Objective Play, and why it (aka. non-kill stats) shouldn’t be (and isn’t) considered in your Rank
Notes:
- This is for Arena only. I don’t really want to get into all the variables for Warzone; that makes things really messy. - When I refer to stat padding, I really hope I don’t have to explain the specific scenario that leads to the specific stat to be padded. But I will explain, if prompted. - Later on, I will discuss Non-Objective Play kills (Slayer) and Objective Play kills (non-Slayer) with the understanding that the Objective of Slayer is to obtain Kills.
Let’s Begin
Let’s make a list of all the stats that we have available for us to consider.
Capture the Flag
- Flags Captured, Flag Returns, Flag Grabs, Flag Carrier KillsCaptures: There are only 3 flags in a game. That’s a terrible statistical sample size.
Capture Assists: Similar to captures, but allows for stat padding.
Returns: Horrible way to judge skill. (And why/how did you even get to the point where someone from the other team was able to even touch your flag?) Also, allows for stat padding.
Grabs: Similar to Returns, and also allows for stat padding. However, I can see arguments for when a Grab is actually a “skillful action”, compared to just a “pad-stat action”, but this really depends on many, many specific mat-by-match scenarios, which would take way too much computing power and/or time to calculate an appropriate weight for
Flag Carrier Kills: Subset of Kills, and ultimately not a unique indicator of skill when compared to/with the Kills stat.
Assault
- Goals, Goal Offenses, Goal Defenses, Ball Clears, Ball Held DurationGoals and Goal Assists (I don’t even know if that’s an actual thing or not): Similar to CTF above.
Goal Offenses/Defenses: Subset of Kills, and prone to stat padding.
Ball Clears: Similar to Flag Grabs above, and prone to stat padding.
Ball Held Duration: Unhelpful Camping (aka stat padding).
Oddball
- Score (aka, Ball Held Time), Oddball Kills, Carrier Kills, Carrier ProtectionsOddball Kills: Subset of Kills, but could be argued is a little more skillful than just a regular kill, given the severe restrictions Carriers currently have placed on them.
Carrier Kills: Similar to Flag Carrier Kills.
Carrier Protections: See next point.
Ball Held Time: Arguments could be made again for this similar to the Flag Grabs argument, but also falls weak to the computational requirements that befall Flag Grabs.
Also, Ball Held Time is a bit of a loose cannon. Get a team together of Slayers/Killers, and give the ball to the weakest link. Have the slayers defend the ball carrier. Doesn’t reflect personal skill of the ball holder at being able to win an Oddball Match (unless they only play with those same 3 players).
Strongholds
- Strongholds Captured (including Assists), Secures, Defense, Total ControlThis is an interesting one, and I had to think quite a bit about it, but if I’m completely honest, none of these stats really identify personal skill, but rather the aggregate effect of the Team Skill.
All Modes
- Kills (including Power Weapon Kills), Deaths (including Suicides), Assists. (note: KDA is just a calculation of these 3 variables, so I’m not considering this as a true “variable”) - Headshots (including Perfect Kills), Accuracy, Damage - Protections - Power Weapon Grabs - Damage DealtDamage Dealt: not an good indicator of personal skill. One scenario is that you perfect everyone, 100% of the time, and you’re not going to have a very high damage dealt. The flip side of that (what I have found I have a tendency to do) is that you take potshots at the enemy, regardless of whether or not I, or anyone else, can clean up the kill. Leads to high damage dealt, but isn’t necessarily converted into an Assist or a Kill.
Accuracy: This is probably a shared set with Damage Dealt, if only for the potshot argument I made. Also, having a high accuracy doesn’t necessarily mean you’re more skilled. It could just mean you only shoot people with an AR at point-blank range when your shots won’t miss. Of course, at that point, you’re probably dead or near death, so there is that downside.
Headshots: Probably a combined subset of Damage Dealt, Accuracy, Kills, and Assists.
Power Weapon Grabs: There’s a video from Halo Reach, where someone gets a Sunburst medal because teammates bring a bunch of Spartan Lasers from spawn. I think that’s the ultimate argument of why Grabs shouldn’t be considered.
Power Weapon Kills: Subset of Kills. Similar arguments to that of Flag Grabs could be made for (most) power weapons. However, using Rockets doesn’t actually require a whole lot of skill to convert into a kill. A Sniper, on the other hand, requires a fair bit more skill.
Protections: I’m not even sure how to approach this one, other than it might be a subset of Assists? Could also be prone to stat padding.
Now on to the meat:
Kills
I think we can all agree that Kills are important, regardless of game mode (Slayer, CTF, etc.).
The whole point (Objective, if you will) of Slayer is to get kills. But what about the other game modes?
- Getting slays at the right points in CTF matches allows for a great flag pull/capture; - Getting slays at the right points in Strongholds matches allows you to take and hold total control, or prevent a base from being overrun; - Defending the ball carrier by slaying his attackers; - Etc.So this is why Kills are important. But once again, the Objective of Slayer is to get Kills; the Objective of CTF is to capture Flags; the Objective of Strongholds is to get Points by holding bases. Etc…
While these Objective Kills are important and contribute to the overall success of the Primary Objective, they are not weighted as heavily as Non-Objective Kills are in Slayer.
Deaths
Opposite (stat wise) to Kills, but just as important, for the same reasons as kills.
Assists
Oh, where do we begin… How much should an Assist contribute to personal skill? KDA wise, an Assist is worth one-third as much as a Kill is. But is that actually true?
I can come up with a number of arguments both for and against whether Assists should contribute, but the best one I can come up with on why it is not is this:
Microsoft Research, with the help of millions of matches of data from Halo 5, determined that Assists were not an accurate indicator of skill.
Thanks for reading!