New Ranking System!

I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.

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> I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.

Agreed.

I would rather have it judge your K/D, so it puts the players that have the same type of skill level into one division as oppose to your suggestion.

I’m fine with either, though.

They need to change it back to the 1-50 system. The one in H5 is just too confusing for me.

The problem is, statistically speaking, win / loss is more reliable, less exploitable, and encourages team play.

Working any amount of individual into the equation is a slippery slope, as seen in what happened in Reach Arena, and also as seen in what has happened in other games where gameplay is ruined while people chase K/D.

Even if it was something like “Losing always hurts, but the top player loses a bit less”

Then you get a ton of negativity from players fighting against their own teammates over that top spot, including clever betrayals, kill stealing, position surrendering. Just makes everything worse.

The next best compromise in my view would be something like, if 1 or 2 players on the team play their hearts out and lose, e.g., 45-50, then, since it was so close, everyone loses a little less (and the other team gains a little less to balance).

Primero que arreglen los Spawns y ya que luego chequen lo demás

> 2533274883644842;501:
> I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.

> 2535472302558740;502:
> > 2533274883644842;501:
> > I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.
>
>
> Agreed.
>
> I would rather have it judge your K/D, so it puts the players that have the same type of skill level into one division as oppose to your suggestion.
>
> I’m fine with either, though.

Doing K/D or otherwise measuring personal performance over W/L will get you what Reach Arena first did, a game mode which was an FFA mode.

It was more beneficial for you as a player and to your rank to be a complete lone wolf, no, to be a selfish player.
Here’s how it works:

By betraying an ally who took a power weapon, you ensure that your ally gets another death bringing that player’s overall performance down compared to yours. Meaning that you may rank better than that player. Additionally, you now most likely have access to a power weapon which most likely will further increase your performance by netting you some kills.

Reach Arena had this personal performance ranking for a while, later to be switched to a pure W/L system, because the initial system caused non-team behaviour, and I’m not really sure how good it was in ranking players in any case.

W/L will ensure that all players who are serious about ranking up will play to the team, not against it, which is what a personal performance system will cause serious players to do. Because if ranking up is the objective, and players who seriously play to win follow that objective, you do not want to stand in their way if you value team play.

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> Primero que arreglen los Spawns y ya que luego chequen lo demás

Hey there -

I’d recommend you post in English as the website is mostly populated with English players.

> 2533274922838967;506:
> Primero que arreglen los Spawns y ya que luego chequen lo demás

Hi -

Unfortunately I have to ask that you repost in English as we are not equipped to handle other languages at this time.

Apologies for the inconvenience.

Agree!

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> > 2533274883644842;501:
> > I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.
>
>
>
>
> > 2535472302558740;502:
> > > 2533274883644842;501:
> > > I completely agree with other people saying it shouldn’t just be a win that gets you a CSR increase. If you do horrible but your team does great you shouldn’t gain CSR, but if your team is doing horrible and you’re playing objectives and getting kills your CSR should go up. Never like the simple you have to win to gain competitive rank.
> >
> >
> > Agreed.
> >
> > I would rather have it judge your K/D, so it puts the players that have the same type of skill level into one division as oppose to your suggestion.
> >
> > I’m fine with either, though.
>
>
> Doing K/D or otherwise measuring personal performance over W/L will get you what Reach Arena first did, a game mode which was an FFA mode.
>
> It was more beneficial for you as a player and to your rank to be a complete lone wolf, no, to be a selfish player.
> Here’s how it works:
>
> By betraying an ally who took a power weapon, you ensure that your ally gets another death bringing that player’s overall performance down compared to yours. Meaning that you may rank better than that player. Additionally, you now most likely have access to a power weapon which most likely will further increase your performance by netting you some kills.
>
> Reach Arena had this personal performance ranking for a while, later to be switched to a pure W/L system, because the initial system caused non-team behaviour, and I’m not really sure how good it was in ranking players in any case.
>
> W/L will ensure that all players who are serious about ranking up will play to the team, not against it, which is what a personal performance system will cause serious players to do. Because if ranking up is the objective, and players who seriously play to win follow that objective, you do not want to stand in their way if you value team play.

True.

Very good job with this post here, Naqser. I think you’ve almost completely changed my look on this. Have you ever thought about going to politics?

I wish there were actual ranks not just numbers

> 2533274899165162;512:
> I wish there were actual ranks not just numbers

Yeah, but with sporty names like Bronze, Silver, Gold.

Oh wait.

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> > 2533274922838967;506:
> > Primero que arreglen los Spawns y ya que luego chequen lo demás
>
>
> Hi -
>
> Unfortunately I have to ask that you repost in English as we are not equipped to handle other languages at this time.
>
> Apologies for the inconvenience.

And i’ll translate: “First, they should fix the spawns, and after that, they check the rest.” which i wholehearted agree with.

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> > > > > The whole ranking system is a mess, they should had used the halo reach ranking system
> > > >
> > > >
> > > > What Reach ranking system? The cR version or the Arena one?
> > >
> > >
> > > The one based on credits of course
> >
> >
> > Erm. No thank you. “Rank up by playing” isn’t exactly fun in the long run.
>
>
> Well thats my opinion. I find it quite frustrating that even though I did good in a match, my rank decreases because one guy in my team only got 1 kill and managed to get killed 18 times.

If everybody suffers the same the consequences as that player is randomly matched around, he will always drop and players better than him will rise more often than not. In the long run, both he and you will move toward your correct ranks.

> 2533274839818445;504:
> …and encourages team play.

And THAT right there is what ticks folks off…343i forcing what they want. The vast majority are just CASUAL gamers simply interested in spending an hour run’n around shoot’n -Yoink!-.

In a way they kind of do have 2 ranking systems, one based off winning and losing and one based off experience. The idea should be to stop going at it in a lone wolf style if you are playing team based matches. I like playing swat and I think I’m pretty decent at it… Add me and invite me if you want someone to team up with.

I like the new system if it worked based off of I individual performance

I have been playing halo 5 for a day and I’m already platinum 1 on swat and slayer I’m gold 2 on breakout and Onyx on free for all ( ͡° ͜ʖ ͡°)

I feel I’m ranked properly for what I’ve participated in. I mainly play free-for-all so as long you rank the top three spots you move up. As far as team slayer or any team based match I would suggest to find friends. Playing with randoms gives exactly what you’re doing, random results. So if you end up with players that are not your similar with your skills, you end up with random results. I play with randoms in team slayer and rarely find players with mics in use and when I do they don’t speak but you can hear their pets, arguments, playing music all while not communicating in match. Join or start a Spartan Company with players like yourself so you can minimize loss in game.