Hello Fourm team.
Thanks for releasing firefight, its a blast so far, while its fun there are also problems, some stuff that makes it feel, boggled down.
In my own words, the difficulty feels, artificial, in that its not a challenge to overcome but rather, we lose because of design and sheer numbers. Not by x amount of enemies, but because of a few factors, large numbers of enemies is a purpose of the challenge, but the real issue is, just it feels like the numbers regarding their attributes are just too demanding for a variety of factors.
Anyways, here is my response to each issue regarding this concern:
- Scoring - I'm the kind of guy to say, score really really doesn't matter, but its fine.
- REQ charge speed and gain - Maybe a bit faster, usually a gain is fine for the target merited, the issue isn't the foe we seek, its that when we have other players trying to gain more and they encounter even one foe, usually the forerunner soldiers, its an effort to take down even a low ranking one. We cannot gain REQ power because enemies are too bulky (more on this later)
- Objective Rounds - Oh boy.. this is the center of the concern.. not that all arounds are hard, some are easy, but some have very mixed results and can be, borderline insane.
If there were any way to simplify this, it would be under these issues:The timer-
We only have 5 minutes for each objective, so why not actually start it when the objective is around or the moment the targets we need to kill arrive? Its just a cheap blow when we have to kill 3 wardens and we only get 4 1/2 instead of 5. Its just, frustrating when we have to wait and bide our time on an already tight time frame. This is the least of the problems when this other junk comesSpawning-
oh dear lord.. unless we have a quick response vehicle, none of us wants a 10 mile hike back to the objective, even worse, remember how no one wanted to defend the base with the enemies spawning inside? Just moving them 5 meters out to bum rush the objective is not a good substitute at all.
Spawning is just, absurd, we cannot choose where to go, get ganked by a random mob, wait again to spawn, all the while we can see, say, 7 knights, spawn in front of the objective we have to protect. Now how exactly are we supposed to handle this junk? Even as Spartans, we have only so much ammo.. Hell another issue while we are at it, we have an objective to complete, unless we need the time to run out (for defense objectives) really, limit the spawns, we cannot handle just doing tanks one moment on the boss, the next we get swarmed by a fresh batch of explosive packing soldiers. Even the covie dropships, those auto turrets have hammered down more tanks fresh from spawn, in the worst ways. Maybe just tone those dropship weapons back a bit.
- Past firefights in ODST and Reach, they worked because of the gradual climb with usually starting with grunts and jackals, worked their way up to elites, hunters, etc. This one does none of that. Instead, unless its a boss for the sake of being a boss and this is where I make the expection, like 2 knights, we get swarmed with the higher tier elites, promethean soldiers, and knights, regular rank and file ones. Why are we facing knights so early?
Knights are a pain because, unless you have at least a rank 4-5 power weapon, taking any on alone, is sucide. The enemy composition in some goals is beyond crazy. 6-7 knights later on due to tanks being present, okay. But for an internal defend the house objective, no. It doesn't help when you give those guys, cannons instead of shotguns inside. How are we supposed to handle that? All I can say is, maybe start small and work up because that's what happened in the past.
Enemy life and power relative to their numbers-
This is my biggest gripe of all, going into a mode like this, one would expect it to be, quality (us) vs quanitity (the AI) but it feels like hardly any of that on our end. One of the biggest factors of grief is that, unless we can get headshots, even using a weapon like the basic AR on a crawler, takes far too long. Its not that they should go down effortlessly, but still quicker than most, the enemies are given life beyond normal that the majority of weapons, loadout and even power based, have little to no use in this open mode. No one is even going to use a shotgun or sword when the enemy can just shrug it off. Rather to be more direct, headshots work, yes its the best means to eliminate them, but this is tuned more on the promethians rather than the covies, the covenant, they are almost in a sweet spot for life and rounds endured but the promethians, they are far far too durable, even the lower tier soldiers, they take a good effort to bring down alone. Knights more than anything else.
Power is another issue, they are far too strong even one on one, this is why it seems more like us as junk compared to them (fully decked out) even their range, seems absurd, how is it that a grunt can shoot me far out of its plasma pistol range? If its a shotgun or explosive or sniper, that's fine. But in terms of power, even one crawler guns you down less than a second, at full life? That's a bit too far. Its not the same as being mowed down by a mob of weaker guys making a larger collective of damage vs one bulked out foe that got you.
As I said before, one of the issues was sheer numbers, take the buffed up life of most of these foes, their power, and their absurd spawning, this is the recipe for frustration and disaster.
This is not a good means of challenge, its an artificial difficulty, and as long as this remains in place, to some, it will fee like we cannot do anything no matter how hard we try. To some players, it may even be helpless beyond just bringing up a warthog and use the turret because that's the best they got.
Even if bosses were kept the same from this, that would be fine, the problem is, the enemies we have to get around are the bigger threat and far too strong with endurance, range, power, and no limit to spawning.
All I can envision is, there has to be a middle ground, lower life, lower power, something. Maybe just set them at a range between normal and heroic, but with their numbers, their overall power per individual unit should be around normal. If one player dies by a mob of weaker guys compared to a mob of the same doing much more damage, there is a difference between mistake and honest lost just due to inherit stats on the enemies.
Warzone firefight, it has the right heart and ideas but the execution for now, its just unhinged and makes victory far less rewarding when you know you are contending with just, frustrating design. We wont always be able nor willing to spend a tank when some AI design choices make it even more unlikely we will be able to use a tank even if we tried to just get out of the gradge.
I'll keep playing, but I want to see this mode succeed, I really do.
Its just, in my view, tone the enemies back a bit, this will make it so we can also get more use for our other weapons like shotguns, snipers, swords. I want to use it but cannot because it would just be a waste in the current setting. Look into enemy composition, tone back their damage and life, make the numbers be their power, not weapon power itself. Give us time, let us actually defend and not face bum rushing assaults just 5 meters out.
We want to be rewarded for skill, not just out doing overdesigned foes and goals.