CEA co-op network code concern.

Got this from NeoGAF:

This is also why CEA is impressive / breaks a lot in co-op: Halo 1’s AI was never made to be deterministic so there’s probably a host of hacks (in the programmer sense) laid on top of the simulation to fake determinism. So the client may have worse lag in CEA than ODST because ODST was built for it and optimized to be networked, CEA wasn’t at all and can end up in a desync. ODST/H3/Reach/H4 can’t desync because they have sanity checks and will end the session.
CEA I can damn near desync whenever I want to. Had it so bad once that my friend and I were at completely different ends of the levels on our own boxes but riding each other’s Scorpion on the other person’s box. It wouldn’t even reset him when I restarted the level. He had to play by looking at my stream, lol

Will it be the same in MCC, or will it get a tuneup?