Taking a look back at my K/Ds in previous Halos.
H4 - 1.4
H2A - 1.68
H5 - 1.15 ???
Just curious if anyone else noticed trends like this. I can’t help but wonder if I’m just playing better competition in matchmaking or is Halo 5 just way more difficult. My accuracy seems really down especially with the pistol. 40% is my avg for halo 5 which isn’t great. The additions of hovering and thrusting have greatly impacted gun fights and I’ll admit I don’t implement either in my strafing. You’d think i’d be worse because I’ve played halo 5 less, but in reality I’ve played h4 for 10 days and H2A for 9 days, and I’ve played H5 for 12 days overall.
Halo 5 has Warzone. That’s the difference. Casual and lower skilled players go there. The regular playlists are full of serious players.
Halos combat isnt what is was back in older games…
The new smart scope system is one problem. You get buff in effective range, precision and bullet magnetism. when zoom in.
Those buffs were never in halo bevor, there it was just a zoom.
Weaopns lose damage over range, within the effective range nothing changes, but after that it decreases.
In older games this was not a problem, the weapons still made the same damage no matter how far the bullet traveld.
The missing bullet magnetism, when you are out of the range of your weapon, makes it easier to miss.
Most noticeable with the magnum, out of the effective range the hit chance decrease. Shoot an enemy far away, and the magnum will miss easily. Part of this problem is smartscope, and the internet conection
I hope it helped you
Weapon analysis videos are made by cagebee on youtube, if you are intrested.
sry for the grammer google translater is not very helpfull
When i first played halo 5 my aim was terrible, i had a difficult time staying on target because of all the new movements. My accuracy hovers between 45 - 50 % in most games.
Accuracy doesnt always tell much though if you use auto’s from close range its only natural that your accuracy will fall.
> 2533274797738465;2:
> Halo 5 has Warzone. That’s the difference. Casual and lower skilled players go there. The regular playlists are full of serious players.
Except warzone is in no way balanced and is probally the least casual place. If it’s meant for casuals you can guaranty it won’t be filled with casuals.
> 2533274962122285;5:
> > 2533274797738465;2:
> > Halo 5 has Warzone. That’s the difference. Casual and lower skilled players go there. The regular playlists are full of serious players.
>
>
> Except warzone is in no way balanced and is probally the least casual place. If it’s meant for casuals you can guaranty it won’t be filled with casuals.
lol this is true, whenever theres a “social unranked” playlist or anything thats not suppose to be competitive… the sweatband players ruin it.
Arena matchmaking could be better ,but decent. Warzone, well that’s horrible. I continue to see multiple matches that have one team that is heavily weighted (between 4 and 6) with Onyx or even champion players vs the other team having 3 onyx players or less. Not to mention organized teams playing randoms continue to be a problem.
> 2533274825101441;7:
> Arena matchmaking could be better ,but decent. Warzone, well that’s horrible. I continue to see multiple matches that have one team that is heavily weighted (between 4 and 6) with Onyx or even champion players vs the other team having 3 onyx players or less. Not to mention organized teams playing randoms continue to be a problem.
I agree with the arena matchmaking, it could be a lot better, the search preferences aren’t the best, focused takes way too long, i cant find games on balanced so im left with expanded. And good god it’s horrid. Players who leave 10 seconds into the game, players who are inactive, and im always stuck with terrible players on my team (i admit im not the best but these players are so bad) they get maybe 5 kills and have 20 deaths, while the other players on the enemy team are rank diamond or platinum. Im only gold and was so close to getting platinum. I’ve gotten so frustrated today playing slayer because of these reasons.
Your K/D alone isn’t an indicator of things. However, comparing K/D, W/L and Hit % call imply or reinforce some feelings.
First, yes, Halo5’s matchmaking is much different than before. The social lists have the greatest spread in skill matching (it doesn’t even try to make things fun/even), and the ranked playlists expect, nah, demand, long-term investment (counter intuitive to a season).
“Your team is your weapon” pillar is taken to an extreme, as searching with a party is more influential than ever before. If you solo ranked playlists, your first 10 ranking matches prefer you to be a selfish player rather than a team player, before settling you into a team-player ranking. Not searching with a team can put you in a downward spiral of being match with non-experienced players versus experienced.
Secondly, server matching has affected how we meet. Instead of finding a central player to all, it’s all about proximity to the server for most consistent results. Players that live near a server will find their experience smoother and more consistent than those seemingly far from any server (on an extreme level).
Thirdly, the XB1 misses ticks to the server (information exchanges) on its own, and player’s non-calibrated home networks really exaggerate this issue. I think this is an OS issue as updates seem to introduce and remove stutters and such as we’ve gone along. Noticing right now that framerate slowdowns don’t always get caught on the Xbox DVR, so the CPU or ESRAM are being affected by something.
These tick misses are whats responsible for very low hit %, inconsistent sticky reticles and bullet refunding (more prominent in the MCC, but I’ve seen it in H5).
Lastly, Warzone, allowing teams to snowball with REQ levels rather than REQ use really puts a bummer on that playlist. It’s OK that it’s a “warzone of chaos”, however, I can’t pick off a coordinated team one-by-one while they coordinate ways to take down my team one-by-one when said enemy has upgraded to Hog’s & BR’s, and my team never could use an M6 in the first place. And that’s before the Plasma Caster or Railguns!
It’s rare to get an even match searching solo… But it’s fun as hell to play Turbo and use my Bruce Wayne Armoury of REQs to even things up.
> 2533274797738465;2:
> Halo 5 has Warzone. That’s the difference. Casual and lower skilled players go there. The regular playlists are full of serious players.
Not always the case. Warzone can get pretty sweaty with a team of good players
> 2533274805919869;6:
> > 2533274962122285;5:
> > > 2533274797738465;2:
> > > Halo 5 has Warzone. That’s the difference. Casual and lower skilled players go there. The regular playlists are full of serious players.
> >
> >
> > Except warzone is in no way balanced and is probally the least casual place. If it’s meant for casuals you can guaranty it won’t be filled with casuals.
>
>
> lol this is true, whenever theres a “social unranked” playlist or anything thats not suppose to be competitive… the sweatband players ruin it.
I’ve been playing a bit of the competitive playlist and I find them more easy going. The rotation is pretty bad in competitive there is still a few maps I’ve never seen mainly the newer ones.
Funny thing about accuracy if you have any lag problems it helps to ignore that rule about shooting when they are on the cross hairs.
Ive fired my gun and noticed some times I miss my shots big time but they hit. Then other times land all hits centred and they miss. The space from the target has been as much as 4 reticle in length side by side.
> 2535414341107016;3:
> Halos combat isnt what is was back in older games…
>
> The new smart scope system is one problem. You get buff in effective range, precision and bullet magnetism. when zoom in.
> Those buffs were never in halo bevor, there it was just a zoom.
> Weaopns lose damage over range, within the effective range nothing changes, but after that it decreases.
> In older games this was not a problem, the weapons still made the same damage no matter how far the bullet traveld.
>
> The missing bullet magnetism, when you are out of the range of your weapon, makes it easier to miss.
> Most noticeable with the magnum, out of the effective range the hit chance decrease. Shoot an enemy far away, and the magnum will miss easily. Part of this problem is smartscope, and the internet conection
>
> I hope it helped you
> Weapon analysis videos are made by cagebee on youtube, if you are intrested.
> sry for the grammer google translater is not very helpfull
There was a minor accuracy increase in older Halo’s with scoped weapons… why do you think pros would always quick-scope the last BR shot in H3? There are videos to support this.
Also, while we never really had scoped auto’s in MP before H2A, scoped auto’s and Reach precision weapons (due to bloom) would still be more accurate while zoomed. Think about the accuracy “cone” if unzoomed… now think about the cone if you’re zoomed… it tightens just a bit, relative to the cone “from the hip.”
> 2603643534597848;9:
> Your K/D alone isn’t an indicator of things. However, comparing K/D, W/L and Hit % call imply or reinforce some feelings.
>
> First, yes, Halo5’s matchmaking is much different than before. The social lists have the greatest spread in skill matching (it doesn’t even try to make things fun/even), and the ranked playlists expect, nah, demand, long-term investment (counter intuitive to a season).
> “Your team is your weapon” pillar is taken to an extreme, as searching with a party is more influential than ever before. If you solo ranked playlists, your first 10 ranking matches prefer you to be a selfish player rather than a team player, before settling you into a team-player ranking. Not searching with a team can put you in a downward spiral of being match with non-experienced players versus experienced.
>
> Secondly, server matching has affected how we meet. Instead of finding a central player to all, it’s all about proximity to the server for most consistent results. Players that live near a server will find their experience smoother and more consistent than those seemingly far from any server (on an extreme level).
>
> Thirdly, the XB1 misses ticks to the server (information exchanges) on its own, and player’s non-calibrated home networks really exaggerate this issue. I think this is an OS issue as updates seem to introduce and remove stutters and such as we’ve gone along. Noticing right now that framerate slowdowns don’t always get caught on the Xbox DVR, so the CPU or ESRAM are being affected by something.
> These tick misses are whats responsible for very low hit %, inconsistent sticky reticles and bullet refunding (more prominent in the MCC, but I’ve seen it in H5).
So are you saying my xb1 is the problem or my network? Because everyone can’t be having that problem if their accuracy is way better than mine. It has to be my problem right?
> 2533274962122285;12:
> Funny thing about accuracy if you have any lag problems it helps to ignore that rule about shooting when they are on the cross hairs.
>
> Ive fired my gun and noticed some times I miss my shots big time but they hit. Then other times land all hits centred and they miss. The space from the target has been as much as 4 reticle in length side by side.
so basically h5’s aiming system is broken lol
> 2533274808246214;15:
> > 2533274962122285;12:
> > Funny thing about accuracy if you have any lag problems it helps to ignore that rule about shooting when they are on the cross hairs.
> >
> > Ive fired my gun and noticed some times I miss my shots big time but they hit. Then other times land all hits centred and they miss. The space from the target has been as much as 4 reticle in length side by side.
>
>
> so basically h5’s aiming system is broken lol
No it’s lag just because it’s lagging doesn’t mean the games broken. Problem with lag some times frames don’t load in or even no frames showing the enemy. The person and the hit boxes have moved in game but the frames of their body haven’t moved. It’s not the aim but how the game loads in the Spartan.
So when I shoot at the enemy they might not actaully be there and I’m just shooting the frames of their body but might land a hit if my shot was off. Or some time no frames of their body is present and I’m getting downed constantly and when I check theater they were exactly where I was looking most of the time I just couldn’t see them.
That’s incredibly annoying. I can’t do anything about that
I think the matchmaking is the tightest of the franchise. If you’re an above average player, you’re consistently playing people at your skill level the entire time. With matchmaking looser in the past, if you’re an above average player you’re more likely to play less skilled players (thus, higher K/Ds). That’s my suspicion.
But yeah, I have the same situation working.
H3: 1.68 K/D in social, 1.36 in ranked (IIRC)
Halo: Reach: 1.83 K/D in competitive
H4: 1.94 K/D in War Games
Halo: MCC: 2.306 K/D across the board
Halo 5: 1.67 K/D in Arena
My win/loss records go pretty much the same.
To elaborate on what Purple is talking about, due to latency and similar concepts at any given time the server (H5 dedicated servers) and each client (players) have a, for lack of a better term, picture of the situation. These snapshots are usually not the same. So the server has you in one position, your client has you at another and the opponent has you at another. There are a whole slew of mechanisms in place such that a.more accurate agreement can be reached between each reference point (aka, netcode).
In an ideal world the netcode does a good job and compensates for these differences. The result is firing directly at an opponent you see on screen yields accurate and consistent results. In other words, putting your reticle on a player model and pressing your trigger lands a hit consistently. It isn’t an ideal world and, for whatever reason, H5 unfortunately doesn’t handle this area very effectively.
As an example, you may find you need to aim slightly in front or behind a player model to land a hit because where it appears on your screen isn’t where it’s actually located. Or you may feel like you’re being 4 shot perfected by the magnum because the opponent rounded a corner and fired a shot before appearing on your screen. Even the aiming mechanics can feel sluggish because the aim assist mechanics engage in the wrong spot or feel delayed. Suffice to say it leads to all sorts of strange behaviour and at times wildly inconsistent gameplay.
> 2535446485707379;19:
> To elaborate on what Purple is talking about, due to latency and similar concepts at any given time the server (H5 dedicated servers) and each client (players) have a, for lack of a better term, picture of the situation. These snapshots are usually not the same. So the server has you in one position, your client has you at another and the opponent has you at another. There are a whole slew of mechanisms in place such that a.more accurate agreement can be reached between each reference point (aka, netcode).
>
> In an ideal world the netcode does a good job and compensates for these differences. The result is firing directly at an opponent you see on screen yields accurate and consistent results. In other words, putting your reticle on a player model and pressing your trigger lands a hit consistently. It isn’t an ideal world and, for whatever reason, H5 unfortunately doesn’t handle this area very effectively.
>
> As an example, you may find you need to aim slightly in front or behind a player model to land a hit because where it appears on your screen isn’t where it’s actually located. Or you may feel like you’re being 4 shot perfected by the magnum because the opponent rounded a corner and fired a shot before appearing on your screen. Even the aiming mechanics can feel sluggish because the aim assist mechanics engage in the wrong spot or feel delayed. Suffice to say it leads to all sorts of strange behaviour and at times wildly inconsistent gameplay.
Cannot explain better than this.