took out a tank and sealed the enterence, defending the enemy team and forcing my team to destroy the core ending the game. The hate messages from my team flooded my notifications!
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> I’m in a company trying to get Achillies too but… Gosh the kill farming tactic is just brutal. I’d rather rush the core and quickly end the game than keep my foes locked up and helpless.
>
> I even got into a match where our team was farming kills, I sent the enemy team a message to crowd in a pelican landing zone. Then I took out a tank and sealed the enterence, defending the enemy team and forcing my team to destroy the core ending the game. The hate messages from my team flooded my notifications!
the core should be facing the other way, turn it around facing the back entrance that way the enemy team can’t spam fuel rod shots and plasma caster rounds in the core room getting lucky hits in.
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> > 2533274839690428;9:
> > Just spitballing here
> >
> > What about a mechanic where, if one team caps all bases and has a chance at the core, a countdown starts. Basically like a seesawing assault minigame. Say the attacking team gets 2:00 to take out the core. If they fail to do so, then any attackers still in the base teleport to the nearest side base and the home base shields pop back up for 2:00 to give the defending team a chance to regroup and try to mount an offense. If they fail to nab a base before their time runs out, the core gets exposed again. The times could be adjusted to whatever works best for balance and it would probably make sense to weaken the core itself a bit to compensate for the increased difficulty to mount an offense against it, but the basic idea would be to shift the dynamic to make it harder to kill farm.
>
>
> I like this idea. The times could probably be extended a bit though seeing as if a team is actually defending the core, 2 minutes of attacking won’t do much. 5-6 minutes like in Warzone Assault(it usually takes a full minute to get to the base with my luck) would be better.
I mean that was my initial thought, but if the problem we’re trying to solve is teams orchestrating horrible kill farming experiences for their opponents for extended periods, 5-6 minutes still feels like a long time for the defenders to potentially be stuck in spawn killing hell. I think it’d take some balancing
Maybe it would work better if the timer for the attackers reset every time they did a certain amount of damage to the core? That’d make it easier for the attackers to mount a steady offense. The trick would be making sure the required amount of damage was big enough that teams trying to kill farm couldn’t just shoot an occasional BR burst at the core, but small enough that it would be reasonable for the attackers to get that many shots on it in the time limit