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Wave Survival & Score Attack 2012 gametypes *DL*
Posted By: RC MasterDate: 1/25/12 8:59 p.m.


Fileset Updated with Beta versions of 3 gametypes.

Wave Survival (2-4p, Normal),
Score Attack 2012 (1p, Normal),
Score Attack Pro 2012 (1-2p, Heroic).

Check the Waypoint Thread for details of the rest of the gametypes.

Unfortunately I haven't had as much time to spend on this as I would have liked. I didn't have any major issues with this gametype when I was last testing them so, I'm opening it up to community comments.

Wave Survival


Lives! You're a Spartan! You don't need lives!

Well, ok. You can't spawn mid-wave in this gametype - you may only spawn at the start of each new wave. This is similar to the experience you might get if you play Horde in Gears of War 2/3 and is where I got the idea from. The options are already there in the FF gametype menus, and I think this is an interesting new twist on Survival Firefight.

Specifically, if you die, you're out of the game until your teammates kill all but the last 2 enemies on wave 1-4 and ALL of the enemies in Wave 5. If all of you die: that's it, game over. So while the risk of failing on each individual wave is greater, if you have a couple of silly deaths early on, it doesn't matter because later in the game you still have the same amount of lives: i.e. none :P

This is for Matchmaking though so this gametype is played on Normal. Not Heroic.

Settings


General Settings
Time Limit: 45 Minutes (nestled nicely in between 30 min and Hour Survival)
Hazards: Enabled
Weapon Drops: Enabled
Ammo Crates: Enabled
Firendly Fire: Disabled
Lives: None
Respawn Time: On Wave.
Player Immune to Headshots (same as all the other gametypes)

Loadouts


All loadouts come with a DMR and 2x Frag Grenades.

Recon - Magnum - Sprint
Bunker - Magnum - Armour Lock
Stalker - Shotgun - Active Camo
Medic - Assault Rifle - Drop Shield
Deceiver - Magnum - Hologram

Wave Setup


Round 1

Skulls: Catch, IWHBYD
Initial: Grunts,
Main: Jackal Patrol, Brute Patrol, Skirmisher Patrol, Elite Patrol,
Boss: Elite Generals, Hunter Strike Team,

Round 2

Skulls: As above + Tough Luck, Grunt Birthday
Initial: Jackal Patrol,
Main: Brute Infantry, Jackal Snipers, Elite Infantry, Skirmisher Patrol,
Boss: Brute Kill Team, Elite Strike Team,

Round 3

Skulls: As above + Famine, Cloud, Cowbell
Initial: Skirmisher Patrol,
Main: Skirmisher Patrol, Skirmishers, Elite Tactical, Brute Tactical,
Boss: Brute Kill Team, Elite Airborne,

Bonus Wave

2 Minutes,
Squad Selection: Brutes, Elites
Skulls: Custom Blue, Black Eye, Cowbell, IWHBYD, Grunt Birthday
Custom Blue Settings: 150% all traits (or 200% where not available). Infinite ammo, unlimited equipments, enhanced motion tracker

Remember that Squad Selection is set to ORDERED. So in the first set you'll only see the 1st squad from initial, the first 3 in main, and the first one in boss. Then that'll be shifted along if you get to the second set.

To prevent people from killing themselves every round to get fresh power weapons (as they would with the standard Survival 2012 loadouts) I had to take those off. But still, leaving people with no power weapons at all would get pretty stale, so ammo drops are back on. Still, those without a power weapon could still kill themselves to get a new full DMR and grenades, so Ammo Crates are back on as well. (I'll point on in Gears of War, if you survive a wave, your ammo for standard weapons is reloaded automagically).

So, the experience actually ends up like a slightly easier FF Limited, with an adjusted: You have to have at least one player (your Hero) survive the wave. Griefers can only die at most once a wave - low skilled players don't take away from your life pool either, since it's not there :P

Very interested to get reactions to this one.

Score Attack 2012

General Settings:


Difficulty: Normal
Time Limit: 15 minutes
Wave limit: One Round
Hazards: Enabled
Weapon Drops: Enabled
Ammo Crates: Enabled
Starting Lives: 9
Respawn Time: 5 seconds

Loadouts:


All loadouts feature: 2x Frag + 2x Plasma Grenade.
Recon - DMR -Magnum - Sprint
Air Assault - DMR - Assault - Jet Pack
Operator - Shotgun - Magnum - Armour Lock
Specter - Grenade Launcher - Assault Rifle - Active Camo
Medic - DMR - Assault Rifle - Drop Shield

Wave Setup:


Grunts, Jackal Patrol, Elite Infantry, Elite Tactical, Brute Chieftains.

Skull setup:


1.Catch, Cloud, Grunt Birthday,
2.Above + Tough Luck.

Score Attack Pro 2012

General Settings:


Difficulty: Heroic
Time Limit: 30 Minutes
Wave limit: Two Rounds
Hazards: Disabled
Weapon Drops: Disabled
Ammo Crates: Enabled
Starting Lives: 9
Respawn Time: 10 seconds

Loadouts:


All loadouts feature: DMR + 2x Frag,

Recon - Magnum - Sprint
Air Assault - Assault Rifle - Jet Pack
Operator - Shotgun - Armour Lock
Specter - Grenade Launcher - Active Camo
Medic - Magnum - Drop Shiel

Wave Setup:


1. Grunts, Jackals, Brutes, Skirmisher Patrol, Hunter Patrol,
2. Jackal Patrol, Brute Infantry, Skirmisher Patrol, Elite Patrol, Elite Generals.

Skull setup:


1. Catch, Cloud, Grunt Birthday, IWHBYD,
2. Above + Tough Luck.

Justification / Summary of differences


Like Arcade vs. FF Limited, as soon as 2x Score Attack was introduced, people rushed to it for its super easiness and glut of extra credits.

Ok, I get it, people want something a bit easier than standard Heroic, especially on their own. But 2x went even further than Arcade and is bloody stupid for it. Grunts die in a single shot to the body!

Especially considering their are leaderboards attached to this, and lots of credits, and Arcade style gametypes will be included in the same playlist in my proposal, the core of the playlist, Score Attack, doesn't need to be so obscenely easy.

So, drop standard Score Attack to Normal, and mix up the wave types, take off Cloud too because thats just obnoxious on your own. Also, players can have the weapon drops since this is less hardcore.

On the other hand, Score Attack Pro is a purer score attacking experience. So random extra point bonuses from Hazards are off and its longer so there is more detectible difference from long spree bonuses and excellent aim (headshots) and multi-kills over a greater number of enemies. And cloud is back on so you have to pay attention.

But why would you WANT to play Pro? Well you get a DMR on every loadout, and the first round only has Catch on - not Tough Luck. So Grenades are super-plentiful and the enemies don't dodge as much. You get more enemies - so thats more credits each game and you can stay in the action longer, rather than being back at the menu so quickly.

In Pro, you get a more 'traditional' wave set-up in the first round, with surprise guest apperance from hunters in the Boss Wave, and then the Second round is a mixed wave setup like the new Score Attack.

Overall, it achieves a harder Score Attack style experience while not simply making the enemies obnoxiously hard to kill like Mythic Attack did.

Pro would be the standard gametype for Doubles Firefight - so roughly 120 enemies each on Heroic.

Closing Word

So, please, download it, (or recreate it) play it, let me know what you think. If I don't get any comments to the contrary, I'm going to assume they're the most awesome thing ever and push them straight to my 'Final' proposal :P

In particular, both Score Attack gametypes have a reduced appearance of Skirmishers - does anyone actually care about that? I personally find them quite annoying to fight.

P.S. I need a better name than 'Score Attack Pro'

BTW. Survival 2012 has gotten over 400 downloads without a fresh video - so there bloody well is interest in Survival gametypes 343i!

p.p.s. I hate non-visual text editing :(


Message Index




Replies:

Wave Survival & Score Attack 2012 gametypes *DL*RC Master 1/25/12 8:59 p.m.
     Re: Wave Survival & Score Attack 2012 gametypes *Dmc_leprechaun 1/26/12 9:47 a.m.
     Re: Wave Survival & Score Attack 2012 gametypes *DZaneZavin 1/26/12 10:56 a.m.
           Re: Wave Survival & Score Attack 2012 gametypes *DRC Master 1/26/12 4:36 p.m.



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