To address your first point, I was speaking to relativity between the most previous REQ system and the Drip REQ system. I'm not really sure if the recharging system is the issue, I've never really paid attention to it. WZ is advertised as the largest multiplayer experience in Halo and REQs are a huge part of it. Wouldn't we want the opportunities to actually use our REQs rather than a full on loadouts match? If it becomes a loadout match, whats the difference between BTB and WZ? There really isn't one. If we had the same REQ levels as they did there wouldn't have been as big of a blowout, and they wouldn't have manipulated the map to the extent as they had if we could counter their REQs.
It's entirely the issue. I've paid attention to it, how it affects the game, and it's a big reason as to why I stopped playing. When I destroy a guy's Phaeton and he's able to just come back at me with another, while his other teammates spam vehicles due to recharging rates being super high in comparison to the time spent in vehicles (generally) and how one destroys them, that's when you realize the issue is entirely the recharge and level system. I've been able to do it myself, too. And it's one of the most subtly infuriating things to abuse. All this system does is put people on different playing fields, rather than properly balancing out said playing fields and the REQs in general.
I'd want an opportunity to use my REQ, sure. But I'd rather have it not become a steamroll blowout since I can call in six Phaetons after my first dies. I'm not saying "just have loadouts", I'm saying mitigate and punish the improper use of REQs, balance stuff out more, allow everyone to have an equal footing in the door to use their REQs so they don't just get shafted off the bat, while putting more of an emphasis on normal gunplay. I don't get why people would argue against more normal gunplay, either. Not like it's the core of the game or anything.
However, you know what'd ALSO fix blowouts and map manipulation? Legitimately limiting and balancing REQs out. Again, countering REQs by adding more just adds more fuel to the fire. It doesn't actually address the issue that started the look for a fix in the first place.
Also, you're sorely mistaken if you think making it a loadout match makes it not at all different to BTB. If you removed REQs, you'd still have base capping, bosses and cores to defend. Making it solely loadouts even doesn't change that, and differentiates it from BTB by a huge margin. Loadouts alone make it different since you can spawn with 67,000,000 (sarcasm) different weapons and variants.
Again, stop using advertisements as justifications.
Also, our previous REQ system DID encourage players to use their REQs properly. If you called the wrong REQs at the wrong time you sincerely got punished for it. You either lost out on a game winning boss kill, lost your nornfang to a sneaky camo player, lost a power position because you called a banshee to counter 3 banshees instead of an endgame to kill them all. There was such a thing as using REQ levels properly in the previous system. In the Drip system "reckless" use of REQs isn't even a concern because it's so slow paced for people missing out on boss kills (base captures aren't as relevant as there are only 3 bases...). It just overemphasizes boss kills, which is the core of the issue. AGAIN, just speaking from a position of relativity from our most previous system to the Drip system, we've went backwards. I don't think we're even in the position to give suggestions for a "perfect" REQ system until we address the new problems that arise from the new system. And WZ is all pretty much about the REQ system and getting the biggest and baddest guns.... otherwise its just a bigger BTB... no one wants the smaller gun.
You didn't get punished, though. There was a game I had on Noctus at one point, where I was able to just keep calling in Nornfangs after either emptying them, or being killed with them. And another where I got killed in a Phaeton, and then proceeded to just call in another, fully healed Phaeton. I wasn't punished for losing them. So what if I lose my Nornfang to a camo player? I can just wait and call in another one in a short period because recharge rates are high. And that alone isn't hard when I can just camp in my base away from combat, essentially suffering nothing for losing it in the first place.
(No joke, but who ACTUALLY calls in one Banshees to take on three? That's just ridiculous, lol.)
And yes, Warzone's "all about the REQ system", because the current systems enforce on overeliance on them. Where they're commonly used, and not properly punished for.
This chaotic game mode as some measure of organization. There are plenty of Spartan companies who broke to down to a science on how to get the most efficient boss kills, power positions, and base caps and all of that really just rests on communication. The problem these days with ANY mass player game isn't necessarily the system itself but rather the player base the system attracts. Some players like playing as lone wolves and getting 360 no scopes or unfriggs, and as a result if any one player tries to communicate and organize pushes, that ONE player gets muted, ignored, or even betrayed. Then you have players willing to play as a team who will get together with a To6, communicate effectively, create efficient strats and just are all around good players. The latter players end up becoming the WZ "gods" and are causing the steamrolling. Should we really punish them for playing the system efficiently and playing as a good teammate? It just doesn't make much sense. I get that the Drip system is designed to make a more even playing field, but for those playing support roles in their units its more of a punishment because they don't have the same opportunities as the players getting those boss kills. Again, not saying slay points should be worth as much as boss kills, but they shouldn't be worth next to nothing either. If I just wanted to kill bosses over and over again I'd queue for firefight.... if I want to kill just spartans over and over again without AI, there's WZ Assault... WZ should be a hybrid of both, meaning AI kills and Spartan kills are BOTH important.
Yeah, you don't understand what I'm talking about at all. I'm not talking about teamwork. I'm talking about chaotic map flow, pacing, how you die, how many REQs are on the map, etc. It has nothing to do with teams themselves. My initial point was, when you introduce more REQs into the system, it just fosters much more of an unpredictable and overall frustrating experience, on top of lopsiding the game for the people who can just start stacking REQs, resulting in farm outs. It has nothing to do with rewarding or punishing random players on the team. It has to do with REQ balancing and mitigation.
Again, how then should the biggest multiplayer experience be if not for REQs? I'm not really interested in a BIGGER BTB with a little REQs here and there. REQs make WZ, people LIKE REQs. Otherwise no one would bat an eye for WZ Turbo weekends.
You're still treating your point like a multiplayer trailer pitch. You know what BTB doesn't have? Bases. Bosses. A basic base defense objective. REQs. These change the game in radically different ways than BTB's static spawning weapons, loadouts, vehicles and powerups. Just because it's bigger doesn't mean it needs to be sheer, unfun chaos. It's still subject to balance factors.