Ok, so I’ve started getting into team Swat lately and have started running into this little scenario over and over again. An enemy turns the corner and I shoot them and I get the headshot and everything, but the split-second after I kill them . . . they get a headshot on me. I remember every once and a while running into this in Halo Reach and I didn’t really care because it was so uncommon, but it seems like I’m running into this all the time now (especially on Haven).
I’m just wondering if someone can explain the mechanics behind this. How I can manage to headshot and kill an opponent just to have them get a headshot on me a split-second later. It’s like their bullet takes a second before reaching me which doesn’t make sense because the weapons are hitscan.
> I’m just wondering if someone can explain the mechanics behind this. How I can manage to headshot and kill an opponent just to have them get a headshot on me a split-second later. It’s like their bullet takes a second before reaching me which doesn’t make sense because the weapons are hitscan.
Something to do with increased client trust.
Sometimes, a player will lag. They’ll send data to the host that is simply incorrect. Their console will send along a claim that they successfully shot a player, even though on the host, that’s not correct.
Client trust means that sometimes, the host will accept that claim even though it’s technically incorrect. This is done to smooth the experience for players that are lagging very, very slightly, but it leads to noticeable inaccuracies if it’s done excessively or if heavily-lagging clients get trusted.
At least, I think that’s how it works. Not too up-to-speed on it.
> > I’m just wondering if someone can explain the mechanics behind this. How I can manage to headshot and kill an opponent just to have them get a headshot on me a split-second later. It’s like their bullet takes a second before reaching me which doesn’t make sense because the weapons are hitscan.
>
> Something to do with increased client trust.
>
> Sometimes, a player will lag. They’ll send data to the host that is simply incorrect. Their console will send along a claim that they successfully shot a player, even though on the host, that’s not correct.
>
> Client trust means that sometimes, the host will accept that claim even though it’s technically incorrect. This is done to smooth the experience for players that are lagging very, very slightly, but it leads to noticeable inaccuracies if it’s done excessively or if heavily-lagging clients get trusted.
>
> At least, I think that’s how it works. Not too up-to-speed on it.
Alright thanks. That actually makes a lot of sense because the last game it happened, my team was really dominating at the start, but then the opponents lost and replaced a player. All of the sudden it was happening to me and it came from that new player.
I had something like this happen in a dominion match. I was shooting at someone with an AR and they killed me, then about a half second later they died and I got the score for the kill. It wasn’t an assist, it was a kill. It sucks and I know the player was probably swearing at the game.
> > I’m just wondering if someone can explain the mechanics behind this. How I can manage to headshot and kill an opponent just to have them get a headshot on me a split-second later. It’s like their bullet takes a second before reaching me which doesn’t make sense because the weapons are hitscan.
>
> Something to do with increased client trust.
>
> Sometimes, a player will lag. They’ll send data to the host that is simply incorrect. Their console will send along a claim that they successfully shot a player, even though on the host, that’s not correct.
>
> Client trust means that sometimes, the host will accept that claim even though it’s technically incorrect. This is done to smooth the experience for players that are lagging very, very slightly, but it leads to noticeable inaccuracies if it’s done excessively or if heavily-lagging clients get trusted.
>
> At least, I think that’s how it works. Not too up-to-speed on it.
That’s one of the things in play, another part is ‘rewind time’ as it’s mostly dubbed. Halo 4’s networking mostly allows clients to feed their packets as valid to up until time of death on the client side. To allow for lesser connections to stand a chance, even if the hostbox receives the ‘he’s dead’ signal, it rewinds time so the dead player’s actions can still go through.