Scoring (Would you change any of the score rewards?)
Seems fine! It's hard for me to critique something like this.
REQ Leveling and Energy Refill (Is is too hard to hit REQ Level 9? Does your REQ energy refill too slow/fast? )
Req leveling should increase more per ordinary enemy killed. Increases in Req level for bosses seems appropriate. Req energy could refill a little faster - not turbo fast though.
Objective Rounds - Do you like the objective based rounds in Warzone Firefight? Why or why not?
They're great! They add great diversity to the game and are fun. However, for defend objectives, consider giving players more time/an opportunity to get to the objective before enemies get there (or start spawning). Either delay enemy respawns, or add a waypoint for the next objective area during the intermission.
Boss Rounds (Do you like the Boss gameplay in Warzone Firefight? Which Bosses are too difficult or too easy? (Strength, Locations, etc.)
Many of the boss encounters are ridiculously difficult. To list a few:
- Pipap on Apex, Round 5
- 2 Knights and 3 Wardens on ANY, Round 5
- 2 Wardens on Apex, Round 3
- Hunter Particulars on Apex, Round 3
- Banshee Raiders on Urban, Round 3
Right now I do not like the Boss gameplay in Warzone Firefight. It is not fun 90% of the time.
Spawning (Do you have any feedback on player respawns?)
Sometimes players spawn a little further away from the action, but it's not a big deal in my opinion. Being a little further away is much better than spawning too close to the action. Maybe if players could choose their spawns based on key locations on the map? Keep the default spawn option as it is now, and then add spawn location options for the 5 bases (or maybe just a few of the 5). Then players could choose their approach - spawn closer at their own risk, or just go with the default! Just an idea. Otherwise, I think overall spawning is fine the way it is.
Maps (Do you generally like or dislike the maps in Warzone Firefight? What would you change about how they play? Which map is your favorite/least favorite?)
I think the maps are great. I thought it would be cool to make each map have a structured progression, that way its more predictable where the next encounter would be. For example, on Stormbreak: you kill enemies outside your core base. Round 2 is based around the East armory. Round 3 is either around the caves (defend objective) or by the Fortress. Round 4 based around the West armory. And then the final round could be either Wast armory, Core base, Fortress, or a mix! A progression like that seems like a logical "war zone" type of encounter. Instead of going back and fourth constantly between locations, you get to experience each part of the map in any given match. Just an idea.
Intros/Outros (What do you think of the intro and outro cutscenes?)
They're fine. I still experience bugs where sometimes the music doesn't play, but its not a big deal.
Replayability/Longevity – (Do you think you would continue to play Warzone Firefight?)
If it doesn't change, no. I currently do not enjoy this game type. It is too difficult and too frustrating, and I hate using reqs just to be put to waste in this game type. My initial motivators to play WZFF were for the gold packs and for the commendations. I'm a player that grinds for commendations, but this game mode makes me so frustrated it doesn't seem worth it. I need 109 wins to finish WZFF commendations? If WZFF stays the way it is, no way. This game mode makes me want to sell Halo 5 and go back to Call of Duty... please don't make me do that!
Favorites - What is your favorite thing to do in Warzone Firefight? What is your least favorite thing to do in Warzone Firefight?
Using vehicles = Favorite
Helplessly dying on impossible rounds over and over and over again = Least Favorite
Please consider not only decreasing the difficulty of certain boss encounters, but also limit the spawning of extra enemies. For example, Pipap on Apex Round 5 is really tough, especially with the Knights that keep endlessly spawning. Consider limiting waves of the Knights, so players can mow the knights down 2 times and then not have to worry about them after. In general, when enemies keep spawning, players are trained to just ignore every other enemy that isn't a boss, because killing the ordinary enemies is useless. When a team can coordinate an attack "Alright, take out the banshees, then the knights, then focus on the Hunters", I think that team objective setting can allow for unique strategies and fun gameplay. BUT, if after you take out the knights, more knights spawn, what the point of shooting at the knights? The sense of satisfaction from taking out those ordinary enemies completely goes away. For me, taking out hoards of those enemies should be the best part. I love splattering a group of soldiers with a wraith. I love taking out 6 crawlers with one rocket launcher missile. I HATE sitting at a far away distance with a ghost shooting endlessly at a Knight Boss, occasionally dodging incineration cannon blasts, just to get through a round.
Please consider including more rounds where you hunt down a certain number of ordinary enemies. I personally love those rounds the most. Taking down hoards of enemies is the best part of Firefight.
Also, consider making certain rounds longer than others. Some of the boss rounds could be more manageable by simply allowing the teams more time to take out the really tough bosses.
Also, some AI are ridiculously good. An example: LZ Beach by the core base on Apex. I was coming around a large rock in a ghost getting ready to fire on an ordinary knight. As soon as I came into view, I was hit by a CHARGED incineration cannon shot. That means the knight "knew" to fire to left of the rock that I was coming around, so when I came around, BOOM direct hit. The knight predicted where I was going to be, and couldn't even see me immediately before. THAT'S INSANE. A good amount of the encounters I have with AI are more difficult than encounters with other players online. For a co-op PvE mode, the overall level of difficulty is ridiculously high.
Minor thing: consider announcing the next round objective and location at the beginning of the intermission. The intermission seems to be intended to allow players a break to change out load out weapons and roll in new reqs. But currently I don't use the intermission time for that at all! I wait until the round starts before I roll in a new weapon/vehicle, so I know what I need to take out, and how I should take it out. Given that certain vehicles have spawn limitations, it would be nice if I could roll in my Scorpion sooner so I'm not late to the action.
EDIT: how could I forget! Please take out the increased respawn times. 30 seconds is way too long.