XB1 Halo 4 MCC G5, 4P local splitscreen Dominion Custom Warzone style test 1-3.

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Published on ● Video Link: https://www.youtube.com/watch?v=MJQ3oZTV2U0



Duration: 16:06
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We gather to bring you what could well be the first Halo 4 vid of it's kind. Am not aware of something like a 4-player offline splitscreen Dominion match being posted before. Vid timeline:

(0:00) Match begins.

(6:36) 1 Railgun KO.

(12:29) 4 Gravity Hammer KOs.

(13:16) 1 Scattershot KO.

However, there's something off about the scoring here. I (Red Team) was not acquiring points despite our base caps and such. Got to find out what happened there. Anyways...

...this is a test: after watching Halo 5's Warzone mode in action, I thought of digging into the Custom and Forge menus to see if I could alter how Dominion plays out to mimic Warzone as much as possible, given that Warzone is it's successor: both feature 3 bases to capture for instance. For example, I added Personal Ordnance here (by default that is turn off) to mimic Warzone's REQ Station.

For starters, in Warzone one starts with the standard Spartan loadout: Assault Rifle, Magnum and Frags. Since Spartans there have unlimited sprint by default, it was required to add the Mobility Tactical Package here. Spartan Abilities translate to the Thruster Pack Armor Ability in particular. But I decided to put that under the Personal Ordnance instead as described below. While I choose Explosive as the Support Upgrade, what I have in mind for next time is to create 5 standard loadouts where the only thing that will differ is their Support Upgrades. Note that these Packages and Upgrades cannot be allocated to an Ordnance of any kind. What would had been interesting.

Next step was creating the Personal Ordnance table, which really feels like the predecessor of the more versatile/flexible REQ Station. Standard acquisition for this type of Ordnance is 70 pts with an increase of 30 pts for every subsequent one. Upped that to 150 pts with 50 pts. Eliminating enemy players pts have been altered like in G2 of this playlist.

10: Sword, Thruster Pack, Hammer.
9: Shotgun, Hardlight Shield, Sticky Detonator.
8: Scattershot, Jet Pack, Concussion Rifle.
7: Needler, Regeneration Field, Railgun.
6: skip.
5: skip.
4: SAW, Hologram, Rocket Launcher.
3: Sniper Rifle, Promethean Vision, Fuel Rod Cannon.
2: Beam Rifle, Active Camo, Incinerator Cannon.
1: Binary Rifle, Auto Sentry, Spartan Laser.

Like in G1 of this playlist, I concentrated non-explosive weapons on the left and explosives on the right as much as possible. The table in turn got split in two, with the upper half containing the weaker Power Weapons and more standard Armor Abilities. The lower half is where the biggest guns and more sneakier Abilities are at. But since the latter are located on the Ordnance numbered from 4 down to 1, the odds of getting one from there are significantly lower. Think of Warzone's common and rare weapons. Note that there are actually 10 numbers, but only 8 "lines", each composed of 3 slots, totaling 24. That's just enough to put all 16 Power Weapons and 8 Armor Abilities, the max the table can handle. Thus, at least two of those numbers, in these case all 3 slots from 5 and 6, can only be used to split the columns.

Next where the base's Objective Ordnance Re-supply drops which where changed to only bring in non-Power Weapon items. Had to use Forge to place Covenant and Promethean weapons there because by default, only human items where found. I also placed an extra Random Ordnance drop containing the Power Ups (Speed and Damage Boosts, and Overshield) on each base. In retrospect, I'll use only the objective drops next time, placing the Power Ups there too, minus Overshield since that is something a team acquires when it goes into Last Stand mode.

Last Stand is the equivalent of the Base Core when exposed in Warzone. Here, a team that loses all bases loses their ability to respawn, but gains Overshield to help them in their last attempt to salvage the situation.

Base captures, fortify and re-supply times where made longer to reflect that it was a 2v2 instead of 6v6 or 8v8; how this mode is played online. Awarded points however, where left alone.

Was completely caught off guard by the sudden ending. Still, I'll adjust the time limit to the default of 12 minutes next time. It will make things a bit easier considering the complexity and unpredictability of this mode.

Key tags:
#HaloMCC
#FirstPersonShooter
#SplitScreenGameplays
#RatedM

Enjoy!

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