I have a friend on my friends list who has a CSR of 20 in slayer. He plays mostly BTB with randoms and in 706 games his teams have won 47.3% of the time. His K/D is 0.85. He’s never gotten a perfection or even a Running Riot.
I play mostly BTB with randoms and in 1,015 games my teams have won 54.6% of the time. My K/D is 2.78. I’ve gotten about 20 Perfections, 26 Running Riots, 7 Rampages, and 4 Untouchables. My CSR is 3.
My friend is a kamikaze player. He rushes enemies and hopefully gets a few kills before they take him out. It’s a strategy that allows him to rack up a lot of points — his average score is 183 — but given his K/D and W/L ratios it appears to allow the other team to rack up even more points.
I have a more conservative play style because I don’t want to let the other team score points from my deaths. So while my average score is only 124, my K/D and W/L ratios make it clear I’m helping my teams win, yet my CSR is a fraction of his.
The same thing happens in game rankings. I played a game on Longbow yesterday in which I came in 4th on my team with 11 kills, no deaths and no assists. 1st place went to someone with 15 kills, 22 deaths and 10 assists. The top scoring player gave the other team more points than he earned and we lost by 130 points. I had the highest K-D spread in the game and I came in 4th.
For the record I do come in 1st from time to time, so it does happen. Twice yesterday as a matter of fact, with 17 kills/4 deaths and 19 kills/2 deaths.
Personally I think CSR should include the number of times a person dies in their calculation, at least in team playlists, as the current system encourages individual achievement over helping your team win. In any case, if you see me on your team, don’t think I’m going to cause your team to lose because I have a low CSR.
Maybe you should stop camping in the back with camo/DMR, hoping that the enemy team is stupid enough to run out in the open and feed you kills, and actually push up and gain advantageous spawn positions on the map for your team so you can actually WIN the match the way you’re supposed to…
People need to realize that after CSR was implemented K/D means nothing and that W/L/Team Score is way more important. CSR IS doing its job and giving higher ranking to those that score higher up on the team. Maybe your suicide friend gets alot of assists or drives his buddies around for wheelmans. CSR is doing its job and is letting him rank up faster because hes putting in more effort (effort meaning points) to “win” the match, albeit he may die more often than he will succeed with his tactics.
I had a friend that has your sort of same playstyle and he NEVER scores high on the scoreboard because he’s always so worried about dying that he never budges from his safety hole in the back of the map. You have a ridiculously over-inflated K/D anyways, what do you have to lose from playing more aggressively and giving your team a good spawn position by pushing key areas?
Ahhh one of the reasons CSR was removed. People that complain because they don’t get the rank they THINK they deserve. Please just stop. I want a ranking system in Halo 5. Thanks.
> > I dont’ think there has been a halo ranking system that was ever truly perfect…
>
> Halo 2 was decent.
Halo 3’s was much better, and it only needed minim work to become perfect. Remove search by language, make it so when you lost xp the ranking system wouldn’t look at it any different, and make it so each rank was only seen in that playlist. There all it’s problems are now fixed.
I think the system relies more on bonus points from medals and such and doesn’t really put too much weighting on K/D and assists. I play more of a supportive role in Team infinity slayer and lately I usually have around a 1.5 to 2.0 k/d with about 5 to 9 assists per game on average. I try to put shots on everyone, let my teammates have the power weapons, and usually give them my ordinance (Example from last night: Teammate got a damage boost in his ordinance and I had a SAW in mine, so I let him have the SAW to mix with his DB, he got an overkill because of it, thus netting him a ton of points. Another example: Teammate says he’s having a rough game, so I give him my overshield or whatever I have at the moment). We both started at about the same CSR and he is now a 39 while I’ve been stuck at a 27 for probably 8 games, we both have the exact same K/D (1.86) and K/A/D (2.90) in the playlist. It’s annoying but I would rather have this rank system than nothing at all. I still think that all team games should be based on win/loss and a bonus for MVP though.
> I had a friend that has your sort of same playstyle and he NEVER scores high on the scoreboard because he’s always so worried about dying that he never budges from his safety hole in the back of the map. You have a ridiculously over-inflated K/D anyways, what do you have to lose from playing more aggressively and giving your team a good spawn position by pushing key areas?
My scores vary a lot. I got a a perfection today. Does 19-0 sound like it’s helping my team win?
What do I have to lose? The match. Every death is points for the other team. The more I die the more points they earn. Shouldn’t be that hard to figure out. The kamikazes getting 15 kills and 22 deaths are not helping their teams win, they’re helping their own ranks.
> OP sounds like you’re a camper who’s more concerned with his precious k/d than he is with actually being aggressive and pushing the enemy team.
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> No sympathy here. Come out from behind your desk and fight.
I try to avoid dying because dying gives the other team points. I’m not really that at this, started too late in life to be able to compete with the kids, so I do what helps my team the most, which is get as many kills as I can while dying as little as possible.
I’ll be aggressive in situations I think I can handle, but getting killed a lot to impress closed-minded people like you doesn’t help me or my team.
As I said, my teams win more games than they lose by a statistically significant amount, which means what I do helps my teams more than it hurts them.
If k/d ratio was a major factor in the individual ranking system, I would get a single kill and then hide in the back of my base the rest of the game. I would get first place because of an infinite k/d ratio.
That right there is why it goes by score and not k/d.
Well, CSR doesn’t account for anything before it’s implementation. Unless of course you’ve played all those 1000 games in BTB after April, gotten those perfections and so on.
It’s also depending on playlists, some playlists go by individual performance over the team, and some go for the team performances, as in W/L.
BTB is indivdual, so anyone who gets a high score will rank up regardless what their deaths, assists and kills are. I bet you could theoretically not kill a single player and still have the highest points. Lots of assists and distractions.
So I would guess that your friend has played more in BTB than you have after CSR was implemented.
Playing an individually ranked playlist and complaining that it doesn’t reward your team play.
All your problems would be solved if you’d take your team play to a team-CSR playlist.
ALSO, if you go 10-0 you should be ranked worse than the guy who goes 20-20. You may have contributed to the score more with +10, but you’ve pushed the enemy back onto their spawns half as much. Aggressive play makes a mess of the enemy. 2.78KDR screams passive play, if your team mates weren’t applying pressure to the enemy you can guarantee you’d be getting more heat.
Honestly if you are better than another player you should be able to outscore him as well as out K/D him. 99% of the time the best player has the highest score anyway.
The other thing is that if the CSR system would penalize you from dying there would be even more (camo)campers as there are now and the game simply can’t handle that.
Though I know it’s not fair two players will have identical scores if they go (17-25) and (17-2) but the first one will eventually have his/hers sh*t pushed in when encountering moderately skilled players.
Then again maybe they could ad a small bonus for every kill you went positive (like 5 points) so that the system would better differentiate between players who scored similarly but there was a big difference in how many times they died.