Three essential improvements for firefight

I don’t understand the logic of making something difficult by making the enemies bullet sponges. In firefight the enemies, especially Prometheans have way too much health, even moreso than their increased health in regular warzone, which makes them boring to fight, even the crawlers which should be cannon fodder take way too many headshots to take down, this is made worse by the fact that they instantly zap back into the map once you finally drop them. This makes the gameplay tiresome as you constantly have to backtrack to somewhere to refill your loadout weapon ammo. Why not experiment with combinations of enemies in creating a challenge, e.g. snipers at the back/height, elite generals at the front etc. - Oh and i’m looking at you mantis bosses who’s strong shields recharge almost instantly if not being shot, seriously even between reloading my weapon.

Secondly, we should have at least some choice as to where we spawn. Spawning at the other end of a map from a boss objective with a whole army in between causes people to give up if they don’t think they can even traverse the map in time to reach the objective and then whittle down the enemies huge amount of health with the time ticking down. This is also noticeable in enemies spawning on the (protect) objectives, meaning that they get a huge head start whilst you have to get across the map to them.

Lastly icons showing where the objective/enemies are don’t always show up or don’t seem to if you are not close enough to it, considering the maps are huge, if you are not in a vehicle, this can be a game of cat and mouse.

Overall the update was amazing, but firefight needs definite tweaking in my opinion to make it difficult in ways that don’t hinder gameplay.

  1. Crawlers die in a single head shot, even from a pistol.
  2. Agreed. The spawning across the map (after the respawn timer too!) is a hassle. Especially on the protect modes.
  3. I think the closest I’ve come to not finding the last enemy was over a minute left in the round. It isn’t that bad, but then don’t have the next objective spawn on the opposite side of the map. Also, cat, ant, mouse is my favorite game of all time.

FF needs a ton more ammo points. Either that or unlimited amount as it takes no time at all to run out.
Spawns need to be much closer.
Cannon fodder needs to be toned down. Should be like the elimination rounds where eventually you trim down the numbers to very little.

I think they should bring back skulls to determine how difficult the round will be.

There’s an official, pinned thread for WZFF feedback where you should be posting this to get the right people reading it (it’s kind of hard to miss…)

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> I think they should bring back skulls to determine how difficult the round will be.

I can get behind this, but if they keep the difficulty as is, I say they should have both good and bad skulls, and fun skulls, can we have grunt birthday back? haha

Ok, well crawlers die in one shot to the head dude, it’s really only the bosses that are bullet sponges, everything else is the same. What’s ironic is all those bosses you see use vehicles that we use in pvp yet no one calls me a bullet sponge.i do agree that the respawn S need fixed, I disagree on picking where we spawn but rather think we should spawn on team mates as we’re then right in the action and we have the time to pick load outs as we wait respawn timer out. To your third issue, either i don’t pay attention or I’ve never had this issue but I don’t think it’s a biggie if it’s there. Honestly never had that specific issue.

Soldiers are disgustingly tanky, and I don’t think anyone with a brain can disagree.