Driving me crazy - diamonds don"t know how to play objective!

That can definitely be frustrating as well. Manglers are really OP tbh, more like the old mauler in H3 that you would duel wield.

It is nice when you get a game where your team is fluid and it feels nice, everyone has got everyone’s back and the game is so easy and so flowing and everyone is stacking kills and caps. A good experience!

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From experience, I can tell you that even onyx’s don’t know how to play objective.

Also, your assessment of strongholds is good, but your assessment of oddball and CTF are lacking. They aren’t as simple as you described.

It’s not quite that simple. Ball carrier has an obligation to recognize danger and drop and help the team fight. Ball carrier has an obligation to recognize rotations and if it’s not possible, get the ball to a location for their spawning team to make a play. Team has an obligation to get the ball to a location that is easier to defend. Team has an obligation to hold lanes and make call outs, rotate based on who they’re fighting/if they’re outnumbered.

Lots of factors in CTF, as well.

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I hadn’t ever played oddball before but I’m really enjoying it and now I’m takin notes lol :writing_hand: thank you!

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Thank you, much appreciated.

In my original post, I was really aiming for the basics, but you are 100 % in what you’re saying, I didn’t elaborate.

IMO - Not enough BC’s drop and shoot tbh. They try & walk @ crouch speed to double wack. It is definitely the BC’s responsibility to make call-outs of incoming threats since the BC is generally quiet and has 360 spacial hearing. It is also the BC’s job if the team dies or starts dying to make a call on moving. No point standing and being slain & then giving opposing team points. BC should rotate to where your team will be spawning or close enough to take cover until the boys arrive, if the team is dropping. The reset is a thoroughly important strat… not enough people use it & when they do it’s not the right timing i.e whole team is dead & still waiting on their 5 secs to respawn and run cross-map. The team’s responsibility is exactly as you said, they must hold lanes! Imperative. 1 member must not be on the other side of the map hoping around thinking he’s going to slay out against 4. The only time this is permitted is for camo/overshield & power grab on your rotate.

CTF - map dependant, CTF is different each time. It’s hard to explain CTF but basically, you want your team to set up for map control, take the high ground, send 1-2 in for flag grab (actually have someone who knows how to run the flag) defend the carrier without dying. Once you pull using this strat, it does give up your flag from a flanker occasionally but seeing as you are already in a position from the original take, you can easily counter the flag pull. Once your flag is close to base focus your energy on the return & rinse and repeat.

I do have another post, I would really appreciate any tips and tricks to help people like @InvisiDerp whos never play oddball. Check it out and share it around, this could be super helpful for everyone. I want it to go viral & have as much content as possible to help!
The thread is > + HALO INFINITE SCHOOL + HELP THE HALO COMMUNITY+. Please put something in there :slight_smile: