shot through walls

ok im being shot through walls in almost every game of halo 5 i play, i see the bullets hit me threw the wall, its is just super bloody annoying

You have to understand, you don’t actually see hitscan weapons hit, you see their painted trails post-shot, delayed.

Now, online games have something called a “Tick Rate.”

This is the frequency, either in Hertz or Frames per Second, that the server refreshes to the clients and updates whats happening in the “simulation.” The faster the Tick Rate, the more bandwidth required.

As N.America does not have the internet infrastructure that many Europeans enjoy due to population density, the Tick Rate on console games is rarely close to 60fps, and farther from a dedicated server a player is, the more Tick-syncs they lose.

Which means, if the Tick Rate isn’t stable, what you see and what is happening can be VERY disproportionate.

When you get shot through a corner/wall, almost always, you were shot before you made it behind cover but the game painted the bullets bee-lining through said object.
And while it’s true the Sniper’s unlinked assists have been lowered (but not explained how ;), I assure you, weird sniper shots that seem to have extreme bullet magnetism are almost always about server-client discrepancies, not actual extreme magnetism.

Here I can show you a BR shot being WAAAAY outside the reticle, but I recorded this in Theatre mode, as I was looking for some weird stuff I experienced.

“through”

EDIT: Fixed. Also old post.

> 2603643534597848;2:
> You have to understand, you don’t actually see hitscan weapons hit, you see their painted trails post-shot, delayed.
>
> Now, online games have something called a “Tick Rate.”
>
> This is the frequency, either in Hertz or Frames per Second, that the server refreshes to the clients and updates whats happening in the “simulation.” The faster the Tick Rate, the more bandwidth required.
>
> As N.America does not have the internet infrastructure that many Europeans enjoy due to population density, the Tick Rate on console games is rarely close to 60fps, and farther from a dedicated server a player is, the more Tick-syncs they lose.
>
> Which means, if the Tick Rate isn’t stable, what you see and what is happening can be VERY disproportionate.
>
> When you get shot through a corner/wall, almost always, you were shot before you made it behind cover but the game painted the bullets bee-lining through said object.
> And while it’s true the Sniper’s unlinked assists have been lowered (but not explained how ;), I assure you, weird sniper shots that seem to have extreme bullet magnetism are almost always about server-client discrepancies, not actual extreme magnetism.
>
> Here I can show you a BR shot being WAAAAY outside the reticle, but I recorded this in Theatre mode, as I was looking for some weird stuff I experienced.

This was a awesome explanation thx.

Equally annoying is when the hit-registration refuses to register my shots. What I see, and what I’m shooting at just simply isn’t there…
It really makes Halo 5 a truly “consistent” experience! :smiley:
Watch this from 0:10. I count 10 shots, even going through all of them with the pause button I can see 1 shot (tops) that misses. The Magnums ammo count when I reload indicates 10 fired shots as well. For those of you that don’t know: 4 magnum shots lowers the shield, and 1 shot to the head after that is a perfect kill (4+1 = 5 shots).
4 shots to lower the shield and 3 bodyshots gets a spartan killed otherwise (that is 4+3 = 7 shots).
WHERE DID ALL MY SHOTS GO?!?!
*The salt is real -.- *

The server can also have you in 2 different locations some time like for instance you are behind the cover and teleporting from the cover to as much as 100m from where you are even though it makes no sense that you even got all the way over there.

This is what i see in theatre when I’ve checked out bullets through walls.

> 2533274801300734;3:
> “through”

haha cheers! for correcting me there

> 2603643534597848;2:
> You have to understand, you don’t actually see hitscan weapons hit, you see their painted trails post-shot, delayed.
>
> Now, online games have something called a “Tick Rate.”
>
> This is the frequency, either in Hertz or Frames per Second, that the server refreshes to the clients and updates whats happening in the “simulation.” The faster the Tick Rate, the more bandwidth required.
>
> As N.America does not have the internet infrastructure that many Europeans enjoy due to population density, the Tick Rate on console games is rarely close to 60fps, and farther from a dedicated server a player is, the more Tick-syncs they lose.
>
> Which means, if the Tick Rate isn’t stable, what you see and what is happening can be VERY disproportionate.
>
> When you get shot through a corner/wall, almost always, you were shot before you made it behind cover but the game painted the bullets bee-lining through said object.
> And while it’s true the Sniper’s unlinked assists have been lowered (but not explained how ;), I assure you, weird sniper shots that seem to have extreme bullet magnetism are almost always about server-client discrepancies, not actual extreme magnetism.
>
> Here I can show you a BR shot being WAAAAY outside the reticle, but I recorded this in Theatre mode, as I was looking for some weird stuff I experienced.

Theatre for some reason hasn’t been very reliable of recording exactly what things happened. There are times that I remember shooting accurately with my reticle on them but it will record me shooting off. It even looks slightly different than when I record using game dvr.

I myself have had that happen to me quite a few times. I always mark it down to the servers being crap and lag. I’ve been hiding behind cover and been shot through it even though i haven’t moved. or have had myself be shot from behind with no one there. even going through theater shows no one there. makes for a fun and consistent experience let me tell ya.

> 2533274954911187;8:
> > 2603643534597848;2:
> >
>
> Theatre for some reason hasn’t been very reliable of recording exactly what things happened. There are times that I remember shooting accurately with my reticle on them but it will record me shooting off. It even looks slightly different than when I record using game dvr.

Theatre is the simulation’s view, not your view.

I have just enough understanding to state that there for every player, there is an alternate universe known as their Client #. The simulation runs on the server, they are universe Prime.

Every Client universe is just slightly different than the Prime but can be radically different from each other. The Prime universe attempts to correct itself to match comparisons between the rest of the Clients.

What can happen is on your screen, you’re on target, but on the simulation, it only sees you as being close. On the other end is another Client like yourself but not you, and they may actually have you nowhere near being on target.

The Prime universe compares frames and inputs and pretty much determines which Client is the most dominate per situation. The way-off target may actually get a hit because they weren’t so off, and vice-versa.

Xb1 Halo is different than other Halos because there is no central server host, there are just players connecting to server locations. This makes some players’ experience much more consistent, others’ seemingly unplayable now.

> 2603643534597848;10:
> > 2533274954911187;8:
> > > 2603643534597848;2:
> > >
> >
> > Theatre for some reason hasn’t been very reliable of recording exactly what things happened. There are times that I remember shooting accurately with my reticle on them but it will record me shooting off. It even looks slightly different than when I record using game dvr.
>
> Theatre is the simulation’s view, not your view.
>
> I have just enough understanding to state that there for every player, there is an alternate universe known as their Client #. The simulation runs on the server, they are universe Prime.
>
> Every Client universe is just slightly different than the Prime but can be radically different from each other. The Prime universe attempts to correct itself to match comparisons between the rest of the Clients.
>
> What can happen is on your screen, you’re on target, but on the simulation, it only sees you as being close. On the other end is another Client like yourself but not you, and they may actually have you nowhere near being on target.
>
> The Prime universe compares frames and inputs and pretty much determines which Client is the most dominate per situation. The way-off target may actually get a hit because they weren’t so off, and vice-versa.
>
> Xb1 Halo is different than other Halos because there is no central server host, there are just players connecting to server locations. This makes some players’ experience much more consistent, others’ seemingly unplayable now.

thanks for explaining this in more detail ! like all australians whenever we play anyone who isn’t local these things happen 9/10 games its pretty brutal but what can you change ?

> 2603643534597848;2:
> You have to understand, you don’t actually see hitscan weapons hit, you see their painted trails post-shot, delayed.
>
> Now, online games have something called a “Tick Rate.”
>
> This is the frequency, either in Hertz or Frames per Second, that the server refreshes to the clients and updates whats happening in the “simulation.” The faster the Tick Rate, the more bandwidth required.
>
> As N.America does not have the internet infrastructure that many Europeans enjoy due to population density, the Tick Rate on console games is rarely close to 60fps, and farther from a dedicated server a player is, the more Tick-syncs they lose.
>
> Which means, if the Tick Rate isn’t stable, what you see and what is happening can be VERY disproportionate.
>
> When you get shot through a corner/wall, almost always, you were shot before you made it behind cover but the game painted the bullets bee-lining through said object.
> And while it’s true the Sniper’s unlinked assists have been lowered (but not explained how ;), I assure you, weird sniper shots that seem to have extreme bullet magnetism are almost always about server-client discrepancies, not actual extreme magnetism.
>
> Here I can show you a BR shot being WAAAAY outside the reticle, but I recorded this in Theatre mode, as I was looking for some weird stuff I experienced.

Also should note pretty much every weapon has enough magnetism to give you pinpoint accuracy despite your aim being a mile off.

> 2533274823203250;1:
> ok im being shot through walls in almost every game of halo 5 i play, i see the bullets hit me threw the wall, its is just super bloody annoying

It happen if you are an EU player and match an American Player, they are favorite because they have H5 servers under their homes, so they have at least 1 second more fast than you, so they win easy even if they don’t deserve it.

> 2533274857209865;12:
> > 2603643534597848;2:
> >
>
> Also should note pretty much every weapon has enough magnetism to give you pinpoint accuracy despite your aim being a mile off.

You’re just not being fair to Halo or console shooters at this point.

Halo didn’t demand accuracy from its competitive shooters till ZBNS in Reach.

As far a relative reticle/assist sizes, where a player does not need to be pinpoint accurate. Granted, there is more layering to the assists than just the size, but H2’s large reticles + assists is the height of Halo’s noobish aiming mechanics.

this happen a lot with the railgun

Watching this will greatly help your understanding. It’s Overwatch’s dev explanation of how their system works. Their systems aren’t exactly the same as Halo, but there are shared systems, as well as not shared systems, based on similar ideology;
https://youtu.be/vTH2ZPgYujQ

Wall-banging in Halo 5? That’s impossible. Even if some power weapons shoot “armor-piercing” rounds, they’ll stop dead when they hit a wall or surface and not continue its journey smashing through the former. Even if they do, the rounds would lose some impact after going through a wall, rendering your shots less effective.

If anything, you’ve probably accidentally exposed the hurtboxes of your Spartan (like your head, leg, and even your weapon sticking out), which led you in getting hit (and killed) while behind cover. Explosives are especially dangerous due to their blast radius.

Literally happened every single game I played today I’m damn near ready to uninstall

yea i would like to see a latency to server bar or number on the screen somewhere or on the scoreboard.

I was standing in a doorway lasing my Ad Vic rocket at a phaeton, thought I had a clean in of sight until I pulled the trigger. -BAM!- dead
The wall moved in front of my rocket. lol