Game Already Picks The Winner?

Has anyone else noticed that the game picks the winning team randomly prior to the beginning of a match in ranked?

Example: In oddball one team will always spawn within a few feet of the ball no matter where the ball is located on the map. The opposing team however will spawn at the furthest location possible every single time. Making it extremely difficult to win a game just based off of distance traveled.

This is also a common occurrence during CTF games on Behemoth. One team will spawn on the back steps leading to the flag. While another will always spawn either mid near one of the towers or in the rocks behind their spawn. Making it extremely difficult to protect the flag from capture.

Has anyone else noticed this at all or is it just me? I feel like the game chooses which team will win prior to the match starting and then just screw the other team with bad unfair spawns.

Edit: Not referring to start spawns. But just spawns in general after the start.

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No, I have never once encountered this pattern. In fact, it’s the opposite. A vast majority of my games are even starts, and even if there were slight distance advantages at the beginning of the game, objective challenging starts when grenades or gunfire can cover the objective, not necessarily by who physically reaches it first.

Like okay, Live Fire at Oddball and you can reach the ball first. PLEASE charge into that hallway when we all know 8 players are about to chuck 16 grenades in there. At the VERY LEAST, carrier would have to immediately take side door towards camo spawn and they’re wide open, and likely separated from the team. Sounds like that would be a disadvantage to me.

See what I mean?

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I’m not referring to the start spawns at all. Realize now I didn’t make the clear. I’m talking about almost all spawns after the start of the game. Like once you have died.

Dynamic spawns are part of nearly every FPS, and you can actually control where your opponents spawn if your team can set-up your lines of sight in specific ways. Frankly, it’s a part of the game’s tactics, although if you’re in quickplay is more likely to be random chance than an intentional tactic of your enemy.

Pros in HCS regularly do this in both Slayer and Objective game modes, to attempt to force one or more enemies to fight their way out of an undesirable position and/or make sure no one spawns behind them.

That’s most likely what you’re encountering, and in that case? Yes, I have encountered this on occasion, though it happens more often in ranked where communicating enemy teams do it intentionally, and more often. I wouldn’t say it happens every single game; it’s really just dependent on what your enemy’s positions on the field are like.

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Yup, the spawns are always stacked on one team. One team will constantly spawn on the flag, regardless of where the enemies are in relation to it, and the other team will have to walk from the opposite end of the map to the flag. I’m pretty sure it has something to do with their horrible team balancing system. I’m not sure why they didn’t bring back spawn control, that worked well and favored the better team if the could use it. Now you can be 4 on one edge of the map and the enemies can still spawn behind you, despite having open and clear spawns on the opposite side of the map.

There really seems to be spawn weighting that favors one team over the other (see also BTB weapon an vehicle spawns, which has the exact same issue). To be fair we couldn’t really expect Infinite’s spawns to not be broken at this point, with all the other basic issues.

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Nah the spawns can be somewhat manipulated. Part of winning the game is controlling the map and flow of the game by forcing the enemy into suboptimal positions.

Of course sometimes the spawns are random as you can’t control everything and force every spawn, but even then it’s not stacked in one teams favour. Sometimes you get the best ones and sometimes you don’t.

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If you have people running around like headless chickens, the spawns will be all over the place.
if your team sets up with the ball and blocks certain spawns, the enemies will spawn far away.

Spawn control has always been a part of Halo. they’re not weighted to specifically spawn players near a flag or ball, that’s all in your head.

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Verifiably false.

Recharge:

  • Team A has Pipes and Longhall, with Oddball
  • Team B is pushing Whirlpool
  • Team A kills 4 Team B players
  • Team B kills 1 Team A Pipe player
  • 3 Team B player spawn on A, since it’s the safest spawn
  • 1 Team B player spawns in Longhall, with 1 enemy pointing at him and 1 in melee range, despite having A, C and Control spawns clear
  • Team B player in Longhall instantly dies
  • Team A player spawns top Longhall

The spawns are simply stacked for one team. They had no chance that game.

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So I’ve actually tested this theory on the map Streets. Basically I’ve noticed that if an enemy team captures the ball and holds it in police station and none of them leave that room my team and I will spawn subway station 100% of the time. However if my team and I hold the ball in police and never leave the room at all the enemy team will spawn shotgun street 100% of the time. Basically half the distance.

Of course this doesn’t happen every match but it does happen enough to form a pattern. Prior to todays launch date I had video proof of this in my theater. Of course those are no longer accessible.

This is absolutely the case.