Team Arena is the competitive settings which are completely different than slayer. Core play is rotational so it will be gone in a week and a half or so.Thorulfr wrote:I'm just going to list all the ways you can play 4v4 Halo 5 at the moment...
Honourable mentions to Super Fiesta, Elimination and SWAT.
I get there were reasons behind each addition and slightly different use cases for each playlist... but come on. No wonder the population is so split between different playlists.
So there is a competitive playlist, a 4v4 slayer one for ranked and social and then a rotational that will be switched out for something else. Combining all these into one would be terrible and drive more people off the game.
But you are comparing a system that ranks all level of players through a trackable method versus very top end players playing against each other. Yes at the highest levels slowing down the game is necessary and a good strategy. However, I bet that in normal matchmaking these players would play faster compared so how they are at a tournament.One Sig Fig wrote:Not a comparison I made, but whatever- Dubs is dubs. You can successfully and often should play slower than the MMR optimum, even if it's not H3 slow.RzR J3ST3R wrote:H5 4v4 plays NOTHING like H3 2v2. Different universe entirely.One Sig Fig wrote:This Roy/Flamesword clinic on stream is why /min rates should not be used in Halo MMR. Slow and steady.
Point is: don't punish other ways to win for the sake of a predictor.
Also yes you are comparing H3 doubles to H5. Which do in fact play differently because you can move around exposed areas of the map on H5 with less risk than H3 due to movement mechanics.
And finally the current MMR system is literally based on what predicts a team to WIN. So it turns out that higher KPM results in higher win percentages on average in the overall matchmaking. Would you rather have them utilize a worse prediction method just because you feel that your rank is being negatively affected by KPM?