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This topic has moved here: Subject: Bip, Bap, Boring! Welcome to Firefight.
  • Subject: Bip, Bap, Boring! Welcome to Firefight.
Subject: Bip, Bap, Boring! Welcome to Firefight.
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The End

‘The conscious is cancerous if allowed to linger’

"Even if you're on the right track, you'll get run over if you just sit there."

Posted by: TH3_AV3NG3R
Edit: I just played it and oh god this level of intelligence that the AI has I have never seen before. This is awesome they all act more strategic and charge you in groups. I need people to play this with because playing this alone you are pretty much giving yourself the death sentence.
I have playtested all the maps with the setup solo. All of them are doable - you should revel in the challenge!

Once I get XBL up and running I will try to upload and render some decent footage (e.g. beating courtyard without dying).

Posted by: Awx
You don't like Unearthed?
I love it. Unearthed is certainly one of the best firefight levels in Reach, if not the best. It also works well with these settings, so much so that I recommend it as the starting point for this gametype. It offers the player plenty of freedom (on foot or using the warthog as a getaway vehicle), while mixing that with a number of well fortified positions.

  • 09.24.2011 2:02 PM PDT

Eh, maybe its me, but I really liked the "home-base" feel of ODST's firefight, you always had a position to fall back on, and the firefights didn't feel claustrophobic. Reach's maps don't really have a "home base", you feel constantly surrounded and disoriented.

I also HATE reach's dropships. They're annoying as hell.

  • 09.24.2011 2:14 PM PDT
Subject: Can the fun be found in Firefight?

Straight Edge.

I think the reason Firefight has lost it's charm is simply because it has become to "Arcadey" and lacks the feeling of Survival, which in turn makes the game lose its Tactical merits. Horde and even COD Zombies is much more simplistic and presents a more involving level of gameplay.

In Firefight you can essentially run around and shoot aimlessly with no real consequence or regard for lives and tactical prowess.

Perhaps, the reason I use Horde as a positive example of gameplay is because Gears 3 is everything I expect out of a game and I'm currently playing the crap out of it. Which presents a bias, but nonetheless I feel it's a valid point when comparing them against each other that Reach falls behind in establishing a tactical, last-stand esque game play experience in it's game mode, Firefight

  • 09.24.2011 2:32 PM PDT
Subject: Bip, Bap, Boring! Welcome to Firefight.


Posted by: Tom T
Disclaimer: I am not liable for any impact this wall of orange may have on your eyesight.

That's what Coup is for.

  • 09.24.2011 2:34 PM PDT
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Cannot agree more...

[Edited on 09.24.2011 2:43 PM PDT]

  • 09.24.2011 2:42 PM PDT
Subject: Can the fun be found in Firefight?
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vanert says: Apparently he went to college with Stosh.
Killane says:
Stosh went to college?
Posted by: stosh
I'm a college dropout.

Posted by: Mitchellmonster
idc

  • 09.24.2011 2:44 PM PDT
Subject: Bip, Bap, Boring! Welcome to Firefight.
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The End

‘The conscious is cancerous if allowed to linger’

"Even if you're on the right track, you'll get run over if you just sit there."

Posted by: CM Punk
I think the reason Firefight has lost it's charm is simply because it has become to "Arcadey" and lacks the feeling of Survival, which in turn makes the game lose its Tactical merits. Horde and even COD Zombies is much more simplistic and presents a more involving level of gameplay.

In Firefight you can essentially run around and shoot aimlessly with no real consequence or regard for lives and tactical prowess.
Very true. In Reach you seldom have an obvious base, "Weapon drop" is no longer sweet music to your ears and there is no need to conserve ammo (infinite ammo crates) before the inevitable scramble for any viable weapon. There is too much handholding. Reach Firefight is best described as a 10 minute arcade session; ODST Firefight was a survival mode.

Edit: vanert, you are the worst kind of person.

[Edited on 09.24.2011 2:47 PM PDT]

  • 09.24.2011 2:44 PM PDT

Remember Elk

Tested it on beachead and damn! The wraith is actually a threat that must be eliminated now. If you stand in the same spot for 5 sec you are done for.

Also, feels good that you can use any weapon you prefer rather than be stuck with the plasma combo at all times.

  • 09.24.2011 2:48 PM PDT

Hi, my name is Stolen_Zombie! My morning routine is to bomb the ocean, eat a house, drink salt water, and kill a zombie. Many people consider me a jack ass because I eat corn flakes, I tell those people to go have sex with a kangaroo. After my morning routine, I rage over beating LNoS on mythic so I can get one step closer to mythic reach completion. I should mention that's after school. My diet is shotgun shells and paper airplanes, nice to meet you!

Firefight will forever be boring until set skulls are added

  • 09.24.2011 2:51 PM PDT

Ever wonder what's up there?

Reach should have a Firefight playlist that removes big maps like Outpost, Overlook or Beachhead, and focuses on small ones like Corvette.

  • 09.24.2011 2:54 PM PDT
Subject: Can the fun be found in Firefight?
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the elites break this type of FF gametype. They are way to mobile and do way to much damage. And the Focus rifle NUKES players. Got a team of three on this FF gametype and we made it you the second set and got demolished.

  • 09.24.2011 2:54 PM PDT
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The End

‘The conscious is cancerous if allowed to linger’

"Even if you're on the right track, you'll get run over if you just sit there."

Posted by: cj1b4u
the elites break this type of FF gametype. They are way to mobile and do way to much damage. And the Focus rifle NUKES players. Got a team of three on this FF gametype and we made it you the second set and got demolished.
nope ur bad

;)

  • 09.24.2011 2:56 PM PDT
Subject: Bip, Bap, Boring! Welcome to Firefight.
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Posted by: Tom T
Posted by: cj1b4u
the elites break this type of FF gametype. They are way to mobile and do way to much damage. And the Focus rifle NUKES players. Got a team of three on this FF gametype and we made it you the second set and got demolished.
nope ur bad

;)


you're mean :( *tear*

[Edited on 09.24.2011 3:00 PM PDT]

  • 09.24.2011 2:59 PM PDT
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vanert says: Apparently he went to college with Stosh.
Killane says:
Stosh went to college?
Posted by: stosh
I'm a college dropout.

Posted by: cj1b4u
Posted by: Tom T
Posted by: cj1b4u
the elites break this type of FF gametype. They are way to mobile and do way to much damage. And the Focus rifle NUKES players. Got a team of three on this FF gametype and we made it you the second set and got demolished.
nope ur bad

;)


you're mean :( *tear*

I'd complain in the community forum...


(Not really, that'd be dumb.)

  • 09.24.2011 3:02 PM PDT

Posted by: Nerd Boi
Posted by: DAMNU
Apparently your reading comprehension is not all there, I didn't say that it necessarily irritates me. It's just annoying.

*Head explodes*


Posted by: Tom T
Posted by: CM Punk
I think the reason Firefight has lost it's charm is simply because it has become to "Arcadey" and lacks the feeling of Survival, which in turn makes the game lose its Tactical merits. Horde and even COD Zombies is much more simplistic and presents a more involving level of gameplay.

In Firefight you can essentially run around and shoot aimlessly with no real consequence or regard for lives and tactical prowess.
Very true. In Reach you seldom have an obvious base, "Weapon drop" is no longer sweet music to your ears and there is no need to conserve ammo (infinite ammo crates) before the inevitable scramble for any viable weapon. There is too much handholding. Reach Firefight is best described as a 10 minute arcade session; ODST Firefight was a survival mode.

Edit: vanert, you are the worst kind of person.
That's the reason I have such an issue with Firefight. There is no replay value to it. To me, Arcade-type gametypes get extremely old after a while. Where's the challenge?

In ODST, you had power weapon drops with the limited supply of base ammunition. You needed to learn how to conserve weapons. Each weapon also filled its niche quite well. The pistol was used for Grunts, the SMG for Drones, Rocket Launcher for Hunters and Hammer Brutes, etc. With Reach, there is none of this. One weapon can destroy every enemy, and you can have an infinite supply of its ammunition....

  • 09.24.2011 3:02 PM PDT
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vanert says: Apparently he went to college with Stosh.
Killane says:
Stosh went to college?
Posted by: stosh
I'm a college dropout.

I downloaded the gametype, does it work well with multiple people?

  • 09.25.2011 12:48 PM PDT
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NOT INTO THE LONG GRASS!

Halo CE's campaign was the best because it actually stayed true to what Halo really was- a hard science fiction game. The other Halo's were religious debates, mystery film noirs, and Reach was just some failed attempt at doing something new.

  • 09.25.2011 1:01 PM PDT
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NOT INTO THE LONG GRASS!


Posted by: Tom T
Posted by: TH3_AV3NG3R
Edit: I just played it and oh god this level of intelligence that the AI has I have never seen before. This is awesome they all act more strategic and charge you in groups. I need people to play this with because playing this alone you are pretty much giving yourself the death sentence.
I have playtested all the maps with the setup solo. All of them are doable - you should revel in the challenge!

Once I get XBL up and running I will try to upload and render some decent footage (e.g. beating courtyard without dying).

Posted by: Awx
You don't like Unearthed?
I love it. Unearthed is certainly one of the best firefight levels in Reach, if not the best. It also works well with these settings, so much so that I recommend it as the starting point for this gametype. It offers the player plenty of freedom (on foot or using the warthog as a getaway vehicle), while mixing that with a number of well fortified positions.


Also, I don't have XBL. Can you please tell me what settings you changed and what you changed them to?

I'd like to see if this can fix my gripes with Firefight at least.

  • 09.25.2011 1:03 PM PDT
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The End

‘The conscious is cancerous if allowed to linger’

"Even if you're on the right track, you'll get run over if you just sit there."

Posted by: Ins3ktz
Also, I don't have XBL. Can you please tell me what settings you changed and what you changed them to?

I'd like to see if this can fix my gripes with Firefight at least.
Off the top of my head (so some details may be missing or inaccurate) the changes from default are as follows:

Starting Lives 7
Max extra 7
One round
Duration: 15 mins

Spartan Loadouts
DMR/NR, 1 grenade, sprint
Focus Rifle/AR, 1 grenade, jetpack
Shotgun, Magnum, 2 grenades, Armour Lock
Grenade Launcher, Magnum, 3 grenades, Hologram
Sniper Rifle, Magnum, 2 grenades, Drop Shield

Waves - round 1 ***red skull on (all other skulls off)
Initial -- Random order
Skirmisher Patrol
Skirmisher Infantry
Jackal Patrol

Main -- Random
Elite Patrol
Elite Infantry
Elite Tactical
Brute Chieftans
Brute Chieftans

Boss -- Random
Elite Generals
Elite Strike Team
Elite Strike Team

Red skull settings
1. Wave traits
50% Damage Resistance
75% Damage
Sharp (hearing)
Eagle eye (vision)

2. Player traits
120% movement
125% jump
150% gravity
90% damage resistance
125% shield recharge
200% health recharge
Edit: forgot 75% melee damage

[Edited on 09.26.2011 9:02 AM PDT]

  • 09.25.2011 1:42 PM PDT
Subject: Can the fun be found in Firefight?

ODST firefight was the best.

  • 09.25.2011 1:45 PM PDT
Subject: Bip, Bap, Boring! Welcome to Firefight.
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NOT INTO THE LONG GRASS!


Posted by: Tom T
Posted by: Ins3ktz
Also, I don't have XBL. Can you please tell me what settings you changed and what you changed them to?

I'd like to see if this can fix my gripes with Firefight at least.
Off the top of my head (so some details may be missing or inaccurate) the changes from default are as follows:

Starting Lives 7
Max extra 7
One round
Duration: 15 mins

Spartan Loadouts
DMR/NR, 1 grenade, sprint
Focus Rifle/AR, 1 grenade, jetpack
Shotgun, Magnum, 2 grenades, Armour Lock
Grenade Launcher, Magnum, 3 grenades, Hologram
Sniper Rifle, Magnum, 1 Grenade, Drop Shield

Waves - round 1 ***red skull on (all other skulls off)
Initial -- Random order
Skirmisher Patrol
Skirmisher Infantry
Jackal Patrol

Main -- Random
Elite Patrol
Elite Infantry
Elite Tactical
Brute Chieftans
Brute Chieftans

Boss -- Random
Elite Generals
Elite Strike Team
Elite Strike Team

Red skull settings
1. Wave traits
50% Damage Resistance
75% Damage
Sharp (hearing)
Eagle eye (vision)

2. Player traits
120% movement
125% jump
150% gravity
90% damage resistance
125% shield recharge
200% health recharge


Thank you. And also, Bungie lied about the Halo 3 engine not being able to support more than 20-30 AI.

In fact, if you do this glitch, it supports up to 52 and the battle feels more epic than anything in Reach IMO.

http://badcyborg.net/Halo3/Fun/Level4/AAGunMegabattle.html

  • 09.25.2011 2:02 PM PDT

She for whom time has spun


Posted by: Phoenix Phire13
Eh, maybe its me, but I really liked the "home-base" feel of ODST's firefight, you always had a position to fall back on, and the firefights didn't feel claustrophobic. Reach's maps don't really have a "home base", you feel constantly surrounded and disoriented.

I also HATE reach's dropships. They're annoying as hell.

  • 09.25.2011 2:06 PM PDT

Gods Must Be Strong

Posted by: Tom T
This problem has persisted since Halo 2. In Halo 2 some Elites had the equivalent of 3x Overshields, yet they never advanced on the player, choosing instead to sit back and sponge clip after clip. All this did, aside from highlighting the shortcomings of enemy AI, was force the player to use a smaller pool of weapons in order to progress. Halo CE by comparison pitted you, the player, against weaker but more aggressive foes; difficulty came from enemies punishing your every error in combat, rather than punishing your poorly equipped presence. On the second mission for example it was not uncommon for Elites to run up the hillside, charging your position. Despite this aggression a skilled player could decimate Covenant squads with anything at their disposal, be it with a Plasma Rifle and its quick shield dissipation and freezing effect, the 'elite killer' Needler, the overcharged plasma pistol or powerful grenades. This created fast paced, challenging exchanges and allowed players to enjoy the breadth as well as the depth of the weapon sandbox. Difficulty in subsequent campaigns has been intensified by bolstering AI health, rather than increasing its ferocity.

[rant]Before I continue I would like to express my agreement that Halo 2's campaign, like its prequel, should be noted for its difficulty. However I believe it gains this reputation for the wrong reasons if we look at it from a gameplay point of view (reasons comparable to Halo 3 and little better in Halo Reach). What Halo 2 had was a harsh learning curve which is misinterpreted as difficulty (although I admit some levels [aka Gravemind] were particularly challenging). By a learning curve I mean that it was only once the player acknowledged the value of the plasma pistol that they could pass the first hanger bay of Cairo Station [with complete ease might I add] and that any level containing Jackal Snipers required the player to repeatedly replay sections until they had memorized the location of each sniper, as each wrong step was met with instant death again, and again; neither of these factors relied on any significant level of gaming prowess, instead they stifled variety and made gameplay frustrating.[/rant]

The past week or so I've been without access to XBL so I decided to try putting my theory into practice (filename: Firefight Pro (play legendary)). The result is by no means perfect; even after a dozen or so iterations I'm not completely happy with it (so I can begin to understand the frustrations of designers!). The main things I have done are increase the player movement traits so that they are equivalent to Team Classic (to speed up gameplay and map movement); alter player shield and health charge times so that the player can frequently dip in and out of combat, rather than having to endure long periods of stagnation while waiting for their shields to recharge; heighten AI awareness (by using the wave traits eagle eyed and sharp) to produce even more aggressive characteristics; and reduce the damage the AI can deal and the damage the AI can take, so that they are placed on a more even footing with the player. With these changes I hope players will feel less restricted in terms of both weapon usage and map movement.

These points I agree with wholeheartedly and a lot of it has been what I have been feeling in regards to ODST FF vs. Reach FF. Good stuff.

  • 09.25.2011 2:09 PM PDT

Don't worry, you're still your mom's favorite Bnet member.

If there was no bloom I would say it should only be one loadout, AR/Pistol (Or maybe DMR/AR) with Sprint and 4x frag. I think that would be pretty pro.

  • 09.25.2011 2:12 PM PDT

Name's Pixel.
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At everything.
Also.
Please message me if you have any objections.
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I know you're a Forum Ninja and all, but. Uhmm.

China called and they wanted their wall back.

  • 09.25.2011 2:14 PM PDT