I absolutely love Firefight, but there are a lot of things that ruin it.
- Spawning with crap ammo. The player should spawn with all the ammo he can carry, and not have to run away from an objective to acquire more at the Req station. This is a complaint for both regular Warzone and Warzone Firefight.
- The credit given to players for boss kills is pathetic at best. Assassinations on Wardens don’t always give credit, utilization of Plasma pistols to control certain boss vehicles isn’t given credit to the player for a team take down, and the god-like ability of a boss to never miss, or kill in a split second (looking at you Banshee Raiders). Not to mention the many boss glitches that have them get into an area the player cannot reach/kill them is ridiculous. Link: Halo 5: Randomness and bugs - YouTube
- The Req system is completely broken. Certain vehicles and weapons seem to have a preferred ability to be in a Gold Pack, whereas others seem to never show up. *Wasp and all of it’s variants. It would be nice to get more than one Wasp out of 20 Gold packs.
- Vehicle and character spawn. Using a high level Req, only to have it spawn inside the base with the boss/mobs, just to have it immediately destroyed is a complete waste, and a letdown. Spawning a player away from a req station, or a long distance from a boss battle is time consuming, especially since most Warzone/Firefight maps are huge, and require vehicles to make the most of the players time.
- God-like mobs. Soldiers are one of the most ridiculous teleporting/controller throwing inducing/bullet sponge m.f’ers out there. They shouldn’t take a crap ton of headshots, only to teleport multiple times away/towards you, just to kill you with one beat down. The plasma pistols of grunts and jackals should not act as laser beams/bullet hoses/unending blobs of death. Jackal snipers… can’t they miss once in a while? Sheesh.
- Boss tunnel vision. I’ve played a lot of Firefight, and countless times the boss has stayed locked onto one player for a long period of time, even though multiple other players are either closer, or doing more damage to the boss than the bosses target victim.