The way Halo 4 operates when it comes to networking is really bad. It has huge effects on strafing, because the client tells the host/server/whatever if a shot is a kill or not. It should be the other way, because now really laggy players can kill other players at locations where they’re actually not. I’ve been shot through walls/rocks multiple times because of this and strafing is also really hard because of this. Even though you’d actually dodge something, might be that the other players internet says “Hey, he’s standing still, shoot him” and he shoots, tells the server you are dead and you see the bullet magically flying through the wall killing you.
Just saying, this is really unfair. It might make the game look smoother for the laggy internet players. But I don’t see why should you give the people who have laggier internet an advantage, that’s like saying “Hey, you have a bad internet. Here take this prize!”
Are you basing your assumptions off of kill cams? If so, it’s been known for a while that they can’t be trusted…they are HORRIBLY wrong all the time…You probably aren’t actually being shot through walls/rocks etc…
Don’t trust kill cams
If you do get shot through a rock/wall that normally means you were getting shot by the host, considering that they have a slight advantage at all times.
> Are you basing your assumptions off of kill cams? If so, it’s been known for a while that they can’t be trusted…they are HORRIBLY wrong all the time…You probably aren’t actually being shot through walls/rocks etc…
I have screenshots and videos of this, I know the killcam is a failure but it’s part of the problem aswell. I’m not sure but it might be that the killcam shows where the player actually shoots, but you’re not there but because of this lag issue you die anyways. Might also not be like that, in any case, I’ve been shot through rocks, walls and that kind of stuff a few times.
> Don’t trust kill cams
> If you do get shot through a rock/wall that normally means you were getting shot by the host, considering that they have a slight advantage at all times.
There is no way these people were the hosts, the most laggy players ( teleporting and such ) don’t seem to very likely be the host.
Also I’m a programmer + game developer so I know a bit how the game logic works and how it doesn’t work and how it should work based on my gameplay experience.
Also I just found out, if you crouch, but you’re in the progress of crouching animation. Shooting you with a sniper to the head in the animation which is outside the crouch hitbox doesn’t kill you. I have this on film too now. I hit the head, nothing happened at all. After the enemy fully crouched I hit again and the enemy died
> The host can teleport on your screen and on theirs they’re not, while you do do or do not skip on their screen depending on your connection to host.
I stated this is possible yes, But I also stated it’s really unlikely and improbable and most of all, unlogical for the host to teleport when nobody else is teleporting. Far as I know, the host is transferring all the network traffic between the players, that’s why the person with the best internet speed is picked. So it makes no sense for you to have a bad connection to the host but good to everyone else. When these games occur where you have a “bad connection” to everyone, it’s really just bad connection to the host.
I have noticed I die behind cover WAY too often. I also been killed in less than 5 shots. It happened last night and I was lucky enough to get a kill cam. A dude turns the corner we both start shooting I’m using a DMR he’s using a BR. I die before 4 shots are fired from either of us when the Kill cam showed me his shots were shooting way to fast it was like the video was on fast forward. 5 BR shots super quick.
> I have noticed I die behind cover WAY too often. I also been killed in less than 5 shots. It happened last night and I was lucky enough to get a kill cam. A dude turns the corner we both start shooting I’m using a DMR he’s using a BR. I die before 4 shots are fired from either of us when the Kill cam showed me his shots were shooting way to fast it was like the video was on fast forward. 5 BR shots super quick.
This is pretty much what I’m talking about, and somehow I just shot someone through a wall
The client tells the host where they shot, yes. But it also says at what time they shot. So if someone has moved behind cover etc. the bullet will hit the cover. But hitscan means that it will try to hit wherever they saw it hit. They actually aimed and hit you, and on your screen their bullet hit you in the exact same place they saw it hit. That seems pretty not -Yoink- to me.
If it was the other way around, you would see your bullets hit people and it wouldn’t count, making you have to shoot into the open air hoping that that’s where they actually are to even be able to hit them if they’re laggy. That’s how h3 worked, and imo THAT was complete -Yoink-.
The servers make the game unplayable, not only becouse you die when the enemy isn’t even hitting you, but becouse if you aim the head of an enemy and shot, it doesn’t recognize it as an headshot. SWAT is totally unplayable, you need at least 2 bullets to get an headshot even when aiming at the head perfectly. While for the enemy is the opposite: in the killcams they always shoot somewhere around you (chest, side, near the head but not on you) and it’s always headshot ._.
> Are you basing your assumptions off of kill cams? If so, it’s been known for a while that they can’t be trusted…they are HORRIBLY wrong all the time…You probably aren’t actually being shot through walls/rocks etc…
> The servers make the game unplayable, not only becouse you die when the enemy isn’t even hitting you, but becouse if you aim the head of an enemy and shot, it doesn’t recognize it as an headshot. SWAT is totally unplayable, you need at least 2 bullets to get an headshot even when aiming at the head perfectly. While for the enemy is the opposite: in the killcams they always shoot somewhere around you (chest, side, near the head but not on you) and it’s always headshot ._.
THE KILL CAMS IN THIS GAME DO NOT WORK. DO NOT TAKE THE KILL CAMS AS GOSPEL.
The Kill Cams ALWAYS show the opposing player shooting all over the place. That does not mean that said player shot 3 feet away from your head and somehow got credit for a headshot.
> The servers make the game unplayable, not only becouse you die when the enemy isn’t even hitting you, but becouse if you aim the head of an enemy and shot, it doesn’t recognize it as an headshot. SWAT is totally unplayable, you need at least 2 bullets to get an headshot even when aiming at the head perfectly. While for the enemy is the opposite: in the killcams they always shoot somewhere around you (chest, side, near the head but not on you) and it’s always headshot ._.
KILLCAMS ARE FROM YOUR OWN PERSPECTIVE
You are not playing on the same xbox as everyone else. You are not even really in the same game as everyone else. Everyone is playing their own, individual game, and the networking is relaying representations of the other players and their actions to make it appear as closely as possible to if you were all in the same game on the same xbox.
What happens on your screen, in your film, and in your replay, is NOT what happened on the other players screen. In fact, Kill-cams are glitched even worse than films for when they start to show the aim-assist ‘red’ appear on the reticule.
What about when you pull the trigger and the gun doesn’t fire… you dodge back into cover and the gun goes off. It’s like those old flintshot rifles with a slow burn fuse hehe.
Killcams have been hilarious since the COD4 days. Killcams NEVER show what really happened. I’ve looked at them many, many times and thought “I never did that and he never did THAT.”
Let’s face it… A killcam based on a server host that is also someones Xbox who is also playing the game is never going to be right… same with COD.