Melee trades happened way more often in H3 than in any other game. Did you even play that game in the first 6 months? Me and my friends used to call it « simo’s », like we simo’d each other.
not necessarily. melee is always a click away to most players. few people will keep shooting while the enemy is trying to get in their face and melee them. who do you think will win that? not the one shooting.
Melee in Halo 3 was based off damage dealt to health. Same thing should apply to infinite, but that doesn’t seem to be the case. If you have no shields and melee, you both go down.
I didn’t have Xbox Live until Reach unfortunately, but I played a ton of LAN and split screen with friends and family all the time. By the time I had Xbox Live, I almost exclusively played BTB and Customs in 3 and Reach. I still do in MCC. CE was the only Halo I played online as a kid because I could play the multiplayer on PC for free.
You played H3 LAN? Lucky. I did play H2 LAN a lot but by H3 all my IRL friends from back then stopped playing.
But anyway, it was probably cause it was online, but double ko’s happened like half the time. There were no BR starts at first too and the AR was mostly only good for a good melee. As a bonus the beat down physics were hilarious back then. You’d send them flying off the map more often than not.
I really want those ragdoll physics back in Infinite for melees and Gravity Hammer. It’s so sad how Infinite feels like a shell of past Halo titles. I really never laugh playing Halo Infinite like I do playing MCC. Mostly I just get annoyed at Infinite’s bugs and bs. Maybe 343 will bring back the funny physics and grenade jumping someday. Also standing on teammate’s heads.
I don’t mind it myself does lead to funny rag dolls though
The nerd in me loves it, straight up dbzd
Traded kills have been happening in Halo since forever. If you have no shields, don’t go in for a melee.
Do you actually want who pressed melee first to win? You must be a run knifer from cod.
And yea this games net code has been making h3’s net code look good recently. It’s getting worse some how.
quick question, how the duck do you see these pings? 
Tell me you’ve never played Halo, without telling me.
Honestly if melee trades weren’t a thing you’d have a lot more people whining about melee feeling random than they already do.
I think you turn it on in settings or something? Its in the corner of my screen
That is halo, melees have always traded if you are both low enough, they should remove the different melee times so its more consistent actually
There have been a few attempts at balancing melees over the years. Eventually settling on melee trades ended up being the most fair, and actually added a layer of “outplay” at some high levels (where you can end up getting a trade rather than losing a 1v1 if you’ve got quick reflexes).
HCE went purely off melee timing, which worked fine because this title was only ever on LAN networks (I’m not going to count XBC).
H2 went with who hit first. This usually just ended up with the person with the best connection winning any melee encounters. It also made the game host godlike in melee range. Sometimes they could melee twice, without button combos, in the time non-hosts could melee once (no dedicated servers yet).
H3 still obviously takes into account the timing of the melees, but it adds another layer. It takes into account each player’s health and the melee damage being dealt. If players have similar health and would deal similar damage, then there is a “networking window” where both melees will occur even if one happened slightly after the other. If one player would br left with significantly more health than the other, or one melee does significantly more damage than the other (brute blades/sword/hammer/objective) a trade won’t happen.
And every Halo has just iterated on H3’s system, because it prevented the player with the best ping from always winning melee battles. Not trying to say what’s right and wrong, just giving you historical context.
Tldr- it used to just go off melee timing before online play, and trades were extremely rare, but could still occasionally happen. Then the melee trade system was put in so players with the best ping didn’t win every melee battle. Then that was refined to where we are now.
Based on my near-Layman levels of understanding. Infinite works with a Server-Client system. There’s a Server that hosts the game, and the computers that we are playing the game on are the Clients. Every Client is some distance away from the Server which means latency ie. ping. Every player’s Client gets updates about the other players’ Clients from the Server. When you punch an enemy there is going to be some delay between when you on your Game/Client punch the enemy and when the Server/Host is told about it. There is also going to be a delay between when the server knows about the melee kill and when your opponents game is told about it. If you opponent Punched you before their Game/Client receives the news that they’ve been punched to death then their punch will also get sent to the Server.
The server now has two games that are saying two different things. Your game is saying you got a Melee kill. Your opponents game is saying they got a Melee kill. The server will decide what happens depending on how it’s programmed. Infinite seems to choose to kills you both. Other methods have ups and downs, the server could compare timestamps when something like this happens and award the kill to the person who punched first, This is generally frowned upon because it gives people with High ping advantages.
The differences in what is happening on the server and what is happening on each of the client’s games is called desync. It is inherent to a Server-Client structure. netcode is the ambiguous catch all term for how the software side of networking is handling the network traffic, reducing desync where it can, and hiding it when it can’t. One of Infinite’s problems is how badly desync is handled. desync tends to be the source for phantom Melee hit’s, guns doing no damage, shot’s fired and grenades thrown before death disappearing, and being killed around corners. Desync Compensation tends to be the culprit for those odd moments when your character slides a short distance in a random direction as the Server tries to resync you with the game state it’s running, doesn’t happen very often unless you have an unstable connection.
All of it is a balancing act, How much and what kind of interfering can the Server do, before it negatively effects the player, where can corners be cut to save bandwidth, how much time can the server take to make decisions. There are some pieces of netcode out there that are bad not because of what they do but because they take to long to do it, adding to the latency, so bloat can become an issue.
Edit: This is based of a general understanding of how netcode works and may or may not apply Infinite.