The ideal Free-For-All match.

In light of the recently announced FFA tournament hosted by 343i, I feel a topic discussing ideal free for all match settings in Halo 4 was warranted. Below I share mine.

Matched with the correct gametype settings and maps, FFA can be a very tactical and skill oriented game. As an example, I’ll first use a counter example. 8 man FFA on Simplex, specifically the kind in Rumble Pit, Infinity or Pro. It’s a near mindless flurry of gunfire and grenades where no one can truly show all facets of a good player as far as Slayer goes. 33.3% of the time you or your enemy will be massacred by a crossfire of four rifles and or grenades which heavily inhibits one’s ability to showcase skill in a straight up gun duel. Another 33.3% of the time you’re taking cover waiting for shield recharge when the guy you just killed/got an assist off of spawns conveniently nearby and lobs a grenade into your visor. The last 33.3% of the time an enemy just spawns with you in their line of sight and you’re not looking at them. Thus, you die. (and then where does that extra .1% go? i dont even know, man)

There’s just little to no room for actual tactics and showcasing of all the slayer skills with matches such as 8 man FFA Simplex. Assuming CSR is working, no one breaks ahead of the pack, no one gets a respectable spread, there’s no thinking involved. Spawn, grenades, try to killsteal and maybe get it, then raped by crossfire. And the reason why this happens is not because CSR is working, it’s because of how the gametype and map work. In an ideal match, CSR should inhibit a player’s ability to massacre the lobby only because of similar skilled players, but in order for a player to even do so, to perform a feat of skill and rise above equal CSR opponents, the map and gametype has to allow for such a thing to even happen. Tactics, thoughtful play, skilled weapon usage, fair spawns, a healthy mix of 2+ contestant engagements and 1v1 gun duels are integral to this. It has to enable and encourage the player to do their best, not be a -Yoink- and spawn enemies 10 feet behind their back. Most Rumble Pit matches don’t work like this at all. Almost all of them limit a player’s ability because the map and gametype pairing is, simply put, -Yoink-.

In my opinion, the ideal FFA (at least assuming loadouts, Infinity or not, but ideally Slayer Pro with radar) would be six players on medium sized maps such as Haven, Monolith, Solace Slice, Landfall, Skyline, Wreckage (perhaps with some modification), Abandon, and Harvest. All these maps would have a center point of attention as ordnance, like an Overshield, or boomstick, or rockets on a fast paced respawn with minor ordnance placed sparsely about like Needlers. On bigger types of maps, a Sniper would be put at another chokepoint, far away from any good sniping spots. All these maps would also utilize the 250 respawn point system. For those unfamiliar, you just place spawns down literally everywhere (with them facing a logical direction) and the game’s spawning logic puts a respawning player in the most logical place. Safe from harm, not having someone in their line of sight off spawn, away from where they died, all that good stuff.

One might wonder, “Why big maps like Harvest?”. The kind of free for all found in Halo 4, due to several factors, places heavy emphasis on short-mid range battles and just doesn’t place any emphasis on any other range and niche of combat. This only limits a player, it does not enable choice of playstyle and discourages dynamic-tivity between engagements. You wouldn’t win a match on Harvest only using a LightRifle, likewise you wouldn’t win only using an Assault Rifle. The player who is overall best in all the niches would win, as compared to the usual 1, sometimes 2 niches found in your run of the mill Rumble Pit match. Not to mention there won’t be any -Yoink- like players spawning behind you, a 9/10 chance of a skillful gun duel being raped by 4 other rifles, shield recharge delay letting an insta-spawner lob a grenade in your face. All that.

Lastly, there’s always been two things that separate FFA from 4v4 Slayer. The most obvious is, well, FFA isn’t 4v4. The other and always overlooked difference is how scoring works. You probably think, “Get a kill, get a point, what of it?”. And that’s right, you get a kill and you get a point. Or, you die and your killer gets a point. The big difference between FFA and 4v4 is WHO gets the point. Who gets the point in 4v4? The other team, it’s irrelevant who, they got a point and you just helped them edge closer to victory. Who gets the point in FFA? Anyone and any ‘team’. There are effectively as many teams as players in FFA, and exactly whom gets the point for killing you is critical and a completely different dynamic from 4v4.

To put it short, although the scoring doesn’t simplify it, 4v4 is completely based off of spread. How much you die is as important as how much you kill. A player who goes 25-15 is not as valuable as a player who goes 13-0. In FFA, this isn’t the case, as evidenced by winning players who can even go negative. A player at the top of the scoreboard can die more times to the bottom players than the second guy dies at all, ergo the top guy is less positive than the second but still wins. Why, if it’s Slayer, and 4v4 places equal amounts of emphasis on killing and dying, does FFA Slayer not do the same?

Slayer is Slayer. At the core of it, a player’s skill is broke down in to two parts. Killing and not dying. The later part of the skill has been undermined as long as FFA has been in Halo, which is since the very first Halo. Why should there be less skill involved in FFA? For me, there shouldn’t be less skill at all. FFA should be as popular and as valid as 4v4. The same questions apply to the current FFA. Why should maps limit player ability and encourage mindless play? Why should so many players be crammed into a small playspace? Why should the scoring not encourage as best as play as possible?

As a side note to this, some people may think spread based scoring would encourage camping. I’d say that’s false. Maps and settings encourage camping. Give a player a radar, a Boltshot, random ordnance drops, personal ordnance, and main building on Complex, stickies, camo, and stealth? -Yoink- yeah, you’ll get some supreme grade-A well cooked camping right there with a healthy slathering of A1 sauce. Give a player a reduced radar, set loadouts, consistent and smartly placed ordnance on a fast timer with only minor AAs for POD? Even Complex can almost be fixed. Almost. Not quite, because burn in hell, Complex. Not to mention a truly good player wouldn’t need to camp anyway. If he’s truly good, he won’t die a lot, therefore maintain good spread, therefore win. Any campers will have a hard enough time with the settings to camp, but they’ll also be at a loss against truly good players who don’t die in combat.

Finally, because it didn’t fit elsewhere, 25m radar, killcams off.

Those are my passionate thoughts about FFA, as I’m a true lone wolf in my playstyle. What about you guys? What’s your ideal FFA match?

I think that sounds like my ideal match. Everyone starts off the same, and there’s a limit to the randomness. I agree with pretty much everything you said. (I did wonder about the Boomstick. I don’t have any idea what you were trying to say there!)

I think a lot of this tournament depends on the way it works. I do NOT want a repeat of the Infinity Challenge where the person who plays the most wins! The person who drinks energy drinks constantly to play 24/7 does not need to be rewarded. I think it should depend on games won. Maybe Win/Loss ratio with a certain number of games played? As long as they do something reasonable, I might actually care about this tournament.

> I think that sounds like my ideal match. Everyone starts off the same, and there’s a limit to the randomness. I agree with pretty much everything you said. (I did wonder about the Boomstick. I don’t have any idea what you were trying to say there!)
>
> I think a lot of this tournament depends on the way it works. I do NOT want a repeat of the Infinity Challenge where the person who plays the most wins! The person who drinks energy drinks constantly to play 24/7 does not need to be rewarded. I think it should depend on games won. Maybe Win/Loss ratio with a certain number of games played? As long as they do something reasonable, I might actually care about this tournament.

By boomstick I mean buckshot, by buckshot I mean shotgun.

And, yeah. If 8 man FFA on Simplex is going to be a staple of this tournament, I’m out, day 1. Not gonna bother, not gonna try. Screw it.

> > I think that sounds like my ideal match. Everyone starts off the same, and there’s a limit to the randomness. I agree with pretty much everything you said. (I did wonder about the Boomstick. I don’t have any idea what you were trying to say there!)
> >
> > I think a lot of this tournament depends on the way it works. I do NOT want a repeat of the Infinity Challenge where the person who plays the most wins! The person who drinks energy drinks constantly to play 24/7 does not need to be rewarded. I think it should depend on games won. Maybe Win/Loss ratio with a certain number of games played? As long as they do something reasonable, I might actually care about this tournament.
>
> By boomstick I mean buckshot, by buckshot I mean shotgun.

That makes sense. (I think.)

Anyways, I’m really hoping they make a separate playlist for it instead of just doing normal Rumble Pit. It would make more sense, but I can see them just renaming Rumble Pit like they did with Infinity Slayer for the Infinity Challenge.

And I highly hope it isn’t Regicide either. FFA Regicide…bah.

I have always maintained that if a map is set up for 4v4 it should only ever house 6 player FFA not 8. The spawn system will likely break otherwise and games will become so chaotic that it would be difficult for individuals to truly stand out from the pack.

As for power weapons I think a 1v1/ 2v2 style sandbox is always best, nothing too dominant, nothing too powerful and hopefully weapons that require skill to use. As an individual you can not typically have the same map presence a team can have so it is difficult create any sort of power weapon control. So game changing power weapons can often be unfair and warp game results.

Initial player spawns and power weapon positions also have to be taken into consideration and be balanced. FFA now just seems lazily slapped together at the moment and like you said many of the maps are grossly inadequate. Maps should be designed to encourage a lot of 1v1 head to head gameplay and allow players to play angles, duck in and out of combat and stay alive but at the same time create a game presence.

FFA for me is supposed to be a test of individual skill, awareness and tactics. I haven’t been feeling it so far in H4 MM, it’s all so chaotic.

> And I highly hope it isn’t Regicide either. FFA Regicide…bah.

Regicide is garbage. A player with fewer kills should NEVER beat someone with more kills in a FFA. Ever.

If anyone would be interested in helping create this kind of ‘ideal’ free for all experience, please contact me. I’d love to actually get a version of this working and tested out instead of rambling about it.

As a lover of FFA Arena from Reach, I find that this is a good post. I’d be happy to play a Spread-based FFA game because of its similarity to the old Rating system.

They already have what you described is alreay available in MM it’s called rumble Pro they just need to reduce the player count to six players but they need more changes.

I’d say they should disable sprint as well since it’s get a out of jail free card and change the shield recharge rate to 4 seconds it’s currently way too slow as it is now.

Tweaking these things would make FFA near perfect if you ask me.

> They already have what you described is alreay available in MM it’s called rumble Pro they just need to reduce the player count to six players but they need more changes.
>
> I’d say they should disable sprint as well since it’s get a out of jail free card and change the shield recharge rate to 4 seconds it’s currently way too slow as it is now.
>
> Tweaking these things would make FFA near perfect if you ask me.

Rumble Pro is nowhere near what I’m describing.

> Rumble Pro is nowhere near what I’m describing.

Actually it is you said Slayer pro with radar and preset loadouts that’s exactly what Rumble Pro is of course it could use a few tweaks like the ones I mentioned earlier but thats about it.

If you’re talking about maps that’s an entirely separate issue.

> > Rumble Pro is nowhere near what I’m describing.
>
> Actually it is you said Slayer pro with radar and preset loadouts that’s exactly what Rumble Pro is of course it could use a few tweaks like the ones I mentioned earlier but thats about it.
>
> If you’re talking about maps that’s an entirely separate issue.

Yeah…part of the OP was about maps. A big part. Rumble Pro on Simplex is like a shiny turd.

I read the OP, sounds like an ideal style. You didn’t list any settings though, but I’ll give my ideal settings in a minute.

For maps, I disagree with some of the ones you listed. It’s not to say they’re bad maps, but I’d argue many of them don’t support a good, clean FFA game. I can see (particularly harvest) a lot of open spawns and spawnkills happening quite frequently, so I’d argue against some of those maps.

I think, for an FFA tourney, that aside from the Majestic map pack, Forge maps would be better. Being designed specifically for FFA would give Forge Maps a huge advantage in how they play, and would offer a more clean playing field for players to start on.

One thing we could do is get the fellows over at Forgehub and Forgecafe to get some FFA Forge map competitions going. Once those are done, we take the best of what the community has to offer (making sure that they are well made FFA maps) and use those instead.

Maps like Haven or abandon don’t support FFA as well as a map specifically designed for it could. While Haven is a good map (for the most part) it simply doesn’t have the cover, spawns, pathways or overall generall design to support gametypes like FFA.

Too easy to predict spawns and spawnkill. A forge map designed around FFA entirely would likely negate these problems and lead to a more enjoyable experience overall.

Now, on to the settings.

My ideal settings for a Halo 4 FFA tourney (A friend and I were going to start one up but my disc broke and I’m unable to) would be as following:

Gametype: Slayer Pro FFA (So that I don’t have to list primaries/secondaries/perks etc,).

Players: 6

Radar: 25m On

Maps: Majestic/Forge

Ordinance on map: Static

Spawning: 3-5 seconds.

Shield Recharge time: 4 second wait, 2 second recharge (Subject to change, but 6 seconds sounds about right. Keep in mind we have to design it around respawn times of other players).

(And more to come along as I think of it.)

But anyway, I agree with the OP for the most part.

I hope they put the tournament in its own playlist, that will be saved on the profile so I can show off my 50 in it! I am pumped for this tourney.

> Stuff.

Yeah, the settings for the most part would be Slayer Pro. With the altered radar, 25m. Only other thing I can think of would be the shield recharge rates. I’m a big fan of 4 second delay and 125% rate. It’s the closest to Halo 2/3’s recharge rate, and I think that’s only logical since kill times after Turbo are overall faster than 3’s. Source.

What you said about maps, I agree with you on Forge maps, and maybe on the other part. I’m a big advocate in a map with every respawn point placed, the 250 spawn system, because the game’s spawning logic works out the best that way. BUT, players still have the ability to manipulate spawns to some degree that could lead to out in the open spawn kills. For example, spawn influence weighs where someone is looking. If an enemy is looking at a spawn point, it’s less likely for one to spawn there. This can be manipulated by simply twitching your view in and out of the spot, where those intervals of not looking there gives more chance of someone to spawn there. Should you get the chance, jetpack up to left side of the rock tunnel over the creek next to red team base on Ragnarok, there’s a little spot without a kill boundry. Do this is multi team while doing what I said above, people will spawn in the open field. Easy kills.

> > And I highly hope it isn’t Regicide either. FFA Regicide…bah.
>
> Regicide is garbage. A player with fewer kills should NEVER beat someone with more kills in a FFA. Ever.

It’s not about kills, it’s about points, if someone in CTF captures more flags, they are running the objective, not getting kills, they deserve to beat someone getting points

> > > And I highly hope it isn’t Regicide either. FFA Regicide…bah.
> >
> > Regicide is garbage. A player with fewer kills should NEVER beat someone with more kills in a FFA. Ever.
>
> It’s not about kills, it’s about points, if someone in CTF captures more flags, they are running the objective, not getting kills, they deserve to beat someone getting points

Regicide, while there is an objective, is a variant of Slayer, because you must SLAY the objective.

I understand, since an objective in Regicide is worth more than a normal kill, it’s worth more. But something just doesn’t settle right with competitive players when they see a guy who wins is -5.

But I digress, this is off topic.

> Spawn, grenades, try to killsteal and maybe get it, then raped by crossfire.

This is exactly what Halo has devolved into.

Seriously, that was a fantastic OP. You really did a good job of explaining what’s wrong with Slayer and what steps could be taken to fix it.