Campaign Matchmaking and new Halo: Reach playlists soon

News FPS Xbox 360 Microsoft

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


Arena Zealot (New!)

  • Added a softkill zone to the space area
  • Modified initial spawns so enemies cannot see each other


  • Objects can no longer be dropped into the boot_base


  • Removed multiple duplicate Headhunter score zones


  • 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


  • Health Packs should not respawn after 15 seconds


  • 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)


  • Respawn timer for Concussion Rifle at Red base is now 30 seconds to match Concussion Rifle at Blue base


  • Changed the base object for territories from a hill marker to a flag stand


  • Changed the base object for territories from a hill marker to a flag stand


  • Respawn timer for all Needler weapons is now 45 seconds


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


  • 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


  • 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


  • 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


  • All stockpile flags are now attached to their spawn location if it is a flag stand


  • 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


  • Players who die before the first checkpoint will no longer spawn in a random location on the map

After playing games since a young age and getting into anime a bit later on its been time to write about a little bit of everything.

Lost Password