I mean who tf plays warzone? Every time I'm on playing with multi and given we jokingly load up the warzone menu and the entire party starts laughing. That's the state of Halo folks ahahahaha
Tried playing Oddball last night. Both games I played, two people on my team quit. Plus the ball is a one hit kill.
I personally enjoy that the ball is a one hit kill, it adds another layer of depth to the game play. You are already vunerable by not being able to defend yourself, so the one hit kill helps to balance that and motivate people to actually hold the ball and move around to keep their enemy trying to push towards them in closer areas. Also the ball carrier being in a confined space allows the other players to grenade them ahead of time. The worst part about oddball is that it's in Social's and not mixed into Arena. They need to cut down the amount of strongholds in rotation. Also the balance of strongholds is horrible... Every asym. map has two that are stupid close to each other with a third being a death trap.
Personally I enjoy Oddball a lot more when the ball is a two-hit melee kill. If it's one hit, its a double reward for holding the ball: you get points for your team, and you're holding what's essentially an energy sword, with the only downside being not being able to shoot. If it's a two hit melee, you're still rewarded by getting points for your team, the melee effect is neutral, and the downside is still not being able to shoot. Couple that with the fact that the ball-holding team has the ability to set up on the map because they likely killed 2 or 3 members of the opposing team to gain control in the first place, and I think making the ball a one-hit kill is too much of an advantage for the holding team. The nature of strongholds is always going to be like how you described it. Unless you've got a three-way symmetrical map with the strongholds in identical positions, there is always going to be one stronghold that is less desirable to hold than the other two. This can be mitigated to an extent by clever map design, but I don't think the problem can ever be eradicated without changing how the strongholds gametype works.
Don't you get a nav marker that shows the enemy ball carrier, or only your team's? We tried (and IMO succeeded) at mitigating the melees of the "Eternity Ball" in Eternal Flame by giving an orange "WARNING" nav when an enemy carrying the device is within 25 units, IIRC. It provides an incentive to place it on the map as a trap rather than carrying it around, but for OddBall obviously you want to carry it, but does it give warning that a guy with a 1 shot kill is coming at you? Are they faster?
I got an idea for a strongholds map earlier while reading this... if I can get around to it, it will be my first "normal" H5 Core map, so it may suck but I think I'll give it a whirl... The fact that I can actually visualize the layout means it won't take me forever just to build the damned thing.
1 hit melee with objective has literally been in ever halo game at launch and guess what. It gets changed to 2 hit, every single time because it's stupid. And then the developers forget and launch the next game with 1 hit all over again. Objectives shouldn't be lethal melee weapons, you should be at a disadvantage when going for obj. That's what makes objective....Objective. It's the same reason flagnum is stupid.
I actually liked it when it was a 2 hit standing melee, and 1 hit when jumping. I can see why people don't like 1 hit in any scenario though.
1 hit is fine if there's a consistent (relatively easy) counter, like how you could melee as you were being struck by a sword and absorb some of the damage that way you only really get the one hit kill by catching someone off guard, punishing them for not paying attention
Sword block is stupid and so is 1 hit objective. Why did they give us Flagnum options but not one to turn it off? Like who is ever going to make the Flagnum a ****ing Gunfighter? It's like they have a good idea but only half-make it. The bomb damage debocil still baffles me.
Looks kinda donut-y if I'm being honest. I would never ever go into that pit that the video starts in.
I like the variations on pathing that all the little areas provide, as well as different ways to use the partial cover of the shelves to get unexpected LOS. But yeah, that bottom area is pretty deathy... wouldn't go down there even if my kid was being eaten by harambe
Thanks guys! Which way do you think would be best to ameliorate said death pit, micro or macro geometry, or other? (PS I did all I could to kill the donut on my own T_T)