So idk if there is already a gametype specifically made for 2v2 strongholds or not, but i just wanted to see what the community thinks of a defense/offense based gametype applied in a 2v2 scenario. From testing I've come out with a few modifications I think are necessary to have a map play 2v2Strongholds. Usually I notice how 2v2 strongholds with 3 bases just feels like a cyclical game where I'm running from point to point recapturing each point, rather then defending and moving strategically. 1: Faster respawn, More often then not if you and your teammate get trapped in a spawn loop, (where you are respawning as your teammate is dying) This is not also the fault of the player being not skilled enough or map knowledge. If I'm respawning and its 2v1 and the other team has 2 strongholds then its impossible to capture the point alone. This leads into my next point 2: Faster cap times, If you are forced to "cap" alone then you should have a slight helping hand in doing so. This is a problem of 2v2 maps alone, the map size... you can easily traverse a map and get to the capture zone before its half way taken. 3: Spawning in general. Thanks to 343's spawning system you spawn across the map from your teammate, usually. Do you guys/gals think that if we want a 2v2 strongholds map that there need to be spawn zones that force players to respawn closer to combat? This could be tricky.... Feel free to comment what you feel would help make a this a better gametype! My hope is that this will become a standard gametype for the community to use when designing maps.
I personally don't think strongholds is a good gametype for 2v2s. I'm really looking forward to oddball, though.
I think it can definitely work but there needs to be a "set"/standard gametype that everyone uses, b/c your right basic strongholds does not work and is not fun.
i think king of the hill or neutral flag are the best obj types for 2v2 editing to mention if strongholds could work for 2v2 i'd be down. willing to help playlets if you need anyone. i just think the cyclical thing is going to be the deal no matter what you do. also if a team gets total control I feel like theres no coming back from that 2v2, you probably know better than me at this point tho.
My idea for strongholds 2v2 was two sites. Number of strongholds held to begin earning points: one. Probably Elimination? A single point wins. Change cap times and score intervals accordingly (probably lengthen). Never tried it, but probably not what you are looking for anyway.
Possibly, instant stronghold capture and "only have 1 Stronghold", that maybe is even scripted to move in a predictable pattern after a certain time. lol, well in other words, something similar to KoTH. Objectives that you have to hold on to in order to gain points I think work best. Also, it's just like the weapon and power up control. You wouldn't have (or want to have anyway) 3 Power weapons and 2 Power ups in a 1v1 or 2v2, so you shouldn't want so many Objectives to control in the Default Strongholds for 1v1 and 2v2 either.
Pretty much what you said slammers if fine and dandy we used to play 2v2 3v3 extractions but we had quicker resp awns and quicker arm times and we used to play Orion from h4 and another map made for it kind of but overall yea you got the right picture. Also can we just stack 2 strongholds ontop of each other and call it KOTH? Pretty sure it would work out the same way right?
1 plot Extraction is pretty much the only objective thats flourished in a competitive 2 v 2 setting. Otherwise its just been slayer. What you need for a 2 v 2 gametype is an objective where a player isint gimped by an objective (holding an item, being forced to stay in one small area for a long time etc which is why ball/hill/ctf never works). Otherwise the only strat becomes (kill then hold item, if both alive, drop item). 1 plot Extraction worked in that sense by giving attack and defense a more interesting set of options (maps that excelled in 4 was Titan and Aegis, I'd go as far to say that 2 v 2 1P extraction was the best gametype across all of Halo 4) So in that sense, strongholds could work since you dont need to stay in one area after the cap. 3 strongholds is obviously too many for multiple reasons. Would need some playing around with options/scoring, and Id like the actual stronghold positions to rotate.
One stronghold that moves... Also known as koth?... Lol. I think being able to leave the stronghold and collect points would be a fun variation on the koth gameplay but I disagree man I think 2v2 objectives are awesome with the exception of 2v2 ctf- standard with two flags on the map I never liked. Personally I always liked koth in 2v2. The attack/defend gameplay is a lot of fun and the moment when the hill position moves is always a really exciting moment. Neutral flag is great too. I don't think a player is "gimped" when they have to hold an item. Actually I find the opposite to be true. I think there is a lot of strategy involved and in order for a team to be successful with a handicap they have to be better and I like that kind of dynamic.
I've tested my map for strongholds a lot and just made sure that the strongholds were well placed to support both 2v2 and 4v4 gameplay but 4v4 is far better suited for the gametype itself so when it came down to 'this or that' I made sure 4v4 played better. Making a gametype with faster respawning and BR starts in combination with the design of the map would probably fix it. Maybe allow significantly quicker capture times if both players are capturing? Making you choose quicker capture or defending you other point as well as giving a losing team better opportunities to come back. Not sure if the settings even support that though.