Player Feedback Noted as HCS Releases Version 2 Competitive Settings

Quickly following up on their promise to listen to the players, the HCS has adjusted the new competitive settings. The new settings, dubbed “Version 1” were released last week, receiving praise from many competitive players. The update, aptly named “Version 2” continues to tweak in-game properties and better balance the game. Due to the speed in which these settings are updated, it is possible that the settings used at HCS Daytona will have progressed to Version 3 or Version 4.

This piece will break down each change, and briefly discuss their impact on the game.

Battle Rifle Added to Carbine Two on Truth

Pink Tower has always been a power position, no matter which iteration of Midship is being played. In Halo 5, however, the presence of a Battle Rifle on Pink 2 created a very skewed balance of map positioning. To place better emphasis on the Carbine side of the map, a Battle Rifle has replaced the Carbine Rifle on Carbine 2.

Car 2 will now be a more contestable position. Courtesy of Youtube.com

 

The addition of a Battle Rifle will help players fighting on that side of the map, and make it a more viable position to defend. It will also eliminate much of the cross-mapping imbalance from Pink Tower, as players will have an equal precision rifle to fight back with.

 

Increased Magnum Ammo

The removal of the Assault Rifle as a starting weapon left the magnum as the lone tool for post-respawn play. Although this change was beneficial, the absence of a second weapon caused players to run out of ammo quickly. Players who were caught without magnum ammo were an easy target, and the default amount just wasn’t enough. To combat this occurrence, magnum ammo has increased to 60.

This change has effectively doubled the carrying capacity of the magnum, and will certainly reduce, if not eliminate situations in which players find themselves without a round to shoot.

 

Tactical Magnums in Fathom Treehouses

The TacMag creates stealthy precision. Courtesy of Reddit.com

343i cites pro player feedback as the primary influence behind this implementation. Previously, silenced Assault Rifles appeared in each treehouse. With automatics now phased out of Halo 5 competitive play, the stealthy tactical magnum will appear in its place. The tactical magnum is equipped with a silencer, thus allowing for stealthier plays.

The silenced magnum will help players put precision shots on opponents without appearing on the new radar. For this reason, it will be primarily useful when flanking. A player effectively utilizing the tactical magnum will sneakily stop a flag run, and buy time for teammates to counter-capture.

 

Plasma Pistol in Security on Eden Slayer

In the Version 1 settings, an Overshield was placed outside on Eden Slayer. The lack of an Overshield counter created a significant advantage for the team to reach the Overshield first. Resulting was a mad-dash to the Overshield at the beginning of games. To better balance the equation, a Plasma Pistol has been added to Security Tower.

The addition will allow players to feel more comfortable when utilizing a more balanced push at the start of each game. With a charged shot, the plasma pistol can remove an entire Overshield upon contact. Accordingly, players with the Overshield must now play more cautious to keep their precious powerup.

What are your thoughts on these changes? Are there any more you’d like to see? Let us know in the comments!

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The Playbook: Rig Slayer

The Rig is one of the most important maps to learn in Halo 5, as it plays host to both Slayer and Strongholds. Having to play the same map twice in a single series can be a double-edged sword. If a team wins the first rendition of the map in a series, they’ll be more comfortable for the second. The opposing team who lost the first time around has the opposite effect. That said, here’s how you can help net yourself a win on Rig Slayer.

 

Rig Slayer Map Layout

Rig is the first asymmetrical map we’ll be covering in the series. The Red team spawns in the Bunker, with the Blues at the Carbine area. In the Nest, you’ll find a sniper rifle, with little cover. If the Red team is not careful about pushing this

Camo spawn.

area, the Blue team can easily toss in grenades. In the opposite corner of the map is the Scattershot, right by Barrels. Either team can choose to bait the Scattershot, by waiting for an enemy to push into the area and then shooting the explosive barrels.

The Camo spawns in the inside area of the map, adjacent to the White Hall. Hitting the white circle underneath the Camo platform will cause it to fall to the Sewers area. This is how nearly every game is started, as it allows both teams to further contest for Camo.

The Tower sits between the Bunker and Barrels and gives a nice overview of the entire inside area of the map. Behind the Tower is the Pipes area, which can be used for plenty of sneaky getaways.

Movement Around Tower and Pipes

Red Team Starting Strategy

Due to the Rig being asymmetrical, the Blue and Red teams have different strategies to use off the break. The Red team spawns inside of the map and has the better positioning. They are also in prime position to get control of the Camo.

Nest, featuring the Sniper.

Have two players rush Engine 2 (E2). One player should push into White Hall in order to watch the Nest and the Sniper. The other should have their eyes on the Camo and Basement Door. A third player should push up to the Tower and watch the Long Hall and Top Mid area as well as keeping an eye on Barrels. They may also be able to cover a part of the Outside Catwalk. Your fourth player should be charging the Camo. If the fourth dies, the player who was in E2 watching the Basement should be the next to attempt to grab it. Once the Camo is secured, the player in Tower should grab the Scattershot if it’s still available.

If a Red player grabs Camo, they should drop to Sewers and push into Basement for an easy flank.

 

Blue Team Starting Strategy

The Blue team has the weaker initial spawn. Have one player push to Barrels to grab the Scattershot, but be mindful of a

Barrels and the Scattershot spawn.

player in Tower. If this player is fast enough, they should be able to grab it without any trouble and double back to help the next player. Have the next player sit in the Basement Door to contest or at least burn the Camo. If a Blue player gets the first Camo, they should still drop to Sewers, but then should push into E2 to get a flank of their own. The remaining two players should push to Nest to secure the Sniper as well as contest White Hall. After getting a couple of kills, the Blue team should immediately swarm to the inside area of the map to get the Bunker spawns.

 

Rig Setup

Due again to being asymmetrical, the Rig has less of a focus on collapsing on spawns and more of a focus on holding

The Bunker area.

areas. After the initial fight, a team ideally should have control of the Bunker spawn, with one player anchoring the team there. The rest of the players should be split between controlling the White Hall and Tower. From there, let enemies push in, and kills rack up. Holding this setup basically guarantees you the Camo while also providing relatively good access to both the Sniper and Scattershot spawns.

When attempting to break a setup, the best way is to wait for a power weapon or Camo to spawn. Once your team has control of it, they can get easy kills and flood back into the superior side of the map. If the other team pushed your outside spawn, use it to your advantage. Have a player sneak back into the Bunker while they are pushing elsewhere and force them into the weaker spawn.

 

These strategies are very general and will not apply to every case. Make sure that you are conscious of what’s happening around the map and that you’re prepared.

You can ‘Like’ The Game Haus on Facebook and ‘Follow’ us on Twitter for more sports and esports articles from other great TGH writers along with Devin! Get in touch with Devin personally to talk more HCS and see more articles by following him on Twitter @Frostbite_XV2!