Ranked objective time - A waste of time?

This isn’t true at all.
The only factor they take into account for your ranked progression is KD.
Win or loss.

Sure playing the objective is key to winning an objective match, but even if you win and have a negative KD you’re progression will be minimal

If for example you play a Ranked CTF on Bazar, and manage to score 5 captures yourself, but only go 10 kills to 15 deaths, You will not progress much at all. However completing the same match, 5 captures but going 5 kills and 3 deaths, would yield a bigger rank boost.

Whats your GT by the way? Would love to verify your rank etc.

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I whole heartedly disagree. There’s a lot of skill involved in executing a strongholds rotation correctly. There’s a lot of skill in flag juggling. There’s a lot of skill in evading the enemy team when they can all see you holding the ball.

Objective score needs to have a much greater impact on rank than it currently does.

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Well, this is just blatantly not true. Kill rate is all that matters no matter the game type.

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Trueskill2 paper says that’s not true.

You mean the one from like 10 years ago?

In order to win any objective match in high level ranked play you need to control spawns and control the map before executing the objective.

You need to lock in, for example which two positions on Streets Strongholds you will hold, Say C and B, and then agree not to push into the upper half of the map which would become A - Spawn, You would then set yourself up to anchor C and control the half way point of the map while holding B but not pushing much past Shotgun Spawn on Pink Street or Planters in front of PD- to force the enemy team to spawn at Cafe or Back of A.

Same for Oddball, Whoever plays the ball must focus on which zones of the map are safe to be in, they can’t just camp in PD or C overlook the entire game, they need to be aware of where there team mates are, and where the enemy is coming from in order to rotate out and be ready to play the ball if their position becomes compromised.

CTF, you generally only push into the enemy base when you have 2+ down on the enemy team. Until that point its not worth pushing into their base as its contested territory, your better off controlling the mid points on the map that overlook the 3 main lanes through the map. On streets this would be Rocket Spawn/ Lockers/ Den etc,

All of this requires a team effort, and none of it is rewarded in ranked outside of your KD.
The better your KD per match, the better your CSR increases.

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Well 3 deaths is a significantly better performance than 15 deaths. But yeah who knows man,? Like I said it’s easier to show you a re a good player with super kill stats. Put an Onyx player in a Bronze lobby and them getting 5 caps wouldn’t be amiss for another Bronze player. Them going 40-0 will give the system a rude awakening. Extreme way of explaining it but that’s why the system is easier to hardcore boost CSR/MMR with kills but not Objective. As the objective has to be done either way and is the entire team working together. Obviously you don’t get kills alone either, but you are actively competing against the team for kills, you aren’t for objective. Ya get what I’m going for?

It’s my name on here playa.

The one from 4 years ago. The thing that Halo Infinite uses.

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But what is the weighting, objective v kills? That’s the key metric here, not whether it takes it in to account to any degree which I’m sure it does

Like. Straight out I am sitting at Platinum 3 right now. Because the regular people I play with are Onyx. I am literally their objective guy while they set up the map and slay.

They made onyx I made platinum. Welcome to check this out on Halo Tracker.

Playing objective and getting wins does nothing for you Rank/ CSR. It’s purely KD based.

King of the hill made this way harder as well. It’s a mode where sitting in the object is required. And the hill becomes artillery central as everyone is spawning with 2x grenades.

We found it’s best to have a hill mule while the rest of the team focussed on controlling the nearest spawn back to the hill. That way when the mule dies they can get back there quicker than the enemy team and continue progress to capture

In TrueSkill2, the goal is to correlate kill/death counts with the existing player skill variable. In game modes where the objective to score the most kills, then we expect this correlation to be high. In game modes where the objective is to capture territory or simply stay alive as long as possible, we expect this correlation to be low. Even in modes where the objective is to score kills, there may be teamwork effects where players can help their team win without scoring kills themselves. We ultimately want player skill to reflect a player’s ability to win, not their ability to score kills.

No idea tbh fella.

Yep, that’s fair enough. That is the bit I’d like changed. Move the weighted further towards objective in objective modes. Up for debate, but to me that is logical

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It would be nice for sure. But think of it another way like;

They can’t play the objective if they are already dead/ respawning.

Sharpening your BR and tightening your spread while maintaining a good strafe is key to success in ranked. Slayer or Objective. This has been the case in all the halo’s regardless of which ranking system has been used.

There used to be the three P system, I dunno if its ancient now or boomer esq by today’s standards.
But it went Power Weapons, Positions and Plays.
In that order.
Power weapons extended to things like over shield/ cammo etc.
Control power weapons, Control your positions and then play the objective.

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If players are of equal skill, there is no mule. Objective is done by the person in the best position. Realistically in KotH, you don’t want to waste enemy respawn time if your teammate is respawning.

Best play is to wipe out enemy, closest players goes into hill, spawning players move into slaying position. Hill player naturally rotates based on this. Deaths are basically inevitable while getting hill time.

I suppose if you can fulfill the other roles then your opponents will increase in skill as you do. If your friends played solo, they would likely be able to perform at Onyx whereas you would also be performing at Platinum. I doubt just because you do OBJ work for your friends means if you step into a game solo you’ll be above the skill level. I think you’ll find it is about right and games feel okay in Platinum. Some players may find it easier or harder without their friends.

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“…each match result lists statistics for each player, such as the number of kills
they scored and the number of times they were killed (deaths). Since these numbers are likely
to be correlated with skill, it is worth trying to include this data in the model.
As with any model change, the first step is to define metrics that demonstrate the usefulness
of this data for estimating skill ratings. One approach is to partition players according to the
number of kills they score per minute of play (their kill rate)…”

Yeah I mean if you check my two most recent Ranked games where I went solo against Platinum skill opponents, the results speak for themselves. I carried hard.

I don’t mind that. I like versing ONYX players only when I’m with a team of also Onyx players.
I don’t like queing solo and coming up against a stacked team of Onyx players. You’ll give yourself a not so fun time doing that.

Yeah I know that’s a factor, but it’s not the only factor like was claimed.

It’s definitely the primary factor, as is obvious to anyone who has played this game at least somewhat regularly.

…and practically speaking the only factor that matters.

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Well i dunno.
Most teams after playing with each other for prolonged sessions become familiar with each other. Certain players favor certain lanes across the map, one player may have better skill with the Sniper, one may prefer a certain set up/ position on live fire.

Rotating around that is part of playing on a team. I’m not saying I always play the objective, its practically impossible to call anything after the start of the match, as a good team on the enemy side can throw spanners to any spawn play plans made.

You adapt, you locate spawns and try something else.

Each game is different in that regard.

Your internal CSR is based off KDA apparently, and if your score/CSR doesn’t reflect your rank, you gain little and lose alot.

I’ve noticed alot of higher ranked games are just people playing Slayer, no matter the game mode.

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