> > You can dodge the ball that’s getting thrown at you, or simply throw it back after you’re forced to catch it. It’s called having good reflex. Or they could add a score penalty when you toss it to an enemy, but I like it how it is. It requires good reflex.
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> Kill times are like 2.2342 seconds there isn’t a whole lot of time to react. Especially if there are others in the area. I’m pretty sure there’s aim assist on that oddball because you don’t even have to throw it directly at the guy to make them catch it. And the closer you are the more difficult it is to dodge.
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> Secondly, whats with all the score penalties? Halo’s objectives don’t have score penalties. Why implement a mechanic, just to penalize players for using it in advantageous ways? What if I throw in a random direction and the enemy just so happens to pick it up? does that constitute me throwing it at the enemy therefore my team deserves to be penalized? what if the enemy team intercepts it? How will the game tell the difference between these scenarios?
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> > The Flagnum is there to suppress weakened enemies, or to assist your teammates in a kill. It’s not really good self defense if you can’t kill a fully shielded enemy easily by yourself, and that’s the point, to encourage teamwork. Your teammates are encouraged to escort you.
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> Why do I need a magnum to suppress weakened enemies when I got teammates to suppress weakened enemies? If the whole purpose of not being able to drop the flag is so that the flag runner is focused on running the flag then why give him any weapon at all. Whats the difference between shooting at your opponents with the flagnum while jumping and strafing and all that good stuff and shooting at your opponents with your primary/secondary weapon while jumping and strafing and all that good stuff? it’s not like you’re running the flag while shooting people.Teammates are still encouraged to escort you even if you can drop the flag and defend yourself. What are they supposed to be doing while you’re running the flag? And if you’re thinking of responding to that rhetorical question with “padding their K/Ds” then they’re doing their job as teammates right? protecting the flag runner. But teammates can’t be everywhere at once and I don’t see the point in forcing them to carry the flag runner’s hand the entire way to the objective. Back to oddball, why should the flag runner get a magnum and not the oddball carrier? If you’re answer to that non rhetorical question is “because the oddball carrier can drop/throw the oddball” then I rest my case.
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> > If you don’t have good teammates, that’s your fault. Build a team for CTF.
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> Actually it’s the game’s fault. I have no control over who it matches me with. At least we both agree that Halo 4 CTF isn’t as casual friendly as the previous version.
2 seconds. If you have a stopwatch that counts seconds as well as milliseconds, you’ll see that’s long enough to react if you’re skilled enough. 1 second is even enough. Once you see the ball go in your hands, you can instaneously toss it back, just depends on your reflex. Or you could keep as much distance as possible to dodge the ball as it’s tossed to you. Or you could toss a grenade to strip his shields before confronting him, for an extremely easy kill. Or you could use teamwork in Team Ball instead of going alone Or you could use other players as distractions in of FFA Oddball. There are so many ways to avoid getting killed when the ball is tossed to you. Or they could just add a score penalty when you toss it to an enemy, but personally I prefer it without.
In the case where your teammates are dead, you are given the Flagnum to at least help in a 1-on-1 confrontation if your enemy is weakened, but since it’s only a pistol and not something more effective, you’re still going to be focused on flag running more than going kamikaze and killing enemies. The difference between the pistol and any other weapon is that the pistol is designed as a weapon of desperation, while other weapons like the BR, AR, etc, are not. You can use the pistol if you’re in extreme danger, but it’s hard enough to use that you’re going to be focused more on avoiding that danger rather than confronting it. You can run the flag while shooting people, as long as you’re constantly backing away toward your base and you’re only shooting to try and hold people off. You don’t need your back turned to the enemy to be flag running. Teammates are not encouraged to escort you if you drop the flag because you no longer have the flag. Why would you worry about escorting someone that doesn’t have the flag? Padding your K/D isn’t always protecting the flag runner. If you’re on the opposite side of the map farming random kills while you’re flag carrier is in potential danger, that’s not protecting the flag carrier. The teammates should be holding the flag carrier’s hand along the way because it’s a TEAM GAME so there should obviously be greater emphasis on teamwork. I’m not saying Flag Juggling is bad, I’m saying that because of CTF having the flagnum and no flag dropping, it keeps it more unique from oddball thus adding more variety. The current iteration of CTF requires just as much skill as the classic one, just a different kind of skill. Instead of coordinating flag tosses, you’re escorting the one flag carrier across the way, which takes the same amount of skill. If you want a game where you coordinate to toss the objective to one another, Oddball is there for you. CTF and Oddball shouldn’t have the same gameplay element of tossing the objective to one another, otherwise the two gametypes are less unique from one another.
No, it’s your fault. You don’t have to let the game match you up with random people. All you have to do is find some good players and build a team. So you do have control, you’re just too lazy to use that control to your advantage.