Halo 3 Hit Delay?

Maybe it’s just me, but have we always had to lead our shots in Halo 3? I can’t for the life of me remember it being this bad.

Maybe it’s one of the problems with the MCC or maybe it’s just me?

You do have to lead your shots. At first it was pretty broken but it’s certainly on point now. Could just be you need to get used to it again.

Halo 3 uses a projectile system so you need to lead your shots even when playing on a single box or over LAN. You need to lead your shots an additional amount if you aren’t host playing over the internet. It hasn’t always been this bad. I’ve quoted my explanation I posted in a different thread below.

> Short answer: No it hasn’t always been this bad. It’s also very likely that it won’t be fixed either.
>
> Long answer:
> As lukems said on Bungie, your client machine performs hit detection for the first frame of your bullet being shot. After the first frame, the server is the one to carry out the hit detection. Client-side hit detection schemes work well over networks with non-ideal latencies. If it’s a hit on your screen, it’s a hit. Server-side hit detection doesn’t work well over non-ideal latencies. Your shots are behind by your opponent by about 1 RTT and it gives a very large advantage to one player if the server is a fellow player’s box.
>
> So what’s different about MCC? MCC now runs Halo 3 at 60 fps. What this means is that your bullets only travel half as far in the first frame. You now need to be twice as close to your enemy to get the effects of the nice client-side hit detection. On MCC, the game resorts to server-side hit detection a lot more than it did on the 360. What this results in is missing a lot more of your shots at a closer range. At 30 fps, the distance your bullets travel in one frame is about 1/3 the distance from the mancannon to spartan laser on Valhalla. Now at 60 fps, it’s about 1/6 that distance.
> The system has always been this bad. It just hasn’t performed this bad. Before on the 360, when you missed shots the enemy had to be decently far away so you probably blamed hit detection less often and blamed an improper lead distance or the BR spread instead. Now that it’s happening at shorter distances, it makes it more apparent that the hit detection system performs poorly when using server side hit detection. These are the same problems the first GOW suffered from.
>
> The only way to fix this would be to patch the game to use client-side hit detection all the time. While it would be possible to do this, it would take a substantial amount of work to get it done. It also would be borderline changing the game and not playing “the same way your remember it”. It’s a very similar discussion to the superjumps being mostly removed to the increase to 60 fps.

go back to 30 fps if it means a fixed H3 hitbox and H2 superjumps hahaha