Competitive Halo 3 MCC

Halo Competitive ANZ

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Last 10 sessions
#PlayerSessGames WLWin% K/GD/GA/GOBJK/DKDASKILLLast Played

2026 Season

XML-tracked games only · min 20 games
#PlayerSessGames WLWin% K/GD/GA/GOBJK/DKDASKILLLast Played

Lifetime Leaderboard

All-time stats
#PlayerSessGames WLWin% K/GD/GA/GOBJK/DKDASKILLLast Played

About

What this is, and where the numbers come from

Who made it

Built by me, Justin (xTS Vrall).

It took a fair bit of shaking out. Early on most sessions turned up something odd, and Halo's report does not name the medals, so those had to be worked out by hand. It has been running clean for a couple of months, which is why I'm offering it around.

It is a passion project rather than a product. I'm a busy man with a young family, and this gets worked on in whatever spare time I have left, so things move when they move. Bugs get fixed and requests get read, just not always quickly.

If you want to reach out, message me on Discord at _vrall.

What it is

A stats board for Halo Competitive ANZ. Games played through the Discord queues get their full scoreboard recorded here: kills, deaths, assists, medals, objective work, map and gametype, game by game.

Where the numbers come from

Halo writes a carnage report to disk when a game ends. The Carnage Watcher is a small Windows app that reads those reports and sends them here. Nobody types anything in, and nothing is estimated. If a number is on this site, it came out of the game itself.

That also means the board only knows about games somebody was running the Carnage Watcher for. It is not a complete record of the queue, and it never claims to be.

NeatQueue does the matchmaking

NeatQueue runs the queues, picks the teams and keeps the MMR. It knows who won, but it cannot see inside a game, which is the gap this fills. There is no rating system here yet, just the numbers from what actually happened.

Why does this exist

My friend group and I have been playing Halo 3 for over eighteen years, catching up for LAN weekends every couple of years along the way. In late 2024 we started recording the stats by hand in a spreadsheet after every session. In 2026 I discovered vibe coding and built a dashboard for the squad to automate that data entry, then found the Carnage Watcher's reports held way more than a hand-filled spreadsheet ever could. I've been iterating on it since.

I've put so many hours into it that keeping it to twelve people started to feel a bit silly, so I'm expanding it to the Australian competitive community.

Getting yourself off the board

Ask me and your name comes off. Your games stay, because removing them would change everyone else's results in those matches, but they stop being attached to you.

Not an official Halo Competitive ANZ tool, and not affiliated with NeatQueue, Microsoft or 343 Industries.

Found something wrong, or want something added? Chuck a request in the Development tab. I read them.

Get the Carnage Watcher

Your games, on the board, automatically

The Carnage Watcher is a small Windows app that sits in the background while you play. When a game ends, Halo writes a carnage report to disk and the Carnage Watcher reads it and sends the result here. You never upload anything by hand, and it does not touch the game or read your screen.

Download for Windows

About map names

Your scores, kills, deaths and medals are captured either way. The one thing missing from Halo's carnage report is which map you played, so the Carnage Watcher works that out by matching each game against your theatre films. No films means every game lands with an unknown map. Everything else still counts.

The Carnage Watcher tells you what it can actually see on startup, rather than making you guess. If it reports no films, turn on saved films in MCC.

What it sends

The scoreboard from each finished game: gamertags, kills, deaths, assists, medals, the map and the gametype. Nothing else, and nothing between games.

Your download is tagged with its own key, so uploads can be traced back to one installation and switched off individually without affecting anyone else.

Power Timers

Weapon and powerup countdowns, drawn over the game

The Power Timer overlay is a small Windows app that sits on top of Halo while you play and counts down the sniper, the rockets and the powerup. It reads the match clock and works out which map you are on by itself, so there is nothing to start and nothing to call in. It only watches. It does not touch the game.

Download for Windows

Halo has to be running in borderless windowed (MCC: Settings, then Video, then Window Mode, then Borderless). Nothing can draw on top of true fullscreen. The download includes a guide that opens in any browser and works offline.

The weapons are exact

Sniper and rockets respawn on a fixed cycle off the game clock whether anybody picks them up or not. Sniper is 150 seconds, rockets are 180, and both carry 3 more seconds of spawn lag, because a weapon that drops in has to fall and settle before it can be taken. Once the overlay knows the map and the clock, it knows those two timers exactly.

The custom powerup and camo are not

These two work differently in Halo 3. Their cycle restarts from the moment somebody touches the powerup, and nothing on screen announces that, so there is no clock anywhere to read.

So the overlay does not try to read one. Custom and camo are anchored 15 seconds into the game: not at 0, because the powerup is still sitting there when the game starts, and not a full cycle in either. Fifteen seconds is about when it actually goes in a real game. From there both repeat on a flat 120 second cycle for the rest of the match.

Construct is the exception. Its custom genuinely does not exist until 2:00, so that is where its cycle starts, and that is also what keeps it in step with the hill rotation.

Read those two as a reminder, not a countdown

A fixed cycle is a guess at when the powerup is due, not a reading of when it went. Leave one sitting on the ground for forty seconds and the timer is forty seconds out for the rest of the game. Take it as a nudge that the powerup is coming up soon, then go and look.

It used to work the other way. There was a key you pressed the moment the powerup was taken, and because everyone on your room is on one set of timers, that press moved the countdown on every screen in the lobby. Which sounds right until you play a game. Nobody presses at the instant somebody grabs it. You clock it twenty seconds later, press it then, and now the whole room is twenty seconds wrong instead of nobody being wrong at all. An estimate that is a few seconds out beats a number the room is confidently wrong about, so the schedule is all there is now and there is no key to press.

Session History

LAN Events

In-person tournaments — separate from online play

The squad runs occasional in-person LAN tournaments — six so far across 2016, 2019, 2020, 2024, 2025, and 2026. Each LAN has the four standard side awards (Main Slayer, Wingman, Death King, King of the Odd Flag), plus the occasional Octagon (1v1 single-elimination bracket — only 2020 and 2024). LAN sessions are tracked separately from online play so the regular leaderboard stays clean.

Loading LAN data…
Range: ·
Trends
Individual Trajectories
Who's Playing?
Fill-ins (limited data)
Skill score = KD 55% + KDA 25% + Win Rate 20% · all stats 70% recent / 30% lifetime
0 selected — select 4, 6, or 8 players

Medals

Every named medal · per-player counts & averages · squad insights

Every Halo 3 medal we've identified, with each player's lifetime count and average per game. Click any medal row to expand the per-player breakdown. Averages are calculated only over games we have medal XML for (the "medal era") so they're directly comparable.

Insights

Patterns the data is screaming about

Player Medal Leaderboard

Total · per game · range
#PlayerGamesTotal MedalsPer GameDistinct Types

Medal Grid

Click a medal to see all 12 players
Medal Cat Total Squad Avg/G Top Earner

Medal Hunt

Cracking MCC's 280-medal pool, one fire at a time

Halo MCC tracks ~280 different multiplayer medals across all six games — way more than original Halo 3's ~60. Every game we play uploads the full medal payload from the carnage XML, but we only know the names of some of the IDs. This page aggregates every medal slot ID we've seen and shows what we know vs what's still unidentified. As we play more, the unknowns sort themselves to the top and patterns emerge.

IDNameConfidenceFiresRows Avg/RowGametypeTop EarnerLast Seen

Player Profiles

Select a player

Chemistry Matrix

Teammate Win Rates

Map Heatmap

K/D by Player & Map

Gametype Heatmap

K/D by Player & Gametype

Ranking System

Halo 3 Military Ranks
Ranks are based on the original Halo 3 military progression. Peak Skill Score unlocks rank tiers permanently. Games Played determines your grade within the tier.

Achievements

Competitive milestones — hardest at the top
Loading achievements…

Development

Feature requests, votes and the dev log
Submit a Request
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Open Requests
Completed
Development Log

Fortress Events

Stats from the room, entered by photo

The PCs at Fortress are locked down, so the Carnage Watcher cannot run on them. Instead, anybody in the room photographs the post-game carnage report and the stats are read straight off it.

If several people photograph the same game it stays one game, and the extra photos are used to check the numbers rather than being thrown away. Sign in with Discord to add a game.

Development Log

Roadmap and changelog
Roadmap
COMPLETE Phase 1 — Go Live
Deploy to Railway
Supabase database + schema
Admin upload + review flow
Public dashboard with leaderboard, Skill Score, Team Builder
Historical data import (82 sessions)
COMPLETE Phase 2 — Medal System
Map medal IDs from live session data
Medal Hunt page with icons, categories, and squad insights
Medal highlights in session insights
All sighted medals identified and confirmed — 62 in the map, none outstanding
IN PROGRESS Phase 3 — Map Data
Detect map names from MCC theatre films
Carnage Watcher GUI ships maps live with each game
Colour-coded map badges on session detail
Per-map stats on player profiles
Dedicated maps page with full map stats and breakdowns
COMPLETE Phase 4 — LAN Events
Import LAN spreadsheets — all six events, 2016 through 2026
Dedicated LAN page with event breakdowns and career leaderboard
LAN vs Online player comparison — K/D, KDA, Win% and OBJ deltas
IN PROGRESS Phase 5 — Polish
Player profile pages — stats, medals, pairings, playstyle blurbs
Chemistry / pair analysis — teammate and opponent win rates
Per-gametype stats on player profiles
Playstyle "fingerprint" — auto-generated from weapon-kill mix + medals
Discord webhook: auto-posts session results with deep-link
Halo 3 military rank system with authentic icons
Achievements system with competitive milestones
"Days since last played" counter per player
Two-tier admin: "watcher admin" (download/run watcher only) vs "master admin" (delete/edit sessions)
Session report sharing
IN PROGRESS Phase 6 — Power Timers
Full-screen spawn timer for Guardian, The Pit, Construct and Narrows
Weapons run off the game clock, powerups are tapped when taken — the two respawn differently in Halo 3
Spawn cycle corrected to the real 2:33 / 3:03 — drop-spawn weapons take ~3s to land and settle before the timer starts
15:00 countdown clock, ten-second spoken calls, vibration and screen wake lock
Missed a tap? A powerup left untapped for 30s assumes it was taken at spawn rather than stalling
Shared sync — one person taps, everyone's timers follow
Discord-style channels: click one to join, drag people between them, four independent clocks for two teams at a LAN
In-game PC overlay with a hotkey (or a controller paddle) for the powerup, on the same channels as the phones
Lockout, Sanctuary and Warlock
Start the clock from the game itself instead of by hand
Changelog
Team Summary
Player Summary
Session Insights
Per-Game Breakdown