Did time to kill (TTK) go up ?

This is a serious question. This isn’t a rant…or a “I’m the best halo play” speech…it’s just a serious question. May I also add it is a yes or no questionn.

Seems like after the update all my timing is off. My accuracy hasn’t dropped or number of headshots. However, I feel like I stop firing too soon. Last month I really worked on not firing after they were dead so I could be better in 1v2 or 1v3 situations but now I find my self having to train to not stop firing. That may sound weird but people who are decent at multi kills will understand. I should also note that I check my latency quite often and that hasn’t seemed to change.

I know this could be lag but the rest of the game seems fine. And I know from your perspective everything seems worse but I’m really not complaining I just thought other people may have noticed this or maybe by a slight chance may have an actual “yes” answer.

Nope.

Hmm wonder what the problem is than? I’ve read a lot of latency questions the last couple days. I would love detailed answered from people who actually run the show…I guess you could say we are all out here “hunting the truth” about halo 5. Hahahaa

I always fire an extra shot or 2 for good measure, especially if the enemy is running for cover. For me about 1/2 the time the hit box is lagging behind the model and you get the kill even when the model is rendered behind the cover of a corner or by breaking LOS… This is true for the HCS offline Tournament server for lan play as well which suggests netcode / hitbox shenanigans.

For online play I think its all about connectivity with servers and the overall utilization of the server hardware. Which in my experience has a pretty big range in performance and an undisclosed performance metric or baseline.This complicates things when trying to identify what mechanisms are responsible in real time.

One theory could be that 343 identified the inconsistency in performance of its cloud based dedicated server solution prior to the release of the beta and implemented a type of compensation in the mechanic that accounts for latency (the cone). Though I don’t know the specifics I believe that this intervention / stop-gap / adjustment to the aim mechanic takes variables such as movement speed of each opposing player, latency, the reticle position both prior and post firing the weapon ect and of course the time stamp as it relates to each of those variables.

Circumstantial evidence. You can experience this in full effect when you are lagging, know you hit the shots, (based on the visual indicators) also got shot up and 2 seconds after the engagement the server awards your lagging avatar the kill. Or in another manifestation what appears to be a player “lag switching.”

At the end of the day regardless of the mechanisms responsible, I think its safe to say that there are definitely performance issues with the new server infrastructure relating to latency and performance and there is definitely an inconsistency with the aim mechanic that emerges both in a predictable and random nature and with so many possible variables affecting the experience it has proven difficult to identify wtf is up… That being said we have all seen and played worse and I don’t think the Febuary update brought any intentional changes to mechanics or netcode…

It is possible that additional game type variants and additional source code in general degrades the performance of the Dedicated servers, especially if the the hardware is already over utilized. Microsoft’s other cloud based services suffer from this type of scenario and MS engineers are always struggling to implement updates, bug fixes without breaking or degrading the functionality of core services. Office 365 is a good example of this struggle…

Possibly a more relevant example of additional code interfering with server performance would be forge maps with scripting and other dirty hacky type manipulations that lead to extra long loading times in customs ect…

If I play arena I am always 2 shots behind, meaning even if I get a perfect kill, it won’t register until the 7th shot (all done with the pistol). Oddly enough, custom matches don’t have this issue, The perfect is spot on. This game is not well done in some respects.