343i: Truth about Infinity v Pro Slayer

Fact is a fact is a fact…

,match after match after match…

Infinity for the vast majority of the time is voted before Pro ever is.

343i,you have the data…you know this is true…Pro is only voted on when all three options are Pro and some leave lobby straight away, others during the match AND, if two options are Pro and one Infinity, Infinity wins the vast majority of time AND if two are Infinity and one Pro Infinity wins the vast majority of the time AND…you get the reality!

BTIS and IS were the most populated play lists on launch day and are still number one and two as of this post.

Even mixing Pro in with BTIS and IS, the facts are still that the vast majority vote for Infinity over the Pro option each and every game.

Pro is only supported by a small niche part of the community and more importantly, the majority of people actually playing Halo 4 play Infinity settings, as your data about which option, Infinity or Pro is being voted for.

Pro can stay to please the small group who wants it. Name change? Not required…Infinity reflects the reality.

Radar in Pro, if that is what the majority want; I don’t care either way.

<mark>Edit: [06.20.2013]</mark>

I always try t be fair, so, I would like to update this thread by stating that I have noticed that since the Radar has been added to the former BTS Pro now known as BTS, the Pro version is being voted for and played more often now. It still does not beat Infinity the majority of the time but,more people seem to be willing to play it when it does roll round.

Also, it has been two weeks since I made this thread and two weeks since I last responded to it. For the record, over the past two weeks, I have played a few games of Pro before radar and post radar. IMO, what made Pro “Pro” was having no radar. It made one play differently, made you even more focused and situationally aware etc.I tihnk there should be no radar but, its all history now…

90% of the games I play are ‘pro’.

I think a lot of it is down to the CSR of the group you are playing with. At low CSRs with very casual gamers, infinity is more popular; but at higher CSRs with slightly more competitive, regular gamers, pro tends to be more popular.

Don’t claim fact until you have the data to support it.

You could be right and you could be wrong, but until you can prove it, it’s merely an opinion.

> 90% of the games I play are ‘pro’.
>
> I think a lot of it is down to the CSR of the group you are playing with. At low CSRs with very casual gamers, infinity is more popular; but at higher CSRs with slightly more competitive, regular gamers, pro tends to be more popular.

Im a relatively high CSR in BTIS and Im pretty much experiencing what the OP is describing. Generally I see Pro win if it is all three selection or if it is on Exile or Ragnarok.

I usually have a MIC plugged in so tend to be paired with players with MIC’s and there is a phrase I have been hearing more often then chance would have it. Warning, not for young ears.

I -Yoinking!- hate slayer Pro!

> Don’t claim fact until you have the data to support it.
>
> You could be right and you could be wrong, but until you can prove it, it’s merely an opinion.

If the population of Slayer Pro when it had its own dedicated playlist was any indication of its popularity, then the OP’s assertion would be correct.

Compare this chart.

With this one.

I think the population dispersal speaks for itself, however if you will direct your attention to the day Slayer Pro was pulled, you will notice something very striking. When peak population was over 112,000, slayer Pro was topping out at about 1300. So basically, 1% of the population was interested in playing Slayer Pro.

Its all there, in black and white (or green).

Surprisingly randoms I’ve encountered since the weapon tweak update have voted for Pro often over Infinity Slayer.

There’s been many occasions no one or only one person on my team voted for Pro and the randoms voted Pro in despite Infinity Slayer option(s) being present.

Only speculation but it seems randoms will vote in a map they like with Pro settings over a map they dislike with Infinity Slayer settings.

Look at the flipside for randoms:
Is it really fun getting destroyed in Infinity Slayer by a team where every member has personal ordinance and likely world ordinance.

Pro can actually be fairer to randoms because it is unlikely every member of the other team will have a power weapon within a few minutes of the match starting.

If it’s such a problem and by your “NUMBERS” what are you complaining about? You shouldn’t be playing PRO gametypes anyways, so you’re clearly here because YOU ARE.

hrm…

And PRO is so much more fun than -Yoink- Inf.

Saw = GOD like.

> 90% of the games I play are ‘pro’.
>
> I think a lot of it is down to the CSR of the group you are playing with. At low CSRs with very casual gamers, infinity is more popular; but at higher CSRs with slightly more competitive, regular gamers, pro tends to be more popular.

To be clear, I was against Pro and wanted it to be in its own play list. Now, however, I do not oppose Pro being an option within the Infinity play list. Further, I have started to enjoy Pro and find that one has to change their play style;it is more challenging, in a different way, from Infinity,and I like that. I do well in either format (well equals relative to what I think is OK). I like Pro but love Infinity better…we need both, not one or the other!

> Don’t claim fact until you have the data to support it.
>
> You could be right and you could be wrong, but until you can prove it, it’s merely an opinion.

It is a fact of my BTIS/IS experience. I play 8 or more hours a day as I’m elderly, semi retired and am fortunate to do as I please. It is also a fact that 343i has stated they collect all data for each and every MM game through its data collection system. It is a fact that data collection includes what maps are voted for, amongst many other things.

That is why I have called upon 343i to reveal the facts as I believe them to be and have experienced them to be. I can not help if people ignore the facts or want to hide them or pretend otherwise. That is why I’m confident and know 343i knows the truth too.

> 90% of the games I play are ‘pro’.
>
> I think a lot of it is down to the CSR of the group you are playing with. At low CSRs with very casual gamers, infinity is more popular; but at higher CSRs with slightly more competitive, regular gamers, pro tends to be more popular.

Nope. It looks like people around 30 don’t like Pro either. I don’t know if it’s high or low CSR level but Pro is outvoted time after time and is only taking place which should belong to good ol’ maps.

> > Don’t claim fact until you have the data to support it.
> >
> > You could be right and you could be wrong, but until you can prove it, it’s merely an opinion.
>
> If the population of Slayer Pro when it had its own dedicated playlist was any indication of its popularity, then the OP’s assertion would be correct.
>
> Compare this chart.
>
> With this one.
>
> I think the population dispersal speaks for itself, however if you will direct your attention to the day Slayer Pro was pulled, you will notice something very striking. When peak population was over 112,000, slayer Pro was topping out at about 1300. So basically, 1% of the population was interested in playing Slayer Pro.
>
> Its all there, in black and white (or green).

There are two logical reasons for that.

  1. Slayer Pro then is not the same as Slayer Pro now. Slayer pro then had no automatics. It had no weapons on map, no powerweapon spawns and so everything got stale quickly. 343i hadn’t taken into account the lack of powerweapons or other weapons and as such almost no weapons were in play.

Now? The gametype has significantly improved in both regards.

  1. Nobody had time to hate Infinity Slayer. I know I sure didn’t. I didn’t even get the game until after Slayer Pro had been taken out, and others were likely busy giving infinity slayer a try and doing commendations (which weren’t as easily done in Slayer Pro) to give a rats -Yoink-.

Now there are a decent some of people who wanted it or a similar gametype. Whether or not those people have left already because it took 343i half a year to implement is another story.

Old population of an old gametype dictating that of a new gametype isn’t entirely logical, but you do have somewhat of a point.

But, since we’re doing playlist populations:

Isn’t it funny that Infinity Slayer followed the exact same path?

Kind of funny. Infinity Slayer’s big drop lost 60,000 players in two days. Slayer Pro lost 13,000, but where’d everyone go?

Anyway, we still really have no information on the subject. Maybe a slight pointer, yes, but take into account the reasons above as well.

So again, there’s no truth here. Can you extrapolate off of previous data? Yeah, but that only goes so far, especially after a six month span of time.

No Data, No proof. You’re not wrong nor are you right, but you still can’t claim fact.

> 1. Slayer Pro then is not the same as Slayer Pro now. Slayer pro then had no automatics. It had no weapons on map, no powerweapon spawns and so everything got stale quickly. 343i hadn’t taken into account the lack of powerweapons or other weapons and as such almost no weapons were in play.

Nope.
It had AR loadout (just like now) and it had powerweapons. Until you’re bringing some small stuff into count (like instant respawn), only small % of population liked when their custom loadouts are taken away.

> 2. Nobody had time to hate Infinity Slayer. I know I sure didn’t. I didn’t even get the game until after Slayer Pro had been taken out, and others were likely busy giving infinity slayer a try and doing commendations (which weren’t as easily done in Slayer Pro) to give a rats -Yoink!-.

Don’t tell me that people needed 6 long weeks (before Slayer Pro was putted down from it’s misery) to check and recheck and re-recheck how they hate Infinity. I couldn’t stand 6 hours with Gears of War multiplayer, even though I’m not hating it.

> But, since we’re doing playlist populations:
>
> Isn’t it funny that Infinity Slayer followed the exact same path?
>
> Kind of funny. Infinity Slayer’s big drop lost 60,000 players in two days. Slayer Pro lost 13,000, but where’d everyone go?

From same Halo Charts you can receive some data:

  1. Slayer Pro was losing it’s population on much faster rate than Infinity Slayer. That means there were no people who were eager to switch from IS into Pro as time was passing.

  2. Infinity Slayer playlists received biggest drop in population in months just when Slayer Pro had been added to them. Sure this week there’s some increase in IS population but no thanks to Pro. More people cameback to Halo 4 when weapon tuning was implemented, but then just more people tend to avoid Slayer Pro since then (I could tell you to check feedback section or count how many times Pro actually outvotes Infinity in your last 10 or 20 matches, but again, you could tell me that it’s biased).

Summary: implementing Slayer Pro in Infinity playlist is hurting Halo 4. There are no data and no proof that it’s helping with anything.

Slayer Pro lost its appeal quickly as it was the ‘debut’ competitive playlist.

That one word meant that it was already going to be shunned by a large portion of the community. That’s why the MLG playlist has always had its own small but still important player base.

We quite literally had Infinity shoved down our throats. It was the only real option to play outside of the competitive scene for how many months? And please dont counter with there’s other playlists. Not everyone enjoys Objective.

Essentially Infinity tailors to this generation’s outlook. Shiny gimmicks and ease-of-use. 343 even said so themselves.

Its not hard to see that Infinity is popular because it was the only Slayer option that actually stayed permanent and the majority of the player base seem to frown upon the arena style game play of old.

> > 1. Slayer Pro then is not the same as Slayer Pro now. Slayer pro then had no automatics. It had no weapons on map, no powerweapon spawns and so everything got stale quickly. 343i hadn’t taken into account the lack of powerweapons or other weapons and as such almost no weapons were in play.
>
> Nope.
> It had AR loadout (just like now) and it had powerweapons. Until you’re bringing some small stuff into count (like instant respawn), only small % of population liked when their custom loadouts are taken away.

Alright, you denounced the AR bit. Now how about the other 2 points I made up there.

> Don’t tell me that people needed 6 long weeks (before Slayer Pro was putted down from it’s misery) to check and recheck and re-recheck how they hate Infinity. I couldn’t stand 6 hours with Gears of War multiplayer, even though I’m not hating it.

Maybe because not everyone had the game in the first 6 weeks of the game? Maybe because Call of Duty Black Ops 2 came out and some players switched over to that? Maybe because:

Commendations, ranking up and the obvious flaws I pointed out of the previous slayer gametype. Maybe because for the first 2 months 90% of the people here posted “Just give it a try. 343i will fix it soon.” and people decided to keep going expecting it to get better?

> From same Halo Charts you can receive some data:
> 1. Slayer Pro was losing it’s population on much faster rate than Infinity Slayer. That means there were no people who were eager to switch from IS into Pro as time was passing.

They both received their large population drop at the same time. Infinity slayer would have had more people in it for the simple reason of trying out the new gametype and the new equipment.

You stop unlocking weapons at… what, level 50? It takes a couple weeks to get there, so it’s not surprising people would Infinity Slayer until that point (because then they can use those weapons.) Plus there’s the weapon skins etc.

> 2. Infinity Slayer playlists received biggest drop in population in months just when Slayer Pro had been added to them. Sure this week there’s some increase in IS population but no thanks to Pro. More people cameback to Halo 4 when weapon tuning was implemented, but then just more people tend to avoid Slayer Pro since then (I could tell you to check feedback section or count how many times Pro actually outvotes Infinity in your last 10 or 20 matches, but again, you could tell me that it’s biased).

Well let’s go check that drop shall we? Let’s see… Huh, funny. It dropped to a high of 4000 around that time, and then picked up to the same amount of players it had had before that.

Funny ain’t it? That massive drop wasn’t so massive considering they came back immediately afterwords.

Of course people are going to complain in the feedback section. It’ll be a higher concentration there because people will see the new gametype, dislike it and then post on waypoint.

That’s no statistical evidence. As for the voting options, that’s merely luck of the draw. You might match players who like pro and you might not. You might get 3 infinity options or 3 pro options.

Leaving statistics to a semi-random counter and matching up with semi-random people will only go so far.

But sure, I’ll give it a shot later if I play Halo 4 and/or can connect to LIVE today.

> Summary: implementing Slayer Pro in Infinity playlist is hurting Halo 4. There are no data and no proof that it’s helping with anything.

And there’s no proof it’s hurting anything. So again; Prove it.

> Alright, you denounced the AR bit. Now how about the other 2 points I made up there.

I don’t remember how weapons spawns worked because I haven’t played Slayer Pro that much (little how did actually). I only can refer to this: http://www.youtube.com/watch?v=-jnb95mOVGY

Some people claims that Slayer Pro had random ordnance drops. I don’t know, maybe. I don’t remember how it actually worked because as soon as I saw that one gametypes supports custom loadouts and other isn’t, I knew what I want to play. So did those people who let Slayer Pro rot with population around 1%.

> Commendations, ranking up and the obvious flaws I pointed out of the previous slayer gametype. Maybe because for the first 2 months 90% of the people here posted “Just give it a try. 343i will fix it soon.” and people decided to keep going expecting it to get better?

But it was clear that custom loadouts with AA and personal ordnance system are going to stay in IS, while there was alternative playlist without these “evil” inventions. Which leads us to:

> They both received their large population drop at the same time. Infinity slayer would have had more people in it for the simple reason of trying out the new gametype and the new equipment.

From day of release to 17 dec 2012 (day when Slayer Pro was putted down) 4v4 IS shrinked from 170k to 19.29k people. Slayer Pro at the same time shrinked from 17.7k to 1.35k. Can you see disproportions?

Yes, IS was (and still is) default Slayer playlist, but as people were playing it (leveling up, and as you claim, hating it more and more) Slayer Pro wasn’t gaining any runners from Infinity settings. It was drowning at even faster rate. So if you want people back, then it’s clearly not the answer.

> Well let’s go check that drop shall we? Let’s see… Huh, funny. It dropped to a high of 4000 around that time, and then picked up to the same amount of players it had had before that.
>
> Funny ain’t it? That massive drop wasn’t so massive considering they came back immediately afterwords.

Slayer Pro has been introduced to IS and BTIS on 20th may. If you compare data from that week (and week later) to week ealier then you will see drop from 6000 to just little bit over 5000 for 4v4 Infinity Slayer and from almost 9000 to something around 8000 for Big Team Infinity Slayer. This kind of loss is much bigger than normal week to week drop. More people left these playlists because of Slayer Pro than there were people playing Slayer Pro when they had their last chance to check it few months earlier.

Apart for people who left, Slayer Pro still is outvoted by Infinity Slayer in vast majority of times. If you think that’s biased, then tell us, how many times you saw Pro outvoting Infinity in last 10 matches (still probably more than I, since you’re voting for Pro)?

This week population is coming up again. Why? 3rd june - weapons are finally rebalanced! That’s why Pro must be taken away from IS, so it wont scare more people away once again.

I really don’t know what more proves do you want, because you’re already converted. Even if 343i will give us more precise data about how many times which gametype is voted (and it will show everyone that no one really likes Pro), there will be people who will claim that Pro should stay because…

So please, give me some facts or stats or data or whatever that Slayer Pro is such welcomed amongs Halo 4 players. Because til now everything is against it.

> I don’t remember how weapons spawns worked because I haven’t played Slayer Pro that much (little how did actually). I only can refer to this: http://www.youtube.com/watch?v=-jnb95mOVGY
>
> Some people claims that Slayer Pro had random ordnance drops. I don’t know, maybe. I don’t remember how it actually worked because as soon as I saw that one gametypes supports custom loadouts and other isn’t, I knew what I want to play. So did those people who let Slayer Pro rot with population around 1%.

It used to have random ordinance, but not since the update. You want to play Infinity Slayer, and I want to play slayer pro. I know I’m not the only one just as you aren’t.

> But it was clear that custom loadouts with AA and personal ordnance system are going to stay in IS, while there was alternative playlist which without these “evil” inventions. Which leads us to:

Yeesh, how many times do I have to say that I don’t mind AA as long as their balanced? Their not evil, but some of them are broken. I’ve offered suggestions to rework them in the past but no alterations have been made.

> From day of release to 17 dec 2012 (day when Slayer Pro was putted down) 4v4 IS shrinked from 170k to 19.29k people. Slayer Pro at the same time shrinked from 17.7k to 1.35k. Can you see disproportions?

Disproportions? Funny you should say that honestly. Did IS have a higher player count? Yeah, but they lost very, very similar amounts of their overall percentage of players.

Pro didn’t drop faster, it had less players to begin with which could include the reasoning used before. The playlists themselves dropped at very similar rates, with infinity slayer losing 4x as many players total but the same general percentage of population lost.

> Yes, IS was (and still is) default Slayer playlist, but as people were playing it (leveling up, and as you claim, hating it more and more) Slayer Pro wasn’t gaining any runners from Infinity settings. It was drowning at even faster rate. So if you want people back, then it’s clearly not the answer.

Actually they drowned at the same rate like I just pointed out above.

How much population did Infinity Slayer originally have? Roughly 170000, after the drop how much did it have? 19000.

Lets figure out what percentage of players is left shall we?

19000 is roughly 11% of 170000. So that’s how many were left after the drop.

Slayer pro: 1300 is roughly 7% of 17000, so there’s a difference of 4% overall. Not a massive number, but then again Slayer Pro had less population than Infinity slayer, significantly less.

Infinity slayer had roughly 10x the population of slayer pro, and 4x as many people left in the initial drop.

Very significantly different numbers when you take into account that infinity slayer lost 89% of 170000, and Slayer pro lost 93% of only 17000.

> Slayer Pro has been introduced to IS and BTIS on 20th may. If you compare data from that week (and week later) to week ealier then you will see drop from 6000 to just little bit over 5000 for 4v4 Infinity Slayer and from almost 9000 to something around 8000 for Big Team Infinity Slayer. This kind of loss is much bigger than normal week to week drop. More people left these playlists because of Slayer Pro than there were people playing Slayer Pro when they had their last chance to check it few months earlier.

And then both playlists jumped back up in population afterwards. You know what also happened around that same time period? School Finals, which would have had a significant impact on the population for the ensuing week.

> Apart for people who left, Slayer Pro still is outvoted by Infinity Slayer in vast majority of times. If you think that’s biased, then tell us, how many times you saw Pro outvoting Infinity in last 10 matches (still probably more than I, since you’re voting for Pro)?

Of games I’ve played online in the Infinity Slayer playlist: 1-2(does rumble pro count? if so 3)- so far 3/3 there’s one game in Community Forge Island but it doesn’t tell which gametype: 3/4 now because infinity rumble, 4/5 now with rumble pro, 4/6 now with infinity slayer, 4/7 big team infinity slayer, 4/8 infinity rumble (are we taking into account JiP games where we don’t get to see the vote or no, because most Rumble games are JiP), 5/9 slayer pro, 6/10 slayer pro.

So according to that random mess, 6/10 of my games overall were slayer pro. Many of those games were also JiP so I don’t know if that counts.\

I had to sift through a couple pages to get that due to me playing throdown, snipers, customs and swat a bunch and I wasn’t going to use the custom pro games I played.

> This week population is coming up again. Why? 3rd june - weapons are finally rebalanced! That’s why Pro must be taken away from IS, so it wont scare more people away once again.

The population has been bouncing up and down for the past 3 weeks, but yes,
June 3rd brought back a couple players. But that last bit I disagree with. Again, you have no proof of negative effects, and while I understand that it could drive players away, so will getting rid of it.

I know I won’t be playing anymore if they get rid of Slayer Pro. It’s the only reason I ever even enter infinity slayer.

> I really don’t know what more proves do you want, because you’re already converted. Even if 343i will give us more precise data about how many times which gametype is voted (and it will show everyone that no one really likes Pro), there will be people who will claim that Pro should stay because…

You say converted like me preferring pro is a bad thing. I like pro more, you like infinity more. There’s no reason the two can’t coincide, and Pro has been included in standard playlists since Halo 2 if I recall correctly. (Namely BR starts).

And again, you claim “no-one really likes pro” but you’ve got no proof to the contrary. I like pro, people I play with like pro, so already that’s someone.

You also don’t take into account that getting rid of pro could damage the population as well, because there are undoubtedly people who only want to play pro.

But again, neither of us have real proof to support the contrary to eachothers argument. You prefer your gametype, I prefer mine. My gametype has invaded your gametype because there is no way the population could support 2 near identical in playstyle gametypes and so you are angry that you are being forced to play it and want it gone.

That’s natural, I get why you want it gone but I would prefer it to stay. I want to support the Halo franchise, but I don’t like playing infinity slayer. If they get rid of pro I won’t be able to support the franchise because I won’t enjoy it.

> So please, give me some facts or stats or data or whatever that Slayer Pro is such welcomed amongs Halo 4 players. Because til now everything is against it.

Give me some actual facts and data to the contrary. All you’ve shown is a population dip around finals time and your own feeling on which gets voted more.

I really don’t understand why the two can’t simply coincide. I don’t want you unhappy, but I do want to be able to play Slayer Pro without it further dividing the population.

Anyway, this discussion appears to be going in circles.

Really OP because I’d say 8/10 games that I play are BTB Pro.

> Yeesh, how many times do I have to say that I don’t mind AA as long as their balanced? Their not evil, but some of them are broken. I’ve offered suggestions to rework them in the past but no alterations have been made.

There wasn’t much discussion upon how to adjust e.g. Jetpack (like with DMR when it was destroying sandbox). All I can read on this forum is constant moaning how Infinity is bad because of AA. Too bad 343i is following these voice instead of fixing what could’ve been fixed.

> Disproportions? Funny you should say that honestly. Did IS have a higher player count? Yeah, but they lost very, very similar amounts of their overall percentage of players.
>
> Pro didn’t drop faster, it had less players to begin with which could include the reasoning used before. The playlists themselves dropped at very similar rates, with infinity slayer losing 4x as many players total but the same general percentage of population lost.

170k : 19.29k isn’t same as 17.7k : 1.35k. It’s 8,8 to 13,8. Pro players were 56% more likely to leave than Infinity players. They didn’t like the gametype or didn’t like the game. One way or another Slayer Pro is scaring people away 56% more effective than Infinity.

So again, if you want to attract more people, Slayer Pro is probably worst gametype to begin revitalization.

> And then both playlists jumped back up in population afterwards. You know what also happened around that same time period? School Finals, which would have had a significant impact on the population for the ensuing week.

Give me a brake. Drop was instant and significant as Slayer Pro jumped on playlists. Just like population (slightly but always) rise as people are checking if they’re finally able to take revenge on DMR’s users.

It’s quite clear what is scaring people away (Pro) and what is attracting them (balancing things). That should give 343i idea what, and what not, to do

> So according to that random mess, 6/10 of my games overall were slayer pro. Many of those games were also JiP so I don’t know if that counts.

No, JIP doesn’t count, as most people quit from pro matches and so, most people are JIPed into them :wink:

However for me it’s like with OP or mr Plunderfull. I see that my CSR is only slightly above yours in Team Slayer (not so much to not be joining with same people). When I was intentionaly checking things (around 2 weeks ago) Pro wasn’t chosed even once out of 10 times (I’m not counting matches when all 3 options were Pro) and another day it was 2 times out of 12.

If I was counting JIP matches then Pro is much more often, because of reason I’ve mentioned.

> Anyway, this discussion appears to be going in circles.

Yup. And Slayer Pro is still in Infinity Slayer playlists. And it hurts.

I never come here but wanted to see the reactions to Slayer Pro. Slayer Pro 4v4 is my favorite gametype by far and the only reason I can still play this game. I thought everyone would love it as a fresh alternative to the frustrations presented by motion tracker, ordnances and armor abilities.

The motion tracker being disabled in my opinion is the best part about slayer pro. I love the ability to be sneaky and get behind the enemy without them knowing. Or seeing a few enemies cross map without them seeing me and planning the best way to approach them. Getting kills like this feels so rewarding! When I play on infinity settings I find myself watching the radar more than the actual screen at times!

Please don’t tell me to go into throwdown. I’m not a competitive player and not good enough to go into throwdown - I get absolutely stomped on.I wish I was good enough to hang but I’m not.

I’m just so tired and bored of turning a corner only to be sawed/shotgunned/boltshotted down by somebody squatting, tired of getting a good position on an enemy when they just fly up off the screen and rain bullets on my head, I could go on all day (camo squatting, PV, beam rifle).

For me, infinity settings are fun for the chaos. Pro is fun for the raw Halo experience it offers. Before Pro I didn’t talk to teammates. Plug a mic in! The matchmaking system tries to team you with others who have a mic plugged in. Some people are scared to talk but it’s fun, especially when you can string some wins together.

I really hope nothing is changed. Slayer Pro has not had a radar in the past and was in the same playlist with AA’s in Reach - just like the situation now. Just have an open mind and try to appreciate Pro for what it is, please!

> > Yeesh, how many times do I have to say that I don’t mind AA as long as their balanced? Their not evil, but some of them are broken. I’ve offered suggestions to rework them in the past but no alterations have been made.
>
> There wasn’t much discussion upon how to adjust e.g. Jetpack (like with DMR when it was destroying sandbox). All I can read on this forum is constant moaning how Infinity is bad because of AA. Too bad 343i is following these voice instead of fixing what could’ve been fixed.

You can’t fix something that is fundamentally broken without changing it entirely.

It would be akin to asking “How can we nerf Armor Lock?”. You don’t. Instead, you change it into a more balanced and well-rounded form (Hardlight Shield).

Unlike Armor Lock, 343I didn’t replace Jetpack. They nerfed it from Reach, but it’s still broken and always will be.

A DMR (or any weapon) is different, because all you have to do is edit the damage, firing rate, accuracy, and bloom variables appropriately.