I understand there are bigger problems being dealt with, but the betrayal system in Halo 2 Classic should definitely be looked at, preferably sooner rather than later. If I get the last shot on a teammate after an enemy does damage on them, it should count as a kill for the enemy, not a betrayal as it does currently. Obviously I don’t run around grenading teammates, but accidents do happen to everyone and this causes players to have unnecessary extended respawn times, which can be a major game changer, especially in objective games
Just be more careful. If you’re throwing grenades in your teammates direction, it’s your fault.
Final shot should always be the one that get’s the kill regardless of who shot. I wouldn’t even know where to begin with changing that since that’s the end users fault, not the designers. If I had accidentally done this then it would have been bad of me to do so, should take the common advice ‘adapt’, learn to avoid friendly fire.
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> Final shot should always be the one that get’s the kill regardless of who shot. I wouldn’t even know where to begin with changing that since that’s the end users fault, not the designers. If I had accidentally done this then it would have been bad of me to do so, should take the common advice ‘adapt’, learn to avoid friendly fire.
That’s not how Halo has ever been. It’s a glitch in the MCC that H2 is working this way. You wouldn’t know where to begin with changing that? How about by looking at every single Halo game before this? It’s really not that hard.
If they want to keep this in the game for a while until they fix bigger issues, that’s fine - but they should reduce or remove the betrayal penalty in the meantime. Getting an extra 5 seconds on your respawn because you naded 3 opponents and an already-dead teammate can cost your team the game.