WZFF Round 5 Vehicle Pile-Up

Don’t get me wrong, I enjoy WZFF and Round 5s in general, but when the bosses are in the base (e.g. Wardens, Hunters) it does seem an odd bit of gameplay when everyone’s vehicles are all piling on top of each other to get a shot at the Wardens/Hunters. It’s cool but sometimes I’m just like…am I really trying to climb this little ramp at the right angle in order to get a shot at the boss? And much of it depends on where the AI decides to move – if they move out into the open, great. If they stay behind the walls…tough. Just kind of strange – feels like there might be a better way to implement the R5 boss fights.

Considering this weekend’s Mythic WZFF is on Stormbreak, I can remember fighting Warden in the tunnel area on this map in the original version (worth only 100 points) – gameplay there made sense, again as opposed to trying to wiggle my way through the base to get a shot.

I hate any round where the bosses spawn at the back of the home base. Just hate them.

I like the bosses at the Colony, and the ones that spawn out int he open… They’re tough, but the vehicles - the only real effective tool in Round 5 - can actually get their shots in reliably. When the Mythic Warden is camped at the very back of the base where the dropship lands, and only humans with limited ammunition power weapons that bounce right off him can reach that spot… It’s frustrating.

If the Wardens and Swarmlords spawned in the area behind the fortress, I think that’d have been much better. In fact, all the Round 5 bosses should be taken out of the landing zones in the bases and put where they can actually be fought with some breathing space. Like the Wardens on ARC - they spawn together, in the open, and while the tunnel often gets clogged, at least it’s not the horror of them being turtled up in the bases.

> 2533274850869596;2:
> I hate any round where the bosses spawn at the back of the home base. Just hate them.
>
> I like the bosses at the Colony, and the ones that spawn out int he open… They’re tough, but the vehicles - the only real effective tool in Round 5 - can actually get their shots in reliably. When the Mythic Warden is camped at the very back of the base where the dropship lands, and only humans with limited ammunition power weapons that bounce right off him can reach that spot… It’s frustrating.
>
> If the Wardens and Swarmlords spawned in the area behind the fortress, I think that’d have been much better. In fact, all the Round 5 bosses should be taken out of the landing zones in the bases and put where they can actually be fought with some breathing space. Like the Wardens on ARC - they spawn together, in the open, and while the tunnel often gets clogged, at least it’s not the horror of them being turtled up in the bases.

I agree with this. I never really understood why 343 chose the back of the home base for the bosses when they have all of these large open areas in all of the maps that would be much better. Stormbreak is the worst for this because all of the round 5s end up in a home base when they could just be behind the fortress.
I hope if they add Noctus to Firefight they actually use all of space in the map to create an interesting round 5 instead of just sticking four hunters or three wardens in a base

> 2533274850869596;2:
> I hate any round where the bosses spawn at the back of the home base. Just hate them.
>
> I like the bosses at the Colony, and the ones that spawn out int he open… They’re tough, but the vehicles - the only real effective tool in Round 5 - can actually get their shots in reliably. When the Mythic Warden is camped at the very back of the base where the dropship lands, and only humans with limited ammunition power weapons that bounce right off him can reach that spot… It’s frustrating.
>
> If the Wardens and Swarmlords spawned in the area behind the fortress, I think that’d have been much better. In fact, all the Round 5 bosses should be taken out of the landing zones in the bases and put where they can actually be fought with some breathing space. Like the Wardens on ARC - they spawn together, in the open, and while the tunnel often gets clogged, at least it’s not the horror of them being turtled up in the bases.

Yea it doesn’t matter what map it is every battle is too similar every core is the same. It’s like only having 1 map.

Yeah it’s completely stupid. Nothing else needs to be said.

a rarely have problems with back of the base bosses, but my go to vehicle is a wraith which tends to have better ‘shoot into odd area’ abilities. i find the round 5 with the most issues is those 5 knights on the green side of sanctum, they bounce all over the place, inside / outside and the hell spawn that are watchers are all over the place!!

> 2535416700148130;6:
> a rarely have problems with back of the base bosses, but my go to vehicle is a wraith which tends to have better ‘shoot into odd area’ abilities. i find the round 5 with the most issues is those 5 knights on the green side of sanctum, they bounce all over the place, inside / outside and the hell spawn that are watchers are all over the place!!

Mantises are a second best bet from what I’ve experienced, but this just further proves my frustration with WZ Firefight in general, is that in the first three rounds you’ve got a lot of freedom in how you want to handle the fights - just like the original Firefights. But in Rounds 4 and especially 5, you’ve only got one option and if you deviate from that you’re hindering your team and reducing your odds at victory. Unless it’s the pitifully easy dropship and wraith on Apex’s beach, then not calling in a pile of heavy armor is just crippling your entire team.

Vehicles were very powerful in ODST’s firefight and Reach’s firefight. Just like they are in 5’s. The difference is that ODST/Reach’s vehicles were in limited quantity and the enemies swarmed over the entire map not just a very small part of it. In Co-Op, unless it was a warthog most of the team had to make do with scavenging weapons while someone else backed them up with the infinite-ammo vehicle. In 5, vehicles are the One Right Answer for firefight and everyone gets them. Which is why the turtling mythics are so frustrating, because the only truly effective tool is rendered almost useless. Almost, because a group of Mantises and Wraiths can still take down the swarmlords, but it’s definitely not as fun.

I’m okay with the Objectives theme. I’d have preferred a hold-out-as-long-as-you-can thing where enemies swarm the entire map, and bosses drop in only rarely to provide extra threat/score, but I’m okay with the current model too. However, I really do not approve of the turtling bosses and really wish they’d be put out in the open. Throw some extra enemies into the mix to compensate for that maybe, but as long as they’re not cowering in a hard to reach spot.

May be it would be great to have unlimited ammo on round 4 and 5. So you could reach those places with a spnkr prime, a nornfang or the answer. I would like to use those weapons in WFF, right now is useless to spawn weapons.

These problems occur because you’re not using the Wraith ultra. Ita mortar blasts can ‘bounce’ off walls and such. You actually don’t need to get that good of any angle or pile on top of each other.

The 2 mythic knight bosses in round 5 of Skirmish at Darkstar, where they spawn at the colony, the wraith ultra becomes the best tank there.

So true. Even out of the vehicles the boss fights back in the base are just no fun.