Good - Gold Rewards
A game of Firefight can average around 20-25 mins, earning a gold pack or two feels like the right way to reward a player for dedicating the time. It also encourages them to play another round, it keeps them coming back day after day.
Mixed - Not Enough Ammo
So you might say "Well use your REQ cards!", well that can help, but I still feel under equipped. Most boss enemies seem to shrug off rockets. Even an enemy Banshee can withstand multiple rockets before going down. You might use an entire rocket launcher REQ card to take down a single banshee.
I would suggest that we add more ammo terminals, they don't need to be fully fledged REQ stations, but ammo drops and resupply capsules around the map that would provide the player with ammo for their loadout weapons and grenades. I would also slightly increase the amount of ammo the REQ cards come with (just for this mode).
Bad - Stop the Clock!
This might sound like a pet peeve, but why in a game where we have limited time would you start the clock when the boss we are supposed to defeat hasn't even arrived yet? This is especially bad in the early rounds when you are expected to defend the objective, but the Armory/Power Core is across the map! By the time you get there, it is full of enemies.
Suggested Fix: I propose that we do not start a defense objective until one of the eight players has arrives to the destination.Don't start counting down the round until the boss is on the map.
Bad - No Time Bonus?
This is incredibly frustrating. On a few occasion we have to take out three Mythic level bosses only to fail with the last boss having a sliver of health. Thing is, two mythic bosses is bad enough, but three?! And sometimes that is after having to defeat four legendary bosses before that!
We can work the time bonus into the game in a couple of ways. For example, any bonus time earned will be added to the fifth and final round. If players complete a round quickly, add 20 seconds to the clock at the final round. If no one dies in a round, add 30 seconds. There are a lot of ways to handle this. The final round can start at 5 mins and all the bonus time can get the round to be 6 mins or longer depending on how well the team plays. This would also allow players that aren't as skilled (or lacking REQ packs) to still contribute to the team.
Mixed - Slot Machine
The overall flow of the objectives feels random. I've had missions with numerous challenging objectives leading to an unwinnable finale. You might think I am just nitpicking, but I am not. There is such as thing as pacing. Mass Effect 3's multiplayer did a good job of breaking up the flow of objectives and combat. They never made the player complete three defense missions in a row.
On the flip side, I've also had a few games that were complete cake walks in comparison. Easy objectives in a row with a single final boss that is easily defeated.
This should also allow the game to know what objectives to give the players. If they player has already done one type of mission it should assign another type instead, to keep the flow feeling right
Mixed - Prometheans
I never liked Prometheans as an enemy. They are bullet sponges that teleport. Even the standard Promethean Soldier can soak up an entire magazine from a Battle Rifle before going down.
This is only amplified when the game just sends hordes of Knights/Soldiers after you all while you don't have any ammo because the game doesn't spawn you fully equipped.
Suggested Fix: If the game insists on just dumping prometheans on the players, they can scale their health so they don't feel like bullet sponges. The covenant enemies seem to scale accordingly. They only become really difficult in round 4 and 5. They are manageable in the early rounds. Prometheans always feel like a chore.
Mixed - Maps
Nit pick - Firefight W/L
Good - When it all comes together
If you agree/disagree, feel free to leave a comment or message me on twitter. What changes would you like to see made to Firefight? Thanks for reading!
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