What should be more important? Discuss.
Also, do you guys have some tips for my gf to become a better individual Halo player, because I suck at giving her advice.
What should be more important? Discuss.
Also, do you guys have some tips for my gf to become a better individual Halo player, because I suck at giving her advice.
player choice
Teamwork.
> player choice
What do you mean?
Individual skill, especially for solo players.
If you join matches alone, you have no choice in who your team mates are. You could get some great players, some awful players, and everyone in-between. As long as you have good awareness and perception, you will be able to function as part of a team, even if you are not actively communicating with that team. Watch where your allies go, what weapons they use, how they fight, and do the same for your enemies.
IMO, anyway.
A mix of both but enough where individual skill will shine through as you carry terri bad randoms into victory.
> A mix of both but enough where individual skill will shine through as you carry terri bad randoms into victory.
I very much agree. You need both to run with the map control and hold the power weapons.
> player choice
It’s not up to the player but how 343 decides to approach Halo 4’s MP.
the op has lines and i look between them, he is actually asking what you want the primary ranking system should be.
i feel it is not too much to ask for both, except in FFA game-types like FFA and zombies etc.
win/loss and how often you get assisted is more a measure of the teams effectiveness, as almost always its the team which plays together best that wins a game, although not always the case.
While K/D/A, medals and sprees show a more individual skill level, so when MMing you could have options like;
fastest
good connection
skill (using individual rating when solo and the average of your team ratings when not)
language
attitude (you know like the psych profile in reach, but actually use it)
and it should be that you can select more than one option, except fastest, which would deselect the others, so i could play solo and search for a good connection, similar skill level (solo) and same attitude (social for example). so hopefully i would get a lag free game with people who neither destroy or get destroyed by me and everyone is there for fun not just the competition.
but if i had to pick one.
i have played hundreds of games (not on this account) where i have the highest individual score in the lobby, and i was on the loosing team. its good to look at and say i “PWND YOU NOOBS!” but it sucks because you still lost.
but then there’s games where you do shocking, and get carried by the rest of your team, its nice that you won, but it sucks that you did so bad.
but save the best for last, play solo, do epically and win the game for your team, by how awesome you are! definitely the most rewarding scenario.
i would pick solo skill, that way you can play well with or without a competent team, so all you have to do then is find a competent team.
Both skillsets are equally important.
Teamwork or individual skill? If a game has a shallow individual player skill-gap then strategy becomes the primary focus of the game. On the other hand, if a game has a high individual player skill-gap then strategy is just as important, but you get more depth in your gameplay and strategies.
Theoretically, in a game with no individual player skill-gap everyone would have the same skill-rating (a number that depicts how good a player is at the game). So in a team of 4 everyone would have a skill-rating of 100 to make up 400, and if they went up against another team of 4 those players would also have a skill-rating of 100 to make up 400 in total. 400 isn’t greater than 400, nor is it less. It’s equal. So how do you determine who’s the better team? Via strategies.
Halo 3 suffered from having a relatively low individual player skill gap, and most MLG pros were at the limit. Halo 3 also had very little strategical depth to it because strategical items were in short supply. There were only 2 powerups, and 2 power weapons, but these items weren’t in play constantly. They only showed up every 3 or so minutes, which meant the rest of the game was pretty much who could outnumber who. 200 > 100. 300 > 200. 400 > 300. Team-shooting didn’t become a possible strategy like in Halo 1 and 2, it became the only way to play thanks to the shallow player skill-gap.
A game with a high individual player skill-gap has a lot more strategical possibilities. Players in a team of 4 may have skill-ratings of 56, 72, 64, and 61, for a total team skill-rating of 253. Another team of 4 may have skill-ratings of 62, 65, 70, and 63 for a total of 260. The team with a team skill-rating of 253 is obviously at a slight disadvantage to the team with a team skill-rating of 260, so they’ll really need to capitalise on strategical items and play smart. A player’s skill (how much effort he’s put into playing the game) has much more weighting in an outcome in a game with a high spread in possible skill-ratings, which means the number one strategy wont be to outnumber the opposition like it was in Halo 3. If a player has a skill-rating of 90 he can take down multiple players with lower skill-ratings simultaneously; he has the possibility to do more and employ more advanced strategies. Think of it like chess. In a game of chess there’s 6 types of pieces, and each type can perform different actions. Therefore more strategies are viable than if you played a game of checkers, which would represent a game with no individual skill-gap.
On top of giving the game more strategic merit a high spread in possible skill-ratings allows players to improve themselves through effort. It makes them feel like they’re achieving something, and if a player feels like he’s achieving something he’ll play for longer. How many of you spent hours practising the button combos in Halo 2, or practising with your pistol in CE, or even the sniper in Halo 3?
Solo. These days, especially with very few players using mics, good teamwork is hard to come by. I find myself constantly forced into defensive gameplay during objective maps because almost everyone wants to go offensive. It’s scenarios like that that often occur that makes me favor individual skill.
> player choice
But if the game is designed to encourage teamwork over individual skill, then it can’t be players choice to go alone when the game rewards teamwork. Sure they could choose that, but staring at the respawn screen isn’t fun, or is it?
If the game rewards too much teamwork, then why have FFA? Make it have a good balance between the two.
> Solo. These days, especially with very few players using mics, good teamwork is hard to come by. I find myself constantly forced into defensive gameplay during objective maps because almost everyone wants to go offensive. It’s scenarios like that that often occur that makes me favor individual skill.
To be honest, not even MLG encourages enough individual skill, it’s just too easy to kill people with the amount of moving acceleration, mini nukes and the health system (+takes forever to recharge).
The killtime with bloomless DMR is great, but the things above could be improved.
Individual skill. Teamwork is nice, but a chain is only as strong as it’s weakest link 
If you have a team of people who are individually great, they will be even better as a team.
Individual skill is good for matchmaking and such.
But teamwork is very important for high level players.
Well… it used to be very much about teamwork but now it’s verging on the side of individual skill with Reach.
Also tips:
That’s it.
Extra tip: mic up and call-out if you really want to be the best you can. However in Reach most people don’t use their mics or are in public chat so… whatever really.
If by teamwork you mean bait guns and teammates alike as I put the sniper/nade launcher to work on countless people who never think to look both ways before crossing the street then teamwork is more important in reach. Baiting FTW 
> <mark>Well… it used to be very much about teamwork but now it’s verging on the side of individual skill with Reach.</mark>
>
> Also tips:
>
> 1. Think about why you’re going somewhere. Don’t just run around for the sake of it.
> 2. Don’t chase too much. You’ll lose map control and end up getting yourself in sticky situations.
> 3. Time power weapons/powerups. Makes all the difference.
> 4. Try not to expose yourself too much on a map.
> 5. Never ever use the assault rifle if you have other precision weapon options (magnum, DMR etc)
> 6. Don’t challenge unless you can realistically win (e.g. don’t go 1v3 and Yoink!)
> 7. Run away. If you’re about to die don’t just suicide yourself trying to get a couple of shots on your enemy (unless it’s beneficial - judgement call) instead get the -Yoink!- out of there.
>
> That’s it.
>
> Extra tip: mic up and call-out if you really want to be the best you can. However in Reach most people don’t use their mics or are in public chat so… whatever really.
I think you kinda have it backwards my friend. It used to be individual skill, but in recent Halo games, the individual skill gap has been lowered. Teamshooting was one of the many strategies in Halo, but has since become the only one. Teamshooting used to be a subset of Teamwork. It was one of the options you had at your disposal. Now, Teamshooting is considered Teamwork. It has been dumbed down to, wait until you have more people than they do and then push forward.
What happened to the great strategies that we could create? What happened when the strategies that we created didn’t revolve round teamshooting?
Meh, both. If you’re a ridiculous slayer you’ll do fine in FFA, but team games you can only do so much without teamwork (bad, very bad experiences playing solo). If you suck but have teamwork, that isn’t going to take you far, you have to be able to hold your on at any given instance if needed. A decent-good slayer with smarts-teamwork is all Halo really requires.