This has been a problem since day one that has became natural to me to expect in gameplay. When playing Halo 5, mostly in Warzone and WZFF. When you are shooting a watcher and kill it, you get the medal for a watcher kill, and the orange effects as well with the sounds display. But for around 1-2 seconds the watcher’s body will keep still, not disappearing and then finally disappear. I’ve just normally always played expecting this problem to happen. But I think its been here for quite some time (October 2015- June 2017) and hasn’t yet gotten fixed. Has anyone else noticed this?
I was going to put a link to a video showing this bug/glitch thing but I’ve gone through multiple WZFirefight videos and haven’t found any watcher killing gameplay. (I will replace this with a custom DVR clip next time I get online to play Halo 5.)
I think it was time for someone to make a thread about this problem, hopefully a 343 forum member can see this and report it to the team. Thanks!
Sometimes after killing one, I will see it fly for a couple seconds before it ultimately disappears…
I honestly do not care if they do something about it; they removed the assassination animation, imo, that goes to show how much care was given for the little guy…
They are no longer an interesting enemy to encounter, as I remember back in Halo 4. They were a serious threat back then. They had the capability to spawn crawlers, turrets, resurrect knights, hurl grenades back at you, and those mechanics emphasized their threat level and the importance of dealing with them swiftly…
Now, their existence means nothing, but to provoke players to rage, as they just casually heal the already overpowering-bulletsponging knights. This I find worse than what Halo 4 presented; at least back then we had a good chance to destroy the watchers before resurrecting knight; now it’s “Feeling a little drained? Well I’ll just regenerate your health in an instant!”
They also act pretty dumb nowadays, if they’re not preoccupied with being a little contagion, they will just go off and explore the world.
> 2533274838520729;2:
> Sometimes after killing one, I will see it fly for a couple seconds before it ultimately disappears…
>
> I honestly do not care if they do something about it; they removed the assassination animation, imo, that goes to show how much care was given for the little guy…
>
> They are no longer an interesting enemy to encounter, as I remember back in Halo 4. They were a serious threat back then. They had the capability to spawn crawlers, turrets, resurrect knights, hurl grenades back at you, and those mechanics emphasized their threat level and the importance of dealing with them swiftly…
>
> Now, their existence means nothing, but to provoke players to rage, as they just casually heal the already overpowering-bulletsponging knights. This I find worse than what Halo 4 presented; at least back then we had a good chance to destroy the watchers before resurrecting knight; now it’s “Feeling a little drained? Well I’ll just regenerate your health in an instant!”
>
> They also act pretty dumb nowadays, if they’re not preoccupied with being a little contagion, they will just go off and explore the world.
Thanks for sharing your thoughts, I too think the healing is BS with the watchers. You will get a warden down to near death and a watcher left over will instantly heal him back up to 100%. Thats definitely not fun at the last seconds of a Mythic Warzone Firefight match.
I guess 343 will be avoiding this bug. Not a gamebreaker, but something little that has always brang up my attention of, “that’s been there since launch, and it’s still not fixed?”.
I noticed it as well, but just assumed it was intentional since it’s never even been addressed. I certainly wouldn’t be opposed to it being fixed.
i just thought it was lag but, aparently not
> 2533275050532363;3:
> > 2533274838520729;2:
> > Sometimes after killing one, I will see it fly for a couple seconds before it ultimately disappears…
> >
> > I honestly do not care if they do something about it; they removed the assassination animation, imo, that goes to show how much care was given for the little guy…
> >
> > They are no longer an interesting enemy to encounter, as I remember back in Halo 4. They were a serious threat back then. They had the capability to spawn crawlers, turrets, resurrect knights, hurl grenades back at you, and those mechanics emphasized their threat level and the importance of dealing with them swiftly…
> >
> > Now, their existence means nothing, but to provoke players to rage, as they just casually heal the already overpowering-bulletsponging knights. This I find worse than what Halo 4 presented; at least back then we had a good chance to destroy the watchers before resurrecting knight; now it’s “Feeling a little drained? Well I’ll just regenerate your health in an instant!”
> >
> > They also act pretty dumb nowadays, if they’re not preoccupied with being a little contagion, they will just go off and explore the world.
>
> Thanks for sharing your thoughts, I too think the healing is BS with the watchers. You will get a warden down to near death and a watcher left over will instantly heal him back up to 100%. Thats definitely not fun at the last seconds of a Mythic Warzone Firefight match.
> I guess 343 will be avoiding this bug. Not a gamebreaker, but something little that has always brang up my attention of, “that’s been there since launch, and it’s still not fixed?”.
Knights and Wardens
I absolutely abhor fighting the knights in WZ; it’s difficult by their aimbot, time and resource consuming considering how resistant they are to pretty much any basic weapon, which makes them not worth fighting against alone (without some serious and effective firepower, or the effort in numbers). You see many players completely avoid fighting against knights in regular WZ because of the aforementioned, and I think that is a problem.
It may be an unpopular opinion, but I actually enjoyed fighting the knights of Halo 4. Their unique abilities made them interestingly challenging to encounter, but you were always capable of destroying them with basic weapons like suppressors, bolt shots, shotguns, DMRs, SAWs, needlers even, etc.—not necessarily needing 2+ rocket launchers just to take down one! And you could even assassinate them without destroying their armor, but here as Halo 5, you have to target their weak points, because like anywhere else they are practically immune to damage. I feel like 343 was not confident with their enemies, so they scrapped much of what made them, dumbed them down greatly, and considerably increase their resistance to damage—not fun fighting against…
Just a bunch of walking juggernauts with no lives except to ruin yours…
I have seen this many times, and noticed that they do not fire/heal when this happens, so I did not give it much thought. It would be nice if they fixed it.
> 2533274838520729;6:
> > 2533275050532363;3:
> > > 2533274838520729;2:
> > > Sometimes after killing one, I will see it fly for a couple seconds before it ultimately disappears…
> > >
> > > I honestly do not care if they do something about it; they removed the assassination animation, imo, that goes to show how much care was given for the little guy…
> > >
> > > They are no longer an interesting enemy to encounter, as I remember back in Halo 4. They were a serious threat back then. They had the capability to spawn crawlers, turrets, resurrect knights, hurl grenades back at you, and those mechanics emphasized their threat level and the importance of dealing with them swiftly…
> > >
> > > Now, their existence means nothing, but to provoke players to rage, as they just casually heal the already overpowering-bulletsponging knights. This I find worse than what Halo 4 presented; at least back then we had a good chance to destroy the watchers before resurrecting knight; now it’s “Feeling a little drained? Well I’ll just regenerate your health in an instant!”
> > >
> > > They also act pretty dumb nowadays, if they’re not preoccupied with being a little contagion, they will just go off and explore the world.
> >
> > Thanks for sharing your thoughts, I too think the healing is BS with the watchers. You will get a warden down to near death and a watcher left over will instantly heal him back up to 100%. Thats definitely not fun at the last seconds of a Mythic Warzone Firefight match.
> > I guess 343 will be avoiding this bug. Not a gamebreaker, but something little that has always brang up my attention of, “that’s been there since launch, and it’s still not fixed?”.
>
> Knights and Wardens
>
> I absolutely abhor fighting the knights in WZ; it’s difficult by their aimbot, time and resource consuming considering how resistant they are to pretty much any basic weapon, which makes them not worth fighting against alone (without some serious and effective firepower, or the effort in numbers). You see many players completely avoid fighting against knights in regular WZ because of the aforementioned, and I think that is a problem.
>
> It may be an unpopular opinion, but I actually enjoyed fighting the knights of Halo 4. Their unique abilities made them interestingly challenging to encounter, but you were always capable of destroying them with basic weapons like suppressors, bolt shots, shotguns, DMRs, SAWs, needlers even, etc.—not necessarily needing 2+ rocket launchers just to take down one! And you could even assassinate them without destroying their armor, but here as Halo 5, you have to target their weak points, because like anywhere else they are practically immune to damage. I feel like 343 was not confident with their enemies, so they scrapped much of what made them, dumbed them down greatly, and considerably increase their resistance to damage—not fun fighting against…
>
> Just a bunch of walking juggernauts with no lives except to ruin yours…
You’re comparing Halo 4’s Campaign to Halo 5’s Firefight, when Firefight is notorious for having overpowered enemies simply due to the fact that there’s 8 of you fighting compared to 1-4. The Knights in Halo 5’s Campaign were relatively simple to deal with, and were actually easier than Halo 4 because damage to their armor was permanent and they had weak spots. Honestly if you do it right you can down a Knight with like half a BR’s magazine.
Halo 4 Knights had shields that can regenerate, and when their shields are down they can just teleport away, assuming there’s not a Watcher to protect them anyway. They pretty much covered every method of play you can engage with other than overwhelming firepower or abusing their spawn point for an assassination.
- Short Range? Instant one-hit kill sword attack, not Including the Scattershot - Mid Range? Grenades to flush you out and the ability to safely teleport away, not including the Light Rifle or Incineration Cannon. - Long Range? Instant one-hit teleport slash attack, not including the Binary Rifle - From behind? Instant one-hit kill sword attack animation. Also the fact that most of them won’t let you get behind them.Oh, and they also had Armor Abilities. They had Promethean Vision and Auto Sentries
> 2533274833081329;8:
> > 2533274838520729;6:
> > > 2533275050532363;3:
> > > > 2533274838520729;2:
> > > > Sometimes after killing one, I will see it fly for a couple seconds before it ultimately disappears…
> > > >
> > > > I honestly do not care if they do something about it; they removed the assassination animation, imo, that goes to show how much care was given for the little guy…
> > > >
> > > > They are no longer an interesting enemy to encounter, as I remember back in Halo 4. They were a serious threat back then. They had the capability to spawn crawlers, turrets, resurrect knights, hurl grenades back at you, and those mechanics emphasized their threat level and the importance of dealing with them swiftly…
> > > >
> > > > Now, their existence means nothing, but to provoke players to rage, as they just casually heal the already overpowering-bulletsponging knights. This I find worse than what Halo 4 presented; at least back then we had a good chance to destroy the watchers before resurrecting knight; now it’s “Feeling a little drained? Well I’ll just regenerate your health in an instant!”
> > > >
> > > > They also act pretty dumb nowadays, if they’re not preoccupied with being a little contagion, they will just go off and explore the world.
> > >
> > > Thanks for sharing your thoughts, I too think the healing is BS with the watchers. You will get a warden down to near death and a watcher left over will instantly heal him back up to 100%. Thats definitely not fun at the last seconds of a Mythic Warzone Firefight match.
> > > I guess 343 will be avoiding this bug. Not a gamebreaker, but something little that has always brang up my attention of, “that’s been there since launch, and it’s still not fixed?”.
> >
> > Knights and Wardens
> >
> > I absolutely abhor fighting the knights in WZ; it’s difficult by their aimbot, time and resource consuming considering how resistant they are to pretty much any basic weapon, which makes them not worth fighting against alone (without some serious and effective firepower, or the effort in numbers). You see many players completely avoid fighting against knights in regular WZ because of the aforementioned, and I think that is a problem.
> >
> > It may be an unpopular opinion, but I actually enjoyed fighting the knights of Halo 4. Their unique abilities made them interestingly challenging to encounter, but you were always capable of destroying them with basic weapons like suppressors, bolt shots, shotguns, DMRs, SAWs, needlers even, etc.—not necessarily needing 2+ rocket launchers just to take down one! And you could even assassinate them without destroying their armor, but here as Halo 5, you have to target their weak points, because like anywhere else they are practically immune to damage. I feel like 343 was not confident with their enemies, so they scrapped much of what made them, dumbed them down greatly, and considerably increase their resistance to damage—not fun fighting against…
> >
> > Just a bunch of walking juggernauts with no lives except to ruin yours…
>
> You’re comparing Halo 4’s Campaign to Halo 5’s Firefight, when Firefight is notorious for having overpowered enemies simply due to the fact that there’s 8 of you fighting compared to 1-4. The Knights in Halo 5’s Campaign were relatively simple to deal with, and were actually easier than Halo 4 because damage to their armor was permanent and they had weak spots. Honestly if you do it right you can down a Knight with like half a BR’s magazine.
>
> Halo 4 Knights had shields that can regenerate, and when their shields are down they can just teleport away, assuming there’s not a Watcher to protect them anyway. They pretty much covered every method of play you can engage with other than overwhelming firepower or abusing their spawn point for an assassination.
>
>
> - Short Range? Instant one-hit kill sword attack, not Including the Scattershot - Mid Range? Grenades to flush you out and the ability to safely teleport away, not including the Light Rifle or Incineration Cannon. - Long Range? Instant one-hit teleport slash attack, not including the Binary Rifle - From behind? Instant one-hit kill sword attack animation. Also the fact that most of them won’t let you get behind them.Oh, and they also had Armor Abilities. They had Promethean Vision and Auto Sentries
Well I only played the campaign twice on legendary, and it felt time and resources consuming to take them down, but I should mention that I base this on my experience before they issued an update of various tweaks and changes to the campaign gameplay, also before the released FF—so I could be irrelevant now…
Like I said, I actually enjoyed much of them back in Halo 4; capable of many abilities (though of course they can see improvement; not complete removal as seen), but like I also said, it’s an unpopular opinion.
I’ve noticed it, but I’ve never our any thought into it as it was just another bug. Unless it takes under a half a hour to be fixed, I’d rather they not fix it and waste their time on something so tiny.