Since the launch of Warzone Firefight, I have seen two main types of posts: “Firefight is too hard”, and “Firefight is too easy”. This is quite a conundrum, especially for game developers. So we the community should do a bit of brainstorming to fix this problem. We need to bring the arguments of each side, and find a compromise that will make both sides happy.
If you’re seeing the same amount of both then that means 343 got the difficulty right, it’s when you see more of one than the other that you know 343 screwed up.
I find it difficult firefight
From what I see, the problem lies mainly in teamwork and REQ usage. Players who work cohesively can topple most objectives with fair effort. Random lineups that lack communication will have difficulty with the later objectives. Certain bosses require a sort of “matching game” with REQs due to their massive health. For example: captured Mantises typically require explosive to down quickly, while legendary knights only go down fast with a sniper rifle.
My suggestion is to put a heavier emphasis on staying alive. Give each player only 3 lives at start. At the end of each round they gain a life, but are capped out at 5 lives total. Now to compensate for this very real danger, have the enemies tuned down to heroic level. This way a player can survive a few seconds without dying. Running out into the open and/or alone will still get a player killed, but a player won’t die just because a Soldier rushed up behind their cover.
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> If you’re seeing the same amount of both then that means 343 got the difficulty right, it’s when you see more of one than the other that you know 343 screwed up.
Well I’ve seen mostly “too hard”. An occasional “too easy” pops up, but its mainly because the player themselves is really good and/or runs with a good team.
I think their main focus is team work… Which sucks for players going in with all randoms, no mics… It is difficult. But that’s what is making it fun.
I think the normal enemies and objectives are fine, no need to touch them. But the bosses and their support… no. Bosses are meant to be hard, but they’re have way too much health, especially ones on round 5. Like with tripple Wardens on Urban, you have to kill both Knights first, and that usually takes 2 minutes. Then you get the Wardens… and his support which are endlessly spawning Promethean forces, and Banshee and Wraith Ultras that take you out instantly. On top of that, you’re now out for 30 seconds, even more if you spawn away from the main fight.
Another huge gripe for me is the legendary boss shield recharge rate. You can get their shields down, but the start recharging in about a second. For example: you’re fighting a legendary Mantis with a Scorpion, you shoot and take its shields down, but by the time your shot has recharged it already has a quarter of its shields back… now that’s way too fast right there.
Another great point that I made to friends and I’ve seen on here is Raid on Apex 7. On round 3 sometimes you’ll get a double Legendary Warden in the ocean behind some rock pillars. It has a force of at least 8 knights, that infinitely respawnd mind you, right between them. You can’t go behind them because of the kill barrier, so the only way to get them is going between the pillars. But do you know what the problem with that is? It’s round 3… by that time most people only have level 3 REQs, 4 if you’re lucky, and there is absolutely no way in hell you’re going to be able to kill 8 Knights with Incineration Cannons AND two massive huge bullet sponge Warden Eternals within a small 5 minute round. Mainly because there are no good REQs to use at level 3, so this round is literally impossible.
So back on topic of Firefight being too hard or too easy… I say the boss fights are too hard, but everything else is pretty normal, not easy, but just right. You’re still gonna die in 2 seconds or less if you’re not smart and go out guns blazing. I still strongly believe that they should nerf the boss a bit, and take out that stupid 30 second respawn… I mean seriously, no one asked for such a stupid system.
One more thing I’d like to add. In the Warzone Firefight statistics, it showed on about 50% of Fireteams were able to successfully defend the garage on round 3… so instead of fixing it and making it easier, they made everything else 3x harder. I just don’t get that small detail at all. 343, honestly, what were you thinking? Don’t take things so seriously, if people say it’s too easy, don’t make it impossibly hard, find a good middle ground instead.
I think its okay except for a few choice bosses and a few of the random spawns on certain maps really mess you up when the boss spawns at a nearly unreachable location.
Also I’m sure with more play time people will figure out ways to beat things easier just like I found the warden to be tough at first in vanilla warzone and now its barely a challenge for a team
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> I think the normal enemies and objectives are fine, no need to touch them. But the bosses and their support… no. Bosses are meant to be hard, but they’re have way too much health, especially ones on round 5. Like with tripple Wardens on Urban, you have to kill both Knights first, and that usually takes 2 minutes. Then you get the Wardens… and his support which are endlessly spawning Promethean forces, and Banshee and Wraith Ultras that take you out instantly. On top of that, you’re now out for 30 seconds, even more if you spawn away from the main fight.
>
> Another huge gripe for me is the legendary boss shield recharge rate. You can get their shields down, but the start recharging in about a second. For example: you’re fighting a legendary Mantis with a Scorpion, you shoot and take its shields down, but by the time your shot has recharged it already has a quarter of its shields back… now that’s way too fast right there.
>
> Another great point that I made to friends and I’ve seen on here is Raid on Apex 7. On round 3 sometimes you’ll get a double Legendary Warden in the ocean behind some rock pillars. It has a force of at least 8 knights, that infinitely respawnd mind you, right between them. You can’t go behind them because of the kill barrier, so the only way to get them is going between the pillars. But do you know what the problem with that is? It’s round 3… by that time most people only have level 3 REQs, 4 if you’re lucky, and there is absolutely no way in hell you’re going to be able to kill 8 Knights with Incineration Cannons AND two massive huge bullet sponge Warden Eternals within a small 5 minute round. Mainly because there are no good REQs to use at level 3, so this round is literally impossible.
>
> So back on topic of Firefight being too hard or too easy… I say the boss fights are too hard, but everything else is pretty normal, not easy, but just right. You’re still gonna die in 2 seconds or less if you’re not smart and go out guns blazing. I still strongly believe that they should nerf the boss a bit, and take out that stupid 30 second respawn… I mean seriously, no one asked for such a stupid system.
>
> One more thing I’d like to add. In the Warzone Firefight statistics, it showed on about 50% of Fireteams were able to successfully defend the garage on round 3… so instead of fixing it and making it easier, they made everything else 3x harder. I just don’t get that small detail at all. 343, honestly, what were you thinking? Don’t take things so seriously, if people say it’s too easy, don’t make it impossibly hard, find a good middle ground instead.
30 Second respawn needs to come down to 20 tops. They want team work yet if two you die in a vehicle together in a later round then you’re down 1/4 of your fire team for 20-30 secs. Legendary bosses on round 3 are ridiculous considering it takes forever to get past req 1 and 2 but after 4 you fly through the progression fast. Played a grunt mech last night on APEX round 3 and it had at least 8 knights guarding it(much like the Wardens) and it was ridiculous how much damage they could inflict vs what we could muster at that REQ level. Tanks didn’t last a minute once you could see them because of the enemy spawn placement and weapon range you couldn’t shoot more than a few times before being torched. I mean 4 knights would be plenty as a body guard. 4. There were at least 8 around him.
Good luck Spartans.
Attack on Sanctum seems the easiest, like it was designed with Firefight in mind! Skirmish at Darkstar is do-able. The other maps are a -Yoink- show.
It can depend on your team and their willingness to call in important Reqs but it can also just come down to the luck of the draw with which objectives you get. Most teams will fail the garage defense on ARC at round three but if they get destroy 15 Phaetons it can be done easily with just BRs.
Sometimes I blast through all five rounds while other times I get shut down right away at the start.
Overall I think the difficulty is balanced fairly well.
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> Attack on Sanctum seems the easiest, like it was designed with Firefight in mind! Skirmish at Darkstar is do-able. The other maps are a -Yoink- show.
>
> It can depend on your team and their willingness to call in important Reqs but it can also just come down to the luck of the draw with which objectives you get. Most teams will fail the garage defense on ARC at round three but if they get destroy 15 Phaetons it can be done easily with just BRs.
Like I said, you either need a good team or good REQs. The fact enemies just tank damage makes going on the defensive (or occasionally offensive) extremely difficult when you can’t call in the right items.
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> Sometimes I blast through all five rounds while other times I get shut down right away at the start.
> Overall I think the difficulty is balanced fairly well.
But what exactly is shutting you down?
Some rounds are incredibly easy, like the “Shoot a couple of really weak Phaetons” round. While others are nigh impossible, such as the “Kill Goblin Deacon Dongus while 20 Knights with Incineration Cannons constantly spawn around him” round.
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> Some rounds are incredibly easy, like the “Shoot a couple of really weak Phaetons” round. While others are nigh impossible, such as the “Kill Goblin Deacon Dongus while 20 Knights with Incineration Cannons constantly spawn around him” round.
The fact enemies (especially knights) just tank everything makes it really difficult for several objectives.
I like the difficulty. Nice and challenging. My one complaint is the timer, as the rounds go on, if spawn times increase so should the mission timer. The Omega Wardens can be killed, but killing two within current time seems to be stretching it.
I like what they have done the concept is amazing but it’s way too hard not too easy I think anyone who says it’s too easy is playing mind games it’s too hard back in the days when firefight came out on ODST it was fun to play with friends I’ve just been playing this with my friends and I feel like smashing my controller against the wall!!
How about go back to the way it was in ODST? And why stop at just choosing the difficulty, why not completely throw away Warzone Firefight and bring back real Firefight?
In my opinion difficulty is rather well balanced with some exceptions like 2 wardens in round 3 where req level is low. We managed to kill one and half of it before timer run out.
> 2533274858805297;19:
> In my opinion difficulty is rather well balanced with some exceptions like 2 wardens in round 3 where req level is low. We managed to kill one and half of it before timer run out.
That along with the Grunt mech on the beach and the three wardens in the back of the base have been the only spawn patterns so far that have really stumped me. Fortunately on the round 3 wardens I was just able to get a rocket launcher in the final minute and finish them off but the other two seemed almost impossible without a coordinated team. Which part of the reason I’m enjoying FF so much but when you get a team that just rushes mythic bosses with nothing but loadout weapons it can make you rage lol