Sweaty Social

This is getting out of hand, I play social games to chill, when I want to play Halo 5 and not get sweaty. Lately I’m better off queuing in HCS than team skirmish if I want to solo queue this is getting out of hand. As much as I like going in to social and just messing around with my teammates we don’t call out, we just bs. Lately with how many people are going full try hard in social I’d rather there be a system where you can only queue with 2 people in social playlists than continue to go in there with my friends and deal with people playing like they’re trying to get to Champ in team skirmish. BTW this isn’t confined to team skirmish, this is on just about every social playlist.

You can chill out in social.

What does it matter what the other players do? Just play a chill game if that’s what you wanna do.

Overall, Halo 5 tends to feel more sweaty in general than other Halo games regardless of whether you play ranked or social. Can’t quite place my finger on the reasons why though… might have something to do with the advanced movement speeds and the highlighting of power weapons as each game starts.

Warzone isn’t as bad, except for when you come across those teams who farm you for 20 minutes for their Achilles grind.

The only “semi-chill” playlist in Halo 5 is Firefight, and then you have to have REQs to really win and enjoy it.

If you really want to “chill” other players playing “sweaty” shouldn’t affect you.

Can you really fault people for wanting to win? I mean, losing isn’t all that fun unless you go into the game with mostly the intent to screw around. And if all your doing is trying to bs anyway, then you shouldn’t mind all that much that there will be bullets flying in your general direction while you do.

Some people go to social to warm-up, so you probably just got unlucky there.

What I hate is when people don’t play the objective and all they do is try and slay, or the people that play social just to pad their K/D because they suck at ranked! Oh, and then there’s the people that play social to make montages because again, they suck in ranked. This is honestly takes away the authenticity of those montages, if you ask me.

By the way, that 2 queue thing is a terrible idea.

I play social for fun but let’s be honest any one wanna win on everything it’s part of the game

I don’t know how far back you go with Halo, but “social” has never meant “not sweaty.” Halo 3 social, as an example, was where the hyper-competitive guys went when what they really wanted was a hyper-competitive game with looser skill restrictions so they could just wreck people for fun, win in half the time, and not have to risk their visible rank if they had a bad game or had to play someone close to their own level. All of Halo is all sweat all of the time. Even, contrary to what someone else said, Warzone firefight.

They just want to win which is the point of a match. If you want to really chill you can do that, just remember that the other team wants to win and might spoil your"vibe" or whatever.

Remove stats from social or separate them from arena stats and that should help a little bit. A lot of people care about their KDA so they’re not going to screw around in social and go neg 50 when it affects it.

> 2533274873843883;9:
> I don’t know how far back you go with Halo, but “social” has never meant “not sweaty.” Halo 3 social, as an example, was where the hyper-competitive guys went when what they really wanted was a hyper-competitive game with looser skill restrictions so they could just wreck people for fun, win in half the time, and not have to risk their visible rank if they had a bad game or had to play someone close to their own level. All of Halo is all sweat all of the time. Even, contrary to what someone else said, Warzone firefight.

I’ve been in more than one game of Warzone Firefight where one player gets 150+ kills. I think that everything you fill in Firefight adds to your Warzone K/D which is pretty stupid imo.

> 2533274859875268;12:
> > 2533274873843883;9:
> > I don’t know how far back you go with Halo, but “social” has never meant “not sweaty.” Halo 3 social, as an example, was where the hyper-competitive guys went when what they really wanted was a hyper-competitive game with looser skill restrictions so they could just wreck people for fun, win in half the time, and not have to risk their visible rank if they had a bad game or had to play someone close to their own level. All of Halo is all sweat all of the time. Even, contrary to what someone else said, Warzone firefight.
>
> I’ve been in more than one game of Warzone Firefight where one player gets 150+ kills. I think that everything you fill in Firefight adds to your Warzone K/D which is pretty stupid imo.

AI kills don’t count towards your Warzone K/D that you see on the site. Only Spartan kills go into your Warzone K/D. So the kills a person racks up in Firefight aren’t going to inflate it. They factor into your KDA at the end of Warzone and Firefight matches, though.

> 2586218893181855;13:
> > 2533274859875268;12:
> > > 2533274873843883;9:
> > >
>
> AI kills don’t count towards your Warzone K/D that you see on the site. Only Spartan kills go into your Warzone K/D. So the kills a person racks up in Firefight aren’t going to inflate it. They factor into your KDA at the end of Warzone and Firefight matches, though.

False. They definitely do. You can tell by counting up all the kills from the individual maps and game modes (WZ, WZA, WZFF), and if you only count spartan kills you’ll fall way short of the total kills number reported in the warzone summary.

They need to fix this… nobody cares about AI kills when computing KD.

Maybe you need to chill, it’s social. You shouldn’t really care how hard someone is trying. It seems like you’re complaining that you have to actually play the game to play the game.

> 2586218893181855;13:
> AI kills don’t count towards your Warzone K/D that you see on the site. Only Spartan kills go into your Warzone K/D. So the kills a person racks up in Firefight aren’t going to inflate it.

Yeah they do. I’ve only been playing FF for months and my WZ K/D has gone up significantly since then.

> 2533274798253642;15:
> Maybe you need to chill, it’s social. You shouldn’t really care how hard someone is trying. It seems like you’re complaining that you have to actually play the game to play the game.

Personally I don’t like getting spawn trapped and getting killed within 2 seconds of spawning that’s not fun for anyone. I have no problem with people playing to win that is the point but it seems more and more like people are playing social playlists as though they’re ranked.

> 2533274859875268;3:
> Overall, Halo 5 tends to feel more sweaty in general than other Halo games regardless of whether you play ranked or social. Can’t quite place my finger on the reasons why though… might have something to do with the advanced movement speeds and the highlighting of power weapons as each game starts.
>
> Warzone isn’t as bad, except for when you come across those teams who farm you for 20 minutes for their Achilles grind.

I’ve thought about why this game feels super competitive and I think it comes down to a couple things.

Aim assist: this game’s aim assist is one of the weakest in all of halo making targets harder to hit.More movement options in combat: in combat you have the thruster and kinda spartan charge at your disposal which add a layer of unpredictability and keeps you on your toes during a gunfight.

Practically useless radar (outside of BTB, Warzone, and HCS): with the faster pace combat and a shorter radar range you become much more dependent on audio and visual cues which are less precise and straightforward as the radar, this forces you to pay closer attention to the game if you don’t want to get caught off guard.

The map design: the maps themselves for the most part have no positions of strength or no combat chokepoints.

(an example of a position of strength would be the sword room from ‘The pit’ in halo 3, it was pretty easy to lockdown, once you held it the enemy would have to coordinate a push to take it back)
(and an example of a combat chokepoint would be the grav lift room on ‘Sword base’ in Halo: Reach. Combat naturally gravitated to that area of the map and it wouldn’t be uncommon for 80% of the combat to occur there.)

What this means for Halo 5 is without the power weapons there isn’t much reason to go anywhere or stay in any particular place, all locations are equally viable causing combat to happen randomly in equally random locations. Unpredictable combat makes the game more reliant on twitch response to sudden stimuli rather than your ability to counter your opponent with logic.

The sprint mechanics: The way sprint was designed forces it to be used in an exclusively offensive way. There are no real punishments for sprinting into combat, in fact spartan charge encourages you to sprint into combat if you’re close enough. But if you try to use it to escape a fight you can’t win you are harshly punished in 2 different ways.

-if shot before hitting max speed it cancels your sprint and you can’t reinitiate it for a couple seconds.

-any damage you take will not heal itself until after you stop sprinting for several seconds.

This in almost every instance forces you to stay and fight even if you are entirely certain you can’t win an engagement because by running away you’re just prolonging your death, and this forces you to play aggressive and fast so you don’t get caught in a lose-lose situation.

TL;DR: The game’s mechanics make the game play more like a fast paced twitch shooter which is harder to play casually.

I honestly could keep going but this post is long enough.

Yeah, I hear you OP.

I don’t know what the classic games were like when they were the CURRENT Halo game because I only joined the community with Halo 5, but when I go back and play them now, unranked in the classic games is a totally different experience than unranked in Halo 5. I’m not very skilled, but on a good day in unranked play in the older games I can pull off an average performance. In Halo 5 my experience of playing unranked is - see enemy Spartan appear in line of sight, die .0000000001 seconds later before I even get a shot off, respawn, and repeat.

Anyone who thinks I’m exaggerating, go ahead and look at my godawful service record. Look at only my unranked Arena games in Halo 5 and then look at my whole MCC service record because unranked is all I play there. My win percentage is probably like 20% for unranked H5 but 60-70% for unranked MCC.

Someone wants to tell me to git gud - well, I have a whole host of things to say to that person but they don’t matter here, my point being at my current skill level, casual in the older games is actually do-able while in this game if you’re not elite level talent you just get rekt endlessly. And one can say “well just relax and have fun and don’t worry about how you’re performing” but that gets awfully hard to stick with when you lose that much, in the supposedly casual game modes.

Not only that, but the whole atmosphere in the older games is actually casual. There are friendly people using mics, laughing and chatting, and there are even people doing things they probably shouldn’t be doing like suiciding, betraying, running around in circles, etc. but the point being they are taking it lightly. In H5 you’d think the fate of the free world rests on the result of matches even in unranked games, where I’ve been cursed and screamed at by teammates for losing them matches.

Something about Halo 5 just generates this hypercompetitive atmosphere in everything it does. The only place I’ve found I can get away from this sometimes is Warzone.

> 2533274934168690;18:
> > 2533274859875268;3:
> > Overall, Halo 5 tends to feel more sweaty in general than other Halo games regardless of whether you play ranked or social. Can’t quite place my finger on the reasons why though… might have something to do with the advanced movement speeds and the highlighting of power weapons as each game starts.
> >
> > Warzone isn’t as bad, except for when you come across those teams who farm you for 20 minutes for their Achilles grind.
>
> I’ve thought about why this game feels super competitive and I think it comes down to a couple things.
>
> Aim assist: this game’s aim assist is one of the weakest in all of halo making targets harder to hit.More movement options in combat: in combat you have the thruster and kinda spartan charge at your disposal which add a layer of unpredictability and keeps you on your toes during a gunfight.
>
> Practically useless radar (outside of BTB, Warzone, and HCS): with the faster pace combat and a shorter radar range you become much more dependent on audio and visual cues which are less precise and straightforward as the radar, this forces you to pay closer attention to the game if you don’t want to get caught off guard.
>
> The map design: the maps themselves for the most part have no positions of strength or no combat chokepoints.
>
> (an example of a position of strength would be the sword room from ‘The pit’ in halo 3, it was pretty easy to lockdown, once you held it the enemy would have to coordinate a push to take it back)
> (and an example of a combat chokepoint would be the grav lift room on ‘Sword base’ in Halo: Reach. Combat naturally gravitated to that area of the map and it wouldn’t be uncommon for 80% of the combat to occur there.)
>
> What this means for Halo 5 is without the power weapons there isn’t much reason to go anywhere or stay in any particular place, all locations are equally viable causing combat to happen randomly in equally random locations. Unpredictable combat makes the game more reliant on twitch response to sudden stimuli rather than your ability to counter your opponent with logic.
>
> The sprint mechanics: The way sprint was designed forces it to be used in an exclusively offensive way. There are no real punishments for sprinting into combat, in fact spartan charge encourages you to sprint into combat if you’re close enough. But if you try to use it to escape a fight you can’t win you are harshly punished in 2 different ways.
>
> -if shot before hitting max speed it cancels your sprint and you can’t reinitiate it for a couple seconds.
>
> -any damage you take will not heal itself until after you stop sprinting for several seconds.
>
> This in almost every instance forces you to stay and fight even if you are entirely certain you can’t win an engagement because by running away you’re just prolonging your death, and this forces you to play aggressive and fast so you don’t get caught in a lose-lose situation.
>
> TL;DR: The game’s mechanics make the game play more like a fast paced twitch shooter which is harder to play casually.
>
> I honestly could keep going but this post is long enough.

Think you hit the nail on the head right there, friend.