XB1 Halo 4 MCC G6, 3P local splitscreen Dominion Custom Warzone style test 2-3.

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ElGato rec. No battle chatter/commentary. SSGL here to conduct the second Dominion test, trying to mimic Warzone's style with the ElGato, our first time using this rec device. Vid timeline:

(0:00) Intro.

(0:29) Match begins.

(9:53) 1 Banshee KO.

(11:40) 2 Scorpion KOs.

(11:59) Concussion Rifle fail.

(14:35) Needler fail.

We where a man short. And without AI Bot support, it was up to me to save the day. ๐Ÿ˜ถ

With the exception of the newly placed trip mines, I felt this match went smoother than the last one overall. Now that I know how points are scored, I was able to understand what went wrong last time. Basically, one does not earn points from re-capturing a base from the enemy. One needs to wait until whatever happens (fortify, re-supply) to the base next, while of course is under one's control, for the base to begin generating points for the owner. Not knowing that completely thru me off.

Dominion is the most complex/difficult to put together and play of all the modes available in the FPSs we currently play.

The Ordnance table remained the same from last test, but the point value to get it now is 250, with a 100 point increment increase.

Times required to capture, fortify and re-supply bases remained the same as with the 20 minute match time. But below are the changes I made from last match/default Dominion.

1: Loadout sets. I was interested in including as much gear (Tactical Packages and Support Upgrades) as possible along with the classic/standard starting Assault Rifle, Magnum, Frags loadout. They where done to mimic the Wazone gear purchase.

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.

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.

Veteran, loadout 4: AA Efficiency, Dexterity.
Built if one chooses the Armor Ability option.

Sniper, loadout 5: Grenadier, Awareness.
Self-explanatory. But loadout 3 can work too.

2: Radar. In Warzone, one's radar has a range of 25m, as apposed to in Dominion: 40m. Furthermore, I decided not to use the Sensor gear, because it enlarges the radar from 40m, instead of the now 25m we are going to have.

3: Base re-supply. Initial weapons pods on field removed. When a base gets re-supplied, the drops land scattered around. This was changed so that two pods appear next to the base terminals instead.

Base A and C: Secondaries and Automatics in one pod while Grenades and Power-ups on the other.

Base B: Secondaries and Semi-Autos, and Grenades and Power-ups.

The Overshield was not included this time, because that is given to the team that goes into Last Stand mode.

4: Vehicles. All map default vehicles where removed, meaning one could only acquire one via pad, after securing a base.
Halo 4 features 9 vehicles, but there are only 6 pads here. Each pad is vehicle specific; a pad cannot generate a random vehicle, unlike an Ordnance pod, where up to 8 items can be placed on each one. Therefore, I needed to look for room to put the additional 3. Yes, I wanted all 9 vehicle types to be included.

Base A: Mongoose, Chain Warthog, Manthis.
Base B: Banshi, Rocket Warthog, Scorpion.
Base C: Ghost, Gauss Warthog, Wraith.

It was when I was doing that, when I discovered that the Custom Menus allows one to put two aditional bases (Delta and Echo), and that there's room (actually, additional areas apparently designed) on Dominion compatible maps to accommodate them. Interesting. Am trying to see if there's a 5-base Dominion match on YouTube, since now such mode supports 8v8, up from 6v6, in the Master Chief Collection: Big Team Dominion.

One is allowed to place up to 24 trip mines. Just a little extra to spice things up. There where placed on entrances/exits of bases. But need to fix the ones too close to spawn points, lol. ๐Ÿ˜… These mines along with the manual turrets (default and added) had their re-spawns deactivated. So, once they are used up/detonate or destroyed, that's it.

Noticed that the Dominion turret's Plasma gun is not disabling vehicles like they are supposed to.

Key tags:
#Halo
#FPS
#SplitScreenGaming
#RatedM

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