Tired of playing Team Swat for the thousandth time in a row? Well don’t worry any longer because thankfully Bungie has heard people’s complaints and is doing a complete overhaul of Halo: Reach’s playlists and their multiplayer component. There are adjustments to a few maps and game modes themselves, and even a complete restructuring of the betrayel system. This may mean that when you blow your teammate’s head off with a rocket during Rocketfight, you might not be kicked right away.
Beyond those adjustments, Bungie announced that they will be making a Campaign Matchmaking to make it easier to play through Campaign with a bunch of people. Expect the patch for this mode sometimbe between October 12th and October 19th.
Catch the extensive list of changes below.
Rumble Pit
- Added Crazy King
- Added Juggernaut
- Removed Oddball on Asylum
Team Slayer
- Removed SWAT
- Removed Classic
- Weights adjusted based on voting data
Team SWAT (New!)
- Based on existing Team Slayer SWAT offering
- Removed Hemorrhage
- Replaced Zealot with Arena Zealot map variant
Team Objective
- Added Crazy King
- Added several gametypes on Powerhouse (CTF, Assault, Stockpile, Crazy King, 3 Plots)
- Removed heavy vehicles from all 4v4 Team Objective gametypes
Multi Team
- Added Rocket Race
Big Team Battle
- Added Crazy King
- Removed SWAT
- Removed Snipers from Boneyard
- Weights adjusted based on voting data
Doubles Arena
- Removed Slayer Pro for Season 2
- Removed Boardwalk
- Replaced Zealot with Arena Zealot map variant
Team Arena
- Removed Slayer Pro for Season 2
- Replaced Zealot with Arena Zealot map variant
Maps
Arena Zealot (New!)
- Added a softkill zone to the space area
- Modified initial spawns so enemies cannot see each other
Zealot
- Objects can no longer be dropped into the boot_base
Asylum
- Removed multiple duplicate Headhunter score zones
Boneyard
- Changed the base object for territories from a hill marker to a flag stand
- Objects can no longer come to rest on the out of bounds cliff behind the scaffolding where the Invasion core is captured
- Players can no longer sit in the out of bounds area under the ship scaffolding
Pinnacle
- Health Packs should not respawn after 15 seconds
Hemorrhage
- Landmine removed from Red team’s west cliff
- Respawn time for all Mongoose vehicles is now 45 seconds
- Scorpions replaced with Wraiths (4 minute respawn)
Paradiso
- Respawn timer for Concussion Rifle at Red base is now 30 seconds to match Concussion Rifle at Blue base
Reflection
- Changed the base object for territories from a hill marker to a flag stand
Boardwalk
- Changed the base object for territories from a hill marker to a flag stand
Powerhouse
- Respawn timer for all Needler weapons is now 45 seconds
Gametypes
Global Changes
- Slayer DMR now has motion tracker enabled
- Evade has replaced Hologram for all gametypes in which players can hold objects (CTF, Assault, Stockpile, Oddball)
- Evade has replaced Dropshield for gametypes which create concentrated gameplay in specific areas (Crazy King, Territories, Oddball)
- All Classic gametypes should now include Sprint as default equipment
King of the Hill
- Teams are now always able to correctly score points
- Players standing in the hill no longer receive extra points upon returning from a host migration
Rocket Race
- Players now attached to vehicles after being on foot for 10 seconds
- Flipped vehicles will be detected to prevent players from attaching to a non-upright vehicle
- Added functionality for tracking and reporting rotations
- Fountain of Mongeese should no longer be possible (don’t ask)
- Players are no longer able to jack another teams Mongoose
- Players are no longer forced into a specific role of driver or gunner
- All players start with a Rocket Launcher
- Players move at 50% speed, do significantly reduced damage and are marked with a nav icon
- Players on foot are now able to score points in Rocket Race
Juggernaut
- The Juggernaut no longer sees other players as allies upon returning from a host migration
- New clients after a host migration will no longer lose their Juggernaut status
Territories
- All teams now have separate capture timers for each territory
- Locked territories will no longer prevent players from using equipment
- The flag in the territory is now attached if the territory is a flag stand object
- Added a HUD_Widget to display contested status to players inside a territory
- The progress bar for a territory will now show as full when that territory is being contested (capture progress is saved and will appear again once the territory is no longer contested)
- Random flag clothes will no longer disappear after a round transition
Oddball
- Bombs in Hot Potato now properly report carry time
- Multiple hot potato bombs will no longer spawn in the same location
- The carry time reported stat will now always be correct after a host migration has occurred
- Players carrying the oddball during a host migration will no longer receive extra points
Stockpile
- All stockpile flags are now attached to their spawn location if it is a flag stand
Invasion
- The game score is now set per frame tick based off of the current phase
- A failsafe game end timer has been added to catch any possible bad cases of Invasion games not ending properly
Invasion: Boneyard
- The core will now reset whenever it is thrown through a shield door into a spawning location in Phase 3
Invasion (Assault) and Assault
- Added sudden death to Invasion (Assault) and Assault gametypes
Race
- Players who die before the first checkpoint will no longer spawn in a random location on the map