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I never understood that, in every Halo game, when someone in your team is in bad faith and saboutaging the team, we should instantly respawn after being betrayed. I mean, let's say it's a 4 players team in a objective mode like CTF: 2 players are doing their part, while the third one is dragging the team down and not helping, he kills the fourth teammate that was trying to help and now the betrayed player needs to wait 8 or 10 seconds to respawn, which is enough time to give the enemy team a bigger advantage, taking the flag or something. Now half of your team is doing nothing! But if you instantly respawn, you can still help your team immediately. Why someone that is betrayed in Halo needs to suffer the consequences of a bad teammate? Why the team needs to suffer the consequences of a bad teammate? That makes zero sense! Sorry for my english.

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8 months ago - /u/misplacedyank - Direct link

this is me speaking as a player, not a dev

what's stopping me from betraying you to get an instant respawn on defense if we're out of position or across the map?

8 months ago - /u/misplacedyank - Direct link

Originally posted by MaxKCoolio

Instant and unlimited ability to teleport? Sounds fair and balanced.

just a full team of Promethean Knights or something

8 months ago - /u/misplacedyank - Direct link

Originally posted by AlcatrazGears

That's a great question, i hadn't think about that honestly. I'm not smart enough to think about a way to counter that. Maybe your right and it's impossible to fix the griefers damage. Thank you for the answer, i love your work in the games!

it's definitely a bummer and i totally understand your frustration for sure - just trying to bring a different perspective to it! :)