Half life 1 deathmatch actually required reverse-leading.
Halo 2? Yes. Halo 3? Nope. Shots landing on a player standing still. How would you lead that? Halo 3 had some of the best server-side hit detection I've seen. Oddities include shots not registering, a shot that doesn't land on the player's screen registering on the server, and shots not landing if killed before they have a chance to register (the latter fixed in reach)I bet those shots would hit if you lead them.
Maybe it's just me, but I tend to have a very good understanding of Halo 3's system. Shots redirect, players get shot behind walls because of projectile redirection, bullets may not hit on a the player's screen if the spread on the server says it hits. There are a couple of oddities I have absolutely no explanation for.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've found sarcasm to be an extremely effective way of making points. Perhaps I use it a bit too often, but hey it's effective in most cases!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 !!
either way, I offer an apology if I started sounding like a cock nubbling jizz guzzler.
I don't know shit about Quake 3 other than the fact that in Quake Live, if I shoot someone, it hits. If that's server-side detection, it's very well done and more games need to use that system. I don't see why Halo couldn't have a similar system, the current system feels very slapped-in.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
I consider it a case of pick your poison. Shot behind walls, leading, all that BS. Personally, I prefer the sauerbrauten model of detection. I suggest checking it out, I have zero complaints about the netcode. It's simple, understandable and from what I've seen, extremely fair for all players.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 :\
yeah it was a bit of a while backYou'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.
With trueskill in place, one can't jump into a game of Halo 3 or Reach and expect to dominate everything in sight, the game is designed in such a way to match people with similar skills and stats, removing skill gap so everybody has a chance of having a good time.Sure, but you could say that about almost any game.
I'd PREFER a custom games browser, but that's a fucking pipe dream at this point.
I believe my argument was there would be an unfair advantage between people who use it and people who don't. However I feel like if this hack were released, people would catch on and start using it regularly.. this hack is something special, and I've honestly been hoping to see something like this for a long, long time.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.
It's far less broken than Halo Xbox's netcode, for sure, and in many ways far less fluxy than Halo 2's which got super fucked up at ranges past red reticule (Having to lead shots across coagulation with a hitscan BR). Still, it's far from perfect and could have been improved. As I've said, fair netcodes eliminate discrepancies between connections, and the requirement of leading is a blatant one.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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