How does Warzone Firefight betrayal booting work?

My first time being booted that I know of was a result of an accidental splatter of a teammate that jumped in front of my banshee. It was my only betrayal of the game, and I have rarely betrayed teammates in halo in my years of playing, and never on purpose. I’ve been betrayed in the past in the same manner and on purpose, without the other players being booted. How does the game decide who stays and who is kicked? I understand it’s a difficult issue to fix, so I’m not mad, just mildly annoyed, and I don’t want to repeat it.

Past games was seemingly dictated on a “damage dealt” check after betraying someone.

For example, say there’s a betrayal point threshold of 290 points. When you betray someone, the game checks if you are above this threshold or not, if so, it gives that player the option to boot you. It degrades slowly over time, though.

Now, assume outright killing a fully-shielded teammate with a rocket. Instant death. 100 points added to your betrayal threshold. 2 more betrayals like this usually results in a boot option for a teammate to get you out of the game, because even with the slow degradation, you’d have over 290 points acquired when the last betrayal connected.

However, damage stacks even if you don’t kill a teammate. You can ram a teammate to no shield and earn yourself, say 75 points. Their shields come back. Later in the game, you accidentally do it again, and with degradation, you’re sitting at 130. Hit a couple teammates with grenades and you’re at 200. Accidentally kill a teammate with rockets earns you up to 300. Booted. After 1 betrayal.

The past games worked pretty good like this, but other rules may be in effect too that can alter these, but from years of playing, ive noticed it’s pretty consistent on these lines, with the exception that 3 outright betrayals usually gives a boot option against that player in the same match regardless of damage dealt, too. So you could probably get booted for only dealing 100 points of damage but if you were the actual betrayer for 3 deaths then you’re gone.

> 2533274795739611;2:
> Past games was seemingly dictated on a “damage dealt” check after betraying someone.
>
> For example, say there’s a betrayal point threshold of 290 points. When you betray someone, the game checks if you are above this threshold or not, if so, it gives that player the option to boot you. It degrades slowly over time, though.
>
> Now, assume outright killing a fully-shielded teammate with a rocket. Instant death. 100 points added to your betrayal threshold. 2 more betrayals like this usually results in a boot option for a teammate to get you out of the game, because even with the slow degradation, you’d have over 290 points acquired when the last betrayal connected.
>
> However, damage stacks even if you don’t kill a teammate. You can ram a teammate to no shield and earn yourself, say 75 points. Their shields come back. Later in the game, you accidentally do it again, and with degradation, you’re sitting at 130. Hit a couple teammates with grenades and you’re at 200. Accidentally kill a teammate with rockets earns you up to 300. Booted. After 1 betrayal.
>
> The past games worked pretty good like this, but other rules may be in effect too that can alter these, but from years of playing, ive noticed it’s pretty consistent on these lines, with the exception that 3 outright betrayals usually gives a boot option against that player in the same match regardless of damage dealt, too. So you could probably get booted for only dealing 100 points of damage but if you were the actual betrayer for 3 deaths then you’re gone.

Thanks for the explanation. I did bump into teammates earlier in the game I remember so I’m sure that damage was part of the reason why. The system makes sense, I guess we just have to be cautious of it as well.