Has anyone heard if they’re going to make the CSR actually reflect individual skill or just continue being based on whether you win or lose with a team? Because that’s not how an individual rank works and I was just wondering if the developers had realized that yet. I’m sick of going positive, often over 2.0 k/d, but because my team loses I de-rank. Just seem pretty unfair for those of us who like to play with all of our friends, not just the ones who are good.
We all know that there will be no changes with the current ranking. People complained about Reach ranks from the beginning. Then Halo 4 had similar but added the 130… Now Halo 5… As you can see, nothing will change. Only ranks that go up when you play a bunch.
I’m serious about this. It’s really -Yoink!- me off that I’m carrying people every game, but because we lose I de-rank. Can someone who’s in the know please explain this logic? Anyone?
Explain the logic? I guess every team sport ever is the logic. I don’t see the problem with ranking based on winning. It makes sense to me.
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> Explain the logic? I guess every team sport ever is the logic. I don’t see the problem with ranking based on winning. It makes sense to me.
Except an individual rank shouldn’t be based on whether a team wins or loses. That should be a TEAM rank. If I do incredible every game, my PERSONAL rank should reflect that whether or not I lose
Just made a post about this, had a +6 kd and was ranked with a sr 7 and 11 both platinum and they each got 0 or so kills. Probably got that rank by being carried
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> > 2533274837186882;4:
> > Explain the logic? I guess every team sport ever is the logic. I don’t see the problem with ranking based on winning. It makes sense to me.
>
>
> Except an individual rank shouldn’t be based on whether a team wins or loses. That should be a TEAM rank. If I do incredible every game, my PERSONAL rank should reflect that whether or not I lose
Your Team Slayer rank is your TEAM Slayer rank. Your individual rank would be in FFA.
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> > 2533274808621312;5:
> > > 2533274837186882;4:
> > > Explain the logic? I guess every team sport ever is the logic. I don’t see the problem with ranking based on winning. It makes sense to me.
> >
> >
> > Except an individual rank shouldn’t be based on whether a team wins or loses. That should be a TEAM rank. If I do incredible every game, my PERSONAL rank should reflect that whether or not I lose
>
>
> Your Team Slayer rank is your TEAM Slayer rank. Your individual rank would be in FFA.
That’s the playlist rank, and it doesn’t even say Team Slayer. It just says Slayer so that’s a mute point to begin with. Playlist ranks are a reflection of our skill in that playlist. If they want to make your team wins or losses reflect rank, then they should create a team ranking system similar to what League of Legends has.
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> > 2533274837186882;7:
> > > 2533274808621312;5:
> > > > 2533274837186882;4:
> > > > Explain the logic? I guess every team sport ever is the logic. I don’t see the problem with ranking based on winning. It makes sense to me.
> > >
> > >
> > > Except an individual rank shouldn’t be based on whether a team wins or loses. That should be a TEAM rank. If I do incredible every game, my PERSONAL rank should reflect that whether or not I lose
> >
> >
> > Your Team Slayer rank is your TEAM Slayer rank. Your individual rank would be in FFA.
>
>
> That’s the playlist rank, and it doesn’t even say Team Slayer. It just says Slayer so that’s a mute point to begin with. Playlist ranks are a reflection of our skill in that playlist. If they want to make your team wins or losses reflect rank, then they should create a team ranking system similar to what League of Legends has.
Yeah, I realized as I typed that FFA isn’t really an individual rank and I was going to edit it but…eh. So I agree, the ranks are all playlist ranks. So don’t be coy, we both know Slayer is Team Slayer and so like I said (and you said) it’s a Team Slayer playlist rank. There aren’t any true individual ranks and if you’d like them you should argue for them specifically. The W/L system doesn’t need to be changed. It works just fine for what it does–establishing your playlist rank.
Every Halo game has been about winning the match. I don’t understand how people can be ok with Halo 2s ranking system and not this one aside from being mismatched in the beginning, which does happen. The progression after that is no different, and just makes the game less of a grind.
The bad part as you say. Is the same for me I would like to play with my girl friend or some pll I like who are not very good. But with that ranking system focusing only in team… pretty rare I want to play arena with them as I know I will lose my hard earned rank…
It is frustrating. I’ve been trying to climb the ranks to no avail. Yes I know… I need to git gudder… or get myself a team of pros to carry me along in their esteemed coat-tails.
I think a better CSR system would promote the team win… but also give the better players on the losing team a chance to minimise the loss.
How someone going -10 goes up while someone +10 (in a losing side no less) goes down… is disheartening.
I would assign CSR points on a ladder of KDA. But yes… winning is everything - so have a win multiplier… so that the winning team have their ladder KDA boosted… eg. x 1.2. That way those who play extremely well in the losing team have a chance to go up instead of the damage sponge on the winning team.
Oh… and instead of KD or KDA to decide the ladder… I would actually add up what % of each kill you did… so that a 0.9 assist is worth more than a 0.5 assist.
Sorry to say mate but I disagree. This ranking system works based on the same concept since…well forever…
Halo is an objective game. The point is not a high KD because you may be having it at your teammate’s expense. The point is WINNING. Focus on giving support on power weapons and objectives, even if it may occasionaly mean sacrificing yourself so a teammate can get said objective. Try that and see if it doesn’t help with your rank situation. Therefore the ranking system is based on win/loss - simple as that. Also it should encourage you to seek out a team or spartan company…of which there are …many.
> 2533274808621312;1:
> Has anyone heard if they’re going to make the CSR actually reflect individual skill or just continue being based on whether you win or lose with a team? Because that’s not how an individual rank works and I was just wondering if the developers had realized that yet. I’m sick of going positive, often over 2.0 k/d, but because my team loses I de-rank. Just seem pretty unfair for those of us who like to play with all of our friends, not just the ones who are good.
Custom games/social play lists. Or make the lowest ranking friend the fireteam leader, which should adjust the matchmaking accordingly.
> 2533274873586568;13:
> Sorry to say mate but I disagree. This ranking system works based on the same concept since…well forever…
>
> Halo is an objective game. The point is not a high KD because you may be having it at your teammate’s expense. The point is WINNING. Focus on giving support on power weapons and objectives, even if it may occasionaly mean sacrificing yourself so a teammate can get said objective. Try that and see if it doesn’t help with your rank situation. Therefore the ranking system is based on win/loss - simple as that. Also it should encourage you to seek out a team or spartan company…of which there are …many.
I would understand that in Arena and objective games, but not for Slayer. If you go negative in Slayer, you’re only hurting your team. If I go 2.0+ in Slayer but lose, I shouldn’t de-rank.
> 2533274808621312;3:
> I’m serious about this. It’s really -Yoink!- me off that I’m carrying people every game, but because we lose I de-rank. Can someone who’s in the know please explain this logic? Anyone?
Your ability to win goes beyond what you can do ingame.
Would your chances of winning increase if you were to gather a team perhaps?
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> > 2533274873586568;13:
> > Sorry to say mate but I disagree. This ranking system works based on the same concept since…well forever…
> >
> > Halo is an objective game. The point is not a high KD because you may be having it at your teammate’s expense. The point is WINNING. Focus on giving support on power weapons and objectives, even if it may occasionaly mean sacrificing yourself so a teammate can get said objective. Try that and see if it doesn’t help with your rank situation. Therefore the ranking system is based on win/loss - simple as that. Also it should encourage you to seek out a team or spartan company…of which there are …many.
>
>
> I would understand that in Arena and objective games, but not for Slayer. If you go negative in Slayer, you’re only hurting your team. If I go 2.0+ in Slayer but lose, I shouldn’t de-rank.
If you think Slayer is not an objective game, you confirmed my suspicions about you. Slayer has 3-4 objectives per map. They are called power weapons and they require TEAMWORK to control. You probably spend too much time stat padding rather than playing for the win mate. Sorry. I’ve met plenty of people like you - actually my former clan mates for 4 months were like you till I quit their team because of it… so don’t complain. RE-learn your method of play.
Angelic I just checked your stats.
First of all you’ve got a 61% win percentage in Arena.
Second of all you’ve had win streaks of 4 and 3 just in your recent games.
Bassicaly your complaining that you don’t have 100% win percentage and don’t go on 30 game win streaks? This ranking system is not meant for you to fly from gold to champion in 2 days mate. You need to work for it.
Done with this thread, you’re just complaining for the sake of complaining.
PS: You got a 2.2 KD. Most MLG players don’t get ahead of a 2. I’m assuming you’ve been stat padding playing with low level friends, getting weak matchmaking - and when you play alone against people of your own tier (supposedly) you get destroyed.
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> > 2533274808621312;1:
> > Has anyone heard if they’re going to make the CSR actually reflect individual skill or just continue being based on whether you win or lose with a team? Because that’s not how an individual rank works and I was just wondering if the developers had realized that yet. I’m sick of going positive, often over 2.0 k/d, but because my team loses I de-rank. Just seem pretty unfair for those of us who like to play with all of our friends, not just the ones who are good.
>
>
> Custom games/social play lists. Or make the lowest ranking friend the fireteam leader, which should adjust the matchmaking accordingly.
I’m pretty sure the game takes into account all players in the party, no?
> 2533274808621312;15:
> > 2533274873586568;13:
> > Sorry to say mate but I disagree. This ranking system works based on the same concept since…well forever…
> >
> > Halo is an objective game. The point is not a high KD because you may be having it at your teammate’s expense. The point is WINNING. Focus on giving support on power weapons and objectives, even if it may occasionaly mean sacrificing yourself so a teammate can get said objective. Try that and see if it doesn’t help with your rank situation. Therefore the ranking system is based on win/loss - simple as that. Also it should encourage you to seek out a team or spartan company…of which there are …many.
>
>
> I would understand that in Arena and objective games, but not for Slayer. If you go negative in Slayer, you’re only hurting your team. If I go 2.0+ in Slayer but lose, I shouldn’t de-rank.
What if you going +2 is the reason you lost?
How do you know you’re always hurting your team if you go negative?
You’re only looking at stats, and completely forgetting the tactical aspect.
Any player going negative can positively contribute to the team through
-Call outs
-Baits
-Flushing players out
-Preventing power weapons and power ups from falling into enemy hands
-Being a distraction
-Spawn influences
And some other stuff.
I’ve had plenty of one for two trades in plenty of game modes. Several players being drawn out, such as snipers, or groups of enemies that get too greedy and venture too far.
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> > 2533274873586568;14:
> > > 2533274808621312;1:
> > > Has anyone heard if they’re going to make the CSR actually reflect individual skill or just continue being based on whether you win or lose with a team? Because that’s not how an individual rank works and I was just wondering if the developers had realized that yet. I’m sick of going positive, often over 2.0 k/d, but because my team loses I de-rank. Just seem pretty unfair for those of us who like to play with all of our friends, not just the ones who are good.
> >
> >
> > Custom games/social play lists. Or make the lowest ranking friend the fireteam leader, which should adjust the matchmaking accordingly.
>
>
> I’m pretty sure the game takes into account all players in the party, no?
>
>
>
>
> > 2533274808621312;15:
> > > 2533274873586568;13:
> > > Sorry to say mate but I disagree. This ranking system works based on the same concept since…well forever…
> > >
> > > Halo is an objective game. The point is not a high KD because you may be having it at your teammate’s expense. The point is WINNING. Focus on giving support on power weapons and objectives, even if it may occasionaly mean sacrificing yourself so a teammate can get said objective. Try that and see if it doesn’t help with your rank situation. Therefore the ranking system is based on win/loss - simple as that. Also it should encourage you to seek out a team or spartan company…of which there are …many.
> >
> >
> > I would understand that in Arena and objective games, but not for Slayer. If you go negative in Slayer, you’re only hurting your team. If I go 2.0+ in Slayer but lose, I shouldn’t de-rank.
>
>
> What if you going +2 is the reason you lost?
> How do you know you’re always hurting your team if you go negative?
> You’re only looking at stats, and completely forgetting the tactical aspect.
> Any player going negative can positively contribute to the team through
> -Call outs
> -Baits
> -Flushing players out
> -Preventing power weapons and power ups from falling into enemy hands
> -Being a distraction
> -Spawn influences
> And some other stuff.
>
> I’ve had plenty of one for two trades in plenty of game modes. Several players being drawn out, such as snipers, or groups of enemies that get too greedy and venture too far.
…thank you… haha two thumbs up.