February Matchmaking Playlist Update

Via Halowaypoint.com: http://halo.xbox.com/blogs/Headlines/post/2012/02/02/The-Halo-Bulletin-2112.aspx

February Matchmaking Playlist Update

Speaking of being eternally grateful, the team that designs the Halo: Reach playlists always appreciates the feedback you leave in the Matchmaking section of our forums. They’re looking for additional feedback this month, though, so let’s dip into the specifics of the February Matchmaking playlist update, which is slated to go live on February 7, so you can find out yet another way to make your voice heard.

• Grifball updated.

Map changes include Radiant being removed and Impact Arena (Grifball) and Sierra Vista (Grifball Dash) being added. One additional change to this playlist is that Blargball variants will now appear in voting slot three only. Semi-related, to vote for that choice, you must say “wort wort wort” into your mic while simultaneously selecting that option. Please note that saying “wart wart wart” will render your selection null and void.

• Squad DLC updated.

Squad DLC’s population is dangerously low. To breathe some life into this list, we’re making a few changes. Anniversary maps have been set to optional, and Noble and Defiant maps continue to be required. We have also heard your concerns in regard to a few achievement-friendly game types still being difficult to find. In response to that, we’ve added the following objective game types to voting slot three:

Multiflag on Highlands, 1 Flag on Highlands, 1 Flag on Condemned, Invasion on Breakpoint, Crazy King in Breakpoint, 1 Flag on Breakpoint, 1 Flag on Tempest, Multiflag on Tempest, Crazy King on Tempest, Neutral Bomb on Tempest, Multiflag on Condemned, Crazy King on Condemned, Crazy King on High Noon, 1 Flag on High Noon, Crazy King on Breakneck, 1 Flag on Breakneck, Stockpile on Ridgeline, Neutral Bomb on Ridgeline, and Crazy King on Ridgeline.

• Rumble Pit updated to TU settings.

TU game types are our standard Reach Matchmaking settings with the Title Update changes. Those changes are: damage bleed enabled, modified reticle bloom, sword block removed, Armor Lock modified, and Active Camo modified.

• Infection updated.

Map changes include Sword Base being removed and The Cage replacing Uncaged. Also, we’ve noticed some feedback coming from both matchmaking and internal playtests about players getting betrayed by teammates at the beginning of games. Since that sometimes results in a less advantageous respawn position, we’ve removed friendly fire in an attempt to cut down on that particular form of griefing.

P.S. One final effort is all that remaaaaaaains, so please, dear players, just focus on the braaaaaains.

• Banshee replaced with Revenant on Breakneck.

The classic Gauss ’Hog vs. Banshee battle on Headlong will continue. We bid adieu to the flying purple thing on Breakneck, though, and welcome its hovering brethren in its place!

• Rocket ’Hog Race weighting reduced in Multi Team.

I think this game type should be renamed “Spawn in the Passenger Seat Every -Yoinking- Time.” That has absolutely nothing to do with the reweighting, by the way. I just don’t want the impending name change to take you by surprise.

• Zero Bloom moved to Competitive category, and Beta category hidden.

Zero Bloom Slayer is popular enough to be moved to the Competitive category. We’re working on what will be in the Beta category next, but it needs a little more time to marinate in order to reach its maximum important status. Keep an eye out for its return in the near future.

• Classic game types removed from Anniversary Squad, and One Bomb Damnation moved to Anniversary Classic.

Classic game types are being removed from Anniversary Squad, and One Bomb Damnation is moving to Anniversary Classic. What? I already said that? Fine then. Moving on.

• Team Slayer changes. Make your voice heard!

We are in the process of deciding if the Team Slayer playlist will be updated to TU settings. This continues to be one of the most popular playlists, so we are not taking this decision lightly. In an effort to get player feedback that’s as accurate as possible, we are going to pull voting data over a two-week period.

Team Slayer Voting Screen

To do that, we’re removing one of the voting choices. That will leave you with one vanilla choice and one TU choice. We realize that ties default to the highest voting option, so in order to balance the results, vanilla will be the top selection for the first week, and TU will be the top selection for the second week. Once the results are in, we’ll analyze the data and make an informed decision.

So, participate in the Team Slayer playlist starting on February 7, and make your voice heard! Because the other option, of course, is forever holding your peace….

• Team Hotshot added to Action Sack.

Right about now you’re probably asking yourself, what is Team Hotshot? To answer that question, I grabbed the playlist designer that created this game type, and asked him a few questions.

Team Hotshot

Mr. L, I’d like to ask you, on behalf of both people reading the Bulletin this week, what exactly is Team Hotshot?

Team Hotshot is a new game type in which a player’s damage output is tied to the number of successive kills the player has achieved. When you spawn, you’re at level zero. One kill progresses you to level one, the next kill progresses you to level two, and the third kill progresses you to the third and final level. We call this the player’s “heat.” The twist is that players will notice their speed is tied to their heat level.

Congratulations on doubling your readership, by the way.

Why, thank you! Back to business, though. How did you come up with this game type?

My original idea for Team Hotshot was to have the person get stronger with every successive DMR bullet that hits a target. What it eventually morphed into was players getting stronger as they get kills. So it’s not every shot you land, but every kill you get. The tricky part was that you have this rich-keep-getting-richer economy, and there needs to be a balance for all the players who are suddenly stronger than their opponents. So, the idea was much like working your way up the weight classes of boxing; the stronger you are, the slower you are. The heavyweights in a boxing match don’t throw 120 punches per round like the featherweights do. But when you get hit with a haymaker from a heavyweight, it puts you out. They throw fewer punches but have more power behind them. Hotshots are similar. They can’t move around as quickly, but they can do more damage.

What is a good strategy when playing Team Hotshot?

You want to work with your team to protect the slower players who are putting out more damage. You also want to get those people power weapons. Here’s why: when you’re at the third level of heat, you are doing significantly more damage than a player who just spawned. For instance, one sniper shot anywhere on an enemy player will kill them. That brings up another point. Players who are ascending through the heat levels need to be more careful about their ordnance output. When one grenade can kill an enemy player, it can betray a teammate just as easily.

Rockets Chart

I wanted to help illustrate your point, so I made this rocket damage chart. I was attempting to show the radius being the same but the damage output increasing. I think I just ended up drawing a rainbow, though.

I would say A for effort, but that’s really bad. To make up for that, here are the specifics for each heat level.

Heat 0/3: 100% D.M. 100% Speed
Heat 1/3: 115% D.M. 90% Speed
Heat 2/3: 130% D.M. 85% Speed
Heat 3/3: 145% D.M. 80% Speed

Another fun thing about this game type is that players will be able to adjust heat level traits in custom games.

So, if people want to mess around with the settings themselves, they should grab the game type when they see it in Action Sack?

Yup. I’ll also upload it to the Halo Waypoint File Share shortly after the update goes live on February 7.

 

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About Sal

I’ve got tons of experience with Halo gaming and collecting. I feel I have something to offer to the greater Halo fan community. Posts along the way will be about tips and tricks in the games as well as collecting and many more Halo related things. I’ll also repost interesting articles from the official site, Halowaypoint.com, or from fellow Halo fan sites. As I continue this blog, I hope to help gamers who want advice on the games, as well as any collectors with regards to where to find collectibles as well as deals, coupons and so on. You can also follow me on Twitter at: http://twitter.com/#!/HaloFanForLife or Facebook at: http://www.facebook.com/halofanforlife11. Welcome to my blog and I hope you’ll come back again and again. -Sal