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Here is the latest updates on Halo MCC. If i forget to update this please pm me so i can update it.
Find All The Lastest Patch Notes On The Halo WayPoint
https://www.halowaypoint.com/en-us/news?categoryName=Halo: The Master Chief Collection

THE FLOOD
Last month, players were challenged during the final weeks of October to play the Infection Playlist and unlock the new Flood Nameplate. This challenge was not taken lightly - players took to MCC and infected as many as they could between Oct 17 and Oct 31. Y’all played so much Infection that MCC's main menu has become… Infected.

Here's the final tally from last month's Infection event:




    • Approximately 50,000 players participated and were awarded the Flood Nameplate!
    • 18,639 players completed only 1 game
    • 20,448 players completed 2-5 games
    • 10,856 players completed 6-10 games
    • 6,000 players completed 11-50 games
    • 518 players completed 51-100 games
    • 140 players completed 101-199 games
    • 18 players total completed 200+ games.
    • 7 players completed a total of 250+ games (but only 4 of those players did not have excessive quits)
The top 4 players across more than 250+ games of infection played were:




    • M1ST3R1N5P3CT3R
    • Velvet Hammer28
    • ItsPitt Zahot
    • LuisRoblesH
A big shout out and thanks goes to everyone who jumped it to play Infection and lend their support to MCC!

With the main menu now being taken over by the Flood, we need you to continue the fight and help us retake it! Containment protocols are being activated to help handle this outbreak, but we need more reclaimers in this fight against the infected! Between November 19th and November 30th, complete the “Flooded” playlist to help us destroy this plague against humanity!

MATCH COMPOSER
If you prefer to continue infecting people and not fight off the Flood, you can do so by searching for Infection whenever you want in the new Match Composer. This new feature, which was first revelaed in the October Update blog, is now ready for prime time thanks to ongoing playtesting and feedback via several Insider Flights over the past few weeks. We've copied over some of the initial information shared last month to help explain this new feature but over the course of flighting a few things have changed. See below for the latest and greatest specifics.

WHAT IS THE MATCH COMPOSER?

With five different multiplayer games in MCC, it’s very challenging to offer enough playlists to meet the wants and needs of so many different styles of play. To accommodate every gametype and mode for each title would require dozens of individual playlists – something that just isn’t practical in a world where we want to ensure players can successfully find matches and maintain a positive overall matchmaking experience.

To better support the broad diversity of game types available within MCC, the team has built a new social Matchmaking option that allows players to essentially “build their own playlist” by picking the games and modes you enjoy the most. This system, often referred to in the community as “mixtape matchmaking”, has been one of MCC's most requested features and the team is excited to bring this to the game today.

The Match Composer allows you to pick the game size, game(s), and gametype(s) you want to play and matches you into social games with other players who’ve chosen the same selections. The more options you select, the more possible games and gametypes you can match into.

If you only want to play Halo 3, 2v2 Slayer you can select those options and search only for that. An important caveat to this flexibility is that there is no guarantee that you’ll quickly find a match (or if you’ll even find a match at all) when restricting your choices to more niche options. The more you limit and refine your search criteria, the more you shrink the pool of potential players to match. This is something the team will be watching closely and we’re very eager to get player feedback on how everything works and how it holds up under different populations and regional usage.

Wit this update, Match Composer will appear as the top most option in the Multiplayer Settings. With this feature’s addition, we will be retiring Social Matchmaking playlists under the “Find Game” option. This new feature will allow for quick matches similar to previous playlists through the use of presets and by customizing your own play experience.

HOW DO I USE THE MATCH COMPOSER?

The Match Composer lets you choose from pre-set options or supports a “Custom” option where you can define your Social Matchmaking preferences by making a series of selections. The Match Composer will then search and match you with other players who have chosen the same selections. From MCC’s Multiplayer Menu, select “Match Composer” to get started.

matchcomposernew-bb98e37b3c064e0bb63d4b53bdba3165.png


Match Composer includes four options to custom tailor your Social Matchmaking experience:




    • Game Preset
    • Game Size
    • Game(s) Included
    • Game Categories Included
GAME PRESET OPTIONS
These are pre-configured selections that allow players to jump into right matches quickly. The presets can be customized after being selected if there are specific offerings within them that you'd like to remove. Here is a list of the Match Composer presets currently available:




    • Slayer – this includes all Halo Games with only the Team Slayer Game Type and is 4v4.
    • Objective – this includes all Halo games with Capture the Flag, Assault, and King of the Hill and is 4v4.
    • Big Team Battle – this includes all Halo games with Team Slayer, Capture the Flag, Assault, King of the Hill, and Action Sack Variants and is 8v8.
    • SWAT – this includes H2C, H2A, H3, and H4 with only the Team SWAT Game Type and is 4v4.
    • Snipers – this includes all Halo games with Team Snipers Game Type and is 4v4.
    • Infection – this includes H2A, H3, and H4 with only the Infection Game Types and is a 12 player FFA.
    • Custom – this is used if you want to build the match experience you would like to play.
    • Any – this includes all Halo games with any gametype supported for 4v4.
SUPPORTED MATCH OPTIONS
Here's a handy matrix of supported games/modes/player-counts that are currently supported with the Match Composer:

matchcomposergrid-2ea074f03f604261b3bea17e10b5192d.jpg


The team is always listening to player feedback and will be monitoring things closely now that Match Composer is out in the wild. Our goal is to offer the most currently-popular modes while not making the system overly complex or splitting the population up so much that it degrades the matchmaking experience. Please leave feedback on the Match Composer in the MCC forum here on Halo Waypoint and let us know how it’s working for you, if there are options that should be included, and any other input you have to help the team further improve this feature.

CONTROLLER CUSTOMIZATION
In addition to the Match Composer, the team has also implemented expanded controller customization options to allow players to better fine-tune their experience. With the addition of these new controller customization settings you now have additional options to adjust input, movement, and aiming to suit your personal preferences.

controllercustomizationoptions-b4ab897550b1482b93adbc3e4472c920.jpg


With these new options, found under Options & Career > Settings > Controller, you will be able to customize the following selections for each title in MCC:




    • Horizontal Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to fastest setting of 10. The lower the number selected, the slower your cursor will move horizontally when moving your analog stick left to right. The larger the number, the faster movement will be.
    • Vertical Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to the fastest setting of 10. The lower the number selected, the slower your cursor will move vertically when moving your analog stick up and down. The larger the number, the faster the movement will be.
    • Look Acceleration: The ‘Look Acceleration’ setting determines how long it takes to reach maximum turn speed while the stick is fully engaged (held to the edge of its range of movement). There’s a bit of a ramp-up from when you start turning until you reach max speed. A higher acceleration value means you’ll hit max speed faster compared to a low value. This works together with your look sensitivity settings to give you more control over aiming. For example, in Halo 3 on 6 sensitivity and 1 acceleration, it currently takes 1.33 seconds to turn 360 degrees horizontally. With the same sensitivity and 10 acceleration, it takes 1.07 seconds. The max turn speed (dictated by look sensitivity) is the same in both cases, but the time it takes to reach that speed (dictated by look acceleration) is decreased. This setting supports granularity of 1 point (meaning it can be tuned in increments of 1) on a scale from 1 to 10.
    • Look Dead Zone: The ‘Look Dead Zone’ setting allows players to adjust how far they must move their thumbstick from its point of origin before the input registers. At a low setting, very subtle movements of the stick will be picked up; at a high setting, the stick needs to move slightly farther before the input is picked up. Players with worn thumbsticks may wish to increase their dead zones to prevent idle “thumbstick drift” (where input is picked up even when the stick is at rest). Players can tune this setting to best fit their controller. Currently, this setting supports granularity of 1% on a scale from 0% to 20%.
    • Looking Ahead: We have additional items we are investigating right now to improve these even further by giving players an option to play the classic games with aiming mechanics more aligned with the likes of Halo 4 and Halo 2 Anniversary. The team is looking to integrate this into a future update and will be available first in the MCC Insider program. More details to come!
ADDITIONAL OPTIONS & DEDICATED SERVERS
Two new customization options have been added to MCC, both of which can be found under the “Gameplay” portion of the “Options & Career: Settings” menu.

nameandtimeroptions-ff393f97c4004c08a54756cc6432775b.jpg





    • Enemy Player Name Color: This option allows you to change the color of enemy player names in Halo: Combat Evolved and Halo 2 Classic between Red or the Legacy Blue.
    • Multiplayer Game Timer: An entirely new feature added to Halo: Combat Evolved, which can be toggled to show you “Time Remaining,” “Time Elapsed,” or “None” to preserve the legacy experience.
    • US West Server: This Azure datacenter location now supports Halo: The Master Chief Collection matchmaking!
    • Team Hardcore Game/Map Variants: With Halo 2 Classic Team Hardcore and Halo 3 Team Hardcore being removed from competitive Matchmaking, we have placed all of the map and game variants in the “Official HCS” account file share. To access this file share to download the maps and gametypes, open your roster by pressing “X”, select your own gamertag, then select the option “Find Player”. From here enter the gamertag “Official HCS” and select “File Share”. You will be able to download each of the maps and modes for each of the maps and game types to play the Team Hardcore settings in Custom games.
PLAYLIST UPDATES
We have collected a lot of feedback on rotational playlists and the demand for permanent offerings for SWAT, Snipers, Infection, and Grifball has been very vocal. We are happy to announce that with today’s update these are all being added to the Match Composer Social Matchmaking with no current plans to rotate them out. However, Halo 3: Lone Wolves is moving out of social and will find its new home in the competitive ranked playlists.

The following changes are included with today's update:

Halo 3 Social Offerings




    • 2v2: Added Sandbox variants Tundra and Vessel to 2v2
    • 4v4: Added Orbital, High Ground, Epilogue, Valhalla, Last Resort, Cold Storage, Pantheon, Tundra, and Wastelands
    • 8v8: Added sandbox variants Utah mambo, Vindictive, Wastelands, and Workplace Bravo
    • 8v8 Action Sack: Added in Big Team Battle Heavies variants for Avalanche, Sandtrap, Standoff, and Valhalla
Halo: CE 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: AR
    • Secondary Weapon: H1 Pistol
    • Radar: Disabled
Halo 2 Classic 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: SMG
    • Radar: Disabled
Halo 3 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: AR
    • Radar: Disabled
Halo 4 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: AR
    • Radar: Disabled
Halo 2 Anniversary 1v1 Settings




    • Score to Win: 15 Kills
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: SMG
    • Radar: Disabled
COMPETITIVE RANKED PLAYLIST UPDATES
Changes will be happening to our Ranked Playlists as we have been monitoring the health of them for a while and will be moving some of them out based on low engagement. The playlists below will be ranked after the update and live under the “Competitive” options in the Multiplayer Menu. We also have updated maps in the Halo 3 Team Arena playlist to include some fan favorites that have been requested.




    • Halo CE Team Doubles
    • Halo 2 Classic Team Arena
    • Halo 2 Anniversary Team Arena
    • Halo 3 Team Arena
    • Halo 3 Hardcore Team Doubles
    • Halo 3 Lone Wolves
Halo 3 Team Arena




    • Added Orbital, High Ground, Epilogue, Cold Storage, Pantheon, Tundra, and Wastelands.
    • Removed Last Resort
Halo 3 Lone Wolves




    • Updated Epitaph, Snowbound, and The Pit to use only their “year 2” variants (Epilogue, Boundless, and Pit Stop).
    • Max Players Reduced from 8 to 6.
    • Changed from Social playlist to ranked.

NOVEMBER UPDATE BUG FIXES

Global

  • Improved Player Idle warnings
  • Local Files are now called “Private Files”; we’ll be sharing the reasons for this change in a future post
  • Made several improvements during scenarios where players have been involuntarily disconnected from their internet connection or Xbox LIVE
  • Multiple crash fixes across the board
  • Resolved some incorrect data and leaderboard discrepancies
Halo: CE

  • Renaming Custom Game map variants now conveys the correct 23-character limit
  • Player names now fade away at a rate closer to Xbox CE
Halo 2

  • Fixed co-op disconnection issues during various scenarios
Halo 3

  • Fixed an incorrect Connection Lost error message when splitscreen co-op resumes from an Xbox suspend state
  • Fixed various issues with viewing Terminals in certain supported languages
Halo 4

  • Updated text & icons for 4K across both Campaign & PVP
ODST

  • Clients are now prompted to download ODST when Host chooses ODST during a session
  • Fixes to Sadie’s Story achievements when collecting audio logs across multiple playthroughs of Mombasa Streets
H2A Multiplayer

  • Fixed issue where shooting Blast! cans on H2A maps would not count toward Achievements
Campaign General

  • Fixed various small art decorators appearing as flat black objects in Halo 3 & ODST
  • Fixed issue where co-op players were disconnected after choosing Restart Mission
  • Score & Time results now correctly upload to Leaderboards if players are disconnected from the internet during their runs
  • Rival Score improvements on Campaign Playlist PGCRs
  • Improved co-op PGCR support for Playlists now includes Cumulative Score, Rivals & Top 5 Friends
Matchmaking General

  • Party/Team matching rules are now more consistently applied when backfilling
  • Fixed issues with rank threshold not being respected for matching in various backfilling scenarios
  • Team Doubles matching now backfills appropriately after a Squad Leader quits
  • Made refinements to conditions where players are warned for idling in Matchmaking
Custom Games General

  • Improved messaging for notifying new Game Session Leaders when a Squad Leader exits during countdown timer
  • Roster now better sorts accounts signed into the host/session leader’s console
  • Fixed various H2A environment decorators appearing as flat black objects in 4K
Forge & Films

  • Correct H2A Map variant names now appear in Film Summary
  • Players now receive a warning message when trying to save Forge map variants with blank Description fields
SOURCE
Bug Fixes
Global

  • Improved game stability, notably in Halo CE campaign, Playlists, and main menu.
Spartan Ops
  • A crash on Spartan Ops Mission 9 episode 1 has been resolved.
Playlist Updates
Team Snipers

  • H2A: Removed secondary starting weapon, grenades, and grenades from map.
  • H3: Sniper Hill Only: Removed secondary starting weapon, grenades, and grenades from map.
Halo 3 Team Hardcore Doubles
  • Adjusted all gametypes to have suicide and betrayal penalty off.
  • Removed Active Camo on pickup from Custom Power Up Traits on The Pit.
HCE: Team Arena
  • Team Slayer kill limit reduced from 100 to 50.
Matchmaking Rule Changes
Players at level 40 and above now can match players within the 30-50 range.
Loosening party matchmaking rules in ranked hoppers.
  • Max team sizes will only match max team sizes in Ranked 4vs4 games.
  • Example: Parties of 3 in 4v4 playlists can now match parties of 1, 2, and 3.
  • Team Doubles will now create matches based on any team size.

Ban Hammer Is LIVE
Since the September update, we have been tuning the rules behind the scenes for our auto-ban system to better address players who repeatedly quit out of matchmade games. Even though the automated version isn’t quite ready for prime time, the Ban Hammer definitely is.The team has recently issued our first wave of matchmaking suspensions to players who are actively and repeatedly quitting games.If you are worried that this could impact you, we would suggest not quitting out of games. Repeatedly quitting out of matches really creates a poor experience for the rest of the players in the game. Don’t do it. If you don’t like the maps or modes being offered, spin up a custom game with the settings you enjoy (check out the “Looking for Group” feature in the Official Halo Club to find like-minded players!).
Additional Resources
For more information on the state of MCC, past updates, known issues, player feedback, and more - please check out the following resources:
INFECTION RETURNS
h4_flood_dark-aa5e180319014d0693ec80bf827cefb4.jpg


Infection is a fan-favorite gametype that many players have been vocal about since it was removed from Matchmaking in the August update. With Halloween approaching and October being a month typically known for Infection in the Halo Universe, the team wanted to do something special for its return! From Wednesday, October 17 through Wednesday, October 31, everyone who plays in the Infection playlist will earn a new lobby nameplate.

infectionnameplate-b4af97ca27004cbf9c3e5f0f09af613a.png


The Infection nameplates will start rolling out in early November. In the meantime, we look forward to playing Infection with everyone starting this Wednesday. Keep an eye out for an official playdate later this month to jump in and infect members of the 343 team!

MATCH COMPOSER
With five different multiplayer games in MCC, it’s very challenging to offer enough playlists to meet the wants and needs of so many different styles of play. To accommodate every gametype and mode for each title would require dozens of individual playlists – something that just isn’t practical in a world where we want to ensure players can successfully find matches and maintain a positive overall matchmaking experience.

To better support the broad diversity of game types available within MCC, the team is building a new social Matchmaking option that allows players to essentially “build their own playlist” by picking the games and modes you enjoy the most. This system, often referred to in the community as “mixtape matchmaking”, is one of the most requested features and the team is excited to bring this to MCC in the very near future.

Once released, Match Composer ( name that is subject to change) will appear as the top most option in the Multiplayer Settings menu as shown in the screenshot below. With this feature’s addition, we will be retiring Social Matchmaking playlists under the “Find Game” option. This new feature will allow for quick matches similar to previous playlists through the use of presets and by customizing your own play experience.

matchcomposerflow2-6b042a9d5fce497b88f2e4e97074bf48.jpg


The Match Composer allows you to pick the game size, game(s), and gametype(s) you want to play and matches you into social games with other players who’ve chosen the same selections. The more options you select, the more possible games and gametypes you can match into.

If you only want to play Halo 3, 2v2 Slayer you can select those options and search only for that. An important caveat to this flexibility is that there is no guarantee that you’ll quickly find a match (or if you’ll even find a match at all) when restricting your choices to more niche options. The more you limit and refine your search criteria, the more you shrink the pool of potential players to match. This is something the team will be watching closely and once this feature rolls out in an Insider Build, we’re very eager to get player feedback on how everything works and how it holds up under different populations and regional usage.

HOW DO I USE THE MATCH COMPOSER?
The Match Composer lets you choose from a series of pre-set options or allows the “Custom” option where you can define your social matchmaking preferences by making a series of selections to then search and find other players who are also searching with the same selections. From MCC’s Multiplayer Menu, select “Match Composer” to get started.

matchcomposer_new-7ceb7e63c2e94dd59ea3e249956506c3.jpg


Match Composer includes four options (currently being developed and subject to change) to custom tailor your Social matchmaking experience:

  • Game Preset
  • Game Size
  • Game(s) Included
  • Game Type(s) Included
GAME PRESET OPTIONS
These options are pre-configured selections that populate the Match Composer’s options to allow players to jump into matches quickly. These presets will be customizable after being selected if there are specific choices within them you do not want to play. Here is a list of the Match Composer presets currently planned for launch:

  • Team Slayer: 4v4 Team Slayer for all Games.
  • Big Team Battle: 8v8 Team Slayer and Objective game types for all games.
  • Team Objective: 4v4 Objective game types for all games.
  • Infection: 12 player Infection based game types.
  • Custom: This is where you can define the exact experience you wish to search for across any of the potential options.
GAME SIZE SELECTION
Should you choose to create a custom search, “Game size” determines the number of players in the game which also dictates which game types can be played. The choices are:

  • 2 player (1v1)
  • 4 player (2v2)
  • 8 player (4v4)
  • 12 player (Infection)
  • 16 player (8v8)
Not all game types support all game sizes – some game modes, like Infection, will only work when 12-player is selected. If you do not see the mode you want to play – make sure the game size is correct for the game types (more information down below).

GAME(S) SELECTION
From here, you will select which game in MCC you want to play. If you are unable to select one of the games, this is likely due to not having the necessary content installed. You and your party members will all be required to have the multiplayer content for a specific Halo game installed in order for it to be selectable in Match Composer.

Game selection includes the following multiplayer options, which will be represented by their associated game icons.

  • Halo: Combat Evolved
  • Halo 2 Classic
  • Halo 2: Anniversary
  • Halo 3
  • Halo 4
Please note that not all game types are available for every game in MCC. If you do not see the game type you want to play, it is likely you have not selected the appropriate Game Size and/or Game(s) to play it.

GAME TYPE(S) SELECTION
The initial game types that will launch with the Match Composer include popular options from MCC’s social playlists. To play any of these game types, you simply select the associated icon and press the “search” button.

Not all game types are supported by all Halo titles in MCC. If they are not selectable, this is due to it not being available in the Game Size or Game(s) configuration you have selected.

The following game types will be available within the Match Composer at launch:

  • Slayer
  • Oddball
  • SWAT (H2C/H2A/H3/H4)
  • Snipers
  • Action Sack (Ninja Assassins, Fiesta, Punchout, Splasers, Hammers, Paintball, Husky Raid, and other game types for play in H2C/H2A/H3/H4)
  • Grifball (H3/H4)
  • Capture the Flag
  • Assault (H2C/H2A/H3/H4)
  • King of the Hill
  • Infection (12 player Game Size only)
SUPPORTED MATCH OPTIONS
This matrix of choices will be present in MCC when the Match Composer launches.

matchcomposertable-6ac58a9a2bc742e8b56e910ecc080db3.jpg


We are continuing our process of listening to player feedback around the feature once it is in the wild. Our goal is to offer the most currently-popular modes while not making the system overly complex and over saturated with options that can split the population and degrade the matchmaking experience. Once live, please leave feedback on the Match Composer and let us know how it’s working for you, if there are options that should be included, and any other input you have to help the team further improve this feature.

WHY CAN’T I SELECT THE MAPS I WANT TO PLAY?
We are not including map-specific selections in order to keep this feature from becoming overly complex and more importantly, to avoid introducing multiple layers of settings that splits players into even more niche groups when searching. Having too many layers of choices can lead to more possible scenarios of players finding it harder to match successfully. Players who really only want to play on a specific map will want to play Custom Games for now (the “Looking for Group” feature on Xbox is a great way to find other like-minded players). As a reminder, a robust Custom Game Browser is still planned for MCC a little further down the road.

WHY DOESN’T THE MATCH COMPOSER SUPPORT RANKED MATCHMAKING?
The Match Composer is only being offered for social play since the underlying systems used for ranked playlists were not built to support this style of matchmaking. If the team were to focus on rebuilding the foundational systems to support ranked play – which is far from trivial - it would significantly delay other features and quality of life adjustments the team is working on for MCC. That’s not to say it will never happen, but currently there are no plans to integrate Ranked play into the Match Composer.

CONTROLLER CUSTOMIZATION OPTIONS
In addition to the Match Composer, the team is also implementing expanded controller customization options to allow players to better fine-tune their experience.

While many players have expressed that MCC “feels great”, other players have been vocal that some games within MCC don’t “feel right” compared to the Xbox 360 originals. The game code itself is identical between the OG and MCC versions of each title but the “feel” can vary based on a number of factors including TV / HDR latency, 60FPS frame rate, online latency, and the nuanced differences between the Xbox 360 and Xbox One consoles and controllers.

With the addition of these new controller customization settings you now have additional options to adjust input, movement, and aiming to suit your personal preferences.

aimingcustomization-57093bf23ffa4274a803be2d0439eb6e.jpg


With these new options, found under Options & Career > Settings > Controller, you will be able to customize the following selections for each title in MCC:

  • Horizontal Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to fastest setting of 10. The lower the number selected, the slower your cursor will move horizontally when moving your analog stick left to right. The larger the number, the faster movement will be.
  • Vertical Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to the fastest setting of 10. The lower the number selected, the slower your cursor will move vertically when moving your analog stick up and down. The larger the number, the faster the movement will be.
  • Look Acceleration: The ‘Look Acceleration’ setting determines how long it takes to reach maximum turn speed while the stick is fully engaged (held to the edge of its range of movement). There’s a bit of a ramp-up from when you start turning until you reach max speed. A higher acceleration value means you’ll hit max speed faster compared to a low value. This works together with your look sensitivity settings to give you more control over aiming. For example, in Halo 3 on 6 sensitivity and 1 acceleration, it currently takes 1.33 seconds to turn 360 degrees horizontally. With the same sensitivity and 10 acceleration, it takes 1.07 seconds. The max turn speed (dictated by look sensitivity) is the same in both cases, but the time it takes to reach that speed (dictated by look acceleration) is decreased. This setting supports granularity of 1 point (meaning it can be tuned in increments of 1) on a scale from 1 to 10.
  • Look Dead Zone: The ‘Look Dead Zone’ setting allows players to adjust how far they must move their thumbstick from its point of origin before the input registers. At a low setting, very subtle movements of the stick will be picked up; at a high setting, the stick needs to move slightly farther before the input is picked up. Players with worn thumbsticks may wish to increase their dead zones to prevent idle “thumbstick drift” (where input is picked up even when the stick is at rest). Players can tune this setting to best fit their controller. Currently, this setting supports granularity of 1% on a scale from 0% to 20%.
PATCH NOTES
Global

  • Updated Matchmaking logic to help players in less populated regions find matches
  • Current Highest Rank on a Player Detail’s page no longer fails to load
  • Fixed an issue with Server list not refreshing properly when switching between LAN mode & Xbox Live
  • Idle players will no longer re-queue into Matchmaking
  • General stability improvements in various network scenarios
  • Improved chat behavior in lobbies between Matchmaking games
  • Fixed rival data population issue on Playlist Leaderboards
  • General Leaderboard improvements
  • Fixed several issues that prevented hosts from earning various Achievements when clients were correctly given progress
  • Fixed an issue where players who disconnected were awarded wins during matchmade games
  • Quit ban code has been added and will be monitored to determine how they are enabled soon
Halo: CE

  • Added the Blind Skull to allow screenshots to be taken without HUD elements as well as for players seeking higher scores with campaign scoring
  • Fixed issue with Rocket Launcher rounds firing slightly offset from reticle
  • Resolved Gamertag persistence over player with Active Camo
  • Improvements to targeted player enemy name HUD location
  • Improvements to networking code for shot registration
  • Improvements to AR registration resolving inability to shoot powerups and players
  • Improvements to Shotgun hit registration at close-range
  • Improvements to kill feed & respawn countdown timer
  • Adjusted text for Custom Game “Kill Penalty” option header to now read “No Kill Penalty”
Halo 2

  • Improved stability during split screen after players unexpectedly lose network connectivity
  • Improved behavior in scenarios where Xbox One X & other Xbox models are playing Live Co-op together
  • Fixed issue where Cortana appeared partially rendered during Great Journey in classic graphics
Halo 3

  • Fixed an issue where a dedicated server would not be allocated to host a matchmade game in certain networking scenarios
  • Fixed a crash which could occur when accessing terminals with the text language set to French
  • Fixed Golf Club reticle
  • Golf Ball now appears in its intended glistening white
  • Fixed insertion points for The Ark on playlist Tanks, Tanks, Tanks
Halo 4

  • Fixed a crash which could occur in Spartan Ops
  • Fixed a rare issue with HUD elements duplicating/overlapping during Lightning Flag gametypes
  • Improved texture LOD (level of detail) throughout Halo 4 Campaign
  • Fixed ordering of movement speed options in Custom Games
  • General fixes to Skull names & descriptions in SPOPs
ODST

  • Fixed an issue where the player is not brought to the PGCR after the last mission in a Playlist
  • Players who do not have ODST installed are now brought to the Game Install screen when they join a party intending to play ODST together
  • Fixed checkpoint issue when progressing to Data Hive on Street Smart playlist
  • Fixed an issue preventing players from immediately accessing ODST after switching Xbox profiles
H2A Multiplayer

  • Fixed an issue that caused shadows to not render properly when playing in 4K
  • Fixed Assault Rifle ammo counter displaying incorrect number of rounds
  • Fixed inconsistent button mapping for Banshee Tricks on Universal Bump & Jump layout
  • Fixed issue with displaying Infection medals & kill feed in games with more than 12 players
Campaign General

  • ODST & Halo 3 level completion stats are no longer lumped together on the Playlists Main Menu
  • Fixed an issue where Campaign progress could appear blank after launching the title
  • Improved some inaccuracies with Playlist leaderboard entries
  • Improved accuracy of icons in campaign scoring PGCR
  • Pause Menu UI no longer disappears when viewing Skull & Difficulty details
Matchmaking General

  • Improved Profile Switching behavior in the Matchmaking Find Game flow
Custom Games General

  • Reverting gametype settings now individually reverts to the previously saved version’s configuration, rather than the default template
Forge & Films

  • Players who have not purchased ODST are now redirected appropriately when attempting to access ODST Films
  • Players can now save screenshots when the Xbox is not connected to Xbox Live
Settings

  • “Set For All Games” option no longer appears available when selecting non-universal control schemes
  • Impulse Triggers are now re-enabled after selecting Restore Default Settings
  • Subtitles options now appear under Audio Settings submenu for convenience
  • Fixed issue where Roster session Leader is unable to access Network Settings after all members have left the Squad
PLAYLIST CHANGES
Through player feedback we are constantly evolving the offerings in Matchmaking. Below is a list of key improvements being made to playlists based on your direct feedback. These gametypes will be updated in Matchmaking shortly after the patch goes live.

Halo CE Team Doubles

  • Kill Penalty in settings has been turned off
Halo CE Team Arena

  • Added new Slayer variant that is up to 100 kills to replace all 50 kill Slayer variants
  • Kill Penalty in settings has been turned off
  • Adding updated Oddball variant on Chill Out, Derelict, Wizard, and Prisoner
  • Adding Reverse Tag variant on Damnation
  • Adding updated CTF variant for Wizard
  • Adding updated CTF variant for Derelict
  • Adding updated CTF variant for Blood Gulch
  • Adding updated CTF variant for Battle Creek
  • Adding King of the Hill variant for use with Battle Creek, Rat Race, Derelict, Damnation, Hang Em’ High, Chill Out, and Wizard
  • Adding updated Sniper variant for Hang Em’ High set to 100 kills
  • Adding updated Sniper variant for Boarding Action and Blood Gulch set to 50 kills
Halo 2 Classic Team Arena

  • Update for all Sniper variants: Magnum secondary, starting grenades, and grenades on map removed
Halo 2 Classic Team Hardcore

  • Update to correct settings for Midship, Warlock, and Sanctuary CTF gametypes
  • Update to Sanctuary map to reflect having correct weapons on map
Halo 3 Team Arena

  • King of the Hill variants updated to have the hill move in order instead of random
  • Update for all Sniper variants: Magnum secondary, starting grenades, and grenades on map removed
  • Slayer variant name appears in-game as “Team Slayer BR” now instead of “TEAM SLAYER BR”
Halo 3 Team Hardcore

  • All game variants: Updated to correct respawn settings with betrayal and suicide penalties off
  • Slayer variants updated to reflect -1 points for suicides and betrayals
Halo 3 Team Doubles

  • King of the Hill variants updated to have the hill move in order instead of random
  • Oddball and CTF variants updated to require two melees when carrying the flag or ball
Social Big Team Battle

  • Halo CE BTB Slayer variants have been updated to 100 kills
  • Turned Kill Penalty off
  • Added CTF variant for Battle Creek
 
Last edited:
StewySaucer

StewySaucer

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Here is the latest updates on Halo MCC. If i forget to update this please pm me so i can update it.
Find All The Lastest Patch Notes On The Halo WayPoint
https://www.halowaypoint.com/en-us/news?categoryName=Halo: The Master Chief Collection

THE FLOOD
Last month, players were challenged during the final weeks of October to play the Infection Playlist and unlock the new Flood Nameplate. This challenge was not taken lightly - players took to MCC and infected as many as they could between Oct 17 and Oct 31. Y’all played so much Infection that MCC's main menu has become… Infected.

Here's the final tally from last month's Infection event:





    • Approximately 50,000 players participated and were awarded the Flood Nameplate!
    • 18,639 players completed only 1 game
    • 20,448 players completed 2-5 games
    • 10,856 players completed 6-10 games
    • 6,000 players completed 11-50 games
    • 518 players completed 51-100 games
    • 140 players completed 101-199 games
    • 18 players total completed 200+ games.
    • 7 players completed a total of 250+ games (but only 4 of those players did not have excessive quits)
The top 4 players across more than 250+ games of infection played were:




    • M1ST3R1N5P3CT3R
    • Velvet Hammer28
    • ItsPitt Zahot
    • LuisRoblesH
A big shout out and thanks goes to everyone who jumped it to play Infection and lend their support to MCC!

With the main menu now being taken over by the Flood, we need you to continue the fight and help us retake it! Containment protocols are being activated to help handle this outbreak, but we need more reclaimers in this fight against the infected! Between November 19th and November 30th, complete the “Flooded” playlist to help us destroy this plague against humanity!

MATCH COMPOSER
If you prefer to continue infecting people and not fight off the Flood, you can do so by searching for Infection whenever you want in the new Match Composer. This new feature, which was first revelaed in the October Update blog, is now ready for prime time thanks to ongoing playtesting and feedback via several Insider Flights over the past few weeks. We've copied over some of the initial information shared last month to help explain this new feature but over the course of flighting a few things have changed. See below for the latest and greatest specifics.

WHAT IS THE MATCH COMPOSER?

With five different multiplayer games in MCC, it’s very challenging to offer enough playlists to meet the wants and needs of so many different styles of play. To accommodate every gametype and mode for each title would require dozens of individual playlists – something that just isn’t practical in a world where we want to ensure players can successfully find matches and maintain a positive overall matchmaking experience.

To better support the broad diversity of game types available within MCC, the team has built a new social Matchmaking option that allows players to essentially “build their own playlist” by picking the games and modes you enjoy the most. This system, often referred to in the community as “mixtape matchmaking”, has been one of MCC's most requested features and the team is excited to bring this to the game today.

The Match Composer allows you to pick the game size, game(s), and gametype(s) you want to play and matches you into social games with other players who’ve chosen the same selections. The more options you select, the more possible games and gametypes you can match into.

If you only want to play Halo 3, 2v2 Slayer you can select those options and search only for that. An important caveat to this flexibility is that there is no guarantee that you’ll quickly find a match (or if you’ll even find a match at all) when restricting your choices to more niche options. The more you limit and refine your search criteria, the more you shrink the pool of potential players to match. This is something the team will be watching closely and we’re very eager to get player feedback on how everything works and how it holds up under different populations and regional usage.

Wit this update, Match Composer will appear as the top most option in the Multiplayer Settings. With this feature’s addition, we will be retiring Social Matchmaking playlists under the “Find Game” option. This new feature will allow for quick matches similar to previous playlists through the use of presets and by customizing your own play experience.

HOW DO I USE THE MATCH COMPOSER?

The Match Composer lets you choose from pre-set options or supports a “Custom” option where you can define your Social Matchmaking preferences by making a series of selections. The Match Composer will then search and match you with other players who have chosen the same selections. From MCC’s Multiplayer Menu, select “Match Composer” to get started.

matchcomposernew-bb98e37b3c064e0bb63d4b53bdba3165.png


Match Composer includes four options to custom tailor your Social Matchmaking experience:





    • Game Preset
    • Game Size
    • Game(s) Included
    • Game Categories Included
GAME PRESET OPTIONS
These are pre-configured selections that allow players to jump into right matches quickly. The presets can be customized after being selected if there are specific offerings within them that you'd like to remove. Here is a list of the Match Composer presets currently available:




    • Slayer – this includes all Halo Games with only the Team Slayer Game Type and is 4v4.
    • Objective – this includes all Halo games with Capture the Flag, Assault, and King of the Hill and is 4v4.
    • Big Team Battle – this includes all Halo games with Team Slayer, Capture the Flag, Assault, King of the Hill, and Action Sack Variants and is 8v8.
    • SWAT – this includes H2C, H2A, H3, and H4 with only the Team SWAT Game Type and is 4v4.
    • Snipers – this includes all Halo games with Team Snipers Game Type and is 4v4.
    • Infection – this includes H2A, H3, and H4 with only the Infection Game Types and is a 12 player FFA.
    • Custom – this is used if you want to build the match experience you would like to play.
    • Any – this includes all Halo games with any gametype supported for 4v4.
SUPPORTED MATCH OPTIONS
Here's a handy matrix of supported games/modes/player-counts that are currently supported with the Match Composer:

matchcomposergrid-2ea074f03f604261b3bea17e10b5192d.jpg


The team is always listening to player feedback and will be monitoring things closely now that Match Composer is out in the wild. Our goal is to offer the most currently-popular modes while not making the system overly complex or splitting the population up so much that it degrades the matchmaking experience. Please leave feedback on the Match Composer in the MCC forum here on Halo Waypoint and let us know how it’s working for you, if there are options that should be included, and any other input you have to help the team further improve this feature.

CONTROLLER CUSTOMIZATION
In addition to the Match Composer, the team has also implemented expanded controller customization options to allow players to better fine-tune their experience. With the addition of these new controller customization settings you now have additional options to adjust input, movement, and aiming to suit your personal preferences.

controllercustomizationoptions-b4ab897550b1482b93adbc3e4472c920.jpg


With these new options, found under Options & Career > Settings > Controller, you will be able to customize the following selections for each title in MCC:





    • Horizontal Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to fastest setting of 10. The lower the number selected, the slower your cursor will move horizontally when moving your analog stick left to right. The larger the number, the faster movement will be.
    • Vertical Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to the fastest setting of 10. The lower the number selected, the slower your cursor will move vertically when moving your analog stick up and down. The larger the number, the faster the movement will be.
    • Look Acceleration: The ‘Look Acceleration’ setting determines how long it takes to reach maximum turn speed while the stick is fully engaged (held to the edge of its range of movement). There’s a bit of a ramp-up from when you start turning until you reach max speed. A higher acceleration value means you’ll hit max speed faster compared to a low value. This works together with your look sensitivity settings to give you more control over aiming. For example, in Halo 3 on 6 sensitivity and 1 acceleration, it currently takes 1.33 seconds to turn 360 degrees horizontally. With the same sensitivity and 10 acceleration, it takes 1.07 seconds. The max turn speed (dictated by look sensitivity) is the same in both cases, but the time it takes to reach that speed (dictated by look acceleration) is decreased. This setting supports granularity of 1 point (meaning it can be tuned in increments of 1) on a scale from 1 to 10.
    • Look Dead Zone: The ‘Look Dead Zone’ setting allows players to adjust how far they must move their thumbstick from its point of origin before the input registers. At a low setting, very subtle movements of the stick will be picked up; at a high setting, the stick needs to move slightly farther before the input is picked up. Players with worn thumbsticks may wish to increase their dead zones to prevent idle “thumbstick drift” (where input is picked up even when the stick is at rest). Players can tune this setting to best fit their controller. Currently, this setting supports granularity of 1% on a scale from 0% to 20%.
    • Looking Ahead: We have additional items we are investigating right now to improve these even further by giving players an option to play the classic games with aiming mechanics more aligned with the likes of Halo 4 and Halo 2 Anniversary. The team is looking to integrate this into a future update and will be available first in the MCC Insider program. More details to come!
ADDITIONAL OPTIONS & DEDICATED SERVERS
Two new customization options have been added to MCC, both of which can be found under the “Gameplay” portion of the “Options & Career: Settings” menu.

nameandtimeroptions-ff393f97c4004c08a54756cc6432775b.jpg





    • Enemy Player Name Color: This option allows you to change the color of enemy player names in Halo: Combat Evolved and Halo 2 Classic between Red or the Legacy Blue.
    • Multiplayer Game Timer: An entirely new feature added to Halo: Combat Evolved, which can be toggled to show you “Time Remaining,” “Time Elapsed,” or “None” to preserve the legacy experience.
    • US West Server: This Azure datacenter location now supports Halo: The Master Chief Collection matchmaking!
    • Team Hardcore Game/Map Variants: With Halo 2 Classic Team Hardcore and Halo 3 Team Hardcore being removed from competitive Matchmaking, we have placed all of the map and game variants in the “Official HCS” account file share. To access this file share to download the maps and gametypes, open your roster by pressing “X”, select your own gamertag, then select the option “Find Player”. From here enter the gamertag “Official HCS” and select “File Share”. You will be able to download each of the maps and modes for each of the maps and game types to play the Team Hardcore settings in Custom games.
PLAYLIST UPDATES
We have collected a lot of feedback on rotational playlists and the demand for permanent offerings for SWAT, Snipers, Infection, and Grifball has been very vocal. We are happy to announce that with today’s update these are all being added to the Match Composer Social Matchmaking with no current plans to rotate them out. However, Halo 3: Lone Wolves is moving out of social and will find its new home in the competitive ranked playlists.

The following changes are included with today's update:

Halo 3 Social Offerings





    • 2v2: Added Sandbox variants Tundra and Vessel to 2v2
    • 4v4: Added Orbital, High Ground, Epilogue, Valhalla, Last Resort, Cold Storage, Pantheon, Tundra, and Wastelands
    • 8v8: Added sandbox variants Utah mambo, Vindictive, Wastelands, and Workplace Bravo
    • 8v8 Action Sack: Added in Big Team Battle Heavies variants for Avalanche, Sandtrap, Standoff, and Valhalla
Halo: CE 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: AR
    • Secondary Weapon: H1 Pistol
    • Radar: Disabled
Halo 2 Classic 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: SMG
    • Radar: Disabled
Halo 3 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: AR
    • Radar: Disabled
Halo 4 1v1 Settings




    • Score to Win: 15
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: AR
    • Radar: Disabled
Halo 2 Anniversary 1v1 Settings




    • Score to Win: 15 Kills
    • Time Limit: 10 Minutes
    • Starting Weapon: Battle Rifle
    • Secondary Weapon: SMG
    • Radar: Disabled
COMPETITIVE RANKED PLAYLIST UPDATES
Changes will be happening to our Ranked Playlists as we have been monitoring the health of them for a while and will be moving some of them out based on low engagement. The playlists below will be ranked after the update and live under the “Competitive” options in the Multiplayer Menu. We also have updated maps in the Halo 3 Team Arena playlist to include some fan favorites that have been requested.




    • Halo CE Team Doubles
    • Halo 2 Classic Team Arena
    • Halo 2 Anniversary Team Arena
    • Halo 3 Team Arena
    • Halo 3 Hardcore Team Doubles
    • Halo 3 Lone Wolves
Halo 3 Team Arena




    • Added Orbital, High Ground, Epilogue, Cold Storage, Pantheon, Tundra, and Wastelands.
    • Removed Last Resort
Halo 3 Lone Wolves




    • Updated Epitaph, Snowbound, and The Pit to use only their “year 2” variants (Epilogue, Boundless, and Pit Stop).
    • Max Players Reduced from 8 to 6.
    • Changed from Social playlist to ranked.

NOVEMBER UPDATE BUG FIXES
Global

  • Improved Player Idle warnings
  • Local Files are now called “Private Files”; we’ll be sharing the reasons for this change in a future post
  • Made several improvements during scenarios where players have been involuntarily disconnected from their internet connection or Xbox LIVE
  • Multiple crash fixes across the board
  • Resolved some incorrect data and leaderboard discrepancies
Halo: CE

  • Renaming Custom Game map variants now conveys the correct 23-character limit
  • Player names now fade away at a rate closer to Xbox CE
Halo 2

  • Fixed co-op disconnection issues during various scenarios
Halo 3

  • Fixed an incorrect Connection Lost error message when splitscreen co-op resumes from an Xbox suspend state
  • Fixed various issues with viewing Terminals in certain supported languages
Halo 4

  • Updated text & icons for 4K across both Campaign & PVP
ODST

  • Clients are now prompted to download ODST when Host chooses ODST during a session
  • Fixes to Sadie’s Story achievements when collecting audio logs across multiple playthroughs of Mombasa Streets
H2A Multiplayer

  • Fixed issue where shooting Blast! cans on H2A maps would not count toward Achievements
Campaign General

  • Fixed various small art decorators appearing as flat black objects in Halo 3 & ODST
  • Fixed issue where co-op players were disconnected after choosing Restart Mission
  • Score & Time results now correctly upload to Leaderboards if players are disconnected from the internet during their runs
  • Rival Score improvements on Campaign Playlist PGCRs
  • Improved co-op PGCR support for Playlists now includes Cumulative Score, Rivals & Top 5 Friends
Matchmaking General

  • Party/Team matching rules are now more consistently applied when backfilling
  • Fixed issues with rank threshold not being respected for matching in various backfilling scenarios
  • Team Doubles matching now backfills appropriately after a Squad Leader quits
  • Made refinements to conditions where players are warned for idling in Matchmaking
Custom Games General

  • Improved messaging for notifying new Game Session Leaders when a Squad Leader exits during countdown timer
  • Roster now better sorts accounts signed into the host/session leader’s console
  • Fixed various H2A environment decorators appearing as flat black objects in 4K
Forge & Films

  • Correct H2A Map variant names now appear in Film Summary
  • Players now receive a warning message when trying to save Forge map variants with blank Description fields
SOURCE
Bug Fixes
Global

  • Improved game stability, notably in Halo CE campaign, Playlists, and main menu.
Spartan Ops
  • A crash on Spartan Ops Mission 9 episode 1 has been resolved.
Playlist Updates
Team Snipers

  • H2A: Removed secondary starting weapon, grenades, and grenades from map.
  • H3: Sniper Hill Only: Removed secondary starting weapon, grenades, and grenades from map.
Halo 3 Team Hardcore Doubles
  • Adjusted all gametypes to have suicide and betrayal penalty off.
  • Removed Active Camo on pickup from Custom Power Up Traits on The Pit.
HCE: Team Arena
  • Team Slayer kill limit reduced from 100 to 50.
Matchmaking Rule Changes
Players at level 40 and above now can match players within the 30-50 range.
Loosening party matchmaking rules in ranked hoppers.
  • Max team sizes will only match max team sizes in Ranked 4vs4 games.
  • Example: Parties of 3 in 4v4 playlists can now match parties of 1, 2, and 3.
  • Team Doubles will now create matches based on any team size.

Ban Hammer Is LIVE
Since the September update, we have been tuning the rules behind the scenes for our auto-ban system to better address players who repeatedly quit out of matchmade games. Even though the automated version isn’t quite ready for prime time, the Ban Hammer definitely is.The team has recently issued our first wave of matchmaking suspensions to players who are actively and repeatedly quitting games.If you are worried that this could impact you, we would suggest not quitting out of games. Repeatedly quitting out of matches really creates a poor experience for the rest of the players in the game. Don’t do it. If you don’t like the maps or modes being offered, spin up a custom game with the settings you enjoy (check out the “Looking for Group” feature in the Official Halo Club to find like-minded players!).
Additional Resources
For more information on the state of MCC, past updates, known issues, player feedback, and more - please check out the following resources:
INFECTION RETURNS
h4_flood_dark-aa5e180319014d0693ec80bf827cefb4.jpg


Infection is a fan-favorite gametype that many players have been vocal about since it was removed from Matchmaking in the August update. With Halloween approaching and October being a month typically known for Infection in the Halo Universe, the team wanted to do something special for its return! From Wednesday, October 17 through Wednesday, October 31, everyone who plays in the Infection playlist will earn a new lobby nameplate.

infectionnameplate-b4af97ca27004cbf9c3e5f0f09af613a.png


The Infection nameplates will start rolling out in early November. In the meantime, we look forward to playing Infection with everyone starting this Wednesday. Keep an eye out for an official playdate later this month to jump in and infect members of the 343 team!

MATCH COMPOSER
With five different multiplayer games in MCC, it’s very challenging to offer enough playlists to meet the wants and needs of so many different styles of play. To accommodate every gametype and mode for each title would require dozens of individual playlists – something that just isn’t practical in a world where we want to ensure players can successfully find matches and maintain a positive overall matchmaking experience.

To better support the broad diversity of game types available within MCC, the team is building a new social Matchmaking option that allows players to essentially “build their own playlist” by picking the games and modes you enjoy the most. This system, often referred to in the community as “mixtape matchmaking”, is one of the most requested features and the team is excited to bring this to MCC in the very near future.

Once released, Match Composer ( name that is subject to change) will appear as the top most option in the Multiplayer Settings menu as shown in the screenshot below. With this feature’s addition, we will be retiring Social Matchmaking playlists under the “Find Game” option. This new feature will allow for quick matches similar to previous playlists through the use of presets and by customizing your own play experience.

matchcomposerflow2-6b042a9d5fce497b88f2e4e97074bf48.jpg


The Match Composer allows you to pick the game size, game(s), and gametype(s) you want to play and matches you into social games with other players who’ve chosen the same selections. The more options you select, the more possible games and gametypes you can match into.

If you only want to play Halo 3, 2v2 Slayer you can select those options and search only for that. An important caveat to this flexibility is that there is no guarantee that you’ll quickly find a match (or if you’ll even find a match at all) when restricting your choices to more niche options. The more you limit and refine your search criteria, the more you shrink the pool of potential players to match. This is something the team will be watching closely and once this feature rolls out in an Insider Build, we’re very eager to get player feedback on how everything works and how it holds up under different populations and regional usage.

HOW DO I USE THE MATCH COMPOSER?
The Match Composer lets you choose from a series of pre-set options or allows the “Custom” option where you can define your social matchmaking preferences by making a series of selections to then search and find other players who are also searching with the same selections. From MCC’s Multiplayer Menu, select “Match Composer” to get started.

matchcomposer_new-7ceb7e63c2e94dd59ea3e249956506c3.jpg


Match Composer includes four options (currently being developed and subject to change) to custom tailor your Social matchmaking experience:

  • Game Preset
  • Game Size
  • Game(s) Included
  • Game Type(s) Included
GAME PRESET OPTIONS
These options are pre-configured selections that populate the Match Composer’s options to allow players to jump into matches quickly. These presets will be customizable after being selected if there are specific choices within them you do not want to play. Here is a list of the Match Composer presets currently planned for launch:

  • Team Slayer: 4v4 Team Slayer for all Games.
  • Big Team Battle: 8v8 Team Slayer and Objective game types for all games.
  • Team Objective: 4v4 Objective game types for all games.
  • Infection: 12 player Infection based game types.
  • Custom: This is where you can define the exact experience you wish to search for across any of the potential options.
GAME SIZE SELECTION
Should you choose to create a custom search, “Game size” determines the number of players in the game which also dictates which game types can be played. The choices are:

  • 2 player (1v1)
  • 4 player (2v2)
  • 8 player (4v4)
  • 12 player (Infection)
  • 16 player (8v8)
Not all game types support all game sizes – some game modes, like Infection, will only work when 12-player is selected. If you do not see the mode you want to play – make sure the game size is correct for the game types (more information down below).

GAME(S) SELECTION
From here, you will select which game in MCC you want to play. If you are unable to select one of the games, this is likely due to not having the necessary content installed. You and your party members will all be required to have the multiplayer content for a specific Halo game installed in order for it to be selectable in Match Composer.

Game selection includes the following multiplayer options, which will be represented by their associated game icons.

  • Halo: Combat Evolved
  • Halo 2 Classic
  • Halo 2: Anniversary
  • Halo 3
  • Halo 4
Please note that not all game types are available for every game in MCC. If you do not see the game type you want to play, it is likely you have not selected the appropriate Game Size and/or Game(s) to play it.

GAME TYPE(S) SELECTION
The initial game types that will launch with the Match Composer include popular options from MCC’s social playlists. To play any of these game types, you simply select the associated icon and press the “search” button.

Not all game types are supported by all Halo titles in MCC. If they are not selectable, this is due to it not being available in the Game Size or Game(s) configuration you have selected.

The following game types will be available within the Match Composer at launch:

  • Slayer
  • Oddball
  • SWAT (H2C/H2A/H3/H4)
  • Snipers
  • Action Sack (Ninja Assassins, Fiesta, Punchout, Splasers, Hammers, Paintball, Husky Raid, and other game types for play in H2C/H2A/H3/H4)
  • Grifball (H3/H4)
  • Capture the Flag
  • Assault (H2C/H2A/H3/H4)
  • King of the Hill
  • Infection (12 player Game Size only)
SUPPORTED MATCH OPTIONS
This matrix of choices will be present in MCC when the Match Composer launches.

matchcomposertable-6ac58a9a2bc742e8b56e910ecc080db3.jpg


We are continuing our process of listening to player feedback around the feature once it is in the wild. Our goal is to offer the most currently-popular modes while not making the system overly complex and over saturated with options that can split the population and degrade the matchmaking experience. Once live, please leave feedback on the Match Composer and let us know how it’s working for you, if there are options that should be included, and any other input you have to help the team further improve this feature.

WHY CAN’T I SELECT THE MAPS I WANT TO PLAY?
We are not including map-specific selections in order to keep this feature from becoming overly complex and more importantly, to avoid introducing multiple layers of settings that splits players into even more niche groups when searching. Having too many layers of choices can lead to more possible scenarios of players finding it harder to match successfully. Players who really only want to play on a specific map will want to play Custom Games for now (the “Looking for Group” feature on Xbox is a great way to find other like-minded players). As a reminder, a robust Custom Game Browser is still planned for MCC a little further down the road.

WHY DOESN’T THE MATCH COMPOSER SUPPORT RANKED MATCHMAKING?
The Match Composer is only being offered for social play since the underlying systems used for ranked playlists were not built to support this style of matchmaking. If the team were to focus on rebuilding the foundational systems to support ranked play – which is far from trivial - it would significantly delay other features and quality of life adjustments the team is working on for MCC. That’s not to say it will never happen, but currently there are no plans to integrate Ranked play into the Match Composer.

CONTROLLER CUSTOMIZATION OPTIONS
In addition to the Match Composer, the team is also implementing expanded controller customization options to allow players to better fine-tune their experience.

While many players have expressed that MCC “feels great”, other players have been vocal that some games within MCC don’t “feel right” compared to the Xbox 360 originals. The game code itself is identical between the OG and MCC versions of each title but the “feel” can vary based on a number of factors including TV / HDR latency, 60FPS frame rate, online latency, and the nuanced differences between the Xbox 360 and Xbox One consoles and controllers.

With the addition of these new controller customization settings you now have additional options to adjust input, movement, and aiming to suit your personal preferences.

aimingcustomization-57093bf23ffa4274a803be2d0439eb6e.jpg


With these new options, found under Options & Career > Settings > Controller, you will be able to customize the following selections for each title in MCC:

  • Horizontal Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to fastest setting of 10. The lower the number selected, the slower your cursor will move horizontally when moving your analog stick left to right. The larger the number, the faster movement will be.
  • Vertical Look Sensitivity: This is adjustable from the slowest setting of 1 all the way up to the fastest setting of 10. The lower the number selected, the slower your cursor will move vertically when moving your analog stick up and down. The larger the number, the faster the movement will be.
  • Look Acceleration: The ‘Look Acceleration’ setting determines how long it takes to reach maximum turn speed while the stick is fully engaged (held to the edge of its range of movement). There’s a bit of a ramp-up from when you start turning until you reach max speed. A higher acceleration value means you’ll hit max speed faster compared to a low value. This works together with your look sensitivity settings to give you more control over aiming. For example, in Halo 3 on 6 sensitivity and 1 acceleration, it currently takes 1.33 seconds to turn 360 degrees horizontally. With the same sensitivity and 10 acceleration, it takes 1.07 seconds. The max turn speed (dictated by look sensitivity) is the same in both cases, but the time it takes to reach that speed (dictated by look acceleration) is decreased. This setting supports granularity of 1 point (meaning it can be tuned in increments of 1) on a scale from 1 to 10.
  • Look Dead Zone: The ‘Look Dead Zone’ setting allows players to adjust how far they must move their thumbstick from its point of origin before the input registers. At a low setting, very subtle movements of the stick will be picked up; at a high setting, the stick needs to move slightly farther before the input is picked up. Players with worn thumbsticks may wish to increase their dead zones to prevent idle “thumbstick drift” (where input is picked up even when the stick is at rest). Players can tune this setting to best fit their controller. Currently, this setting supports granularity of 1% on a scale from 0% to 20%.
PATCH NOTES
Global

  • Updated Matchmaking logic to help players in less populated regions find matches
  • Current Highest Rank on a Player Detail’s page no longer fails to load
  • Fixed an issue with Server list not refreshing properly when switching between LAN mode & Xbox Live
  • Idle players will no longer re-queue into Matchmaking
  • General stability improvements in various network scenarios
  • Improved chat behavior in lobbies between Matchmaking games
  • Fixed rival data population issue on Playlist Leaderboards
  • General Leaderboard improvements
  • Fixed several issues that prevented hosts from earning various Achievements when clients were correctly given progress
  • Fixed an issue where players who disconnected were awarded wins during matchmade games
  • Quit ban code has been added and will be monitored to determine how they are enabled soon
Halo: CE

  • Added the Blind Skull to allow screenshots to be taken without HUD elements as well as for players seeking higher scores with campaign scoring
  • Fixed issue with Rocket Launcher rounds firing slightly offset from reticle
  • Resolved Gamertag persistence over player with Active Camo
  • Improvements to targeted player enemy name HUD location
  • Improvements to networking code for shot registration
  • Improvements to AR registration resolving inability to shoot powerups and players
  • Improvements to Shotgun hit registration at close-range
  • Improvements to kill feed & respawn countdown timer
  • Adjusted text for Custom Game “Kill Penalty” option header to now read “No Kill Penalty”
Halo 2

  • Improved stability during split screen after players unexpectedly lose network connectivity
  • Improved behavior in scenarios where Xbox One X & other Xbox models are playing Live Co-op together
  • Fixed issue where Cortana appeared partially rendered during Great Journey in classic graphics
Halo 3

  • Fixed an issue where a dedicated server would not be allocated to host a matchmade game in certain networking scenarios
  • Fixed a crash which could occur when accessing terminals with the text language set to French
  • Fixed Golf Club reticle
  • Golf Ball now appears in its intended glistening white
  • Fixed insertion points for The Ark on playlist Tanks, Tanks, Tanks
Halo 4

  • Fixed a crash which could occur in Spartan Ops
  • Fixed a rare issue with HUD elements duplicating/overlapping during Lightning Flag gametypes
  • Improved texture LOD (level of detail) throughout Halo 4 Campaign
  • Fixed ordering of movement speed options in Custom Games
  • General fixes to Skull names & descriptions in SPOPs
ODST

  • Fixed an issue where the player is not brought to the PGCR after the last mission in a Playlist
  • Players who do not have ODST installed are now brought to the Game Install screen when they join a party intending to play ODST together
  • Fixed checkpoint issue when progressing to Data Hive on Street Smart playlist
  • Fixed an issue preventing players from immediately accessing ODST after switching Xbox profiles
H2A Multiplayer

  • Fixed an issue that caused shadows to not render properly when playing in 4K
  • Fixed Assault Rifle ammo counter displaying incorrect number of rounds
  • Fixed inconsistent button mapping for Banshee Tricks on Universal Bump & Jump layout
  • Fixed issue with displaying Infection medals & kill feed in games with more than 12 players
Campaign General

  • ODST & Halo 3 level completion stats are no longer lumped together on the Playlists Main Menu
  • Fixed an issue where Campaign progress could appear blank after launching the title
  • Improved some inaccuracies with Playlist leaderboard entries
  • Improved accuracy of icons in campaign scoring PGCR
  • Pause Menu UI no longer disappears when viewing Skull & Difficulty details
Matchmaking General

  • Improved Profile Switching behavior in the Matchmaking Find Game flow
Custom Games General

  • Reverting gametype settings now individually reverts to the previously saved version’s configuration, rather than the default template
Forge & Films

  • Players who have not purchased ODST are now redirected appropriately when attempting to access ODST Films
  • Players can now save screenshots when the Xbox is not connected to Xbox Live
Settings

  • “Set For All Games” option no longer appears available when selecting non-universal control schemes
  • Impulse Triggers are now re-enabled after selecting Restore Default Settings
  • Subtitles options now appear under Audio Settings submenu for convenience
  • Fixed issue where Roster session Leader is unable to access Network Settings after all members have left the Squad
PLAYLIST CHANGES
Through player feedback we are constantly evolving the offerings in Matchmaking. Below is a list of key improvements being made to playlists based on your direct feedback. These gametypes will be updated in Matchmaking shortly after the patch goes live.

Halo CE Team Doubles

  • Kill Penalty in settings has been turned off
Halo CE Team Arena

  • Added new Slayer variant that is up to 100 kills to replace all 50 kill Slayer variants
  • Kill Penalty in settings has been turned off
  • Adding updated Oddball variant on Chill Out, Derelict, Wizard, and Prisoner
  • Adding Reverse Tag variant on Damnation
  • Adding updated CTF variant for Wizard
  • Adding updated CTF variant for Derelict
  • Adding updated CTF variant for Blood Gulch
  • Adding updated CTF variant for Battle Creek
  • Adding King of the Hill variant for use with Battle Creek, Rat Race, Derelict, Damnation, Hang Em’ High, Chill Out, and Wizard
  • Adding updated Sniper variant for Hang Em’ High set to 100 kills
  • Adding updated Sniper variant for Boarding Action and Blood Gulch set to 50 kills
Halo 2 Classic Team Arena

  • Update for all Sniper variants: Magnum secondary, starting grenades, and grenades on map removed
Halo 2 Classic Team Hardcore

  • Update to correct settings for Midship, Warlock, and Sanctuary CTF gametypes
  • Update to Sanctuary map to reflect having correct weapons on map
Halo 3 Team Arena

  • King of the Hill variants updated to have the hill move in order instead of random
  • Update for all Sniper variants: Magnum secondary, starting grenades, and grenades on map removed
  • Slayer variant name appears in-game as “Team Slayer BR” now instead of “TEAM SLAYER BR”
Halo 3 Team Hardcore

  • All game variants: Updated to correct respawn settings with betrayal and suicide penalties off
  • Slayer variants updated to reflect -1 points for suicides and betrayals
Halo 3 Team Doubles

  • King of the Hill variants updated to have the hill move in order instead of random
  • Oddball and CTF variants updated to require two melees when carrying the flag or ball
Social Big Team Battle

  • Halo CE BTB Slayer variants have been updated to 100 kills
  • Turned Kill Penalty off
  • Added CTF variant for Battle Creek
Man on man do I miss them late nights with the boys on Xbox 360!!
 
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