What's wrong with warzone and how to fix it

No matter how much you love warzone, you have to admit it has some flaws that others cannot look past. Here I have listed some of the problems and how they can be fixed for halo 6.

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.

Problem: Big open spaces. This causes snipers and vehicles do be dominant, while shotguns and storm rifles are practically useless while not in an enemy base. When you spawn, you have to first get to a close quarters area before it becomes useful.
Answer: Take inspiration from Titanfall’s maps and add more bases. The Titanfall maps support vehiclular warfare, long range engagements, and CQC. To accomplish this, just add more bases, possibly 10 in total. 4 home bases (2 per team), 4 armories (2 per team), and 2 middle bases. This would also make it a lot harder to cap all the bases.

Problem: The AI are too few and too powerful. This shouldn’t really need explaining. It should not take a mag and a half to kill a soldier.
Solution: Once again, take inspiration from titanfall. The AI there are spread throughout the map and are relatively easy to kill. If you aren’t good at killing pilots, you can still contribute by killing AI. Also, reduce the damage output and health of the bosses and put them in better locations.

Do you guys have anything to add to this?

I do like the idea of maps more like Titanfall’s.

The biggest issue is the maps need to be redesigned. For example, the home bases need more paths to get to the main area of the map instead of only having one or two paths that are easily cut off when the enemy team has full control.

The random REQ’s idea could be interesting, but on the flip side, it can also help the winning team even more if they get the REQ’s.

> 2727626560040591;3:
> The biggest issue is the maps need to be redesigned. For example, the home bases need more paths to get to the main area of the map instead of only having one or two paths that are easily cut off when the enemy team has full control.
>
> The random REQ’s idea could be interesting, but on the flip side, it can also help the winning team even more if they get the REQ’s.

That’s why there’d be more powerful reqs in the home base if everything is triple capped.

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.

I can agree on the snowball effect. The best way to counter this IMO is to make warzone turbo permanent. Then every one is at max req level essentially and if it “snowballs” that is just one teams who knows their reqs better than the other or at least willing to use their reqs.

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.

I honestly hate Warzone. Time and time again I keep trying to come back to it, and every time I do its me and 11 other solo players vs a 12 man fireteam. Almost every time. It’s just disgusting. Had one game today for the first time in months, and guess what? Fireteam. Lost 1000-49 within 5 minutes. I mean what’s the -Yoinking!- point. This is literally my universal experience of Warzone, this is all that ever happens. At least they actually destroy the core most of the time and put me out of my misery though, I can’t remember ever being farmed.

> 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? :slight_smile:

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 :slight_smile:

> 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.)

Literally, almost any idea to fix warzone would be a great idea.

> 2727626560040591;3:
> The biggest issue is the maps need to be redesigned. For example, the home bases need more paths to get to the main area of the map instead of only having one or two paths that are easily cut off when the enemy team has full control.

Raid on Apex 7 is the only one that seems to have done this right. You can go out the main entrance to the beach or up the ramp and out the back near the Spire. Unfortunately I think it has too few longer-range sight lines, but overall it’s good. If the maps included a few more infantry tunnels, in addition to the larger open spaces it could provide a balance for the both vehicles/snipers and close quarters.

> 2535455681930574;1:
> No matter how much you love warzone, you have to admit it has some flaws that others cannot look past. Here I have listed some of the problems and how they can be fixed for halo 6.
>
> 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.
>
> Problem: Big open spaces. This causes snipers and vehicles do be dominant, while shotguns and storm rifles are practically useless while not in an enemy base. When you spawn, you have to first get to a close quarters area before it becomes useful.
> Answer: Take inspiration from Titanfall’s maps and add more bases. The Titanfall maps support vehiclular warfare, long range engagements, and CQC. To accomplish this, just add more bases, possibly 10 in total. 4 home bases (2 per team), 4 armories (2 per team), and 2 middle bases. This would also make it a lot harder to cap all the bases.
>
> Problem: The AI are too few and too powerful. This shouldn’t really need explaining. It should not take a mag and a half to kill a soldier.
> Solution: Once again, take inspiration from titanfall. The AI there are spread throughout the map and are relatively easy to kill. If you aren’t good at killing pilots, you can still contribute by killing AI. Also, reduce the damage output and health of the bosses and put them in better locations.
>
> Do you guys have anything to add to this?

Good read and I absolutely agree that the AI should be nerfed in terms of health and damage, looking at you grunt goblin

> 2533274838073795;7:
> I honestly hate Warzone. Time and time again I keep trying to come back to it, and every time I do its me and 11 other solo players vs a 12 man fireteam. Almost every time. It’s just disgusting. Had one game today for the first time in months, and guess what? Fireteam. Lost 1000-49 within 5 minutes. I mean what’s the -Yoinking!- point. This is literally my universal experience of Warzone, this is all that ever happens. At least they actually destroy the core most of the time and put me out of my misery though, I can’t remember ever being farmed.

Right in the feels