No AA's in competitive = why?

Why is there absolutely no AA’s in Pro playlists and MLG?
AA’s are a part of Halo now and should be treated as such.
I realize we can’t use all but SOME would be fine.

Ehhh… Cuz… IDK.

Also, don’t know about MLG playlist. Only slayer pro has been confirmed to have no AA. So, yeah. Probably AA’s will be drops like in reach.

Why would they be included? Just because they are part of Halo, doesn’t mean they are suitable for competitive environments.

  1. MLG tried using AAs in Reach. They were pick-ups (with Sprint default), and they ended up removing them completely (no Sprint of anything else)

  2. AAs don’t work in competitive settings. The simple fact that they give one person an advantage over another upon spawning creates an unbalanced atmosphere not suitable for MLG. The core of competitive settings is that everyone spawns with the same thing.

So no, AAs should not be included in MLG or competitive settings.

Because MLG apparently defines competitiveness.

They have jetpack and evade pickups on map sometimes.
Also they didn’t work well for balanced gameplay, armor lock and camouflage especially.

Because they are advantages and pro doesn’t mean you get an advantage, it means you have to fight with bare bones and completely focus on aim only. The real skill involved in any FPS.

> Because MLG apparently defines competitiveness.

Well, considering they’ve been doing it for 10 years now…

I honestly fail to understand how some people can act like this ^

Accept the fact that there is a difference between competitive and casual gametypes, and there are certain defining characteristics of each.

343 listened to the community. The community didn’t like AA is those playlist so they were removed.

Just play the normal playlist.

Because Armor abilities add a new dynamic to Halo gameplay that somewhat ruins competative play.

Halo used to be a simple yet very competative system. Everyone spawns with the same guns, and the only way you won was pickup guns on the map and use those. Everyone spawned equally and the better team won, simple as that.

With the addition of armor abilities and loadouts, it ruined that competative nature. No one spawned equally, you never knew what they had up their sleave and the game turned into rock paper scissors.

You shoud not have a get out of jail free card when being shot like Hardlight shielf or Recovery aura. You should not be able to wall hack and see where an enemy player is before they see you. These aren’t competative aspects of Halo, which is why they remain out of competative playlist.

I personally agree with the decisions to keep them out.

Because in competitive play, skill should be the deciding factor of a battle. AA adds another variable which can bypass skill and as I see it (as a competitive player) that is not fair.

Two players walk in, the better one leaves, the other one is re-spawning.

This thread PROVES the community cannot agree on ANYTHING!

mlg staff and players still need to get their hands on the game and analyze it before deciding which settings are best used for competitive play, looks like 343 took a bit of a head start and created the slayer pro playlists for those who want a more balanced and skill based game, while some AA’s are great and add an extra element of strategy to the game, most are gimmicks to attract a general audience, 343 has to address casual gamers somehow and i think they are doing this with the help of AA’s and larger vehicle based maps, hopefully when the game ships well find that some of the AA’s are of really great use in competitive play and we can have them as pickups on the map that you have to earn and fight for using skill and teamwork

> Because MLG apparently defines competitiveness.

Actually, slayer pro in halo reach only had sprint as an AA.

With sprint being a default ability, there’s no need for AAs in the gametype. It’s the default setting for a different game mode

Because the point is when each team spawns, the only thing that differs between them is their skill level.

Question here, is sprinting in the competitive playlist? I didn’t hear them talk about it.

> Question here, is sprinting in the competitive playlist? I didn’t hear them talk about it.

Probably, since it’s no longer an AA. I don’t think there is a way to turn off sprint anymore. Don’t take my word for it though.

Competitive playlists like Slayer Pro and MLG are ideally a vacuum, so to speak. It all needs to come down to the skill of the player, no more or less, everything else is sucked out. Balance is all that matters. AAs are an important part of Halo now, but they are not as fundamental as the golden triangle. It’s also a sort of insurance, if any AAs turn out to be OP competitive gameplay will remain unaffected. If you want to play with AAs, go play one of the many other playlists that has them.

> Why would they be included? Just because they are part of Halo, doesn’t mean they are suitable for competitive environments.
>
> 1) MLG tried using AAs in Reach. They were pick-ups (with Sprint default), and they ended up removing them completely (no Sprint of anything else)
>
> 2) AAs don’t work in competitive settings. The simple fact that they give one person an advantage over another upon spawning creates an unbalanced atmosphere not suitable for MLG. The core of competitive settings is that everyone spawns with the same thing.
>
> So no, AAs should not be included in MLG or competitive settings.

Or… give everyone the same AA.

Mlg has always seemed limited in playlists to me, I get the even playing field thing but they seem to drop the majority of the sandbox and I personally enjoy AAs and alien guns.