I didn’t know if anyone else posted this, but it’s pretty ridiculous. Got my ten wins finally, and was looking forward to maybe finishing the Mastery at some point for another five packs until I saw level 4. You need 40 wins in Firefight, and you get one gold pack. Lol I quit.
I wonder what Level 5 is. 80?
Didn’t want to start a new thread on this. Level 4 you need 40 win for 1 gold pack. I’m guessing you only get the gold pack after you finish level 5 too ? God knows how many matches those are ? Correct ?
My god that’s insane. I barely win a match every day.
The alternative could be 0 gold packs or one -Yoink- comm pack you only get after finishing level 5 like all the other comms give you. And people wonder why the term ‘entitled’ gets thrown around…
I finished level 3 of that commendation and was awarded 5 gold packs for 5 wins and thought “wow they’re just giving these away” and then I saw level 4.
Well level 5 is 60 i’ve read so you will need 100 wins total, looks like you’ll have work for a living, recruit!
> 2533274860062662;6:
> Well level 5 is 60 i’ve read so you will need 100 wins total, looks like you’ll have work for a living, recruit!
109 actually
1
3
5
40
60
My initial response when I saw it was “well, that escalated quickly.” I half expected level 4 to be 25 like every other playlist.
I’m guessing that at lvl5, you will receive 5 Gold packs, and by that time, you’ll have Firefight mastery in all 4 commendations, giving you 5 more gold packs.
> 2533274886531207;4:
> The alternative could be 0 gold packs or one -Yoink- comm pack you only get after finishing level 5 like all the other comms give you. And people wonder why the term ‘entitled’ gets thrown around…
Agreed. You could have small amounts of experience and a single emblem for completing mastery instead. I’m fine with the way it is now.
Lol, that’s a lot of wins. Good job I’m enjoying Firefight so much 
> 2533274961229108;3:
> Didn’t want to start a new thread on this. Level 4 you need 40 win for 1 gold pack. I’m guessing you only get the gold pack after you finish level 5 too ? God knows how many matches those are ? Correct ?
>
> My god that’s insane. I barely win a match every day.
Firefight Mastery gives you 5 Gold Packs. And that’s relatively easy. Well, it’s easy to get the other three required commendations to max, I maxed them out day one. Victories though…
109 is close to the 105 total for other game type victory commendations.
HOWEVER, most other game types are more winnable. Firefight victories is up there with Unstoppable in terms of commendation difficulty.
Just checked and I have all of the Firefight commendations completed except for this one which is 14/40 level 4/5.
At 16/40 Level 4
I just want more ways to earn gold packs. The commendations are great, but they are limited in quantity. I hope 343I starts rewarding players with silver-gold packs based on matchmaking performance.
Guess they want people to play the game mode for more than a weekend…
I’m half-way finished with level 4 FF wins, and this far into the playlist being out, I’m pretty much trading back and forth. I’ll win a round, lose a round, et cetera. But the rounds that I lose, I’m noticing very distinct reasons for the losses and noticing very distinct ways to work on it. One of the biggest causes of losses are early rounds with enemy intensive objectives that leave you almost powerless to fight the tide. Forerunner Core on Urban is one. Early garage defense on ARC is another. Having to fight the Soldier Commandos on Round 3 on Darkstar. Generally, these losses are attributed to 1 and/or 2 things, and it all comes down to REQs. There are times when I come really close to beating the tougher rounds out of the mix (and there are games where I get a win despite numerous tough rounds being thrown into the mix), but the combination of the level of the vehicle I get to spawn (Sword Ghost versus Ultra Ghost) and the fact my teammates aren’t spawning anything is usually what seals the deal. Not blaming my teammates by any means. I have no doubt some are new, but I also assume some just don’t want to spend their REQ cards. I can’t dictate their playstyle or how they approach the game, so it’s just one of those situations where it’s like “we could have probably won” but also a situation where you’re like “Oh, well.” There’s not really anything you can do after you’ve already taken a second to explain stuff like the garage defense hinges on people being inside to stop the degradation of the defense bar. Even with a vehicle, being the solo person trying to fight into the horde often results in a quick death when it’s 6 Knights, multiple Soldiers, and Crawlers blasting away at little old you on your ghost. The Knights are essentially a brick wall when you try boosting through to eliminate some of the Crawlers and Soldiers quickly.
In the end, I don’t get too bothered by it. Just queue up another round. I may not have gotten the Firefight I wanted in the game, but I can’t say that I’m not having some fun with the whole thing. This is also just my experience as a person who queues solo or with 1 other player.
> 2533274793336676;16:
> I’m half-way finished with level 4 FF wins, and this far into the playlist being out, I’m pretty much trading back and forth. I’ll win a round, lose a round, et cetera. But the rounds that I lose, I’m noticing very distinct reasons for the losses and noticing very distinct ways to work on it. One of the biggest causes of losses are early rounds with enemy intensive objectives that leave you almost powerless to fight the tide. Forerunner Core on Urban is one. Early garage defense on ARC is another. Having to fight the Soldier Commandos on Round 3 on Darkstar. Generally, these losses are attributed to 1 and/or 2 things, and it all comes down to REQs. There are times when I come really close to beating the tougher rounds out of the mix (and there are games where I get a win despite numerous tough rounds being thrown into the mix), but the combination of the level of the vehicle I get to spawn (Sword Ghost versus Ultra Ghost) and the fact my teammates aren’t spawning anything is usually what seals the deal. Not blaming my teammates by any means. I have no doubt some are new, but I also assume some just don’t want to spend their REQ cards. I can’t dictate their playstyle or how they approach the game, so it’s just one of those situations where it’s like "we could have probably won" but also a situation where you’re like “Oh, well.” There’s not really anything you can do after you’ve already taken a second to explain stuff like the garage defense hinges on people being inside to stop the degradation of the defense bar. Even with a vehicle, being the solo person trying to fight into the horde often results in a quick death when it’s 6 Knights, multiple Soldiers, and Crawlers blasting away at little old you on your ghost. The Knights are essentially a brick wall when you try boosting through to eliminate some of the Crawlers and Soldiers quickly.
>
> In the end, I don’t get too bothered by it. Just queue up another round. I may not have gotten the Firefight I wanted in the game, but I can’t say that I’m not having some fun with the whole thing. This is also just my experience as a person who queues solo or with 1 other player.
This basically sums up the problem with the req system and warzone firefight. The game mode is too req oriented, and enemies are balanced around req items. This is why a team using only loadout weapons simply cannot succeed. Even one or two sword ghosts is not enough. A lot of players do not feel the need to spawn req items, and rightfully so. Ammo and gun conservation was very important in previous firefight iterations, but now you’re supposed to spawn them and use em like candy. It goes against the survival that 343I is advertising. They even use the same name, “firefight.” If they are going to give it the same title, they need to at least keep it consistent. Survival in firefight means saving weapons for emergencies, and that’s exactly what many people do. There’s nothing wrong with the players’ strategies, this is all on 343I that has improperly balanced the game mode. They need to make the req refill timer much longer, but decrease the health and damage of the enemies by a quite a bit. This would balance things a lot better, and would feel much more like a fight for survival with limited guns and ammo to fend off enemies.
> 2626429604138871;17:
> > 2533274793336676;16:
> > I’m half-way finished with level 4 FF wins, and this far into the playlist being out, I’m pretty much trading back and forth. I’ll win a round, lose a round, et cetera. But the rounds that I lose, I’m noticing very distinct reasons for the losses and noticing very distinct ways to work on it. One of the biggest causes of losses are early rounds with enemy intensive objectives that leave you almost powerless to fight the tide. Forerunner Core on Urban is one. Early garage defense on ARC is another. Having to fight the Soldier Commandos on Round 3 on Darkstar. Generally, these losses are attributed to 1 and/or 2 things, and it all comes down to REQs. There are times when I come really close to beating the tougher rounds out of the mix (and there are games where I get a win despite numerous tough rounds being thrown into the mix), but the combination of the level of the vehicle I get to spawn (Sword Ghost versus Ultra Ghost) and the fact my teammates aren’t spawning anything is usually what seals the deal. Not blaming my teammates by any means. I have no doubt some are new, but I also assume some just don’t want to spend their REQ cards. I can’t dictate their playstyle or how they approach the game, so it’s just one of those situations where it’s like "we could have probably won" but also a situation where you’re like “Oh, well.” There’s not really anything you can do after you’ve already taken a second to explain stuff like the garage defense hinges on people being inside to stop the degradation of the defense bar. Even with a vehicle, being the solo person trying to fight into the horde often results in a quick death when it’s 6 Knights, multiple Soldiers, and Crawlers blasting away at little old you on your ghost. The Knights are essentially a brick wall when you try boosting through to eliminate some of the Crawlers and Soldiers quickly.
> >
> > In the end, I don’t get too bothered by it. Just queue up another round. I may not have gotten the Firefight I wanted in the game, but I can’t say that I’m not having some fun with the whole thing. This is also just my experience as a person who queues solo or with 1 other player.
>
>
> This basically sums up the problem with the req system and warzone firefight. The game mode is too req oriented, and enemies are balanced around req items. This is why a team using only loadout weapons simply cannot succeed. Even one or two sword ghosts is not enough. A lot of players do not feel the need to spawn req items, and rightfully so. Ammo and gun conservation was very important in previous firefight iterations, but now you’re supposed to spawn them and use em like candy. It goes against the survival that 343I is advertising. They even use the same name, “firefight.” If they are going to give it the same title, they need to at least keep it consistent. Survival in firefight means saving weapons for emergencies, and that’s exactly what many people do. There’s nothing wrong with the players’ strategies, this is all on 343I that has improperly balanced the game mode. They need to make the req refill timer much longer, but decrease the health and damage of the enemies by a quite a bit. This would balance things a lot better, and would feel much more like a fight for survival with limited guns and ammo to fend off enemies.
I do think this as well the only way my team wins is if the end boss is a vehicle or if we have a phaeton or a person with an f ton of norn fangs although i am level 4 on the commutation and soon level 5 they did ruin the survival element to it and instead decided to be how un helpful is this weapon compared to this weapon. The only way i could see them actually using this is if we start with level 3 reqs and the gold and red elites weren’t in the second round
How do u get to level 4
I have completed this commendation, and my recommendation would be to try to play at least one firefight match a day. If you only get to play for a little bit, then jump into heroic wz firefight. I was grinding for this before the heroic update came, and playing heroic makes it a good bit easier to win. It’s going to take time, but if you stick with it the rewards are pretty sweet. This strategy also works very well for me-
round 1-no reqs
round 2-usually no reqs but if its especially tough ghost or wasp
round 3-ghost, wasp, or gungoose
round 4-wraith or other heavy vehicle
round 5-scorpion or other heavy vehicle
Ghosts are best when weaker ground enemies are in abundance( soldiers, crawlers, elites, grunts, jackals). Those things are snow plows, their wide prongs are great at decimating enemies simply by running them over
air vehicles are good as well, but generally have low health, so if you don’t use caution, you will die quickly
scorpions are the req I use the most often in round 5, they are tough, powerful, and good at engaging anything that 343 throws at you. A couple of teammates in scorpions who continue to put rounds into bosses almost guarantee a victory