Warzone Assualt needs serious improvements

First off I want to say that I do like Warzone Assault it is the closest thing to Invasion and it is the fastest way to earn req points. However this gametype has some serious balancing issues. I’ll list a few problems that I see and offer up some solutions. Feel free to comment on potential solutions and identify any problems I missed.

Problem #1: This gametype is heavily in the favor of the defending team.

Solution A: I understand that the objective of the defending team is to hold down the one position and we all know that this inevitably leads to camping which is fine as any well coordinated team can hunt down and kill the campers. However the problem here is when they are camping with power weapons such as swords and shotguns. This can effectively prevent the attacking team from ever capturing the base. especially on spire. I have seen an enemy get an overkill using a shotgun against my team. To make the game more balanced block weapon and vehicle reqs for the defending team for the first round. They’ll still be able to use any loadout weapons such as a br at level 3.
Solution B: Allow the attacking team to capure the Armory on the first round again by having the marines kill eachother. This allows the attacking team to get somewhat of an advantage if it can be done. Additionally this forces the defending team to worry about more than just 1 base. Which will ensure more map movement in the gametype.

Problem #2: The enemy team can sit back and get more kills a lot easier resulting in them earning req levels much faster than the attacking team.
Solution A: Have the attacking team start off with level 2 reqs that way they’ll get the BR in their loadouts at roughly the same time as the defending team. leading to a more balanced fight on the first round.
Solution B: Place some precision weapons at the attacking teams spawn points. This will allow the attacking team to have a brief upper hand to push the first base. It will also encourage the defending team to leave the base and challenge other players for these weapons. Which will then create a more competitive, balanced nature in the game.

Problem #3: The attacking team is trying to take the base but there is 1 enemy left camping somewhere. By the time the attacking team finds him the rest of the defending team storms the base.
Solution A: Allow the attacking team to begin capturing the base when there is 1 enemy left. But slower than usual.
Solution B: Have the red triangle appear over the last enemy just how enemy marines are marked in bases. This will allow the attacking team to identify campers much faster.

I literally disagree with pretty much all of this.

Assault is one of my go-to game types and I have no problem on either side. I really enjoy the switch up and never have a problem winning on either side. Literally everything you are saying is wrong with the game is an error on your end.

I just lost another game because someone spawned a scout warthog in the fortress at the last second preventing us from capturing the base. Can you please Explain to me how that is an error on my part?

I have to disagree…
Assault is all I play. Even with the exploit I’d still play it…I would just cross my fingers though at every match. Sad to say people would still do it and even now I see sum still trying. Now that it’s fixed I’d much rather they focus on other things such as the radar. It’s really too small for Warzone gameplay. With the speed with which it has evolved to it just makes sense to widen it.
2nd thing would be to encourage players use their mic’s. It would stop that guy killing your TM’s with that sword or shotgun. I mean come on, “careful guys, bla blah”.
and just like that it’s takin care of or at least avoided. Use your mic.
Last but not least it would be to fix the spawns. It boils my blood to see the defenders ( lmao) head straight for the spawns and quickly decimate the attacking team. It’s really cheap. As long as I"m given an option to spawn somewhere away from danger then it allow us to adjustments like come from adifferent direction. Not fear of getting killed just steps away from spawning.
Of course as always just my 2cents.

I disagree. I think what could help is getting a full party together and using communications.

I myself was getting tired of completely getting owned solo. I went to reddit and found great groups to play with. None of us are “pros” but good enough to know the game and list out objectives and enemies. It makes all the difference in the world.

No just no

I think one of the main problems of assault is that you get stuck playing on the same side very often. I was attacking for 11 straight games one afternoon, which got old pretty quick. They do the balance rather well, where the only real advantage the defenders have is that initial footing. After that, they spawn equally as far away, so they need to continue taking out the attackers or else they can easily get overrun. I do respect that you offered problems and solutions though, that’s perfect constructive criticism. I just don;'t think that defense has been OP in my experience. Everyone’s mileage will vary though.

Stormbreak is my only complaint. The enemy, for the most part, can just spawn camp you all day with no hope of breaking the siege. IF they’re coordinated but like the rest of Halo 5, no one ever communicates unless your in a Party.

Personally, it’s the absolute -Yoink- Defender Spawns that need improvement. Specifically in Dispatch, and, to a lesser extent, Array. I mean, why am I, a Defender, spawning further away from my base than the Attackers?

> 2533274849004829;1:
> Solution B: Allow the attacking team to capure the Armory on the first round again by having the marines kill eachother. This allows the attacking team to get somewhat of an advantage if it can be done. Additionally this forces the defending team to worry about more than just 1 base. Which will ensure more map movement in the gametype.

If THIS is your solution… I’m writing you off as an -Yoink- hole!! this is not a solution…this was a glitch that was not intended to happen, you lost all backing from anyone who had been on the recieving end of this annoying glitch!

I don’t think we should allow the attackers to use a glitch to cap the Armory, but perhaps just be permitted to do it? Probably wouldn’t really work on the Warzone maps as for the most part it’s farther back than the first base. One thing I thought worked really well in Halo: Reach’s invasion, is the attacking team could capture either one of two points in the first round, splitting people’s attention. I think it makes it more interesting.

> 2533274794103260;5:
> I disagree. I think what could help is getting a full party together and using communications.
>
> I myself was getting tired of completely getting owned solo. I went to reddit and found great groups to play with. None of us are “pros” but good enough to know the game and list out objectives and enemies. It makes all the difference in the world.

Getting a full party together is a pretty difficult task to accomplish everytime you want to play warzone. So that’s not really an effective solution. When I do find myself in a full 12 man lobby we do win almost all the time though because we can coordinate better than the other team. So yes that does solve some problems if you’re attacking but you can’t have a full team all the time.

> 2533274939018653;8:
> Stormbreak is my only complaint. The enemy, for the most part, can just spawn camp you all day with no hope of breaking the siege. IF they’re coordinated but like the rest of Halo 5, no one ever communicates unless your in a Party.

That’s what I was thinking of in problem #3 the fortress is a very large base and you might clear out the whole base all except for 1 camper that nobody can find for 20 seconds and by then the rest of the defenders rushed back in. Resulting in your team getting 0 progress on capturing the base.

I am not so sure why most of you disagree with me… it has been my experience that you only win as the attacking team if the defending team is clearly inferior.

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> > 2533274849004829;1:
> > Solution B: Allow the attacking team to capure the Armory on the first round again by having the marines kill eachother. This allows the attacking team to get somewhat of an advantage if it can be done. Additionally this forces the defending team to worry about more than just 1 base. Which will ensure more map movement in the gametype.
>
>
> If THIS is your solution… I’m writing you off as an -Yoink- hole!! this is not a solution…this was a glitch that was not intended to happen, you lost all backing from anyone who had been on the recieving end of this annoying glitch!

It is indeed a solution. I would not call it a glitch. I’d call it a strategy and by now everyone is aware of it. All you have to do to counteract it is have someone in the base or kill anyone who runs over to it. I’ve been on the receiving end of it quite a few times but it didn’t really bother me. the next time around I made sure it didn’t happen again though.
I just think the attacking team should have that option.

> 2535446333382143;2:
> I literally disagree with pretty much all of this.
>
> Assault is one of my go-to game types and I have no problem on either side. I really enjoy the switch up and never have a problem winning on either side. Literally everything you are saying is wrong with the game is an error on your end.

I feel the same way