Grenades Kills with Hannibal Mantis

I recently tried the Hannibal Mantis for the first time. When I blew up a wrath it said I got a grenade kill. Is that suppose to happen?

Sometimes when you deal enough damage to a tank or anything else that has had a grenade popped into it by someone else it gives you the kill the other person was going to get.

Hit boxes, last hitting, and kill confirmations are terrible in this game. Out of all the little things, those are the things that I feel is the most annoying.

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> Hit boxes, last hitting, and kill confirmations are terrible in this game. Out of all the little things, those are the things that I feel is the most annoying.

The things that are “terrible” you mentioned have to do with trade-window checks. Hitboxes are not larger than other Halos, it’s how the servers check everyone’s relative position between the last few frames and gives a hit or miss based on that.

Swipe/Drag/Scan-sniping has been in Halo since H2 but only possible with hitscan weapons/moments due to their very nature of insta-hit. You can swipe your non-hitscan weapons within the first frame for similar effect.

Specifically here, during the death animations of vehicles & bosses, players can still contribute their damage to the “kill tag.”

Notice howo the Wraith usually blows up a co7ple seconds after you hit the last shot… I stole a kill on a wraith with a 'nade in it by shooting it with a Hydra. I got a Hail Mary medal from this. Kills are sometimes buggy. Somebody left the game during my assassination and I didn’t get the kill on them…

> 2603643534597848;4:
> > 2533274822619645;3:
> > Hit boxes, last hitting, and kill confirmations are terrible in this game. Out of all the little things, those are the things that I feel is the most annoying.
>
> The things that are “terrible” you mentioned have to do with trade-window checks. Hitboxes are not larger than other Halos, it’s how the servers check everyone’s relative position between the last few frames and gives a hit or miss based on that.
>
> Swipe/Drag/Scan-sniping has been in Halo since H2 but only possible with hitscan weapons/moments due to their very nature of insta-hit. You can swipe your non-hitscan weapons within the first frame for similar effect.
>
> Specifically here, during the death animations of vehicles & bosses, players can still contribute their damage to the “kill tag.”

I still feel like there out of whack in some cases, but you are right that terrible is probably a strong word, more of just a annoyance. You cannot deny that by nature the game will have strange “wraps” in hit boxes due to that (i.e. thrusting out of the way of a sniper shot but still get domed) which, in the end, I would chalk up to not solely the game but network latency mixed with reaction times as well. Also allow me to clarify as when I say last hit, I am speaking more of the WZ(FF) bosses when it comes to last hitting (i.e. my whole team actively shooting a boss but enemy comes few players to scoop it up).

> 2533274822619645;6:
> > 2603643534597848;4:
> > > 2533274822619645;3:
> > > Hit boxes, last hitting, and kill confirmations are terrible in this game. Out of all the little things, those are the things that I feel is the most annoying.
> >
> > The things that are “terrible” you mentioned have to do with trade-window checks. Hitboxes are not larger than other Halos, it’s how the servers check everyone’s relative position between the last few frames and gives a hit or miss based on that.
> > Swipe/Drag/Scan-sniping has been in Halo since H2 but only possible with hitscan weapons/moments due to their very nature of insta-hit. You can swipe your non-hitscan weapons within the first frame for similar effect.
> > Specifically here, during the death animations of vehicles & bosses, players can still contribute their damage to the “kill tag.”
>
> I still feel like there out of whack in some cases, but you are right that terrible is probably a strong word, more of just a annoyance. You cannot deny that by nature the game will have strange “wraps” in hit boxes due to that (i.e. thrusting out of the way of a sniper shot but still get domed) which, in the end, I would chalk up to not solely the game but network latency mixed with reaction times as well.

Ehhh, it’s more the network latency and how the netcode checks things rather than the mechanics of the hitboxes being large or the red reticle assist tether being 2-3 reticles wide.

The reason players will thrust after a snipe is to drag their reticle across as much screen as possible. The game will do a check, if a head passes within the reticle within those frames, totally influenced by sensitivity, then a kill is registered.

Shooting around corners is you being shot on their screen before the corner, and the check to server didn’t see you were far enough past the corner to not be shot, so the shot is drawn through the ramp/corner.

It’s very easy to grab a friend and check hitboxes and stuff.

Like, I can show you how in H3, connections be wonky too