CSR level clarification?

Forgive me for being stupid, but could someone explain which tier applies to what csr level?

Bronze - silver - gold - platinum - diamond -onyx.

bronze being the lowest - so 1.
onyx being 1500. It goes up from there until you reach champion, which is the top 200 players in that playlist.

> 2660608708453433;2:
> Bronze - silver - gold - platinum - diamond -onyx.
>
> bronze being the lowest - so 1.
> onyx being 1500. It goes up from there until you reach champion, which is the top 200 players in that playlist.

^this should answer your question OP, but allow me to add further insight into the CSR system in case you were curious about some of its inner workings.

Microsoft’s TrueSkill system is still the backbone of all Xbox games including Halo 5: Guardians’ matchmaking. A player’s TrueSkill level going into a new game brings with it a provisional rating based on their overall matchmaking history on Xbox Live; though, under the new game their standard deviation will be wide which means the initial performances will be quite impactful and is also the reason why 10 matches are necessary before assigning someone a Competitive Skill Rank (CSR) for a playlist.

The placement matches that a player plays to earn their CSR within Arena is measuring their individual performance against all the other individuals within the match; teammates included. The CSRs use Microsoft’s TrueSkill system to determine whether or not a player is performing above or below expectations according to the TrueSkill levels of their opponents and teammates. Prior to earning a playlist CSR the matchmaking system depends solely on a player’s TrueSkill level to find relatively fair opponents.

Once a player is given a divisional rank for a particular playlist based on their “placement” performances in relation to the TrueSkill levels they competed against and with then moving up and down the tiers within the division they got placed into (or numerical number within Onyx) is based solely on match outcomes (wins verse losses); in other words, within team-based game types their CSRs are no longer influenced by the individual performance they put up, but instead by the team’s performance. If a player is able to win consistently enough they can earn the ability to go up to the next divisional rank, but they can never lose enough to drop below the divisional rank they’re in (this is meant to prevent people from trying to delevel).

All in all, Microsoft’s TrueSkill system is the main component factoring into CSRs and the matchmaking search system; although, the playlist CSRs do provide the matchmaking system further refinement in trying to locate more ideal match-ups by being game type specific. The individual performances during the placement stage and the ability to win matches after receiving a CSR seem to be the means by which most try to understand CSRs, but people need to understand that there’s much more factoring into it then just those two things on the surface. Also, the more experience a player puts into the game and playlist the more reliable and accurate their TrueSkill and CSR should become.