> 2535455681930574;1:
> Problem: The snowball effect. Once an enemy team starts to pull ahead, they get their reqs a lot faster and the losing team doesn’t, causing the game to end very unevenly.
> Solution: Have randomized reqs spawn on the map. This would prevent the winning team from taking over the game because the losing team could just take the reqs on the map. There could be randomized vehicle bays and powerful weapons in the home base and around the map to reduce the amount of triple caps where you’re stuck in your home base. Plus, lower level players wouldn’t only have access to lower tiered reqs. Yes, there would still be req cards as well.
I don’t understand how should exactly REQ unlocks work if there are random spawns, could you explain? 
Also: I agree that this would be a better solution
> The snowball effect goes away if you give less Req level boost for slaying and more Req level boost for capturing bases and killing bosses. Yes, slaying is important to having map control, but the actual control itself is what’s more important. For a gametype that is SUPPOSED to be based on objectives, it really just comes down to slaying, which as you note, leads to a snowball effect. Rather than this ridiculous thing where 343 limits the fireteam size to prevent farming, just reduce the effectiveness of pure slaying and ignoring the objectives.
And I agree with this, I rarely happen to snipe but it’s the only game type that allows “real sniping” from far distances 
> There is supposed to be big open spaces. I am so tired of all the CQC in H5. Why can’t we have a mode or at least a map or two where vehicles and snipers are a bit more dominant? The only problem with warzone is the abundance of players who don’t quite understand tactics and how to counter what their enemy is doing.
Still I think the best way to rebuild Warzone is:
- No need to unlock cards, everything is present in the REQ station and can be used in battle as always with your warned REQ level during the match.
- Remove weird variants to: A) get a rebalance B) remove bullet sponges AIs (a few examples of weird variants: AR 1 -AR 2 - AR 3 - AR 4 - Promethean pistol - Storm rifle - Shotgun - Shotgun 2 - Carbine - Plasma pistol - Light rifle -Gravity hammer - Spanker).
- The REQ system would only be restricted into in-game Warzone - this means you don’t have to unlock weapons/vehicles/bonuses with your credits.
- The outside REQ system present in the Halo 5 menus will be replaced by Halo Reach’s credit system - this removes bronze, silver and gold packs allowing you to choose what to unlock (armors, helmets, visors, assasination animations, position and weapon skins - a toggle option allows: weapon skins to be seen by who wear it on its rifle and weapons you see on the other players always appear as standard).
- Removal of random unlocks.
- All emblems unlocked from the start and customizable as in past games.
- No microtransations.
And I would combine it with this:
> The snowball effect goes away if you give less Req level boost for slaying and more Req level boost for capturing bases and killing bosses. Yes, slaying is important to having map control, but the actual control itself is what’s more important. For a gametype that is SUPPOSED to be based on objectives, it really just comes down to slaying, which as you note, leads to a snowball effect. Rather than this ridiculous thing where 343 limits the fireteam size to prevent farming, just reduce the effectiveness of pure slaying and ignoring the objectives.
(As you understood I hate the fact that 343 put Customization and Warzone items together, and I also hate that they made so many ugly items to ensure those two parts could wall each other to give them more chances of us buying REQ packs and unlock what we like.)