The future of Team SWAT Post- TU

Yes, this is me again churning out another thread in-between updating the State-of-The-Game thread. I apologize for my tardiness, but seeing as many view SWAT as a social/crap playlist where your skill is entirely dependent on whether or not you get host, I wanted to engage members of the community to come up with ideas to make the gametype better.

Perhaps it’s because Reach is the first Halo game in which I’ve really gotten involved in Multiplayer Matchmaking, but I feel very strongly that the SWAT philosophy consists of fast kill times (and respawn times), as well as an emphasis on headshots, with no grenades, motion tracker, or Armor Abilities other than Sprint.

However, I feel like there’s also a couple flaws with the playlist, and the state of the gametype is uncertain with the new TU testing rolling in:

-Fast kill times are nice, but the one-headshot killtimes emphasizes more twitch-reaction playing rather than more strategic gameplay, which is what I feel the playlist was aiming for originally. Would it really slow the SWAT down that much if we made the DMR a 2-shot or even 3-shot weapon? Considering that the DMR is a lot more precise than the BR, and it has hitscan, it’s not asking for much to ensure that strafing and other strategies make the playlist more competitive, instead of being extraordinarily host-dependent as it is now.

-There’s also the issue of the flawed Health regen. Although I get the point that no health packs and the lack of regenerating health is supposed to make SWAT more “hardcore,” this type of system leaves better players at a disadvantage. Over time, if you’re playing against a team that has piss-poor aiming, your health eventually gets whittled down to one or two red bars, which means even a point-blank body shot will kill you (and since SWAT is supposed to be “aim for the head or die,” this also runs contrary to the gametype philosophy). This system rewards players for dying more quickly so they have full health when they come back, which isn’t very logical. If you could fully regenerate all your Health after a while, it would be a much-welcomed addition.

-The Sprinting noise issue. This problem has been discussed before concerning other playlists, but there hasn’t been much clamoring to change the issue (like a petition, for instance). Since you can hear your teammate’s Sprinting, it gets very frustrating when you’re constantly turning around thinking that an enemy might be attempting to pull off an assassination, only to see the surprised helmet of your teammate, before you decide to turn around again and instantly get killed by an actual enemy. My suggestion is for teammate sprinting to be entirely muted so you can’t hear it, allowing more observant players to reap the benefits of paying more attention to the audio cues around them, while keeping them from falling into the trap of getting themselves distracted by their own teammates.

-Removal of Bloom after the Title Update. This is a more contentious issue, but I feel that since Bloom never really succeeded in its purpose to implement a skill gap between “pacers” and “spammers,” that it should be removed in order to allow players with better aim to actually dominate. Before everyone starts to cry foul that this would make SWAT even more easy-to-play, notice that my first request was for the DMR kill times to be lengthened (3-shot would probably be optimal). 3 headshots with no Bloom would keep a balance between the playlist being too host-dependent and easy, and rewarding players with actual good aim.

Good team, like good chefs, will say “I’m behind you” so you don’t have to turn around.

A 3 shot kill DMR with no bloom would be a fun playlist.

> Good team, like good chefs, will say “I’m behind you” so you don’t have to turn around.
>
> A 3 shot kill DMR with no bloom would be a fun playlist.

Not if you’re searching alone with micless randoms. In any case, you can’t deny that muting teammate Sprinting would benefit gameplay.

> SWAT just needs some better maps

Yes. The maps in SWAT are so stale. Give me Lockout, Turf, Guardian, Last Resort, hell even Think Twice would prob play well for SWAT.

LOWER THE MAXIMUM LOCAL PLAYERS TO 2 ALREADY. I WANT NEW MAPS.

> > Good team, like good chefs, will say “I’m behind you” so you don’t have to turn around.
> >
> > A 3 shot kill DMR with no bloom would be a fun playlist.
>
> Not if you’re searching alone with micless randoms. In any case, you can’t deny that muting teammate Sprinting would benefit gameplay.

No it would take away a skill that good teams have and make it easier for bad teams. Half the time I can tell friendly or enemy behind me based on how they are Sprinting anyway.

> > > Good team, like good chefs, will say “I’m behind you” so you don’t have to turn around.
> > >
> > > A 3 shot kill DMR with no bloom would be a fun playlist.
> >
> > Not if you’re searching alone with micless randoms. In any case, you can’t deny that muting teammate Sprinting would benefit gameplay.
>
> No it would take away a skill that good teams have and make it easier for bad teams. Half the time I can tell friendly or enemy behind me based on how they are Sprinting anyway.

So you’re denying that you’ve ever turned around thinking that an enemy was Sprinting behind you, only to see a teammate? Well I’m sorry, but unless I’m missing something important, enemy Sprinting sounds exactly the same as Teammate sprinting. For you to suggest that not muting teammate sprinting increases the skill gap is absurd. It’s the other way around.

> For you to suggest that not muting teammate sprinting increases the skill gap is absurd. It’s the other way around.

You are arguing against yourself here. You want it removed because it would make your game easier. If it makes your game easier then it is reducing the skill necessary to play. How do you not see this?

SWAT = 1 shot kill

Don’t ever try to change that. It’s the basis of the entire gametype.

> > For you to suggest that not muting teammate sprinting increases the skill gap is absurd. It’s the other way around.
>
> You are arguing against yourself here. You want it removed because it would make your game easier. If it makes your game easier then it is reducing the skill necessary to play. How do you not see this?

It’s not making the game easier. It’s making the game more logical. Let me give you an example: imagine that there’s a warning audio cue in the game that activates whenever an enemy moves close to you. More observant players would correctly deduce that someone is near them, and thus would immediately turn around and open fire on their enemy. Bad players would ignore the audio cue and let themselves get beat down. Now take that same audio cue, but instead of applying it to just enemies, apply it to teammates. Now imagine when the audio cue keeps playing whenever a teammate and enemy is close to you. How can you distinguish which audio cue is the teammates’ and which one is the enemies? It doesn’t make any sense. It’s the same thing with Sprint and the panting noise.

> SWAT = 1 shot kill
>
> Don’t ever try to change that. It’s the basis of the entire gametype.

And I’m arguing that just because the SWAT up until now has been 1-shot kill doesn’t mean it has to stay that way forever. Like I said in my opening post: many competitive players sneer at SWAT because they see it (correctly) as being entirely host dependent. 3 shot, or even 2 shot without Bloom would keep that fast kill time in place, yet at the same time make it more skillful.

SWAT should have an increased bloom. It would make the bloom mechanic function well, and add an extra skill layer to the game.

Actually when it comes to SWAT in Reach i search by myself just as much as i do in a party.
SWAT and Snipers are the only 2 playlists i can carry randoms, regardless of their skill.

> > > >It’s not making the game easier. It’s making the game more logical.
> >
> > You are just arguing semantics now.
>
> Nope. You failed to point out how my proposition would negatively influence competitive play. I countered and defeated your argument. As far as I’m concerned, I’ve won. Good day.

Situational awareness is important in all game types, SWAT more than others. If you don’t know where your team mates are then you deserve to to either turn around and waste time finding out or get assassinated by an enemy. Another option would be not Sprinting behind a team mate as he rounds a dangerous corner forcing him to turn around.

As far as I’m concerned I’m debating with a 9 year old who doesn’t know the first thing about debating. Good day.

Waypoints indicate where your teammates are, Also common sense, awareness of your teammates locations and map positioning allow you to predict the enemies location.
Spawn killing can also be very effective if you can master these aspects of the game, Especially in Snipers/SWAT.

SWAT should always stay one shot kill, or I might as well spam 3 shots and if I don;t get a headshot I will kill them anyway. It is not workable, in my opinion, and it shouldn’t be.

I think the damage system is fine the way it is for SWAT. If its one headshot kills, the n that is what it should always be to kill someone.

People sprinting is annoying though, because it alerts the enemy to where your teammate and you are, and you haven’t done anything wrong. It’s like your teammate is saying I want you to get an overkill extermination on my team because I can’t wait a few more seconds to execute a stealthy strategy. Its almost (and I say almost) a situation where a betrayal of said teammate would not be a bad idea since it would keep your location hidden and mean the enemy get less kills overall.

> SWAT should always stay one shot kill, or I might as well spam 3 shots and if I don;t get a headshot I will kill them anyway. It is not workable, in my opinion, and it shouldn’t be.

I’m sorry but I don’t understand what you’re trying to say. If Bloom is removed and SWAT is 3shot or even 2 shot kills, that doesn’t mean that you’re “spamming” shots. It’s called aiming and shooting. A workable system would be 3 headshots to kill and 9 bodyshots to kill (going with the 1:3 ratio of headshot damage vs. bodyshot damage once shields are removed).

> > SWAT should always stay one shot kill, or I might as well spam 3 shots and if I don;t get a headshot I will kill them anyway. It is not workable, in my opinion, and it shouldn’t be.
>
> I’m sorry but I don’t understand what you’re trying to say. If Bloom is removed and SWAT is 3shot or even 2 shot kills, that doesn’t mean that you’re “spamming” shots. It’s called aiming and shooting. A workable system would be 3 headshots to kill and 9 bodyshots to kill (going with the 1:3 ratio of headshot damage vs. bodyshot damage once shields are removed).

But, three headshots to kill is only a watered down version of what we have now in every other playlist. It doesn’t really make sense, unless of course you want the DMR mechanics to be altered in all the other playlsist. The whole fun of SWAT is the ability to get high speed multi-kills and exterminations before the enemy has even spotted you, and of course the twitch kills and the need to keep accuracy and nerve at high speed, and being able to take out an entire team by yourself. Make SWAT 3 headshot kills and you ruin all that is fun and unique about SWAT

> Well really you should be checking all directions anyways, so to be honest it shouldn’t make any difference where a teammate sprints in that scenario. If you only check one direction you deserve to be killed. Sprinting off the spawn, fine, its annoying, but in your example you highlight your own naivety at SWAT rather than make a proper point. If anything sprinting makes things easier if its an enemy, and if its your teammate, then at least it reminds you you should have payed attention to that direction if you didn’t already know that it was your teammate approaching.

I’ve played almost 300 games of SWAT so I really think that I’m not that naïve at that playlist, thank you. That situation was a completely random scenario that hasn’t happened to me personally but could happen to anyone. Let’s change it up a bit so it makes it clearer. Let’s say that you took the bottom route instead and went into the innermost air lift to land directly on the concussion rifle spot. You immediately hear sprinting behind you and turn around. Now, I ask you: instead of being forced to waste my time and turn to look at a possible enemy, would it not make more sense if teammate sprinting was muted and I could be reasonably assured that I wasn’t wasting my time? I if I was playing in this scenario on Blue team, when going up the lift I would face a left direction so I wouldn’t get caught-off guard by opponents running up the main base route. Unfortunately, situational awareness can only get you so far, as it’s entirely possible your team was decimated and the enemies are flanking from your former base. Service tags showing your teammates’ locations only appear when you’re facing the direction they’re in. If they just spawned and rushed up to your location, chances are that you’re going to turn around regardless of what skill level you have, especially if you’re matched up with randoms who have no mics, and there’s a lack of clear co-ordination.

> there’s a lack of clear co-ordination.

I think you just figured your own problem out.

Swat is… 1 shot kill. I should be able to kill someone across the map with my DMR because I landed a headshot. Or else I’d just play regular Team Slayer.

And taking out Allied Sprint noise sounds ridiculous. People will sound wh-yoink the crap out.
I’m sorry but not everyone uses Turtle Beaches