Some Problems I Would Like Clarified

My friend was in a big team game of Exile, down two teammates. I attempted to join many times and remained queued to join for several minutes. He never got teammates.

Is the camo glitch ever going to be fixed?

Why is it sometimes I get shot through walls multiple times even hen I have a solid connection and absolutely no lag or glitching is going on.

Can that assasination glitch be fixed? I have experienced two of them, one where people break out of my assassinations, and others where I get assassinated while looking at the player. These both occur frequently in games with no log.

One last thing. Why is it in Grifball sometimes the enemy and I can melee each other (Where I hit them with the ball, they hit me with sword) where I am the only one killed, while other times I can melee the ball carrier (with sword) and I constantly am the only one dying, again.

Any information is appreciated!

> I attempted to join many times and remained queued to join for several minutes. He never got teammates.
> …
> Why is it sometimes I get shot through walls multiple times
> …
> Can that assasination glitch be fixed? I have experienced two of them, one where people break out of my assassinations, and others where I get assassinated while looking at the player.
> …
> Why is it in Grifball sometimes the enemy and I can melee each other (Where I hit them with the ball, they hit me with sword) where I am the only one killed, while other times I can melee the ball carrier (with sword) and I constantly am the only one dying, again.

All of that is due to lag or other connection issues.

> Is the camo glitch ever going to be fixed?

Nope.

> Can that assasination glitch be fixed? I have experienced two of them, one where people break out of my assassinations, and others where I get assassinated while looking at the player. These both occur frequently in games with no log.

this also happens to me sometimes when i’m very very near to a wall or an object, or when the player is about to assassinate me and in exactly that moment i turn around real quick, the games weren’t laggy

There’s just no way. It happens to often when I have no other connection issues in the games, and I have fantastic connection/open NAT. Also, I sometimes shoot people through walls as well. No form of glitching occurs here, these can happen in LAN games.

Also, not to mention the Grifball problems couldn’t possibly have anything to do with connection, as we both are successfully meleeing each other.

Just because you have a good connection, OP, doesn’t mean that someone else or the host does too. Host in Halo 4 isn’t decided on who has the best connection, but more who in the lobby has had the best history of being host. Lag is caused by a number of factors, not just based on your own connection to the game.

> Also, not to mention the Grifball problems couldn’t possibly have anything to do with connection, as we both are successfully meleeing each other.

Believe me, Grifball is all connection sometimes. It also sounds like you might be battling the host (the host usually has quicker reload and more range). You also need some practice with the ball :stuck_out_tongue: (joking)

I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.

> I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of thee scenarios.

Say that if you will, but keep in mind that all of the problems that you’re experiencing are known symptoms of both lag and host advantage.

> > I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of thee scenarios.
>
> Say that if you will, but keep in mind that all of the problems that you’re experiencing are known symptoms of both lag and host advantage.

Absolutely, which I hate and am glad will disappear with dedicated servers, though, I know for sure this isn’t lag as this happens many times every night only during these scenarios while the entire rest of the games will be just fine. Not to mention the Grifball one couldn’t be due to lag as I drop their shield confirming I did in fact successfully melee them, just without them dying as I so often do.

> I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.

I’ve been playing Grifball for a lot longer than you, so believe me when I tell you that you, or someone in your game is lagging. You don’t have to be the only one lagging for the game to lag.]

> > I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.
>
> I’ve been playing Grifball for a lot longer than you, so believe me when I tell you that you, or someone in your game is lagging. You don’t have to be the only one lagging for the game to lag.]

Untrue, as I played Grifball the day it came out. My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed. Lag has literally nothing to do with this.

> My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed.

In the Grifball scenario in your OP, you mentioned an Energy Sword and a ball melee. Both are one-hit-kills, so I find it hard to believe that either players’ shields were low. More likely, you experienced a glitch as a result of data between you and the host not being received quickly enough… a.k.a. lag.

> > My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed.
>
> In the Grifball scenario in your OP, you mentioned an Energy Sword and a ball melee. Both are one-hit-kills, so I find it hard to believe that either players’ shields were low. More likely, you experienced a glitch as a result of data between you and the host not being received quickly enough… a.k.a. lag.

I’ll give you three scenarios, (All of which happen while we are both full shields)

I have the ball and hit someone swinging a sword at me, one of three things happens, and it’s never consistent. Either we both kill each other, I kill them or they kill me. However, more often than not we will kill each other. Now, on the other hand, when I swing my sword at a ball-carrier swinging at me simultaneously the ball-carrier will almost always just kill me. Lag has nothing to do with this, AT ALL. Both hits are registering each time as shields drop, lag would simply have me miss entirely. My problem is it’s never consistent and this also happens in lan parties.

> > > I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.
> >
> > I’ve been playing Grifball for a lot longer than you, so believe me when I tell you that you, or someone in your game is lagging. You don’t have to be the only one lagging for the game to lag.]
>
> Untrue, as I played Grifball the day it came out. My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed. Lag has literally nothing to do with this.

I’ve been playing since it came out on Reach buddy, so I think I’ve played more, and longer. Anyways, lag is the only possible problem that you are encountering. You personally may not be lagging, but the people your playing probably are.

I’ve been playing Grifball since it first came out on Halo 3–before it was cool. WHAT.

What I’ve noticed is that ball melee trumps everything, but only if timed right. If you melee too far away, you won’t lunge enough and the sword will kill you. If you melee too close, the host will register that the sword killed you before it registers that you melee’d–basically, you died before you could melee and you just didn’t know it yet. It all depends on timing, and timing depends heavily on connection.

> > > > I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.
> > >
> > > I’ve been playing Grifball for a lot longer than you, so believe me when I tell you that you, or someone in your game is lagging. You don’t have to be the only one lagging for the game to lag.]
> >
> > Untrue, as I played Grifball the day it came out. My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed. Lag has literally nothing to do with this.
>
> I’ve been playing since it came out on Reach buddy, so I think I’ve played more, and longer. Anyways, lag is the only possible problem that you are encountering. You personally may not be lagging, but the people your playing probably are.

It came out on Halo 3, bub, so I have actually played it longer than you. I got Halo and the original Xbox the day they came out November 15th, 2001 and have been a huge fan since. (Other than the Reach abomination, of course) If you read my other post you’ll see my problem is not due to lag, it can’t possibly be.

> I’ve been playing Grifball since it first came out on Halo 3–before it was cool. WHAT.
>
> What I’ve noticed is that ball melee trumps everything, but only if timed right. If you melee too far away, you won’t lunge enough and the sword will kill you. If you melee too close, the host will register that the sword killed you before it registers that you melee’d–basically, you died before you could melee and you just didn’t know it yet. It all depends on timing, and timing depends heavily on connection.

This couldn’t be the case, though, as they still lose their shield meaning the melee is registered.

> > > > > I get that, but I can still determine when a game is stable or not and when I’m experiencing lag, and I am not in any of these scenarios.
> > > >
> > > > I’ve been playing Grifball for a lot longer than you, so believe me when I tell you that you, or someone in your game is lagging. You don’t have to be the only one lagging for the game to lag.]
> > >
> > > Untrue, as I played Grifball the day it came out. My point is even IF it was lagging (Which I know it wasn’t) it wouldn’t matter as my melee was still registered and they still lost their shield, meaning they should have died, or that I should live under the same circumstances with the roles reversed. Lag has literally nothing to do with this.
> >
> > I’ve been playing since it came out on Reach buddy, so I think I’ve played more, and longer. Anyways, lag is the only possible problem that you are encountering. You personally may not be lagging, but the people your playing probably are.
>
> It came out on Halo 3, bub, so I have actually played it longer than you. I got Halo and the original Xbox the day they came out November 15th, 2001 and have been a huge fan since. (Other than the Reach abomination, of course) If you read my other post you’ll see my problem is not due to lag, it can’t possibly be.

Well in that case, someone who has been playing for as long as you should realize that your problems are as simple as somebody in the game lagging :confused: Your experiencing one of these two things:
1. Your bad with the ball
OR
2. The person killing you has bad connection and may not connect to you very well

> > I’ve been playing Grifball since it first came out on Halo 3–before it was cool. WHAT.
> >
> > What I’ve noticed is that ball melee trumps everything, but only if timed right. If you melee too far away, you won’t lunge enough and the sword will kill you. If you melee too close, the host will register that the sword killed you before it registers that you melee’d–basically, you died before you could melee and you just didn’t know it yet. It all depends on timing, and timing depends heavily on connection.
>
> This couldn’t be the case, though, as they still lose their shield meaning the melee is registered.

Actually, Camnator has something here, there have been a few times I was shotgunned/bullshotted/scattershotted while I weilded the sword where I recieve hit markers but no kill, he actually may be correct.