Showing posts with label hcs. Show all posts
Showing posts with label hcs. Show all posts

Wednesday, May 20, 2015

Why I support AR/Pistol Starts over BR Starts as the Competitive Option in Halo 5


Over on the TeamBeyond forums, there's been a debate raging for weeks now over what we believe the starting weapons should be for competitive settings in the upcoming game, Halo 5 Guardians. If you've been following the thread, you can skip to the section with bullets, because I'm starting off be reiterating some of my points made in the thread.

For a decade now, it has been whatever the game's best-suited headshot rifle was labeled (usually the BR). This has caused a schism in playlists, where “casual” gametypes (and some ranked, in TS playlists) would start with the game's standard automatic weapon and “hardcore” gametypes would start with a headshot rifle. We've heard counter-arguments during Halo 4 that in order to return to Halo's past glory we need to “keep it vanilla” – and while moving toward a more standardized weapon set across the whole of the game would help, it ignores the reasons we moved away in past games.

In Halo 2, there were three starting weapon options for UNSC weapons: SMG, Magnum, and Battle Rifle. Let's take Lockout for example. Say everyone starts with SMG/Magnum. One team gets control of Sniper tower and BR tower. The SMG can't really fight at a range from building to building capably in Halo 2. Nor can the Magnum (a shame it wasn't the HCE Pistol). And a BR spawns on TOP of the BR tower. In the high ground.

Let's move to Warlock. 4 BRs on the map. All on high ground, that can only be reached from two methods: Lifting up a slow lift and then jumping out into the open onto the platform, or walking up a ramp from one direction onto the platform. Very predictable methods where, if you don't ALREADY have a BR, but your opponents do, it's damned near impossible to grab one.

In Halo 2, the range discrepancy between the BR and the not-BRs was high. To exacerbate that problem, the BRs were often in places of optimal use case already, so once you grabbed them, you had little reason to move. Design-wise, this makes starting with not-BRs incredibly snowbally. But it's illogical to say “We did BR starts because the SMG can't fight the BR.” – the placement of BRs on map were equally at fault. (Let's skip the irony that Bungie intentionally stripped the Magnum of power from CE to 2 in an effort to gut skill gaps to force closer games and then set up maps in an absurdly snowbally manner.)

In Halo 3 we returned to BR starts again, although the range discrepancy of the weapons and their placement were much more sensible. (Granted, that range discrepancy was fixed by nerfing the everliving fuck out of the BR to the point that it was essentially useless on large maps, making BTB a nightmare.) The pistol was still useless. A desire to stay away from Spray and Pray anything fueled the decision to keep the BR as the starting weapon, and rightfully so.

In Reach, the Beta pistol showed promise, but at launch it was clear we had no option but the DMRNG. In Halo 4, an enormous debate arose over whether the BR or DMR should be the starting weapon (disregarding #TeamOrange who all believed the Light Rifle to be the superior skill gap weapon to use). Ultimately, the BR was chosen despite having random spread and being burstfire, when the mostly-cosmetic bloom and single shot of the DMR made more sense for a competitive rifle. Why? The DMR shot too far. It was too oppressive in the game, and would assist players in aiming over literally entire arena-sized maps. Despite very correct and well-articulated articles opposing the BR, the BR was healthier for the game and simply felt better. The Pistol was a lot better in this game, but it was still ultimately a lottery cannon.

With Halo 5, however, things have changed. Automatics now have headshot multipliers (they're more skill-oriented, and less spray-and-pray). They have the definitely-not-ADS-nope-not-one-bit Smart Scope to encourage using them at range. The Pistol is the fastest killing headshot weapon in the game, and had what we were told were bugs (flinch, recoil) that made it unwieldy. Additionally, the Pistol could fight at a range beyond two feet in front of you, already making it superior to the H2/H3 incarnations that we had to avoid like the plague.

So let me repeat that. THE PISTOL IS USEFUL AGAIN. And less importantly, the AR isn't a “let me camp around a corner and just shoot+melee you” weapon. It is also useful at range.

The reasons we avoided ARs and Pistols in previous titles are gone/heavily mitigated in Halo 5. We have good reason to try them out as the starting weapons from the get-go, and avoid separating the entire community into our we-don't-like-your-gametypes-we're-going-to-make-our-own...with-blackjack...and-hookers “hardcore” settings.

But before you rattle off all your reasons why you think the BR is more skillful or use reasons like “we've used the BR for a decade, why should we change now?” or “hodor hodor hodor” to try to dissuade me from continuing my support of the AR/Pistol... let me return to a rubric I've used in past Audley Enough blogs.

Riot Games' six core gameplay tenets they use for League of Legends. You know, literally the most popular PC game in the world, and the esport with the greatest success world wide in terms of viewership. I wrote about this six gameplay tenets as they relate to twelve of my favorite vehicles from Halo history in some blogs last summer, but now it's time to relate them to guns!

As a refresher, those six gameplay tenets are:
  • Mastery – Mastery is essentially a constant ability to improve. In Halo, that can range anywhere from improving your shot, to route-taking, to map positioning; basically, any way you can get better at the game, there's always room to get better. In short: Mastery is your Skill Ceiling.
  • Meaningful Choices – Meaningful Choices are where there are tradeoffs to your decisions made in game. Whether that means you have to mitigate weaknesses or simply take less risky plays, it means you're constantly making a choice that isn't already made for you.
  • Counterplay – Counterplay means there is room for your opponent to outplay you with what they are provided. In League of Legends, this commonly gets confused with building certain items to counter things, when in reality it is focused on moment to moment gameplay and the ability to fight back regardless of build.
  • Teamplay – Teamplay is where a team comes together to bolster their strengths, cover weaknesses, or simply work together toward winning the game. In League of Legends, this is focused around having team compositions need to provide certain roles to the game. Despite denial from pro players, this also exists in competitive Halo, where players' playstyles provide roles similar to a MOBA's “tank” “carry” or “support” roles.
  • Clarity – Clarity is simply the presentation of information in a clear and precise way. Any important/relevant information should be communicated to the player. This won't actually be relevant for this discussion.
  • Evolution – In Riot's definition, evolution more refers to their constant addition of new mechanics or rebalancing of old ones. For the sake of this argument, it will focus on how the weapons affect an evolution of a metagame.
So first, let's start with Mastery. It will be quick to go over. Regardless of the starting weapon, there's a clear skill set related to accuracy with a gun. I'm not going to argue either choice has an outright greater skill ceiling, but I will point out that, assuming the Pistol has a shorter red reticule range than the BR – then pistol fights at medium range (for example, health pack/BR to Carbine on Shrine) or longer become more about the player's dexterity rather than the game's assistance. Based off the H5 beta, the Pistol was capable at Medium range. Less so at longer. The BR, on the other hand, had aim assist across the entirety of Truth, leading to much easier time killing players who exposed themselves. While battles directly between the weapons in their intended range don't have much discrepancy, encouraging more skill rather than surefire kills in ranged battles is a good thing (see: Halo 3.)

Now, the tenet where I feel AR/Pistol greatly supercedes the BR: Meaningful Choices. If you spawn with a BR, you almost never have a reason to drop the BR. Your BR is love. Your BR is life. You almost never have a reason to swap to the Pistol, even if it kills faster. (Because why should I go into the range where Pistol is better?) The situations where a Pistol is better than a BR are outshined by situations where other weapons in the sandbox are better than the Pistol (why get a Pistol secondary for my BR when I could get an SMG?).

On the other hand, if you start with a Pistol, you have a much larger array of choices. Do I want to be more effective at range and sit back with long range support fire? Let me drop my AR or Pistol for a BR or DMR. Do I want to push harder? Let me drop my AR for an SMG. I can't push now, should I drop my SMG for something else? Because of the more limited range of engagement with your Pistol start (but again, still more than capable in most regards, especially once the recoil/flinch are removed), you have more room to shape your ability in combat. You have clear tradeoffs of effectiveness at long range versus effectiveness at close range based off which weapon you choose to pursue. The pistol is strong, and a very capable Utility weapon. But maybe you just like to play passive. You can bet players like Roy or APG are going to be in your face with their Pistol, though. Fuck your slow-killing BR!

Counterplay. Now, this is where all the pro-BR supporters will chime in “HEY IF YOU SPAWN WITH BRS YOU CAN FIGHT ANY RANGE OFF SPAWN BUT IF YOU SPAWN WITH PISTOL YOU CAN'T HAHA, BR IS BETTER RIGHT?” But again, this is where you're overlooking the fact that... oh, hey, the pistol's actually decent at medium range. You CAN fight back off spawn. Even on big, open maps like Truth. I do have issue with the BR spawning P2 and DMRs in the bubbles, rather than being closer to the safe spawning areas to readily equip a player to fight back off spawn, but in general, the weapons are in positions where players can reach them without dying, and use the amount of maneuverability tools available in H5 to fight back. Granted, yes, BR starts are marginally better with regards to counterplay than AR/Pistol starts would be, assuming a situation like H2/H3 where one team has secured BR/DMRs and the other are all dead. This discrepancy is more mitigated by map design and weapon placement, however. Keep rifles out of power positions and the players in them have reason to move – whether it be that they ran out of ammo, or that they didn't already have a rifle. Imagine back to my Halo 2 example of Lockout's BRs spawned BR1, Elbow, and Top Blue instead, or Warlocks spawned at the bottoms of the ramps, rather than on the Plats. You've instantly better equipped the “losing” side to fight back. Combine that with the fact the non-BR weapons are already comparatively stronger than they were in H2, and you've brought the gap to a manageable ratio.

As I said in the bullets, Clarity doesn't really relate to this argument. The only relation to clarity would be for casual viewers who tune into a competitive stream and wonder “why are they spawning with different weapons than I spawn with in matchmaking?” but given Halo's tiny viewership currently, I don't believe this to be a relevant issue worth worrying about at the current time.

Now regarding the Evolution of the game. I've written in the past about how I believe movement to be the most important aspect of a competitive game. (That even applies to competive card games, where the only things moving are resources.) Longer range weapons promote more stale gameplay. We'll probably never see DMR starts ever again, but DMR starts on large maps in Halo Reach provided absurdly stale games, because players simply couldn't push anywhere without being melted. (Note, competitive people, I'm referring to BTB here, not MLG). Hemorrhage was a joke that relied entirely on Wraith and Sniper usage to get anything done, because they were the only things that could fight from outside the range of a DMR or without dying instantly.

How does that relate to the BR / AR+Pistol argument? Tangentially. Maps with more open sightlines (see: Truth) lead to slower gameplay when the player is more equipped to fight at range. If you can't poke out without being chunked, you don't want to move. If you don't want to move, the game becomes a stalemate. Stalemate games, while they highlight a different skillset than the faster paced variety, also give an advantage to the underdog. Take Pit TS for example in Halo 3. More upsets happened on that gametype than any other. Not because “oh, this team was actually better all along” but because stalemates make it easier to keep an advantage. If no one's able to manage a pick-off, the stalemate keeps going until a viable power weapon or power-up breaks it (Prophet's Bane not really good vs BRs, btw.) If you got a lead in Pit TS, you kept that lead until Rockets respawned unless you just fed kills to the enemy Sniper. If you got the next set of Rockets, you probably kept the lead and won. No one was going to push you while they didn't have rockets unless their Sniper got a pick-off.

With AR+Pistol, although the Pistol's kill time is faster, it requires more care and precision to get those all-the-way-across-map kills. (But in terms of base-to-tower, it's much more reasonable.) If you have the Prophet's Bane you can sprint and thrust and actually move from cover to cover without being melted from multiple angles. You're encouraged to move and push! With more movement, there's more room for in-the-moment decision making (more meaningful choices?!) and much more excitement factor spread through the course of the game.

Additionally, with regards to Evolution (off the topic of movement now), there's more room for player identity, tying back into the choices a player makes. Aggressive slayers like APG, Roy, or Ninja who like to rush constantly will likely prefer the fast kill times of a Pistol over the sit-and-wait approach of a BR. On the other hand, zone control-focused players like Ogre 2 will likely prefer weapons more equipped to fight at range. They find their comfortable corner of the map and position in a place where they can put shots on anyone anywhere they feel like. They'll go hunting for BRs or DMRs. Sniper players on maps without the Sniper may hunt for a DMR for the “next best thing” in marksmanship, disregarding their pistol entirely. This ties into the tenet I realize I skipped in my ranting... Teamplay. Individual playstyles have more room for “role” identification, and teammates may cover gaps created by a player's choice in equipment. The more open the sandbox is, the more the kids will get to play in it.

That pretty much covers all I wanted to say. AR/Pistol offers more meaningful choices and room for evolution as a whole and as an individual, with a comparatively small sacrifice to available counterplay (the main area that forced BR starts in past titles in the first place).

AR/Pistol Starts for Competitive Halo 5, Audley for Color Commentator 2015. Jet fuel can't melt dank memes.

Thursday, March 5, 2015

HCS Season 1 Finals Bracket Preview/Breakdown/Predictions


If you're reading this blog you probably know the PAX East HCS Season 1 championship is this weekend, starting tomorrow. I've posted my predictions on forums, but I wanted to give an in-depth preview of the bracket and my predictions throughout the bracket with explanations on a gametype-by-gametype basis.

The event starts off with a play-in match between European Wildcard qualifier Vibe and 8th seed Noble Black, a team that came together after UGC St. Louis, starting from scratch with 0 points and managing to qualify for the finals with only online cup results and a top 12 finish at Gamers for Giving. Some people think Noble Black is lucky to be at the event, but their consistent placements online definitely earned their spot.

So without further ado... Play-In Gametypes:
  • 3 Flag Shrine
  • Slayer Warlord
  • Oddball Lockdown
  • Bomb Warlord
  • Slayer Shrine

There are two possibilities for how this match will play out, depending upon just how good the European teams actually are. 3 Flag Shrine will go to Noble Black, period. Noble Black show up when it comes to Shrine gametypes, and Sanc has always been a map that Maniac thrives on. If Vibe are stronger than I'm giving them credit for, they can take Slayer Warlord and Lockdown Ball, but I'm hesitant to even give them those as a possibility. If the series manages to go to games 4 and 5, Warlord Bomb will go the way of Noble Black thanks to Arkanum's control of ramp portals during bomb pushes, and Slayer Shrine will once again go in Noble Black's favor. Because Shrine. I'm conservatively predicting a Noble Black 3-2, but I really think it will be a 3-0 in their favor. That team is better than their seed, despite the GFG choke.

That takes us to Winners Bracket Round 1.
  • Flag Warlord
  • Slayer Shrine
  • KotH Lockdown
  • Flag Shrine
  • Slayer Warlord

Evil Geniuses vs Noble Black
Roy and Snipedown on-host on Warlord? Noble Black has no chance taking game 1. Slayer Shrine is their best chance to prevent a 3-0, but I think Roy's aggression and willingness to challenge anything will throw APG off his game and overwhelm Noble Black. Evil Geniuses probably won't drop a Lockdown King game for the entire event. 3-0 EG. It's a long shot to predict the series going to a game 5, but even if it does, it's another Warlord gametype on EG's host. EG will not lose this series.

CLG vs eLevate
Ogre 2's penchant for portal control will be too big a thorn in eLevate's side for them to handle in game 1. Add on CLG's host for it being a Warlord gametype, and you've got a recipe for a 5-0 or 5-1 win for CLG in game 1. eLevate take host in game 2 on Shrine TS, one of their best maps/gametypes, so they have a good chance at victory in game 2. eLevate and CLG both struggle a bit on Lockdown King, but between Heinz and Ogre 2, CLG have much better objective players and will take game 3 for sure. If eLevate does get the upset in game 2, they'll have a good shot at pulling off a victory in game 4 which is their absolute best gametype, Shrine Flag. I don't see them winning either gametype, and even if they do, game 5 is a Warlord, CLG's best, on CLG's host. 3-0 CLG actual prediction, possibility for 3-2 in CLG's favor if eLevate plays their hearts out.

Denial vs Str8 Rippin
Ryanoob's grenades and portal shenanigans will be too much for Str8 on Warlord Flag. Their BRs are good enough to make this a fight for Denial, but it won't be enough. Game 2 I actually give Str8 the benefit of the doubt and think Naded will come up huge for a surprise win. Str8's key to victory will be to keep the game fast and chaotic – don't let stalemates evolve. The less structured the game is, the more it's in Str8's favor. However, games 3 and 4 on Lockdown King and Shrine Flag will secure the series for Denial.

OpTic vs C9
This is the series I am least confident in predicting. Cloud 9 are an enormous question mark that depend entirely on how hot their shot is and how cool Hysteria's head is. Flag Warlord favors Cloud 9 – their shots are stronger and they'll outslay OpTic regardless of the result. However, due to C9's questionable decision making on flag routes, I have OpTic taking game 1. Game 2 is Shrine Slayer. Everyone on C9 plays Shrine well...except for Ninja. Ninja's poor positioning and hyper-aggressive playstyle on the gametype leads him to 15+ deaths per game on the gametype. OpTic will win a close game 2, with Ninja probably in negative numbers. King of the Hill Lockdown is another gametype that could go either way. I have OpTic winning it, but no confidence in the pick. If the series DOES go to game 4 or 5, C9's chances of winning the series skyrocket, as Shrine Flag is much more suited to their playstyle, and a Warlord Slayer to close out the series is the perfect gametype for them to shut down OpTic.

Predictions:
EG 3-0 Noble Black (Confidence: 90%)
CLG 3-0 eLevate (Confidence: 80%)
Denial 3-1 Str8 Rippin (Confidence: 85%)
OpTic 3-0 C9 (Confidence: 10%)

Which brings us to Winners Bracket Round 2 / Losers Bracket Round 1. They both have the same gametypes.
  • Oddball Warlord
  • Slayer Lockdown
  • Bomb Shrine
  • KotH Warlord
  • Slayer Shrine

Evil Geniuses vs OpTic
Warlord on EG's host should favor them, but I have OpTic pulling off a game 1 victory here. Big performance out of Contra will fuel an OpTic set-up that will give them just enough of an edge to squeak the victory. Lockdown Slayer will be the Snipedown show, while Bomb Shrine will remind everyone just how strong Roy is...again. Back on Warlord off EG's host, EG will exact revenge with the momentum from the previous wins. 3-1 EG.

CLG vs Denial
Warlord Ball. CLG's best map vs Denial's grenades. I have Denial edging CLG out in this one, but it could go either way. Snakebite will determine who wins this game. Slayer Lockdown I give the edge to Ogre 2 and CLG's patience. Once again, Denial wants a structured slayer game where Ryanoob can out-think his opponents. If Royal 2 can misposition enough that it keeps spawns hectic, CLG can strong-arm their way to victory. Bomb Shrine I'm giving to CLG on the back of Royal 2's Sniper. Heinz MVP. Warlord King goes to Denial's host and Ryanoob's grenades. Game 5 on Slayer Shrine – some say CLG is weak on Shrine. However, I think they'll cling to an early lead and manage to trade kills evenly enough that they crawl to victory. 3-2 CLG.

eLevate vs Str8 Rippin
Oddball Warlord on Str8's host. Giving it to Str8. Lockdown Slayer. Assuming eLevate can shake off the game 1 loss, either Gabriel or Spartan will catch fire in game 2. That momentum will carry over into game 3 on Bomb Shrine and eLevate will push ahead to a 2-1 lead. Back on Warlord with eLevate's host, I give them a slight edge. Not completely confident they'll win game 4, but I do predict them to do so. If the game goes to Game 5, eLevate still hold the edge despite Str8's host, as Shrine is their most comfortable gametype. 3-1 eLevate.

C9 vs Noble Black
Oddball Warlord on Cloud 9's host favors Cloud 9 rather heavily. APG is the key for Noble Black to pull off an upset here. Game 1 could go either way, but I'm picking C9. Slayer Lockdown is nightmare fuel for Noble Black after GFG. If they couldn't manage to shut down the Suddoths on the gametype on their own host, why would I expect them to shut down C9? Fortunately Game 3 puts them on Shrine, Bomb. Noble Black will take game 3 with Maniac's Shrine play. Warlord King on Noble Black's host is a game that could also go either way – I'm still giving the slight edge to Cloud 9, and predicting them to take the game and close the series 3-1 here. HOWEVER, if Noble Black can take either game 1 or game 4, Noble Black will win the series 3-2 as game 5 will put them on C9's worst gametype and one of their personal bests, Shrine Slayer.

Predictions:
WR2
EG 3-1 OpTic (95% Confidence)
CLG 3-2 Denial (75% Confidence)
LR1
eLevate 3-1 Str8 (70% Confidence)
C9 3-1 Noble Black (30% Confidence)

Winners Bracket Finals / Losers Round 2
  • Bomb Warlord
  • Slayer Shrine
  • KotH Lockdown
  • Flag Warlord
  • Slayer Lockdown

Evil Geniuses vs CLG
Warlord Bomb will be a tooth and nail fight between EG's host and CLG playing on their best map. I give CLG a slight edge, but this game will be hard to predict. Slayer Shrine will favor EG. Once again, Roy's aggression will lend them the advantage. Lockdown King again leans in favor of EG – their roster is just better equipped for King of the Hill gametypes in general. I'll never count out Lunchbox in a KotH gametype. Game 4 goes back to Warlord on CLG's host, which favors CLG. Series closes out on Lockdown TS, where I give the edge to Snipedown's route-taking and EG's host. 3-2 EG.

eLevate vs OpTic
Warlord Bomb will be on OpTic's host. eLevate have the skill to beat OpTic, but Flamesword and Assault's communication will be the difference maker in game 1. Slayer Shrine will depend on who has the hotter Sniper between the two teams, but I give the slight edge to eLevate. Game 3 goes to eLevate's weakest gametype, Lockdown King of the Hill. OpTic should have no trouble wresting that game from eLevate's hands and potentially putting eLevate on tilt going into game 4. Although Game 4 will be eLevate's host on Warlord Flag, I think OpTic will play with an annoying enough playstyle to keep eLevate off their gameplan and close the series. 3-1 OpTic. If the game goes to Game 5, it will be another game depending entirely on standoff Sniping, meaning the game will either be in the hands of Ace or Munoz, depending on which team holds the rifle.

Denial vs Cloud 9
Warlord Bomb will be a tough game to call between superior firepower and smarter play. I give Denial the edge in game 1. Shrine Slayer will be yet another everyone-does-well-but-Ninja-plays-too-fast-and-the-team-loses for Cloud 9. If he can let off the gas pedal they may be able to stop Denial, but his death count will be the nail in the coffin for game 2. Lockdown King favors Denial, though Mikwen's occasional tendency to overstay at past hills may give C9 some beneficial spawns. I still think Denial will take the victory in game 3, and close the series 3-0. However, if C9 take any of the first 3, they'll have the edge in Game 4 with host on Warlord and have the potential to push to a Game 5 Slayer on Lockdown, which could also go either way. Still, I don't think it will reach that point. Denial should have no problem making their way to Losers Round 3.

Predictions:
WBF:
EG 3-2 CLG (80% Confidence)
LR2:
OpTic 3-1 eLevate (95% Confidence)
Denial 3-0 Cloud 9 (70% Confidence)

Losers Round 3
  • Flag Warlord
  • Slayer Lockdown
  • Bomb Shrine
  • Oddball Lockdown
  • Slayer Warlord

OpTic vs Denial
Denial's host and grenades on Warlord face off against OpTic's superior communication and teamwork. It will be a close game that will probably go to time, with a low score. I predict a 3-2 flag victory for OpTic in game 1. Game 2 goes to Slayer Lockdown, where I think Flamesword will have a rough game and Denial will take advantage. Game 3 on Bomb Shrine I put in the hands of Ace's sniper to free up pushes to push OpTic ahead in the series 2-1. Oddball Lockdown will highlight Ryanoob's clever objective movement and awareness of his teammates' positioning as Denial makes set-ups out of nothing and tie the series, pushing it to a hype game 5 on Warlord Slayer. Denial's host, grenades, and Mikwen's BR will secure Denial's 3rd place finish with a wider margin of victory than would be expected for a game 5.

Denial 3-2 OpTic (Confidence: 75%)

Losers Bracket Finals
  • Oddball Lockdown
  • Slayer Warlord
  • Flag Shrine
  • Bomb Warlord
  • Slayer Shrine

CLG vs Denial
Oddball Lockdown could go either way. I give a slight edge to Denial, but I think big plays out of Heinz and Snakebite will lock the game up for CLG. Slayer Warlord on Denial's host will present a fairly even match-up, but Ogre 2's portal control versus Ryanoob's portal shenanigans will go the way of the veteran Ogre 2 and CLG countering logic. Game 3 on Shrine Flag will come down to whether or not Cloud and Mikwen can shut down Royal 2, but I think Heinz's tendency to always be there to help a teammate will push CLG past Denial with a series sweep in 3 close games. Should the series go to game 4, CLG still have the edge on their best map, but Denial can still put up a solid fight in Bomb Warlord. Slayer Shrine will come down to whoever can win the standoff Sniper duels. Still, my prediction...

CLG 3-0 Denial (Confidence: 40%)

Grand Finals
  • Flag Shrine
  • Slayer Lockdown
  • Bomb Warlord
  • Oddball Lockdown
  • Slayer Warlord

Evil Geniuses vs CLG
Game 1 will be a tooth and nail fight between the two teams and I'm expecting a 1-1 tie at the end of regulation. I think this game will be won by a counter-cap after CLG barely put together a flag stop to save themselves from losing. That momentum won't help going into Game 2, however. Snipedown on Lockdown will push CLG past their limits. Bomb on Warlord on EG's host will still lean in CLG's favor, but solid slaying out of both teams will make it close. I once again give CLG the victory on this gametype. Oddball Lockdown goes back into the hands of EG, with coordinating plays from Towey stopping any push CLG attempts to make to break a set-up. Game 5 is a recipe for a 50-49 finish – but I think CLG will pull out all the stops and manage to emerge victorious in the set and reset the bracket.

Predicting CLG 3-2 EG, with about 50% Confidence.

Grand Finals Set 2
  • Bomb Warlord
  • Slayer Shrine
  • KotH Lockdown
  • Flag Shrine
  • Slayer Lockdown

Evil Geniuses vs CLG
Bomb Warlord again? Okay, well it's EG's turn to win right? Nope, Warlord Bomb 3 straight victories for CLG this event. Shrine Slayer should favor EG, but with CLG on host and wearing on EG's nerves with the extended series and pressure of a grand finals, I think Ogre 2's experience wins out. Game 3 onto KotH Lockdown will be EG's chance to come back into the series, and I expect them to take the game due to Royal 2 flubbing with spawn control and Lunchbox's superior positioning to zone players off the hill. Game 4 on Shrine Flag will be either the game Snipedown catches fire or CLG puts the final nail in the coffin. EG will need to outslay CLG to come back into the series. I predict CLG to win this set 3-1, but should the series go to Game 5, the setting will be Lockdown Slayer where spawn control, host, and Snipedown's route-taking will favor EG.

Predicting CLG 3-1 EG, with about 25% Confidence.

Either way, I'm quite confident the Grand Finals will be a match between the two GoodGame Agency teams, and the real winners of the event will be Alex Garfield and Kelby May for the exposure they get out of the Halo audience. Regardless of who wins, this season finals stage is set to have some fantastic series with some wiggle room for upsets, and great positioning to prepare for what's to come in Season 2.

Thank you for reading!