I just ran across this in a game I was playing. now before I go into this; I understand we all have our “off” games. sometimes we even go negative! but the example from the last game I played made me think about the solution to the problem with the tools we have at our disposal…
this is the main source of contention with my last game. another player with guest joined the match (infinite slayer) and while me and the other player on our team (yes, I was pug’n, but I don’t mind that part) went 18-12 (other) 10 - 2 (myself), we lost. they went 24 - 47 together.
WHICH IN AND OF ITSELF ISN’T A BAD THING. we all started somewhere and at this point in the game, if you’re just starting out and getting into the game, it’s to be expected. you’re up against stiff competition who have been mastering the finer points of halo for over a decade now. but the problem with you getting better in that playlist is this: csr is determined by the team outcome, not the player’s performance.
my solution without trying to make anyone feel bad (you shouldn’t, like I said, we all had to start somewhere and we appreciate anyone playing this great game with us and keeping it alive) is to simply play infinite big team… the results are based off of individual performance, so for those instances when you can almost singlehandedly guarantee a loss, you don’t have to completely stick it to your team’s stats at the same time.
this isn’t for everyone who goes negative k/d at all… just those who can basically hand the other team a victory. like in the example I gave. I understand one team has to lose and one has to win, but it would be nice if those losses came from a team effort, same as the wins.