Halo has lost it's "team" aspect

I made this post in order to discuss Halo 4 and also possibly the other Halo’s as well. Recently I played a match of capture the flag on Ragnarok and throughout the whole match everyone was just killing and not focusing on the objective like they should but no nothing but a huge slayer match in the end and that’s that.

Why is it that people focus more on killing rather than the objective? This really upsets me to see this and if you want to play slayer go to the damn slayer playlist. I honestly hate playing with random’s that don’t coordinate with their team.

It’s not just Halo, Almost every other FPS have this non-sense.

But if your’e annoyed that the your team is always just killing the opponents you actually shouldn’t just take advantage of this by sneaking into the enemies base with another teammate and take the flag.

Or you could use the Mic to communicate with your teammates.

Though I fully understand your concerns specially when the rest of your team except you does not even try to defend the objective.

Because you had a bad team?

It’s because Halo 4 promotes individual “success” over team playing in any gametype. I mean, now that we have personal ordnance, why would you have to push as a team to gain the power positions and power weapons on the map? Sure, the enemies got the Spartan Laser on Ragnarok, but that’s ok, your team can get 3 of their own just by sitting back and getting some assists!

Sprint never helped this either. Before Halo 4, it was important to work as a team in order to outmaneuver and outsmart the enemy team. Now,if you find yourself facing two enemies while you’re alone, you can easily get out of death by sprinting away.

Halo 4 completely ruined the risk vs reward aspect of the game, which in turn made people forget all about team gameplay. There’s no reason to have smart play in Halo 4, since anybody who makes mistakes has half a dozen crutches to fall back on.

Personal ordinance isn’t in the majority of objective games. So point isn’t really too good. And sprint doesn’t negate all team work.

Really depends on who you’re playing with. Some people work well as a team, others don’t do well.

I think it completely depends on your teammates for that particular match.
Often, I’ll experience what you’re talking about, and sometimes my team works wonderfully together even without mics.
Sometimes, half of my team is off getting kills while another teammate and myself are carrying the flag or escorting the other. I’m sure the half of my team that’s out for kills doesn’t realize it, but they’re a wonderful distraction.

> I think it completely depends on your teammates for that particular match.
> Often, I’ll experience what you’re talking about, and sometimes my team works wonderfully together even without mics.
> Sometimes, half of my team is off getting kills while another teammate and myself are carrying the flag or escorting the other. I’m sure the half of my team that’s out for kills doesn’t realize it, but they’re a wonderful distraction.

Sometimes, half half. One person on your team might do well and work so well with you and you both carry.

Sometimes I play with this group of people, some are not the best but we try our team work. We know our strengths and weaknesses, well as if I had many (hehehe). So the banshee is often left to me, we often ask about the vehicles, inform when weapons are back up.

> It’s because Halo 4 promotes individual “success” over team playing in any gametype. I mean, now that we have personal ordnance, why would you have to push as a team to gain the power positions and power weapons on the map? Sure, the enemies got the Spartan Laser on Ragnarok, but that’s ok, your team can get 3 of their own just by sitting back and getting some assists!
>
> Sprint never helped this either. Before Halo 4, it was important to work as a team in order to outmaneuver and outsmart the enemy team. Now,if you find yourself facing two enemies while you’re alone, you can easily get out of death by sprinting away.
>
> Halo 4 completely ruined the risk vs reward aspect of the game, which in turn made people forget all about team gameplay. There’s no reason to have smart play in Halo 4, since anybody who makes mistakes has half a dozen crutches to fall back on.

Oh not at all Hotrod not at all, elements introduced in halo 4 greatly enhance the ability for teams to work well together.

For instance you can have certain players filling critical team roles like one member calling out RoDs for his team with drop recon. You can have agressive players equipped with AR hardlight pressuring the enemy while covered by a teammate with lightrifle camo.

Personal ordnance can be shared in competitive games to increase the number of team power weapons, such as me calling in a sniper for a teammate before I continue on my SAW run.

I could go on Hotrod but the fact of the matter is halo 4 massively increased the need for teams to work together for success.

> Oh not at all Hotrod not at all, elements introduced in halo 4 greatly enhance the ability for teams to work well together.

nope

> For instance you can have certain players filling critical team roles like one member calling out RoDs for his team with drop recon. You can have agressive players equipped with AR hardlight pressuring the enemy while covered by a teammate with lightrifle camo.

this ain’t class based, BRs and light rifles is all you need to win, poxy crutches like perks, AAs, sprint, PoDs, loadouts, don’t change anything. when you’re good you’ll start to see the inefficiency of short range weapons, especially in a game with sprint.

> Personal ordnance can be shared in competitive games to increase the number of team power weapons, such as me calling in a sniper for a teammate before I continue on my SAW run.

that wouldn’t happen in a competitive game, as PoDs aren’t competitive.

though i guess you need that important sentence drilled into your head 2-3 times each day

COMPETITIVE GAMES TRY TO REMOVE AS MUCH INHERENT RANDOMNESS AS POSSIBLE

> I could go on Hotrod but the fact of the matter is halo 4 massively increased the need for teams to work together for success.

nope

  • sprint empowers a player, making them less reliant on a team
  • PoDs give you power weapons for performance, making players play more selfishly
  • perks empower the player, making them less reliant on a team
  • AAs empowers a player making them less reliant on a team
  • loadouts empower the player making them less reliant on a team

improving base traits of a player is good as it doesn’t change their output in comparison to the other players, giving players a specific crutch to fall back on (sprint), or unique options giving player diversity, only allows the player to play within what they have chose, and perform the way they have chosen (all options cater to selfish play)

disregard post … my bad

It is always more fun to play with friends when your trying to win… I would suggest when you run into people who play like you do that you try to add them to your team. If you’re serious about objective you are going to need people you know you can rely on so go out there and get yourself a party.

> > It’s because Halo 4 promotes individual “success” over team playing in any gametype. I mean, now that we have personal ordnance, why would you have to push as a team to gain the power positions and power weapons on the map? Sure, the enemies got the Spartan Laser on Ragnarok, but that’s ok, your team can get 3 of their own just by sitting back and getting some assists!
> >
> > Sprint never helped this either. Before Halo 4, it was important to work as a team in order to outmaneuver and outsmart the enemy team. Now,if you find yourself facing two enemies while you’re alone, you can easily get out of death by sprinting away.
> >
> > Halo 4 completely ruined the risk vs reward aspect of the game, which in turn made people forget all about team gameplay. There’s no reason to have smart play in Halo 4, since anybody who makes mistakes has half a dozen crutches to fall back on.
>
> Oh not at all Hotrod not at all, elements introduced in halo 4 greatly enhance the ability for teams to work well together.
>
> For instance you can have certain players filling critical team roles like one member calling out RoDs for his team with drop recon. You can have agressive players equipped with AR hardlight pressuring the enemy while covered by a teammate with lightrifle camo.
>
> Personal ordnance can be shared in competitive games to increase the number of team power weapons, such as me calling in a sniper for a teammate before I continue on my SAW run.
>
> I could go on Hotrod but the fact of the matter is halo 4 massively increased the need for teams to work together for success.

Perhaps some of this is true, but I have never, ever, ever seen a game in Halo 4 where people actually work as a team like this, or ever share ordnance in the least bit, which is why it does not work in the least bit.

The reason that Halo 4 is inherently non-competitive is because it is based on elements that player cannot predict, therefore, cannot plan against. Look at other highly competitive games like Halo 3, StarCraft and League of Legends. Why are these games competitive?

In Halo 1-3 and Reach, you spawned knowing which weapons your enemies had, which weapons were on the map, where they spawned and how long it took for them to respawn. If you see that, for example, the Sword on Lockout is gone, you know that somebody in the game is carrying it. If it’s nobody on your team, you know that the other team has it, so you can plan around it. You also know that the Sword takes 3 minutes to respawn, so you know when you have to be at the Sword’s spawn in order to snatch it to your team, thus giving you the advantage. Teams would work together in order to secure these weapons spawns or power positions in order to win. Teamwork was based on skill, positioning and communication.

In StarCraft, each race is very different, but balanced. in the first portion of the match, a good player will scout an enemy’s base in order to discover which build they’re using. If a Protoss player is getting an early second gas, you know he’s going air, and can plan around it. If a Zerg player is getting their spawning pool at 6 supply, he’s going for an early rush. Once again, StarCraft is competitive because it revolves around having a plan, seeing what the other person is doing, and then modify your plan to adapt to what the other player is doing. There is no element of unknown or randomness that tilts one player more towards having an advantage.

Finally, League of Legends. Some people might say that having so many champions with so many different abilities leads to randomness, but it really doesn’t. Once again, you learn the different champions, which abilities they have, and what they can do. If you have an Annie in bottom lane, she’s going to work in a support role. If you see her in mid, you know she’s going AP. There are strategies and different builds that you can predict. Yes, you go and buy items that can change up your strengths and weaknesses, but the thing is, you can see the items that everybody has bought. The only unknown here is the other players’ skill and plans, so it all boils down to who is the better team in the end.

Halo 4 is not competitive, since there are so many random elements that you cannot plan for. Which armour abilities did the other team spawn with? Which weapons do they have? What are they going to get in their ordnance? Which weapons will spawn on the map? Where will those weapons spawn? When will they spawn? There is now way to predict any of it, therefore no way to plan around it in advance. A lot of Halo 4 comes down to luck rather than skill. You say you can call down a Sniper for your teammate while you run around with a SAW. How is the enemy team supposed to know that they’re suddenly going to have another Sniper Rifle to look out for? The only way they’ll know for sure is once they start dying to it, and then it’s too late.

That happens when everyone has sprint (able to run away from battles), armor abilities (to have advantages over other players) and power weapons. In Halo 4 is so easy to kill, that nobody care about the objectives anymore. Even in Reach happened that. Players are more determined on watching their K/D ratio instead of caring about the objective, for the excess of help they have in the map.

I remember the old Halo 2-3 days. Those epic CTF matches were everyone wanted the enemy’s flag were so freaking awesome. When the match was about to finish and only 20 secs remained, the entire blue team rushed to the enemy base to capture their flag. It was so rewarding and competitive that you even forgot your K/D ratio on the match. That’s gone now, because with the overpowered weapons, any kid can kill without any effort.

> Oh not at all Hotrod not at all, elements introduced in halo 4 greatly <mark>enhance the ability for teams to work well together</mark>.

If that would be, this post shouldn’t have existed in the very first place.

> For instance you can have certain players <mark>filling critical team roles</mark> like one member calling out RoDs for his team with drop recon. You can have agressive players equipped with AR hardlight pressuring the enemy while covered by a teammate with lightrifle camo.

Really? Do I know I’ll receive a sniper rifle from my next ordnance? Do I know my friend will receive a rocket launcher? An overshield? Do I know what perk does my enemy has? What AAs is he using? Everyone has their own role? Oh, no. Everything is random, you can’t be sure of what will come from your ordnance.

> Personal ordnance <mark>can be shared in competitive games</mark> to increase the number of team power weapons, such as me calling in a sniper for a teammate before I continue on my SAW run.

That can be shaed of course, but 100% of the Halo 4 players pefer to keep their ordnance for their own, so another point on why nobody cares about objectives anymore. The prefer to grab a power weapon to kill instead of protecting their own flag. Oh, and without ranks, they still earn XP. And Halo 4 is not competetive, please stop that.

> I could go on Hotrod but the fact of the matter is halo 4 <mark>massively increased</mark> the need for teams to work together for success.

Hell no. Halo 4 incites players to play by themselves, without teamwork.

also sammy “competitive” halo is a lot more fast paced than matchmaking due to the co-ordination.

much like chess, sports, mobas or other competitive arena shooters, you want to put the other team at a positional disadvantage to secure superiority, even in a much less competitive game like h4.
for two people to move away from a position so they are not killed to fidget around with an ordinance will make you lose no matter what you get, players will just put pressure on you and force you away or kill you.

eg where on haven would you call down an ordinance that would be away from the line of sight of the other team? now how far away is that from your team. or adrift, abandon, skyline, onyx etc.

in competitive halo teamwork is important, but most of the time players are more spread out than the examples you suggest.

Because people simply do not understand the term for “team work”. Its like this in all games. May it be good ol’ Halo or the rage in a field series (Battlefield), no one will ever understand what to do… sigh Its like I say, people wont get it until the objective marker is a neon color ,flashing rapidly and in a very large font… sure it would be a health hazard but the point would get across.

> Personal ordnance <mark>can be shared in competitive games</mark> to increase the number of team power weapons, such as me calling in a sniper for a teammate before I continue on my SAW run.

That can be shaed of course, but 100% of the Halo 4 players pefer to keep their ordnance for their own, so another point on why nobody cares about objectives anymore

Not true. I’ve done it a number of times. I’ll openly say that I’m not very good with a sniper or splaser, so when they pop up on my ordinance I’ll run up to random team mates and offer it to them

> Not true. I’ve done it a number of times. I’ll openly say that I’m not very good with a sniper or splaser, so when they pop up on my ordinance I’ll run up to random team mates and offer it to them

in most of sammys posts he is trying to state that halo 4 functions have competitive merit, in a competitive game you cannot just walk to a teammate to hand them a weapon. the higher the skill of the team the higher the output, you won’t have that chance like sammy suggests you would at higher levels of play, especially the smaller the map gets.

I get this often pretty much why i stopped playing objective games in Halo4.

Unfortunately you’re playing with the new Halo community. This community only cares about their stats and how many kills they can rack up in a game. Introduce K/D into a service record and everybody tries to flaunt their’s like it actually matters. CTF has pretty much become a place where teams of 5 go in to stat on those who can’t fight back.

It’s a pretty big joke these days, sad part is it’s not even a funny one. Drop K/D from the service record and add W/L and Win%. This won’t fix all problems, because lets face it that’s impossible. However with W/L and Win% people will try to win.