4 player firefight problems

When I go into 4 player firefight, I get major lag: That when I fire my weapon, it has finally fired around 3 seconds later. When I move? It finally happens, around 3 seconds later…

I have no idea what is causing this?! I use to be fine on reaches launch and around a year later, but now, it just -Yoinking!- sucks!

Does anyone know what may be causing this? It would REALLY REALLY HELP! >.<

Thanks guys xD

Oh- I’m fine in score attack, runs like a charm, also fine in matchmaking and co-op campaign. -and customs.

Probably due to you matching players with bad connection or they’re from another country, resulting in major lag.

I’d advise you just stick with Score Attack if it gets worse, sometimes it will lag you out and put you in a game on your own, counting it as a quit and contributes towards the quit ban.

Another reason we need FF Doubles back in the playlist!!

Being matched up with people with the worst possible connections, even if one goes in and changes the settings for the “good connection” is simply, inexcusable.

There was no better place to work with a buddy and play for the daily or weekly challenges, or the out of reach Comm’s that involved playing a FF game. Now one must be matched up with someone or a party of people that are still using ‘two cups and string’ as a internet connection. It’s not just FF that sees this problem, it happen all the time in any playlist, but for whatever reasons, it is many times worse in FF.

We all know and feel your pain!!

YA bring back FF doubles back It’s better then 4 player’s FF and it did not lag all the time.

> YA bring back FF doubles back It’s better then 4 player’s FF and it did not lag all the time.

Agreed the kills were more spread out with 2 players and theres less of a race to get kills when there is just you and someone else.

This happens because Halo Reach wants FF Doubles back, so it’s going to continue to make any 4 player FF game super laggy.

I could be wrong, but I seem to remember either someone from Bungie or 343 addressing this issue a few months after launch. I think they mentioned firefight running a tad slower than regular MM due to all the additional variables a firefight game has, especially with 4 players.

Here’s a BWU adressing the issue for the ODST firefight lag that might help as I’m sure Reach’s firefight uses a similar setup

Happens alot where someone in the match lags out.

Just search for a good connection.

searching on good connection, i rarely get any lag but then again i aint from europe or from the US so i dont get other s from other countries

Co-op and firefight run on a “synchronize” network model. Let’s say you are playing 4-player co-op. One player is the “host”, the other 3 are “clients”. All 4 players load the level, and all 4 players start the mission at the same time. Now, when a “client” presses a button, such as ‘jump’, their Xbox sends a signal to the “host” Xbox, telling it what the client player is doing. The host box receives these signals from all 3 clients, then calculates every movement, bullet fired, damage done, etc, and sends the updated information out to all the clients, who’s Xbox’s then reproduce the changes. But, the host will only send out these updates when it has received signals from all 3 clients. It has to do this so to maintain accurate and consistent information across all 4 players (In other words, all 4 players are seeing the same things in the same places).

This is where the lag comes in: If just one of the players in the game has a crappy connection, it slows down their ability to send information to the host, which means the host has to wait longer before it can send out gameplay updates to the other players. So, even if you are a client with a great connection, playing with a host with a great connection, you can still get major lag if one of the other players has a crappy connection.

The reason this does not happen in standard multiplayer is that Bungie uses a different network model for standard multiplayer. When playing “Team Slayer” or any other standard multiplayer mode, the host doesn’t wait for a lagging player before it updates the gameplay and sends info to all other clients. So, if a player joins a match with a crappy connection, they will have a laggy game, but won’t directly impact other players in the match.