Official 'Hit Detection' Thread

I just don’t understand why the games hit detection is so inconsistent. A few of the great examples of this are when the only part of someone’s body showing is their head and you hit them with a sniper and it just gives you a hitmarker. Or you shoot someone in the head and it gives you a hitmarker while they’re one shot. Or when I clearly shoot someone and it doesn’t give me a hitmarker. Just the other day my friend shot me in the toe and got a headshot and he laughed because of it. Just in todays game I was shooting an afk in the head with the Br without me or moving, curser directly over his head and on the fourth shot which should be a perfect is just broke his shields. /rant

Is it lag?

> 2533274875982754;2:
> Is it lag?

no. 15 ping, 14 download, .8 upload.

> 2535415305234137;3:
> > 2533274875982754;2:
> > Is it lag?
>
>
> no. 15 ping, 14 download, .8 upload.

I only get ping like that from browser checks. My ping is consistently around 85 on xbl.

This sounds like lag. Personally I’ve never experienced this. If you’re sure it’s not lag, you could try a re-install of Halo 5.

> 2535416474113375;5:
> This sounds like lag. Personally I’ve never experienced this. If you’re sure it’s not lag, you could try a re-install of Halo 5.

and wait 4 days for it to download. No thanks.

I have experienced this since the termination of region lock. I CONSTANTLY have to 6, 7 or 8 shot people to kill them. It makes me want to throw the controller against the wall ! Hopefully my new router will help some but I think it will not…

I noticed that too! I thought I was just bad but really I’m missing people with the marker aimed right at them. It really sucks with Prometheans too!

They make some changes and tested new things for upcoming update, that ruined most of the game write now.

I think the toe/headshot is a bit of an exageration lol

> 2765826735455839;10:
> I think the toe/headshot is a bit of an exageration lol

nope, I recorded it ill see if I can find it.

> 2535415305234137;3:
> > 2533274875982754;2:
> > Is it lag?
>
>
> no. 15 ping, 14 download, .8 upload.

You can’t see your ping in Halo.

> 2533274875982754;2:
> Is it lag?

Almost certainly, yes. Happens to me all the time. Someone is one shot, I fire 5 or 6 more rounds at his head, suddenly I’m dead. Even though I saw my shots connect, they didn’t register.

Last night I spartan charged someone from behind, blasted him up close with the AR, he turned around and shot me a couple of times and I’m instantly dead. Such BS happens in this game.

> 2533274792641480;13:
> > 2533274875982754;2:
> > Is it lag?
>
>
> Almost certainly, yes. Happens to me all the time. Someone is one shot, I fire 5 or 6 more rounds at his head, suddenly I’m dead. Even though I saw my shots connect, they didn’t register.
>
> Last night I spartan charged someone from behind, blasted him up close with the AR, he turned around and shot me a couple of times and I’m instantly dead. Such BS happens in this game.

Well then its the servers fault not mine.

> 2533274792641480;12:
> > 2535415305234137;3:
> > > 2533274875982754;2:
> > > Is it lag?
> >
> >
> > no. 15 ping, 14 download, .8 upload.
>
>
> You can’t see your ping in Halo.

yeah but you can see your xbox internet statistics.

> 2535415305234137;15:
> > 2533274792641480;12:
> > > 2535415305234137;3:
> > > > 2533274875982754;2:
> > > > Is it lag?
> > >
> > >
> > > no. 15 ping, 14 download, .8 upload.
> >
> >
> > You can’t see your ping in Halo.
>
>
> yeah but you can see your xbox internet statistics.

That has nothing to do with it though. Halo uses different servers for each game, depending on who you’re matched up with.

Do you search on focused settings?

  1. Many issues with Halo5 have to do with some wonky stuff interfering with the server-client refresh times. I have no information about Halo, but I know Overwatch (PC) went from 21Hz to 63Hz in attempt to greatly reduce what look like, but aren’t, off/around corner shots. Some of this issue is with the console as the OG XB1 is pushed so hard with H5 that it misses sending information. My S reduced a lot of cases of input and animation hiccups to seemingly 0. However it did not eliminate avatar resetting/skipping or being shot from a weapon before it discharged (love that one!)

  2. Use Smartglass to run a network check. This will tell you roughly how well your house network is handling data transfer and pockets.
    Titanfall2 says Virginia’s server is only 31ms away, but my network says my latency is 88ms (and only 1% packet loss).

  3. Try resetting your Xbox. Even with the S, memory bleed seems to cause some wonky stuff to happen if you console has been playing for about 3hrs or more, or just on for 6. Whenever you play something MP heavy, ALWAYS RESET (not standby/sleep) your XB1.

  4. As always, try resetting your router. I run a LINKSYS WRT1900AC and still require weekly resets.

  5. Distance to server DOES matter. More-so when the game’s refresh isn’t syncing for all. It has to do with the refresh rate. When everyone is synced, it’s one of the most beautiful and responsive things ever. Once players lose sync, avatar skipping, missed and/or improbable shots and around-corner shooting start to happen.
    If everyone had a healthy home network, perhaps this would be a non-issue.
    (Similar to but not the same as host advantage).

  6. If you can, get a friend, make a custom game and recreate issues you have, you’ll notice different results.

The servers are at fault mate, not halo 5.

When griffball first released, my company friends and I were playing it nonstop. We noticed some insane inconsistencies with literally everything (Melee, grav hammer, sword range, etc ect). So we started a griffball custom game, and tested things out. Everything ran so smoothly in comparison, so much so I cannot put it in words. If I were to take a guess, these servers are either too slow (tick rate) or haven’t been maintained enough. As at launch, I remember it being far smoother.

> 2603643534597848;17:
> 0) Many issues with Halo5 have to do with some wonky stuff interfering with the server-client refresh times. I have no information about Halo, but I know Overwatch (PC) went from 21Hz to 63Hz in attempt to greatly reduce what look like, but aren’t, off/around corner shots. Some of this issue is with the console as the OG XB1 is pushed so hard with H5 that it misses sending information. My S reduced a lot of cases of input and animation hiccups to seemingly 0. However it did not eliminate avatar resetting/skipping or being shot from a weapon before it discharged (love that one!)
>
> 1) Use Smartglass to run a network check. This will tell you roughly how well your house network is handling data transfer and pockets.
> Titanfall2 says Virginia’s server is only 31ms away, but my network says my latency is 88ms (and only 1% packet loss).
>
> 2) Try resetting your Xbox. Even with the S, memory bleed seems to cause some wonky stuff to happen if you console has been playing for about 3hrs or more, or just on for 6. Whenever you play something MP heavy, ALWAYS RESET (not standby/sleep) your XB1.
>
> 3) As always, try resetting your router. I run a LINKSYS WRT1900AC and still require weekly resets.
>
> 4) Distance to server DOES matter. More-so when the game’s refresh isn’t syncing for all. It has to do with the refresh rate. When everyone is synced, it’s one of the most beautiful and responsive things ever. Once players lose sync, avatar skipping, missed and/or improbable shots and around-corner shooting start to happen.
> If everyone had a healthy home network, perhaps this would be a non-issue.
> (Similar to but not the same as host advantage).
>
> 5) If you can, get a friend, make a custom game and recreate issues you have, you’ll notice different results.

This: Well said

> 2603643534597848;17:
> 0) Many issues with Halo5 have to do with some wonky stuff interfering with the server-client refresh times. I have no information about Halo, but I know Overwatch (PC) went from 21Hz to 63Hz in attempt to greatly reduce what look like, but aren’t, off/around corner shots. Some of this issue is with the console as the OG XB1 is pushed so hard with H5 that it misses sending information. My S reduced a lot of cases of input and animation hiccups to seemingly 0. However it did not eliminate avatar resetting/skipping or being shot from a weapon before it discharged (love that one!)
>
> 1) Use Smartglass to run a network check. This will tell you roughly how well your house network is handling data transfer and pockets.
> Titanfall2 says Virginia’s server is only 31ms away, but my network says my latency is 88ms (and only 1% packet loss).
>
> 2) Try resetting your Xbox. Even with the S, memory bleed seems to cause some wonky stuff to happen if you console has been playing for about 3hrs or more, or just on for 6. Whenever you play something MP heavy, ALWAYS RESET (not standby/sleep) your XB1.
>
> 3) As always, try resetting your router. I run a LINKSYS WRT1900AC and still require weekly resets.
>
> 4) Distance to server DOES matter. More-so when the game’s refresh isn’t syncing for all. It has to do with the refresh rate. When everyone is synced, it’s one of the most beautiful and responsive things ever. Once players lose sync, avatar skipping, missed and/or improbable shots and around-corner shooting start to happen.
> If everyone had a healthy home network, perhaps this would be a non-issue.
> (Similar to but not the same as host advantage).
>
> 5) If you can, get a friend, make a custom game and recreate issues you have, you’ll notice different results.

You’re assuming a bit too much here for my liking. Sure, power cycling is good advice. But you’re just making blind assumptions as far as stuff like “memory bleed” goes. The active memory would need to be cleared before the next level is loaded, and why would memory cause a hit detection issue anyway? I doubt the issues are related.

And as far as the One S magically making everything run better, confirmation bias is a real thing. Without any scientific proof, I won’t believe that the game runs noticeably better on the One S, but you may think it is because your console is shiny and new and your brain is tricking you. And if I had to guess one way or the other I’d guess that you’re wrong, because Halo will still be pushing it to it’s limits as the game’s resolution will be a bit higher on the One S due to the dynamic scaling that always puts the resolution as high as possible while maintaining 60fps.

My guess is that the Scorpio will run it as good as it’s ever going to get, as it’ll have ample power to run Halo at it’s max resolution of 1080p 100% of the time. But the One S isn’t anything like the Scorpio is going to be, and hardly has any more power than the standard One. A few percent at best.