Accuracy should play a part in thw rank system....

The ex for a rank should not be based on a win… Should be based on accuracy, mills and deaths, and skill…

people have different playstyles that accuracy cannot account for. that is like saying rank should be based purely off KD most pros only have a 1.2 because they play other pros or how I got ranked champion with only a 46% accuracy. it should maybe be a minor factor but not the factor

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> people have different playstyles that accuracy cannot account for. that is like saying rank should be based purely off KD most pros only have a 1.2 because they play other pros or how I got ranked champion with only a 46% accuracy. it should maybe be a minor factor but not the factor

Most people don’t seem to understand that when you play top lvl or certain playlists your accuracy will dip so much. It’s hard to keep track of early game

It should be based on your performance vs the enemy team. I believe TS2 is based on performance and whether you win or not.

So you want a system where winning doesn’t matter?

Cool, I’ll just hide for the entire game and only come out to get the rocket launcher when it spawns. Then, I’ll just go for guaranteed kills and get a 100% accuracy rate so I’ll be a champion rank in no time.

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> The ex for a rank should not be based on a win… Should be based on accuracy, mills and deaths, and skill…

You clearly don’t understand how halo works.

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> Cool, I’ll just hide for the entire game and only come out to get the rocket launcher when it spawns. Then, I’ll just go for guaranteed kills and get a 100% accuracy rate so I’ll be a champion rank in no time.

Hahaha yep I’m gonna try that too.

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> So you want a system where winning doesn’t matter?

Agreed its all about winning

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> > 2533274861340703;2:
> > people have different playstyles that accuracy cannot account for. that is like saying rank should be based purely off KD most pros only have a 1.2 because they play other pros or how I got ranked champion with only a 46% accuracy. it should maybe be a minor factor but not the factor
>
> Most people don’t seem to understand that when you play top lvl or certain playlists your accuracy will dip so much. It’s hard to keep track of early game

Yeah, accuracy definitely fluctuates…too much so in my opinion for it to be counted toward rank. Player skill (and ability to not be hit) aside, general suppression fire in a map area is very beneficial for map control and team tactics, yet by its very nature, it lowers a player’s accuracy.

<mark>This post has been edited by a moderator. Please do not post comments that are discriminatory in nature.</mark>
*Original post. Click at your own discretion.

That’s impossible because accuracy is mainly based on connection. Your ability to hit your target is based soley on gods grace of the server your on. Depending on the server I can have as high as 65% easy if it’s my server or I’ll have as low as 44% if I get one of those nasty columbian servers. But by no means should it have any effect on rank because it’s changing in every game. This game is retarded in the sense that a good portion of your skill is based on your connection to whatever server your on. If I can’t hit a thing because of the server then whats the point of trying. But if I hit everything because of the server then do I even have to try…see my point? Literally the only game in the world where your aim is affected by connection so dumb…I’ll tell if it’s a good connection server just by my ability to hit jumps and what not. Game creates too big of an input lag based on your ping that completely cripples your gaming experience and makes you think your worse than what you really are or better than what you really are. The only true test for actual skill is LAN which ofc xbox one doesn’t have these days. Game is broke and they refuse to say so or refuse to fix it. No wonder pros only play 8’s in customs because they know it’s pointless to play any other way.

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> The ex for a rank should not be based on a win… Should be based on accuracy, mills and deaths, and skill…

I think it should be based on win/loss.

However, the amount of CSR points you gain/lose should be affected by things like:

  • How good the opposing team/players are in relation to you
  • How much impact did you have on the win/loss

Let’s say you, as a Platinum player, lost to a Onyx / Diamond team. But you had +50% accuracy, 2/4 power weapon pulls and most kills on your team.
You still lose CRS for the loss, but you lose only 20% of the normal CSR taken away for a loss.

This is only an example and it’s close to how this works anyway.

Win/Loss is the only thing that matters

Over the years I’ve seen any number of possible permutations considered:
Amount of damage
K/D Ratio
Kills, Deaths and Assists - did you contribute to your team and not just steal other kills, or are you a lone wolf that doesn’t ‘assist’
Objective only - time objective, flag caps per game, flag pulls, flag pull to capture ratio
How to assess team work?

Statistics offer a potential KPI regarding skills of a player but ultimately like any team sport - if you don’t come away with the ‘W’ it amounts to nothing.