I've never seen a server-side hit detection that doesn't require leading, if only in the most miniscule sense.
I bet those shots would hit if you lead them.
I don't hate Halo 3's. Halo 1's just seems to provide more consistency. I've seen some really bonkers stuff happen on Halo 3 online, where Halo 1's leading system is at least predictable.
I don't have anything against you. I just said that I don't think Halo was broken in the first place. We could be having a civil discussion about it, but for some reason you decided to take offense and start posting with lots of exclamation marks !!
Right, but the disadvantage would be severely reduced if you were playing on a game where the actual leading required is far less (see: Quake 3). Honestly, I think just increasing the data rate from server to players would do a lot to alleviate the problem, but I don't know how possible it would be to do something like that with Halo.
Of course it is. But the nice thing about a leading system is that it's possible to compensate for high pings without getting some of the annoying inconsistencies you get with other models. Sure it won't ever be 100% effective, but I'd rather that than the aforementioned wall-shots. If you want to be seriously competitive, play on a low ping server :\
You'll have to quote me on that, because I don't remember ever saying that. If I did, it must have been way back in the Halo Trial days when I was a complete noob and hosting listen servers.
Sure, but you could say that about almost any game. I'm not against a hack of this kind being released. In fact, I was supporting it back when it was first announced and you were against it. So I'm really not sure where you're coming from here. I just don't think Halo's netcode is totally broken. Gearbox had mandates that they were required to do, and 56k support was one of them. What came out of it had to be the best solution they could come up with at the time.







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