1/17/2024 0 Comments Halo ranks 5 esportsIt comes with very unconventional Halo rules, but they make it work with a best of nine format. I can’t wait to see strategies and how teams evolve the meta of the game type.” Each player gets one life per round and the team with the most players left alive at the end of the round or the first team to bring the neutral flag to the opponent’s base wins the round.Īccording to Chig, it’s been a big hit so far: “Breakout is one of my favorite things about Halo 5. Chig tells us, “It’s made for some really intense games in Arena so far.” Intense games in high level matchmaking is a good sign for competitive play make sure to keep an eye on this game type in tournaments.īreakout is an entirely new game type to the Halo franchise. Forcing teams to hold a majority of territories to score provides for some spectacular comebacks and tense end game situations. It has done a solid job of bringing a fairly lackluster big team gametype into competitive play. Strongholds is essentially Territories 2.0: teams fight over control of three hills on the map and the team that controls at least two hills will score points over time. Strongholds is not a foreign concept to oldschool Halo players, particularly those who spent a reasonable amout of time in any big team playlist. While they will be missed, we do have a couple of new game types to take their places: Strongholds and Breakout. Assault, Oddball, and King of the Hill are gone. We’ve lost a few classic game types with this new Halo. That said, it still requires fairly specific situations to be optimal: it takes time to charge up the Ground Pound and if you’re hurt, you’re probably going to die before you actually land the attack. It can kill from full shields and is something you have to keep in mind when engaging in any area with height differences. Ground Pound is more threatening than Spartan Charge. I have seen it used by pros, but I’m hesitant to call it anything other than pubstomping. If you’re already sprinting and run into an enemy it’s useful, but otherwise your gun is going to be the better option. While it is just a melee attack that drops shields, there is a minor damage increase and some knockback. Sprint and clamber are necessities to getting around but aren’t nearly as flashy as the other abilities.Īccording to Chig, “Ground Pound and Spartan Charge are a fun addition, adding to some of the “wow” factors in watching the game.” Spartan Charge doesn’t feel like anything new. It does open up some interesting routes, but all of the routes are by design. There’s unfortunately not a whole lot to do with clamber. Clamber, the ability to scale ledges, does add more verticality to the gameplay. Now, we’ve had sprint since Reach, but slide is totally new and is a neat way to end a sprint. You’ll find yourself not getting your shields back because you start to sprint before they start to charge.” Unlike past Halos, sprint is very well balanced. "Thrusters and sprint add to the speed of the 'Arena' feel that Halo 5 is going for," Chig says. They act as additional moves to consider when transitioning off a sprint or jump and give the game a faster feel. Sprint and thruster return as a standard, but the new armor abilities, like hover and slide, are the most noticeable change to Halo 5. I myself have been playing Halo online since Halo: CE on XBConnect and have placed Diamond in all playlists so far in Halo 5. As a long time player, I felt it was time to go over some of the major changes to the game and on top of that, we got some input from Halo professional, Kyle “Chig” Lawson, to catch up on his thoughts.ĭisclaimer: Chig is a Halo professional for Team Liquid and has started competing in Halo 5. But let me tell you, there are A TON of changes to the way Halo is played this time around. Halo 5 launched this year and it's been quite the roller coaster of nostalgic emotions-both positive and negative (like usual, that's why this is fun).
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