So I know the basics, but clearly I’m missing something, because 90% of the time, when I’m aiming at someone, and the reticle is red, and I click the shoot button, the Spartan I’m playing goes SPEEDING forward to hit the enemy. But 10% of the time, when I do the exact same thing, aiming with a RED reticle, the Spartan just slashes wherever he’s standing. Which in a game like “Castle CFT” usually means the enemy is going to take the opportunity to kill me.
Nothing is more frustrating than feeling like the mechanics have failed. I know I’m not a great player, but when 9/10 times X happens, and I prepare for X to happen, and it doesn’t and I die, I don’t feel at fault. Am I doing something wrong?
It might have to do with your connection. People who’re farther away from the servers tend to have problems with swords.
You might also try playing a more tactical approach, letting the enemy come to you rather than approaching
Castle Wars is its own thing, Im not the person to talk to about it.
As already noted, one-shot-one-kill weapons are the most lag sensitive weapons. That could be part of the problem. Second: In my experience playing a lot of warzone will make it much harder to predict what a weapon will do because weapon variants in this game are too numerous to count, and I sometimes think that the more subtle the difference between variants then the harder it is to figure out how the thing works or to remember which one I’m carrying at any given moment. Third: Melee weapons have range that varies based on use of scope, based on speed of motion, possibly even depending on whether or not you’re using stabilization. Because, obviously, the more complex the weapon set, and the more complex the motion mechanics, then the more impossible it becomes to have any idea what the -yoink!- is going on half the time, and hence the game is more fun. According to somebody somewhere. Not me, mind you. But somebody.