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> > > The game just isn’t as thrilling. With AR starts, there was so much map movement and I had so many thrilling moments that I felt like it was 2004 all over again.
> > >
> > > With BR starts, it definitely adds an emphasis on teamwork but it just isn’t as fun.
> > >
> > > Dont get me wrong, it is the best to play with friends but since I mostly play this game by myself, every match just feels luck based. No matter how good I am, I can only win and have fun if my teammates are actually good.
> > >
> > > With AR starts, I could tear people apart and have fun regardless if my teammates even knew how to play or if we won or lost.
> > >
> > > I like it when every player can potentially have a different weapon. I like the situations of unpredictability it makes. I like being able to go “Halo” on people and get up in their faces to fight them without being hit across the map by my another enemy.
> > >
> > > So please 343, have more playlists. It’ll be good to see what the community prefers too. I bet the AR start playlist would have more players.
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> > The bold part constitutes exactly the reason why BR start is widely preferred for competitive settings.
> >
> > That being said, you’re perfectly right to prefer AR start and to have more fun with it. As many said, AR starts/BR starts, two different styles of playing with their own characteristics and metagames. It’s a matter of preference and everybody should be fine with this.
> > What I don’t agree anymore with is when, in other threads, people try to justify their taste by claiming that AR start is more competitive, more skillful or more I-don’t-know-what.
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> The AR can be competitive as well, since you’ll want to pick up another weapon to fulfill a range role you want. Teammwork is just a universal thing regardless of what you are holding.
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> Beside there’s always been a BR or two near where you spawn at start anyway.
As I said, it’s not that it can’t be competitive, it’s that many want to explain that it is more competitive and I don’t agree at all.
Picking another utility weapon is indeed part of the difference in metagames I was referring to. The problem is that once one of the two teams got the control of the main positions and of the main weapons (be they power weapons or medium/long-range weapons), it will be nearly impossible (if we are talking about two teams of similar levels of course) for the other team to reverse the situation since they will be reduced to close-range combat at spawn.
Similarly, teammwork is indeed universal, but you cannot teamshot efficiently with a close-range weapon, whereas it’s crucial in competitive matches. Again, once a team gained the upper hand at the beginning of the game, they will most likely defeat you before you had any chance to pick another utility weapon.
How I feel is that with an ideal system, the more you play the game, the better you should become, and consequently, the higher you should rank and have high-level games. Although a game is meant for fun, it is not in contradiction with the fact that the games are also played to be won. And in high-level games, there is, IMO, no place for such considerations like finding an utility weapon before you could even think to help your teammates or run onto the objective without being torn by the other team.