Like the title says, explain me this ****: Yes, I'm the flash. Here I got killed by a pistol shot that was fired from the other side of the Map, you see the dust? That's where the bullet hit and apparently it went trough block. Seems legit... not. Now that we've seen people killing me while actually missing me, let's look at moments where my shots don't hit. If all that **** where supposed to kill me, why does this not? Alright, so I killed this guy, so why... ... Is he able to still kill me once he's dead by long? I can't remember the sword having more range than the Shotgun.
It's also the bullet travel time that was implemented into the reach engine. Rather than it being a direct hit as soon as you pull the trigger, the bullet now takes a split second to reach its intended target, so you have to compensate slightly for that. Lag also affects this.
Are you sure? Cause I get these pictures from random games, actually, after almost every Infection game I check in Theater and mostly this happens.
That's interesting, how do you know that that is the case? Did Bungie confirm it, or did you guess that after noticing a delay between firing and killing someone, which could happen in a latent game without bullet speed? Why do you say "now"? Are you implying that Halo 3 didn't have bullet travel time? The BR actually did, and Bungie confirmed this on a weekly post a long time ago. Do you lead DMR shots at long ranges? I find that all of the effects of bullet speed in Halo 3, especially leading shots, didn't seem to apply to my matches on Reach, and I play alot of BTB, and DMR outside of aim-assist range frequently.
The DMR bullet has travel time but it covers a distance larger than any map in matchmaking in a single frame. I'm pretty sure the Halo 3 BR had a much slower travel time which meant that you had to lead your shots at long range.
Ah, I see what you mean there, and I remember now the thread that this was previously discussed in. Saying that the DMR bullet has a travel time is your way of accounting for how it can interact/ ricochet in a single frame, which is technically not truly hitscan, based on what your source said. But Sky's post was still completely unsupported.
It's not DMR bullet travel time, DMR rounds have infinite speed so they cover any distance instantly (if you disagree then try shooting across FW and find a frame where the bullet is mid air). It's a kill trade window which is doing this, exactly the same reason why Sword vs Shotty battles so often result in both people dying. Artifact: have you tried speediest and pingtest to see if your connection is an issue?
Moar weird infection moments! Since I know you people love my rants so much, I made another one. Thanks to Bungie and my connection for letting me make this. <3 enjoy So I'm the human and I just killed this guy right? Apparently I am supposed to die too. Aiming to kill? ***** please! This is Reach, not a serious game! This shot killed me. However, I'm off screen. See? And what is this? Of course that's a kill.
...You can tell he had shot previously.. you're just taking the pics late. Just cause there is muzzle flare, doesn't mean thats when he shot, that means he HAD shot. And the infection kill after death happens to everyone. Just shoot sooner.
As already established, you have connection issues. You're working on the supposition that. when you go in to theatre and look through another person's view, what you see is what they saw on their screen at that same moment. This is not the case. Take the images where, according to your theatre film, they missed you but still got the kill. On their screen (or rather, on the host's screen, which is what's really important), they were aiming at you when they fired. When your connection is at fault, complaints are hardly justified, however frustrating it may be (and I do know how frustrating it is, I played on basically the same speeds you posted in the other thread for over a year, and I'm in the UK which only makes such issues worse). That said, the first image shows something which is a legitimate problem with the game: the kill trade window. Even with good connections this is still an issue, and though Bungie never (to my knowledge) talked about this issue in explicit terms, they basically acknowledged it as a particular issue in Shotgun vs. Sword battles by turning off betrayal booting in Living Dead. However, this issue is most prominent by far in Infection, so if it really bothers you I'd consider trying other playlists more. Not a good answer to a legitimate problem with game mechanics, but probably the best one.