XB1 Halo 4 MCC G28, 4P local splitscreen Dominion Custom on Outcast, 4 Gauss Warthog KOs!
We return to Halo 4's most complex multiplayer mode, Dominion, and make it even more interesting as I customize it to mimic Halo 5's Warzone. Vehicle and Power Weapon KOs:
(0:00) Intro.
(0:43) Match begins.
(4:24) 2 Ghost KOs!
(6:46) 1 Shotgun KO.
(6:55) 4 Gauss Warthog KOs!
(12:46) Railgun fail.
(13:32) Jetpack.
(14:06) 3 Mantis Mech KOs!
(16:24) 1 Gravity Hammer KO.
(20:33) Regeneration Field.
Like all the other of our custom scenarios, the mode customization is in part, made to make the experience proportioned to 4 players.
Online, Dominion is a 6v6 or 8v8. Thus, in a local 2v2, I felt I had to decrease the number of 'resupply' weapons, and extend base cap times to achieve a proportion meant to prevent things from getting too overwhelming.
Note that by default, Dominion doesn't come with Personal Ordnance. I like that feature from Halo 4. Like putting all Power Weapons and Armor Abilities there. In turn I put Primaries and the rest as 'resupply' items which then allowed me to set up equal starts, something which is not by default to this mode either. All this to recreate the in-game REQ system of Halo 5's Warzone.
Thus, like our simpler Arena style custom scenarios, as the Dominion match progresses, players grow and grow.
This being my favorite way of playing Halo.
Feedback here is much appreciated!
Key tags:
#H4TMCC
#FPS
#FamilyGameplays
#RatedM
Enjoy!
Custom Game Specifications:
Capture Base: 60 sec.
Fortify and Resupply Base: 90 sec.
Base Resupply Ordnance setup:
Two: One with all the Primaries and one with all the Secondaries grenades and the Speed and Damage Boost power ups.
Chain and Plasma turrets, Mines and Covenant Shade turrets placed. Non-respawnable.
All 9 vehicles featured, 3 for each base. Where is trio of vehicle depends on terrain and other factors. But each trio, is organized in the following manner:
Mongoose - Chain Warthog - Mantis.
Ghost - Gauss Warthog - Wraith.
Banshi - Scorpion - Rocket Warthog.
Kill points:
Kill: 10.
Assist: 5.
Death: -5.
Betrayal: -50.
Suicide: -20.
Headshot: +10.
Pummel: +10.
Assassination: +20.
Vehicle Kill: 0.
Splatter: +5.
Sticky: +10.
Solo: +5.
Revenge: +10.
Ladder: +5.
Spree: +5.
Round: 20 min.
Points to win: 400.
Respawns: 10 sec.
Synchronize with team: on.
Friendly fire: on.
Sprint: from 110% to default.
Radar: 25 meters.
Starting loadouts:
Tactical, loadout 1: Re-supply/Ordnance Priority.
I wanted this to be the starting loadout, prior to changing to one of the others after getting an Ordnance. It features some of the grenade pickup abilities from past Halo's and the Ordnance Priority Support Upgrade means one gets to earn a Personal Ordnance faster.
Assault, loadout 2: Mobility/Explosives.
A good set to switch to, if one acquires a melee or short range weapon from Ordnance. The more stronger grenades can be used to weaken the opposition, before using Mobility to close in quicky for the kill.
Support, loadout 3: Shielding/Ammo.
Meant to turn one into a tank. Good to switch to if one acquires a launcher type or other low ammo capacity weapon.
Marksman, loadout 4: Grenadier/Awareness.
Self-explanatory. Awareness allows one's radar to remain active while scoped. Good for sniper weapons.
Specialist, loadout 5: AA Efficiency/Dexterity.
Built if one chooses the Armor Ability option.
In-game Ordnance drop setup: None.
Ordnance: 200/50.
The second number is the incremental value increase after each Ordnance earned.
Personal Ordnance set up:
10: Sword - Thruster Pack - Gravity Hammer
9: Shotgun - Hardlight Shield- Sticky Detonator
8: Scattershot - Jetpack - Concussion Rifle
7: Needler - Regeneration Field - Railgun
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-
4: Saw - Hologram - Rocket Launcher
3: Sniper Rifle - Promethean Vision - Fuel Rod Cannon
2: Beam Rifle - Active Camouflage - Incinerator Cannon
1: Binary Rifle - Auto Sentry - Spartan Laser
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