Just like the “Raid on Apex 7” was at launch with the 2 Warden Eternal’s you had to fight in like round 2 the Skirmish on Darkstar is equally as broken as that was. The round 2 “protect the west armory” must have very low statistics of a win rate on it cause it is almost impossible to beat that round with such lower level energy & low level req’s. That round should be switched to 3 instead of 2. Please 343 release a patch and move that round to a later round. It almost makes the Skirmish at Darkstar map impossible to beat.
It being hard to beat does not mean it is broken
Literally as soon as i posted this 5 minutes later i played Halo 5’s warzone firefight and this map was the first map loaded up with this very same issue came up. This time around the team i had made it through but it’s just super difficult to beat. Guess i was just playing with people that had no idea of what they were doing before. It’s still very very difficult to get by as a round 2 for most people.
It should probably be a round 3 objective, but that portion certainly isn’t impossible or that difficult. Beat that section just last night. Now, doesn’t matter much when you can’t get randies that can concentrate fire on the Warden in the final round…
Skirmish is an easy map to me, probably a map I’d rather play on than most maps. Raid on Apex tho, thats a different story. The Defend the Armory objective is hard but not impossible.
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> Just like the “Raid on Apex 7” was at launch with the 2 Warden Eternal’s you had to fight in like round 2 the Skirmish on Darkstar is equally as broken as that was. The round 2 “protect the west armory” must have very low statistics of a win rate on it cause it is almost impossible to beat that round with such lower level energy & low level req’s. That round should be switched to 3 instead of 2. Please 343 release a patch and move that round to a later round. It almost makes the Skirmish at Darkstar map impossible to beat.
It was broken when it was round 1.
Since the change its hard, but not broken. There are 2-3 camp spots up top and the enemies that stay in the bottom all cluster - so nade spam can be a thing
The hardest part is the knights, but reqs can be used here. Most people should be atleast level 3 and spawning a shotgun + dancing around the upper pillars is a great counter to those
Best advice I can give is during intermission - have your team in that armory. I don’t think there are any other defend objectives on that map, so being atleast close to that is good. Second thing is when/if you die, don’t just try to rush the armor, clear from the outside. The timer is 45-60 seconds (I think 60) of capture time to lose, so don’t rush into the armory to hold it - wait for your team, use the enemies “Capture Time” as a resource - You win if there is 60 seconds left on the capture meter or 1 second…So use that resource.
It requires much more use of communication, only msp I haven’t beaten
For “Protect the Armory”, have one player use the Wasp to distract all the Prometheans and kill as many as possible before they flood the Armory… alternatively, have a player use a ghost to splatter them before they can reach the armory. By using a few vehicles, the rest of your team can hold the first floor and hide if necessary
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> > 2533274810495252;1:
> > Just like the “Raid on Apex 7” was at launch with the 2 Warden Eternal’s you had to fight in like round 2 the Skirmish on Darkstar is equally as broken as that was. The round 2 “protect the west armory” must have very low statistics of a win rate on it cause it is almost impossible to beat that round with such lower level energy & low level req’s. That round should be switched to 3 instead of 2. Please 343 release a patch and move that round to a later round. It almost makes the Skirmish at Darkstar map impossible to beat.
>
>
> It was broken when it was round 1.
>
> Since the change its hard, but not broken. There are 2-3 camp spots up top and the enemies that stay in the bottom all cluster - so nade spam can be a thing
>
> The hardest part is the knights, but reqs can be used here. Most people should be atleast level 3 and spawning a shotgun + dancing around the upper pillars is a great counter to those
>
> Best advice I can give is during intermission - have your team in that armory. I don’t think there are any other defend objectives on that map, so being atleast close to that is good. Second thing is when/if you die, don’t just try to rush the armor, clear from the outside. The timer is 45-60 seconds (I think 60) of capture time to lose, so don’t rush into the armory to hold it - wait for your team, use the enemies “Capture Time” as a resource - You win if there is 60 seconds left on the capture meter or 1 second…So use that resource.
Yes there are. Round 1 can be defend the East Armory from Covenant, and Round 2 can be defend the West Armory from Prometheans. Round 4 can be Defend the two Generators in the back
Yes, I’ve had all three in one game before.
Defending the generators in round 4 is much more difficult than defending the armory.
warthog or ghost, run them over before they get into the building.
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> warthog or ghost, run them over before they get into the building.
Bad idea. It always ends by running over other spartans and die by exploding in the warthog/ghost a bit further…
And yes, I’m the spartan who gets run over all the time.
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> > 2535407074931494;11:
> > warthog or ghost, run them over before they get into the building.
>
>
> Bad idea. It always ends by running over other spartans and die by exploding in the warthog/ghost a bit further…
>
> And yes, I’m the spartan who gets run over all the time.
You need a splatterer for these objectives. The knights are hard enough without the swarm of soldiers and crawlers sniping you. Ghost or warthog is the cheapest and most efficient way to take care of them. Pedestrians, find a nice spot on top of the building.
> 2533274810495252;1:
> Just like the “Raid on Apex 7” was at launch with the 2 Warden Eternal’s you had to fight in like round 2 the Skirmish on Darkstar is equally as broken as that was. The round 2 “protect the west armory” must have very low statistics of a win rate on it cause it is almost impossible to beat that round with such lower level energy & low level req’s. That round should be switched to 3 instead of 2. Please 343 release a patch and move that round to a later round. It almost makes the Skirmish at Darkstar map impossible to beat.
I haven’t had much trouble with the scenario you’re citing, at least not to the extent that I’d call Skirmish at Darkstar “broken”. I think Round 5 on Urban is much worse…
Two Legendary Knights.
Two Mythic Wardens.
Banshees.
Wraiths.
All of those enemies in five minutes? That’s nearly impossible, even with Level 7-8 REQs.
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> Defending the generators in round 4 is much more difficult than defending the armory.
Yeah, the enemies should spawn in steady stream instead of huge massive waves all at once.
I never compared this to any round 5’s with “Mythic & Legendary” bosses. Ofcourse those are more difficult. But you also have high level req’s to balance it out. This round 2 sometime all you have is level 2 req’s which you can’t get much to help with the onslaught of enemies that rushes that tight confined space to battle it. At level 2 you only get a Boltshot, carbine, suppressor & plasma rifle with a warthog. You can’t even get a ghost to use unless you get to level 3 req’s in 1 round. Level 3 req’s is where it’s at, thats the sweet spot of req’s where they start to get useful. If you don’t hit that level 3 after the first round that "defend the west armory get ridiculously difficult. That’s the only reason why i said its broken. Cause getting to that level 3 req after just 1 round it hard to do. Not everyone gets to level 3 after 1 round. Probably like 2 or 3 people will be at level 3 while the other 5 players are stuck with level 2 req’s for all them enemies. It does take a high level of coordination with your teammates in order to pass it. I pass it from time to time but i play with random people late night. Don’t really have a “fire team” of my own to just run warzone firefight. Just saying a round 2 shouldn’t be that hard to pass. By the time you get to a round 3 you should have around req level 5.
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> > 2535442992840495;12:
> > > 2535407074931494;11:
> > > warthog or ghost, run them over before they get into the building.
> >
> >
> > Bad idea. It always ends by running over other spartans and die by exploding in the warthog/ghost a bit further…
> >
> > And yes, I’m the spartan who gets run over all the time.
>
>
> You need a splatterer for these objectives. The knights are hard enough without the swarm of soldiers and crawlers sniping you. Ghost or warthog is the cheapest and most efficient way to take care of them. Pedestrians, find a nice spot on top of the building.
Have to admit that
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> > 2533274888695001;13:
> > > 2535442992840495;12:
> > > > 2535407074931494;11:
> > > > warthog or ghost, run them over before they get into the building.
> > >
> > >
> > > Bad idea. It always ends by running over other spartans and die by exploding in the warthog/ghost a bit further…
> > >
> > > And yes, I’m the spartan who gets run over all the time.
> >
> >
> > You need a splatterer for these objectives. The knights are hard enough without the swarm of soldiers and crawlers sniping you. Ghost or warthog is the cheapest and most efficient way to take care of them. Pedestrians, find a nice spot on top of the building.
>
>
> Have to admit that
Really need someone splattering in the early rounds on all maps. You can drive carefully to avoid betrayals, and take out tons of enemies.
If you want broken, try protecting the lone generator on top of the hill in Urban.
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> If you want broken, try protecting the lone generator on top of the hill in Urban.
One ghost can mow down most of the enemies… if you have a Wraith tank, you can take care the rest, especially those Knights