Well, I had a huge wall written out that I am not even about to rewrite, so we’ll just simplify it down. 3 options in the Oddball settings being used for Matchmaking are detrimental to how the gametype will play out in Halo 5. This is how it works now:
Carrier Waypoint: Always On
-Pros (+): Can always tell where the carrier is 
-Cons (-): Can always tell where you are as the carrier 
No element of surprise
Grenade spam
Ball Throwing: Disabled
-Pros (+): Classic-styled gameplay?
Ball cant be easily heaved off the map forcing it to reset when the enemy charges in on you.
-Cons (-): Takes out any strategical value to the objective beyond “staying alive”
Getting out of a grenade spam is harder since the ball isn’t moving nearly as much.
No sprint means enemy can catch you much faster (more below)
Thrust Activation Cost: 100% (1 thrust per charge)
-Pros (+): You get to, uh, thrust. Like normal.
-Cons (-): You only get 1 thrust.
This seems like fun, yes? However, there’s 1 huge, gaping flaw. Every objective gametype in Halo 5 has never had an “Always On” indicator for a carrier, besides Grifball. I’m talking about CTF and Assault in the standard 4v4 environment here. Now, what does this turn into? Right now, the carrier is always marked, like in Halo 4. This happened because of the introduction of Sprint as a neutral ability for all players. Now, with that in mind, dying and respawning can become quite hectic on 4v4 maps, because sprint is introduced. In normal Slayer games, its slowed down because of the unknown; exactly where players are at a given moment. Right now that is gone, since the carrier is exposed 100% of the time. This, also introduces another problem…Grenade spamming. Just like King of the Hill, you’re pretty much a walking hill with an Always-On indicator flailing above your head. This worked in Halo 4, you know why? Because you could throw the ball. Imminent death was almost always guaranteed and was countered. It worked great. So, why not have it here? Yeah, throwing the ball off the map was semi-exploitable, but with random balls spawns, you couldn’t reliably use that to your advantage.
What I want to suggest is a couple minor changes that would not only balance out the gametype, but make it more accessible and fun for not just competitive players, but social ones as well:
PROPOSED CHANGES
Carrier Waypoint: When Spotted (5 Seconds)
-Pros (+): Can breathe a little as the ball carrier
Adds strategical depth on whether or not to allow someone to know when and where the carrier is (killing someone with the ball or not)
Attacking team isn’t always left completely in the dark if they manage to damage the enemy carrier
-Cons (-): None. I really cant think of a negative statement for this. Pretty beneficial equally for both defending and attacking teams.
Ball Throwing: Enabled
-Pros (+): Allows for strategical setups involving passing the ball between teammates.
Allows for quickly getting the ball out of a kill-zone, such as grenade-spammed corners and hallways.
-Cons (-): Could possibly be exploited by throwing balls off the map. COULD be alleviated by giving a player or team-point punishment for repeated offenses (like Ricochet did in Halo 4)
Could be frustrating to worse players to play “follow the ball” or “keep away” the entire match.
Thrust Activation Cost: 50% (2 thrusts per charge)
-Pros (+): You get 2 thrusts, just like in Assault, where you also get a “When Spotted” waypoint.
Helps to avoid grenade-spamming.
-Cons (-): May help too much in helping avoid grenade spam.
So, in the end, I wouldn’t suggest changing ALL of the above, but rather EITHER changing the Ball Throwing to Enabled, or giving the Carrier a waypoint ONLY When Spotted and for 5 seconds. This eliminates grenade-spam problems to an extent, and gives some sort of strategical value to being a carrier instead of just “trying to survive.” Does anyone else agree with me on this?