Video clipped a player not dying

So I went for a player that had already been attacked, I was using the Heatwave, and oh boy I am bad with this gun, but still I managed to break his shield and shot a vertical shot straight in his chest and he didn’t die. Felt weird to me, so I went to check in Theatre mode, and clearly we can see the shot hit him while his shield is down and he doesn’t take damage, even from his point of view, the screen flash but no damage. What do you guys think?

Me thinks desync.

Because that stuff happens;
https://www.xbox.com/play/media/SF7LDCEJD8

Plenty of videos of rockets exploding literally in the face of enemies and they’re still alive, skewers sticking out of players who are running around etc.
It’s been a problem since the beta.

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This has to happen a lot more then only once then, and I must die a lot more then I should be dying? This is a serious problem… did they say they would fix this?

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I’d you can’t tell 100%, then it’s not worth worrying about it.

Yes, I’m pretty sure you’ve had other moments that weren’t as noticeable for you.
Personally I’ve come to the conclusion that whenever the game feels inconsistent, it’s desync.
Weapons not killing properly, grenades seemingly not even damaging etc.
And yes, I’m fair enough to realize when I’m doing poorly, and a weapon not doing what it’s supposed to do.

I can’t say anything about dying more than you should. It’s possible we don’t really notice it that much being on the receiving end.

I’m pretty sure they’re looking into it but, 343 is 343 and they’ve had massive issue with the game, so yeah, for the time being we’re stuck with it.

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I remember telling my friends often that I felt like 90% of the time I was dying, it didn’t feel fair/right. When I used to play Destiny, I would often finish a match with about 14 kills 0 - 1 deaths (I play very safely, the only way I managed to feel good and have fun in shooters. I like sneaking). My play style is still paying off in Halo Infinite but not as much as I am trying to. Some maps work wonder for this, some are much harder. I guess that when we die after turning a wall corner, this is also desync? I once clipped a Skewer shot where we can see my pike change direction a bit to reach my target, might have been frustrating for the other player, I clearly missed that shot and it went straight on him.

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Well.
There’s a lot of things going on with networking.
The classic “wtf was that”-moment is rounding a corner and getting killed.
Due to physics, it’s either that or so called “blood shots”.
The match itself takes place on a server, that’s the host and we’re all clients connecting to the host.
Your ping is how long it takes your signal to reach the server in milliseconds. Meaning, if your ping is 500, your signal is half a second behind everything else happening in the game. Doesn’t sound like much but it’s quite literally unplayable.
Anyway, what you’re seeing on your screen is what the server sends back to you, and as that’s slightly behind in time what’s actually happening, you’ll run into instance where on your screen you’re behind cover, while on the server you’re not, and on someone else’s screen you haven’t gotten close enough to the cover. So when they fire at, and manage to kill you, they do so on the server as well.
The server needs to keep up with this and relays that information back to you. The server takes priority, and everything is updated so that you’re killed, even on your screen despite you being behind cover.
You will never see that you kill someone behind a wall because on the server and on your screen they haven’t gotten behind it yet, but I guarantee you, you’ve killed plenty of players who did think they were safe.

The other option is so called “blood shots”.
You hit a target and all that happens is the visual representation of damage, but in actuality the player is not where you’re shooting at on the server. That’s far more annoying so the best of two evils is, getting shot behind cover.
Essentially the game will check that you hit someone and send that information to the server, so you’ll see some wonky stuff.

Desync is kind of that, but it’s more of things like information not getting updated at all.
A sort of “micro disconnect” if you will.
Desync is short for “desynchronization” which basically means that you, or your opponent, is not on the same pacing as the server. The information transfer isn’t working as it should and some of it can be lost.
Which is when you’ll connect all shots from a Scattergun and it’s as effective as a pebble, or swing a hammer thrice to kill someone.

I haven’t kept up to date at all in quite a while on what kind of aiming assistance mechanisms are in place since Halo 3.
What you’re describing sounds like bullet magnetism, not sure if that’s still a thing, could be. Or some other form of aim assist.
So my first instinct says that it’s not desync. I’ve not personally witnessed it, but I play kbm and controller sits with a different aim assist.

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Me and the people I play with have had many moments like that. Someone I played with shot a rocket directly at a player when he was close to him and it only killed him not the enemy.

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Legit this game is so hit and miss to when you will get a decent game where things register and there isn’t massive input lag. Also at times it feels like they never fixed the issue with sword carriers basically being invincible at times. A guy was grappling to me with the sword and I shot hit three times with the shotgun and went for the melee intending to trade and nope…he walks away still alive…game is beyond busted like 50% of the time.

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