> > > Super Slayer is far better than Squad Slayer was.
> >
> > What are you basing this off of?
> >
> > The only ‘positive’ things I can see are that:
> >
> > -Decreased from 5v5 to 4v4 (if you prefer 4 to 5, which I don’t)
> > -Community maps (which limit the number of local players able to play)
> >
> > The negatives are extensive:
> > -No more than 2 local players
> > -Crappy community maps
> > -Search options are changed
> > -Armor Lock
> > -Double Melee (although this is playlist-wide)
> > -Shorter game times (75 kills v. 50 kills)
> >
> > I’d like to know why you think it’s better. The above are my opinions, but I’d be interested to get your perspective, too.
>
> I posted my reasons in the “Get Rid of Super Slayer…” thread.
This is the text of your argument along with my anotations:
I am happy with the introduction of Super Slayer. Now that bleedthrough has been removed, I prefer the TU to Reach 1.0 and I enjoy playing 4v4 with this updated TU. Most of the objections to Super Slayer appear to me to be not critical enough for 343i to flip flop back to Squad Slayer.
The complaints against AL are especially dubious. AL under the TU is a greatly modified ability. It’s not at all the same Armor Lock that was raged against when Reach first came out. Attacks against it have an effect; you can even kill an Armor Locked opponent. Are people understanding this? You can attack an Armor Locker with effect and he can’t attack back. And there is no negating of a plasma grenade that has already been stuck. You just need to be careful with projectiles like rockets. Unlike the original AL, it’s almost never correct to sit back and wait for someone to come out of it. But I still see people doing this, either out of habit or lack of knowledge. If people actually learned to play properly against the new Armor Lock, I think they would find their current concerns to be largely invalid and petty. The point here is that Squad Slayer didn’t have Armor Lock as an option. It was never about adapting to it or not, it was the fact that this playlist was sans Armor Lock, which most people loved. The changes made by the TU were good, but I still have huge problems with it (frosting, popping in and out to pop opponent’s shields plus melee, etc.) Your claim about not being appropriate to sit back against an ALer isn’t true at all. Little to nothing, short of explosives, will really accelerate the timer that an ALer has, and even then, no damage is done to health or shields, so you’re just wasting ammo that could be used when he/she comes out of AL
Anyway, a lot of the anti-AL complainers weren’t really happy with Squad Slayer having any AAs at all, especially Jet Pack and Active Camo. There were posts complaining about how one or both of these broke maps and ruined the competitive experience. How quickly this is forgotten. What I am alleging is that a hefty amount of the anti-AL complainers are really anti-AA complainers, and restoring Squad Slayer won’t really satisfy them anyhow. It’s not fair to over-generalize this. You could be correct that some anti-AL complainers are really anti-AA complainers, but, for the purpose of this thread, we are talking about bringing Squad back the way it was, not to bring it back with modifications.
Going from 5v5 to 4v4 actually helps the DLC algorithm to work. Getting 8 players with DLC is easier than getting 10. It seems to be working. This is a good thing. Again, this is probably true, but the effect is negligible to me. I know that I would prefer having Squad slayer back with its old settings even if this means less DLC, and I think many would agree.
The complaints about supposedly bad maps coming back is a specious one. Sure, some hate Pinnacle, Sword Base, community maps, etc. But what about the people who like them but couldn’t play on them in Squad Slayer? Every map in MM has its detractors. That’s why we get to vote for which map we will play on. Don’t like Pinnacle? Don’t vote for it. Let’s also not forget the people who wanted more maps in Squad Slayer. I didn’t hear too often people wanting community maps in Squad. One of the biggest reasons is that because you CANNOT play with more than 2 people locally on community maps. Squad Slayer was the last bastion of hope for more than 2 players locally to play slayer matches on.
Not being able to play split screen with more than 2 players to me is an appropriate loss. Split screens give an unfair advantage to a team. We are having this discussion in the other thread. I don’t buy your claim in the least bit. The main reason, I think, is because you don’t play with more than 2 players locally. That is FINE, that is your choice. However, others that choose to play that way should not be punished.
As far as I can tell, population has not suffered either. Super Slayer seems to have more people in it than Squad Slayer. There definitely has been no dramatic drop in numbers. I think this may be more of a comparison between apples and oranges than to straight up apples. As has been mentioned before, the choice wasn’t ever purported to be between getting rid of Squad Slayer and placing Super Slayer into the mix. Everyone assumed the choice was between Vanilla Team Slayer or TU Team Slayer. Nowhere was Squad Slayer in that discussion, which is the main reason people are upset and want Squad back.
For those angry about the loss of bleedthrough, that of course is an issue separate from the playlist itself. True.
All in all, I fail to see how having Super Slayer is not a better choice than having Squad Slayer, especially given such other factors as the commitment to maintain Vanilla Reach, and the probable results of the TS playlist vote. As long as it remains intact, I will spend all my 4v4 game time in Super Slayer rather than in Team Slayer. The difference between Team Slayer and Super Slayer is small. The difference between Squad Slayer and Super Slayer is large. That is the problem. Super Slayer is not an appropriate replacement for Squad Slayer.