Spartan ops suffers the same fate as reach

In reach, firefight was unplayable at some times because of the massive delay / lag. Now spartan ops has the same problem (At least for me yesterday). I was not able to move, jump, aim or shoot properly at some points. EDIT: i should point out that firefight and spartan op co op is lagging, not solo.

Really sad to see something so awesome as S-ops ruined like Reach firefight. But mabye it will be fixed in the future? One can hope.

Also another thing, whenever i pull up the energy sword in wargames (or forge, customs, spartan ops) it does not make the sound of pulling it up and there are no sparks or blue smoke coming from it. But when i pull it up in campaign it makes the sound and sparks / smoke. Does anyone else have this problem? And if so, any way to fix it?

i have the same problems as you do. I don’t have any fixes for them either.

If you had lag in Halo Reach Firefight you should upgrade your dollar internet connection…

I’d imagine online play is gonna be a bit wonky for a little bit after launch. Servers being taxed and all.

I never had lag with Reach firefight, and it’s the same with Spartan Ops - or at least it was, until today. I get lag so horrible, it’s literally unplayable

> If you had lag in Halo Reach Firefight you should upgrade your dollar internet connection…

^

I have basic 7.5 mbs internet and I don’t lag, there is cheaper internet available but the biggest factor is don’t download, stream or use up bandwidth while playing.

why are people so mean?(referencing the dollar internet connection poster)Some people need to listen to some Bob Marley before they get on the forums. Come on now.

What you’re referring to is how the connections work in Campaign gameplay.

There’s a post somewhere on Bungie.net explaining it, but what it basically said was that, in Campaign and Campaign-oriented gameplay like Firefight and now Spartan Ops, your button reactions are sent to the host, then gameplay will appear on your screen, resulting in the latency if connections aren’t top-notch. In multiplayer, reactions like bullet damage and such are sent to the host, then distributed.

I probably didn’t explain it very well, but hopefully you understand.