Oh, and it’s not just exclusive to the Railgun either. What a load of BS.
EDIT: And don’t try to say it wasn’t through the wall. Look at the smoke once my body touches the ground, it’s coming off the wall.
Oh, and it’s not just exclusive to the Railgun either. What a load of BS.
EDIT: And don’t try to say it wasn’t through the wall. Look at the smoke once my body touches the ground, it’s coming off the wall.
Welcome to Halo 5 hitboxes.
If you think that’s bad check out the sniper.
> 2533274913936758;2:
> Welcome to Halo 5 hitboxes.
>
> If you think that’s bad check out the sniper.
Oh trust me, I know.
This is just the kind of thing that happens in network games. On your machine you were just behind the wall, on the server or the machine firing the railgun you might not have been.
It’s just the way these things work. There’s no one version of what’s going on in a game, the way there is in a single player game. What your machine thinks is going on can be very different from other machines’ version of events
so i slowed it down and went frame by frame, that shot missed the wall and hit your shoulder right when you boosted, you straight up got hit and died.
Also the hitboxes are actually really accurate, however the magnetism on the snipers are huge
> 2533274901601266;4:
> This is just the kind of thing that happens in network games. On your machine you were just behind the wall, on the server or the machine firing the railgun you might not have been.
>
> It’s just the way these things work. There’s no one version of what’s going on in a game, the way there is in a single player game. What your machine thinks is going on can be very different from other machines’ version of events
These are dedicated servers and not P2P like every previous Halo game to date, which did not have this issue as far as I recall. I blame 343 and their coding.
> 2533274840624875;5:
> so i slowed it down and went frame by frame, that shot missed the wall and hit your shoulder right when you boosted, you straight up got hit and died.
Nope. You can clearly tell it hit the wall. Look at the smoke coming off the wall after my body hits the ground.
> 2533274820142274;8:
> > 2533274840624875;5:
> > so i slowed it down and went frame by frame, that shot missed the wall and hit your shoulder right when you boosted, you straight up got hit and died.
>
>
> Nope. You can clearly tell it hit the wall. Look at the smoke coming off the wall after my body hits the ground.
Ok I see what you mean, so there is three plausible answers her, one is just as you say, it hit the wall but the projectile programed within the game did not stop meaning it hit you and you died, two the blast radius hit you, unlikely due to the fact that the rail gun has very little blast radius. The third is as another has stated, your game registered that but the servers registered a hit. If I could see the other players point of view from the shot, it may be easier to determine what happened. I dont have the occur alot so I cannot tell you for sure.
> 2533274826203061;7:
> > 2533274901601266;4:
> > This is just the kind of thing that happens in network games. On your machine you were just behind the wall, on the server or the machine firing the railgun you might not have been.
> >
> > It’s just the way these things work. There’s no one version of what’s going on in a game, the way there is in a single player game. What your machine thinks is going on can be very different from other machines’ version of events
>
>
> These are dedicated servers and not P2P like every previous Halo game to date, which did not have this issue as far as I recall. I blame 343 and their coding.
It doesn’t make a difference if it’s dedicated server or not. In a network game, everyone has a slightly different version of what’s going on.
Whether the host is another peer, or a dedicated server makes no difference to that fact.
Even in the ideal world where zero latency is introduced along the way, the speed of light is finite. Your version of the game world is different from what the server sees, which is also different from what every other player sees. Sometimes it results in weird artifacts like this.
It’s not really anything to do with 343’s coding, unless 343 programmed the speed of light.
It’s one of those things that you’ll notice in tons of games if you know to look for it. Being seemingly shot through walls is a very common thing in most online shooters
Jesus this is bizarre. Definitely hit the wall.
It could be it hit the wall slightly and continued its travel.
Looks to me like the servers have a low tick rate(how frequently the server updates the game world), certainly lower than they should be for a game of this size. Dying around corners, kill trades, and other janky behavior can be the result of a low tick rate. From what I understand, when an event occurs, such as one player firing a railgun at another in between these updates the server basically has to guess what happened based on the info in received from the clients which are not necessarily in sinc with what actually happened.
Wouldn’t surprise me to see a large company like MS cheap out on servers even for their big titles, EA and DICE with the same thing with BF4 and its tick rate 10 updates per second. They would later increase it to 30 and to put that in perspective CSGO typically has 64-128 tick servers which in all honesty should be standard for a supposedly competitive title.
Here’s a neogaf thread with some pictures illustrating the issue Link
> 2533274901601266;10:
> > 2533274826203061;7:
> > > 2533274901601266;4:
> > >
>
>
> It doesn’t make a difference if it’s dedicated server or not. In a network game, everyone has a slightly different version of what’s going on.
>
> Whether the host is another peer, or a dedicated server makes no difference to that fact.
>
> Even in the ideal world where zero latency is introduced along the way, the speed of light is finite. Your version of the game world is different from what the server sees, which is also different from what every other player sees. Sometimes it results in weird artifacts like this.
>
> It’s not really anything to do with 343’s coding, unless 343 programmed the speed of light.
>
> It’s one of those things that you’ll notice in tons of games if you know to look for it. Being seemingly shot through walls is a very common thing in most online shooters
I am implying that dedicated servers usually have much better connections than any peer hosted server. Remember Halo 4?
Anyways, I am aware that you can seemingly be shot through walls in most games, especially like call of duty. I have a fine understanding of latency and speed.
However, none of the other Halos have had the issue to this extent. It may be a result of the hitboxes, or as someone mentioned the servers tick rate.
This happens way too often. Sick of it.
This
is basically just a case of one player being slightly behind. Its no different than a game we played on Gfinity last night where one of my teammates got killed even though the guy shot past him on my screen and on my theatre. In an ideal world, it wouldn’t happen at all, but sadly its just something you have to deal with when going online; there is only so much 343i can do about it, because they can’t fix everyone’s connection, they can only do what they can with dedicated servers like this and hope for the best.
Nothings perfect and this is hardly a terrible thing
> 2533274820142274;1:
> Proof
>
> Oh, and it’s not just exclusive to the Railgun either. What a load of BS.
>
> EDIT: And don’t try to say it wasn’t through the wall. Look at the smoke once my body touches the ground, it’s coming off the wall.
What country are you from?
> 2533274957910657;14:
> This happens way too often. Sick of it.
Same here. Very often, EU.
> 2533274812471748;18:
> > 2533274957910657;14:
> > This happens way too often. Sick of it.
>
>
> Same here. Very often, EU.
Mm 
High-Velocity Armor-Piercing ammo?