Stats here
went 10 for 10. Held ball for 55 seconds and won.
The details are complicated (and lots unknown) but personal performance and KD are much more important to infiniteās rank than previous titles. A win is not as important now (stupidly).
When you say 10 for 10 do you mean 10 kills and 10 deaths?
The system is coming under heavy criticism from people of all ranks including pros so expect it to be looked at and hopefully reworked.
Yes. 10 kills 10 deaths. 55 seconds with ball, most on team. 2 carriers killed. 1 kill as carrier.
Did you lose the game before? The rank progress bar shows the net change in rank over the course of a session.
Itās ridiculous to have a 'good" game and lose rank. Makes me not want to play.
Yes I lost the game before, but then it should have nothing to do with losing a rank for winning a game and having decent stats.
Yes. Even though I agree you should rank up, like I say the game now has this strange KD system.
It gets worse the higher your rank gets too.
Like I say, hopefully itāll get looked at soon, even snipedown is getting annoyed with it so us mere mortals are obviously too
Letās say you lost 10 CSR for your loss and gained 5 CSR for your winā¦yes the bar will still be red since you have lost 5 CSR overall. You didnāt lose rank on a win.
Good deal thanks for the replies
No worries and if what @benjy9902 said is news to you, I made a more detailed thread about that hereā¦
https://forums.halowaypoint.com/t/rank-bar-just-for-people-who-didnt-know-im-sure-most-do/493698
Lucky number really appreciated it 
Oddball is the only instance where you can win and rank down (I think).
Itās bugged and has been since launch.
It compares total ball time and awards the ranking progress to that team, even if they lost the match.
Example:
100-90
30-100
100-60
You win two rounds, but have less total time:
230-250
The game ranks you down and the other team ranks up.
Hopefully 343 fix this as I think it should rank up the team who win two rounds, not the team with greatest ball time, as it causes frustration and confusion.
Also, individual performance ā10 for 10ā has no effect I believe, it simply looks at whether you win or lose.
Yeah, this happened early on in a competition. They definitely know about it because of the competition and talked about it on stream. but if I do a ticket, I get the usual, āwere not looking at that nowā or ātell it to the forumā.
Just put it in known issues and stop creating this circle of ticket, forum, ticket, forum, frustration 
I agree and disagree. I personally prefer a rank more dependent on your individual performance, something Iāve been asking for a long time. Unless itās a tournament style game type, it should be individual performance.
Everyone has their own rank to showcase their individual skill. If I play a ranked game and carry my team, I wouldnāt expect them to be the same rank as me. Vice versa, I wouldnāt expect to be the same rank of someone who carries/outplays me.
Not too toot my own horn but Iāve played one too many games across all the Halos getting a 2.0+ k/d in a slayer game to be brought down by teammates who caused me/us to lose and I drop rank regardless of how good I did. Doesnāt make sense to me.
EDIT: Dare I say they have 3 ranks added to Infinite? Your battle pass rank/level (time spent playing like MCC or Reach), personal rank, and game type rank.
I agree the rank should be individual, itās just not calculated correctly, or even explained in full.
If it was calculated correctly, or maybe even explained, there wouldnāt be any need for the separate game type rank.
And the ābattle pass rank/level timeā would be more like the āprogression outside of battlepassā. A separate issue, called for by many (and me). Where youād have a rank or at least a number, time/skill earned.
In Halo 2, win/loss wasnāt even taken into account. It was all based on a hidden rank points system mainly targeting your kills, deaths, and how many more or less rank points the person you just killed or died to has compared to you.
If you kill a player with significantly more points than you, you got more hidden points than if you killed one who had less points than you and so on.
3 was a purely win-loss based rank system.
Idk enough about Reach to say one way or the other.
5 introduced trueskill 2 which is the system we currently use, and is like a blent of Halo 2ās performance system with H3ās win-loss one.
TrueSkill was introduced in Halo 3. And yes, as you said, it all about the W&L.
TrueSkill2 added a few weightings; eg. squads, time away from the game, and kills per minute.
Completely agree however there is definitely a problem with the changes between 5 and Infinite.
Many people have given examples, all of which are far more involved and experienced than me.
Iāve not played a great deal of ranked in infinite because I want to play ranked seriously when a lot of the other issues are fixed but Iāve seen plenty of streams where pros are mindblown at the seemingly random choices it makes and this wasnāt an issue even in the dreaded 5.
The problem is that it is a team game.
Your rank is essentially your āteamā rank. How well you play as a team.
Nobody bats an eyelid when ranking up as the worst player in the winning team⦠but collectively lose their -yoink- when itās the other way around.
One of the coaches at GameLeap (on youtube) summed up when he said; if you are the best player on the losing team you need to ask yourself what else could I have done to carry my team better.
And the biggest problem is that as soon as you make it individual parameters only then all hell breaks loose with toxic players. It will be all about the individual K:D or who caps the flag. Genuine team play just flies out the door.
I would not want friendly fire on in that type of ranking system.
What we need is a ranked FFA for people to flex in. This is the only way to sort out the wheat from the chaff. And I say that as a player who struggles in FFA - like badly. I need to be the guy running around like Cyril yelling out āsupressing fire!!!ā.
In team ranked though⦠keep the focus on the team win.
But if you canāt work well with a team, and are bad at objective gametypes, then you arenāt good at the ranked playlist even if you have a high KD. This is a team gametype, not a FFA gametype. Personal performance should have some impact, but I donāt think it should be the biggest factor.
Exactly.
As a general rule I am always suspicious of players with a high K:D. They donāt tend to be good team players.
Iāve played a lot of games against high Diamonds and Onyx players (such was the lot of mid to high Platinums in H5). You found out very quickly who where the lone wolves and who where the chaperones*. And anecdotally it was the latter types that usually helped the team to win.
- And by āchaperoneā I mean dirty stinking Onyx player who stole my kill. Even though I was dead before they got it.