> > Ah, interesting, I never knew that, thanks for the heads up. I don’t remember seeing my own gun fire after my death, if at all, in H3, so what’s the difference that makes it more common with Reach? Is it the hitscan? Cause as I said I didn’t play H2 online extensively enough to speak for whether it happened there, I was too wedded to my beloved Pistol :P.
>
> Off the top of my head, I might be able to say. The AR, BR and Sniper of Halo3 weren’t hitscan and maybe because of their projectile nature, if your shot occurred after you died according to host, then maybe the shot never gets rendered. Reach being hitscan and having a window of hit-trade to simulate bullet travel AND make up for connections on the internet, things appear as they do.
> To me, it is just as weird as Halo2 but without the “What the heck, I killed him and I died?” Because now both parties die when neither ensures a proper and clean kill. Meaning in Reach, sloppy kill tactics and strategies are usually to blame for dying when you kill the enemy, not the game.
I see what you’re saying, but I often dislike the ‘clean kill’ approach. I don’t think it’s unfair to expect plenty of kills between highly skilled, or even just equally skilled opponents, to come down to a split second. Expecting each kill to having upwards of half a second slack over the person doing enough damage to kill you back as well is unrealistic imo, and doesn’t account for the incredibly split second nature of Halo, exactly the root of its competitive brilliance imo.
I’m also a little confused about where you say it’-Yoink!- scan and then that it has a window of trade to simulate bullet travel. Seems pretty contradictory to me at least, or at least redundant as a mechanic seeing as ‘simulating’ something that doesn’t exist within the mechanic just adds complications and has no real benefit in terms of smoothing play. If it helped results appear more logical to the player then that’d be something, but as I stated it ends up doing the opposite by even giving players the kill after they’ve died. I’ve had this happen on my own host as well, so it’s not even just discrepancy between host screen and my own. I get what you’re saying about it not being the tracer, but in terms of mechanically implemented trade-windows, I just don’t see the point.
Also, more opinions on the OP points would be much appreciated. I want to keep the meat of these points alive, especially the extra custom options and Banshee balance ones. More custom game options would really diversify and solidify this game imo, and it kind of mystifies me when Bungie throw new gametypes our way like the ones we’ve just gotten without addressing the major requests in terms of additions to custom gametype offerings, ie. some more depth in manipulating the core mechanics. Sure they’re cool and all, pretty damn fun even, but it’s like being given candy when you’re starving for some bread. Tasty? Sure. But what you really need? Not so much. Also I want to make the point that if the Banshee was balanced properly then removing them from Breakpoint wouldn’t have been necessary, tbh if it was really balanced then you wouldn’t even need the plethora of power weapons currently there to counter them, and even those didn’t work tbh. Good to see Falcons getting some proper use though, I do like that.
