Okay I thought we were done with updates for the year on Halo Infinite but this is MASSIVE. Desync is one of two huge items people wanted fixed. So what are your thoughts?
After playing it myself, I only notice these wall issues with precision weapons and power snipers. Most likely what is occuring is that rather than you hitting them, you are desynced to an older server-state, before they ran behind that wall. But the closer you are to someone, the less likely it is to occur. Bullet registration overall for the rest of the sandbox is better though, so I don't mind sacrificing precision weapons. For context I normally play on 50-90ms, but will occassionally get 120ms games. Since I am in rural Arizona. I think a better fix to this sort of situation would be a better client-side state-machine, so that it can predict the movement of players a bit better. Unfortunately slide and clamber suck for Infinite's current prediction, and were the main causes of desync.
@MintBlitz. good thing you say about the grapple shot another issue is that when you grapple hook on to something it snap. 343 need to fix grapple shot for multiplayer and campaign.👍
The SBMM is so strong that I kept getting Royal 2 and kuhlect (pro players) in every match. Even they didn’t do that well because it was soooooo sweaty. That definitely needs to be the next thing they fix in this game.
@@Kathryneriuscloud doesn’t exist anymore. At least not in halo for now.. They’re just “tox” in different suits af the end of the day. And they’re scary
I agree @klong15. Best situation is to have neither but I die so often behind a corner when I KNOW the enemy didn’t have a good line of sight from my perspective. Also big thanks to MB for doing these videos but I feel the issues he talks about are far worse than for the vast majority of people as he plays cross continent games with ridiculously high ping rates.
I absolutely love the networking changes, but yes it definitely has some bugs that I hope they can iron out soon before they put it to all playlists. Personally have been experiencing that Banshee/Wasp firing-mode flicker a lot. And sometimes, the Banshee bomb just disappears if you switch too fast when firing even though it plays the sound fx. Seems to be the case with a lot of "heavy" projectiles that there is some weird problem with them.
I have to click my mouse like 3 or 4 times to shoot a Skewer. I've only been playing firefight so I'm not sure if it happens in MP. Never have that problem on any other FPS.
The new networking model felt better to me, but not fixed. It doesn't feel anywhere near as responsive as MCC or Halo 5 do currently for me, even on 20 ping. When I ride in the warthog gun, the warthog still janks all over the place, like it can't properly register the driver's inputs. I'm still dying 20 feet behind walls. I'm still feeling like my shots only register after a 100-200 ms delay even on low ping. Best way I can describe it is that they improved the netcode but it now it feels like it's running with a low server tickrate of 30.
@@bigmack70btb runs on 30, others run on 60, so my guess would be arena is gonna feel more responsive with the update, if you have around 20 ping at least
@@bigmack70 Tick rate in arena shooters like COD, and Halo is 30 to 60, Overwatch has the highest at 64, battle royales are even lower at 20, this is common. Only tac shooters like val and cs have 64 to 128 tick. This is nothing new
That skewer issue can also happen with the wraith, and the ghost issue can also happen with the brute chopper, I've run over vehicles with the chopper while boosting and they'll come out untouched at times
I fangirled so hard last night, you were in my game on my team in squad battle on Valhalla. I had to do a double take like ... was that eally master chief ? Oh shit its Remy haha good game.
I played about 4 games yesterday, I did not expierence any of these bugs, that being said I will be playing more over the week and weekend and we will see. I am generally VERY critical of 343, but I have to say from my expeirence this is a HUGE WIN. It feels smoother, no more shot behind walls, no more randomly getting 2 shot, etc. I play in America and I generally have
I had the same though about the shots not hitting in his video. If he is on high ping, his view will be slightly behind where the player actually is. This is a good change because if you aren't on super high ping, you actually know where they are exactly.
but like he said in the video, the vast majority of players don't get to player at very low ping often at all. For some of us in Australia, 65ms is the absolute minimum we can get, and if shots that are meant to be hitting while someone is running towards a wall, suddenly stop hitting, that will be a disaster for anyone on >60ms. Ranked will be unplayable, let alone social modes.
@@ajbulich I play around 80 ping most of the time and have minimum issues with the new network model. The only issues I have had so far was my pings not showing up, player positioning feels way better now
I honestly can’t believe they rolled out this first test update BEFORE 2024. Was expecting this process to be much slower but it’s looking like things might change fast 😊
A lot of these issues were noticeable in Firefight as well. I noticed when my ping was above 60 and I used a skewer or tried to throw grenades, it was massively delayed, below 60 was fine. Melee weapons did this quite a bit as well. It's happened a few times now, when the playlist first launched I didn't notice it much, but as time has gone on I'm noticing it more. And now in squad battle it's far more noticeable. I haven't tested vehicles, but the weapon delays are very annoying to play around.
the best thing I experienced with the new networking was how bodies would actually get knocked back when splattered, instead of just dropping to the ground. I launched a few teammates on accident with my warthog but it was hilarious.
This is my good and bad with guns. (most of my games have been on 28-45 ping I live in colorado USA)-Guns that feel great are, Bandit (best I can feel), Commando (2nd best), (none order)-Pistol, Ar, carbine, shock rifle, Bulldog, and heatwave. Not so good feeling is everything else. You described the scewer and rocket delays/things going horizontal, I notice the same thing with the mangler at times, the stalker has really bad hit reg for me right now sometimes it wont register an entire clip, and the Br takes a solid 7-14 bursts to kill anybody (depending on range close-long) the rest dosent need to be explained again. I'm an onyx 1700 with a 58% avg accuracy in my 5,000 games in ranked, I understand whiffing sometimes, but right now some guns are unusable on my end. I do however notice that the game now has less input delay as a whole, simple things like moving around feel so much smoother (note I do play on pc) I will update this the more I play around with the network test if anything changes. Overall positive on how the game handles, but things still need to be tweaked and played with a bit more before I'd reccomend it get moved to any other playlist.
The network changes felt very good to me. I was hitting more shots that previously would not have connected because the enemy player was not where they were quite on my screen. Maybe your many games of the bad network effects how you play now with the good network. I have not experienced any of the mentioned bugs, but if they are occuring, I hope they get patched. I also like that they are using squad battle for the testing, as it has a lot of players, but not too many. I'm personally not a fan of BTB.
Glad they're doing this as a Combat Workshop. The issues the model has currently seems like a deal-breaker for mass implementation but at the same time, extremely promising. Hope they can continue to fix the issues and get it to a point where all playlists can run on this system soon. Thanks for the hard work 343!
What’s crazy is I’ve never felt this in the playlist the grenade delay or bouncing from objects, double takes could it be maybe it’s Australian servers?
A counterpoint to what you were saying about not dealing damage as a player is walking/running behind a wall: on the other player's POV, they might be behind the wall already. I've said it before, and I'll say it again. I will very much rather hit blanks close to walls, than dying behind walls. Which is the lesser evil of the 2 for the community overall? Edit: for players running in the open they definitely need to fix it
Honestly the update has been near perfect for me. Bullet reg and melees have been the biggest improvements, and weirdly enough I’ve had none of the issues you talked about in your vid. Grapple, man canon, vehicles etc work exceptionally. Sniper and catching fusion coils are the only things I haven’t been able to test, but as of rn it gets a 9.5/10 for me.
i havent played halo infinites multiplayer in a year and a half, i finally came back to it and its so much better, halo was my child hood and it hurt me seeing halo fail, but its so much better now, im so happy.
Obviously intentional. You must suffer with the knowledge of what you've done, destroying that poor innocent chopper. It will never go home to its wife and kids any more because of you
I think you’re super high ping from Australia is what amplifies any small issues the NA players may rarely see. If this ends up being the case then they may go with a slightly modified version of this fix and leave you high ping players out to dry since unfortunately you are a small sliver of the player base.
There's a really simple solution for this, match composer, select all modes for new players by default, that way people that want to play a specific mode can get a low ping game within their region (It's best to cut off asia, aus, middle east from NA completely imo, there are more than enough players in Asia It's just that nobody knows which Playlist is active, cut off to increase saturation within those APAC regions)
I still get some pretty wacky desync as the turret gunner of a warthog. I have good ping and it'll still make the warthog suddenly point in a completely different direction than the one it is traveling in.
I finally tried playing the game again after a hiatus since the end of Season 1. Most of the reasons I left the game are still there (desync in most playlists, poor customization, seemingly nothing meaningful to work towards), but I played some firefight which was enjoyable, and then some custom games since those seemed like the next best thing. My new biggest gripe, somehow, is now the menu interface; and most specifically, the way that you back out of matches. I do suspect it was always like this, but why on Earth does selecting "back" only back you out of the menu you are in and not the match. This became particularly annoying when I was trying to float around between different custom games and it was an honest struggle to actually back out of matches and get into new ones and/or find my way back to the lobby menu. It left such a sour taste in my mouth that this hasn't been updated in any way whatsoever, and still has to be some of the worst UI I've experienced in any game. I can easily see this being a pain point for new players especially and I think it's genuinely something that needs to be addressed (on top everything else, of course). I always use your videos to monitor the evolution of the game, but after actually stepping back into it myself, it feels like they've done so much and so little at the same time. It's just strange. Props to the comminity though for their endless creativity with forge and beyond, and while it may not have been the triumphant return I expected, I may actually find myself playing a bit, here and there, instead of not at all.
As a person with 15-25 average ping, I see this as an absolute win 😁😁😁 But seriously, this sounds like a "closing the gap" issue. They went from high ping priority to low ping priority, now its about getting to that nugety center. Love to see this changes tho!!!
I’ve noticed that with the new networking model, especially in the firefight test, my game would consistently crash after a certain amount of time playing a match, I tested it out with other playlists and the problem wasn’t there. Not sure if it’s just me but i just wanted to put that out there
For the bullet reg issue, what if you lead your shot? I get that halo usually has speed of light bullets, but curious as to the results of trying to lead shots
I’m glad you were able to play squad battle. I’m in the US and waited 3 minutes to find a match and never did even though it was a 13 second timer. I just play firefight now. 🤷🏻♂️
Thank you for giving an honest take without rose tinted glasses, it's the only way we'll ever get the fixes it desparately needs. Shame to see hitreg seems to be made somehow worse from this
There's a really simple solution for this, match composer, select all modes for new players by default, that way people that want to play a specific mode can get a low ping game within their region (It's best to cut off asia, aus, middle east from NA completely imo, there are more than enough players in Asia It's just that nobody knows which Playlist is active, cut off to increase saturation within those APAC regions)
I have a little experience in network programming and replication, what's weird to me is a lot of networking isn't about code it's just about common sense. We've had systems to synchronise variables across clients in near real time for ages, networking replication is about picking what variables to send to every other client, and how often, and then how to use those variables on the client to reconstruct the scene in real time. That isn't actually complicated, the "Complicated" part is picking what data to send, and choosing which things to render on client or server side. It seems like they changed a lot of things to be server side tick rate only for infinite, which is so strange but is meant for "Fair" competitive sync. Physics for example, you aren't seeing a simulation, the server is simulating it and you're seeing its exact positional vectors being replicated on your screen. In old halo games, they would instead synchronise things like force velocity points and any data needed to actually SIMULATE the physics on client side reasonably accurately, and then do a check with the server every few ticks to compare its client position with the server position, if it was over a threshold it would be corrected, which it often never needed correction, that's why the physics seem so much smoother, and things like player collision make more sense. It's very odd that so many things seemed to be inverted from server sync to client side and visa versa between these models
i dont know how to feel about this, its the lesser of two evils with this. On one hand getting shot when you're already behind cover is super frustrating but on the other hand shooting someone and it not registering is just as frustrating
That's why they are running this as a test. Obviously they were anticipating some issues (otherwise why test) and I doubt they would roll it out as is. We'll probably see another test down the road a bit (after holidays) when they've had a chance to look at the fix some of these issues. And perhaps a 3rd test until they get most if not all the issues resolved.
It feels so good for the br dough, in infinite I always felt like the bullets were delayed compare to H3 now they feel the same. Before that i had to shoot and wait for the hit mark, hoping the shots were at the right spot at the right timing for the server.
Mint… If you weren’t aware, latency against server side entities has always been around. The biggest issue with the old Netcode was based mainly on the fact that client side interaction was sent to the server for it to register, therefore causing incredible issues with players being synced up to one another. When you tell the server to only pull its own information on objects, it will almost always been a better, more accurate interaction than going off of what clients on the server have due to all of the entities they’re pushing to the server to render. If you have a high ping, I’m sorry, but that doesn’t make it okay to just make it “feel okay” for you, all while ruining the game for anyone else in the lobby. I hate to say it but your take on it not being okay for high latency players to have issues is just so far off the reservation I’m not sure how to even help you understand what balance and fairness truly is. It’s as simple as playing in your own region or finding a way to mitigate your network issues. I would absolutely love to drive a Ferrari, however that doesn’t mean the closest dealer is required to give me one for free.
I play with about 30-40 ping(I play in America) and I noticed a couple glitches and hitches in Firefight, so I'm honestly not super surprised. Hopefully they fix the remaining issues.
So they basically reversed lag compensation to favor lower ping as they logically should have from the start. What I'd like to know is where you get the "anything higher than 15 ms ping" will result in a worse experience. 60-80 ms is considered an industry standard latency within their own specified tolerance ranges to a server for most fps games. There is also the fact that the ping in game is not your true ping to the server which is most of the time lower than the averaged out ping that Halo Infinite calculates for the lowest denominator in the lobby (highest ping player) to attempt to make it as fair as possible. I really believe this is a huge W for Infinite and 343. Now instead of people using garbage VPNs and satellite internet to beam other players through walls, they'll need a proper connection to the sever as it always should have been.
I had a bug where I'm on the banshee and while I keep shooting and quickly switch to the bomb it does the sound, takes the counter of it to 0 and doesn't show up, my ping is pretty good, like 42 max
I'm glad its a step in the right direction, but like you Remy, I live in Australia, so my ping is always really high so its going to be tough for a while I think...
God I'm so glad that you are an aussie, because it's awesome to have someone vocal about the issues we face in matchmaking whose voice is actually heard thanks to your large audience. keep it up man, would have made previous games a dream
I think it's a huge upgrade, but it sucks when bullets don't connect. It's a weird way to tell your lagging. Happened to me last night a few times. But when it's not lagging, it's buttery smooth.
Is there supposed to be player collision with the enemy team? Because I can’t even remember the number of times I’ve walked through an enemy spartan when tying to melee them at close range
I didn't care for the desync because I knew it was the price for more client sided experience and betting high ping gameplay. It's part of why Halo 5 was hard for to enjoy because I had an ADSL connection at the time. My ideal solution would be use the tighter netcode for ranked and arena playlists, use the more forgiving netcode for BTB and social slayer. Though I have no idea if this can be done in a practical way. Really seems like neither approach to netcode is wrong, each have tradeoffs.
How does it handle player trading on the kill feed? I was halfway okay from the constant melee trading kill/death but the br hs to assault rifle body shot ones were a bit much. Made 2v2 ctf more frustrating
The player zipping across the map because of collision with objects has been a thing in Halo since probably Halo 2 or 3, a bug I 117% would appreciate having back
Oversimplification, but the old networking model favored people with bad ping. This one seems to favor people with good ping. I know that sucks for people outside of America, but at the same time, doesn't it make sense to have it set up that way? Maybe there is a little more of a middle ground they could figure out (and of course fix the bugs).
I feel like you made some really good points, but from a somewhat selfish personal view at least, I dont agree with one key thing you mentioned, as I understand it. Ive played since the first halo and always had about 40-50 ping, sometimes as good as 20. I tend to be on the more competitive side. For me, hearing that I can no longer be shot behind walls is a GREAT thing! I do hear how on the whole, its might make the game fairer. But its just been an incredibly frustrating thing to see as a long time Halo fan. Any other Halo before at least as far as I saw, I could rely on cover. I loved to peek shoot. There have been so many times in this game that Ive died when I clearly managed to get myself behind a wall that I feel that a small dimension of skill, timing and positioning, isnt as fully acknowledged in this game as it has been in past games. I havent had a chance to play yet myself, but Im happy to know that with the new patch I can expect my use of cover to be more consistently rewarded
4:51 that happened all the time in Halo 3 and it was Infuriating. Halo infinite had a much fairer system where, yes you might get killed through walls from time to time, but at least you're not getting robbed.
I’m new to halo infinite. Haven’t played a halo since 4 so maybe this has been an issue for a minute but today I was playing and when I was in melee range of someone and my reticle was red, the game was inconsistent of if I would lunge towards them or not. I was using the assault rifle and sometimes we would be trying to melee each other and others I would have the drop on them. One time the dude didn’t realize I was there and I meleed as soon as the reticle turned red, again with assault rifle and my dude just meleed the air. I had to melee him again as I was right against him
red reticle just means you are looking at an enemy, not that you are in melee range, but regardless melee is horrible and i have low hopes for a work around. tho i reckon melee is alot easier to pull off if your FOV is perfect for your brain to react to
Kinda messed up air vehicles for pc. I used to be able to hold my fire button when switching to rockets, and it would shoot. Now it just wastes a charge and nothing shoots. I have to switch, wait a moment, then shoot for it work
Okay I thought we were done with updates for the year on Halo Infinite but this is MASSIVE.
Desync is one of two huge items people wanted fixed. So what are your thoughts?
No SBMM fix makes me a sad boy
🗿🗿🗿
@@BenBeJaming784-vy2dschannel members my friend. Or in monkey language ooh ohh oh ahh ahh
After playing it myself, I only notice these wall issues with precision weapons and power snipers. Most likely what is occuring is that rather than you hitting them, you are desynced to an older server-state, before they ran behind that wall. But the closer you are to someone, the less likely it is to occur. Bullet registration overall for the rest of the sandbox is better though, so I don't mind sacrificing precision weapons.
For context I normally play on 50-90ms, but will occassionally get 120ms games. Since I am in rural Arizona.
I think a better fix to this sort of situation would be a better client-side state-machine, so that it can predict the movement of players a bit better. Unfortunately slide and clamber suck for Infinite's current prediction, and were the main causes of desync.
@MintBlitz. good thing you say about the grapple shot another issue is that when you grapple hook on to something it snap. 343 need to fix grapple shot for multiplayer and campaign.👍
''We trade in one villain for another''.
The SBMM is so strong that I kept getting Royal 2 and kuhlect (pro players) in every match. Even they didn’t do that well because it was soooooo sweaty. That definitely needs to be the next thing they fix in this game.
I had Kuhlect in a game too. Agree with a matchmaking change for sure!
I keep running into those cloud guys 😭
There should be no or very limited SBMM in social.
I couldnt stop playing against royal 2 when halo 3 refueled came out lmao
@@Kathryneriuscloud doesn’t exist anymore. At least not in halo for now.. They’re just “tox” in different suits af the end of the day. And they’re scary
Much less frustrating to not have a hit register because of your own bad ping, than to die far around a corner because of an enemy's bad ping.
I agree @klong15. Best situation is to have neither but I die so often behind a corner when I KNOW the enemy didn’t have a good line of sight from my perspective.
Also big thanks to MB for doing these videos but I feel the issues he talks about are far worse than for the vast majority of people as he plays cross continent games with ridiculously high ping rates.
Or not having a shot register because you’re on a US-East server at 89ping, when you get 15-35ping on the US-West servers.
Still dying around corners.. you guys know why?
I absolutely love the networking changes, but yes it definitely has some bugs that I hope they can iron out soon before they put it to all playlists. Personally have been experiencing that Banshee/Wasp firing-mode flicker a lot. And sometimes, the Banshee bomb just disappears if you switch too fast when firing even though it plays the sound fx. Seems to be the case with a lot of "heavy" projectiles that there is some weird problem with them.
Bro I shot at a guy with a rocket and when I died the rocket disappeared when it landed right next to him
I have to click my mouse like 3 or 4 times to shoot a Skewer. I've only been playing firefight so I'm not sure if it happens in MP.
Never have that problem on any other FPS.
Now, we need SBMM to be fixed. And MCC too to be fixed too
MCC is dead sadly
@@TKDiscGolf dead? Really? Just because there's no support?
@@Samuel_Loegan343 stated they won't be working on mcc but tbh, I don't see what they need to fix anyways
@@TKDiscGolf I'm playing MCC right now lol
@@everybodysfavoritenobody the SBMM is what they need to fix
The new networking model felt better to me, but not fixed. It doesn't feel anywhere near as responsive as MCC or Halo 5 do currently for me, even on 20 ping. When I ride in the warthog gun, the warthog still janks all over the place, like it can't properly register the driver's inputs. I'm still dying 20 feet behind walls. I'm still feeling like my shots only register after a 100-200 ms delay even on low ping.
Best way I can describe it is that they improved the netcode but it now it feels like it's running with a low server tickrate of 30.
@@NickMyDude if true, that's completely unacceptable and an easy low hanging fruit to fix - 60 tick rate is a *minimum* requirement
@@bigmack70btb runs on 30, others run on 60, so my guess would be arena is gonna feel more responsive with the update, if you have around 20 ping at least
@@bigmack70 Tick rate in arena shooters like COD, and Halo is 30 to 60, Overwatch has the highest at 64, battle royales are even lower at 20, this is common. Only tac shooters like val and cs have 64 to 128 tick. This is nothing new
@@PorkRyanbf4 pc custom lobbies can have over 100 tick rates. I think the highest is 144
I love how EVERY update is the BIGGEST update ever, especially when the update doesn't actually fix anything
Bro 343 really just needs to hire you to do their UAT testing lmao
Honestly yes, lol. Every time I finish one of these videos my immediate thought is “man, I hope the team at 343 watches this”. 😂
That skewer issue can also happen with the wraith, and the ghost issue can also happen with the brute chopper, I've run over vehicles with the chopper while boosting and they'll come out untouched at times
I fangirled so hard last night, you were in my game on my team in squad battle on Valhalla. I had to do a double take like ... was that eally master chief ? Oh shit its Remy haha good game.
This is still a issue, its like slapping a bandaid on an infected, gaping wound. Don't celebrate too early.
Update: the Desync issues are back 😂. This games net code is made out of yarn
I played about 4 games yesterday, I did not expierence any of these bugs, that being said I will be playing more over the week and weekend and we will see. I am generally VERY critical of 343, but I have to say from my expeirence this is a HUGE WIN. It feels smoother, no more shot behind walls, no more randomly getting 2 shot, etc. I play in America and I generally have
I had the same though about the shots not hitting in his video. If he is on high ping, his view will be slightly behind where the player actually is. This is a good change because if you aren't on super high ping, you actually know where they are exactly.
@@EggplatnmWatch 343 officially nerfed Mint Blitz in the patch notes
but like he said in the video, the vast majority of players don't get to player at very low ping often at all. For some of us in Australia, 65ms is the absolute minimum we can get, and if shots that are meant to be hitting while someone is running towards a wall, suddenly stop hitting, that will be a disaster for anyone on >60ms. Ranked will be unplayable, let alone social modes.
@@ajbulich I play around 80 ping most of the time and have minimum issues with the new network model. The only issues I have had so far was my pings not showing up, player positioning feels way better now
I honestly can’t believe they rolled out this first test update BEFORE 2024. Was expecting this process to be much slower but it’s looking like things might change fast 😊
"Fast" lmfao this fan base has fallen so hard
A lot of these issues were noticeable in Firefight as well. I noticed when my ping was above 60 and I used a skewer or tried to throw grenades, it was massively delayed, below 60 was fine. Melee weapons did this quite a bit as well. It's happened a few times now, when the playlist first launched I didn't notice it much, but as time has gone on I'm noticing it more. And now in squad battle it's far more noticeable. I haven't tested vehicles, but the weapon delays are very annoying to play around.
That was me at 1:10 getting smoked by the chopper. GGs Mint you were smoking us so hard 😅😂😂😂
Wait, the wheel moves on Zanzibar? It doesn't in Firefight, which is the only gametype I plan on playing now.
Thanks for the videos!
the best thing I experienced with the new networking was how bodies would actually get knocked back when splattered, instead of just dropping to the ground. I launched a few teammates on accident with my warthog but it was hilarious.
This is my good and bad with guns. (most of my games have been on 28-45 ping I live in colorado USA)-Guns that feel great are, Bandit (best I can feel), Commando (2nd best), (none order)-Pistol, Ar, carbine, shock rifle, Bulldog, and heatwave. Not so good feeling is everything else. You described the scewer and rocket delays/things going horizontal, I notice the same thing with the mangler at times, the stalker has really bad hit reg for me right now sometimes it wont register an entire clip, and the Br takes a solid 7-14 bursts to kill anybody (depending on range close-long) the rest dosent need to be explained again. I'm an onyx 1700 with a 58% avg accuracy in my 5,000 games in ranked, I understand whiffing sometimes, but right now some guns are unusable on my end. I do however notice that the game now has less input delay as a whole, simple things like moving around feel so much smoother (note I do play on pc) I will update this the more I play around with the network test if anything changes. Overall positive on how the game handles, but things still need to be tweaked and played with a bit more before I'd reccomend it get moved to any other playlist.
Still no SBMM fix 😢
The network changes felt very good to me. I was hitting more shots that previously would not have connected because the enemy player was not where they were quite on my screen.
Maybe your many games of the bad network effects how you play now with the good network. I have not experienced any of the mentioned bugs, but if they are occuring, I hope they get patched.
I also like that they are using squad battle for the testing, as it has a lot of players, but not too many. I'm personally not a fan of BTB.
I also saw the thruster double takes like the grapple shot, but not just visually, it actually thrusts twice, but only sometimes.
Thank you for being at the forefront of recs we need for this game man
Glad they're doing this as a Combat Workshop. The issues the model has currently seems like a deal-breaker for mass implementation but at the same time, extremely promising. Hope they can continue to fix the issues and get it to a point where all playlists can run on this system soon. Thanks for the hard work 343!
Dang man idk how you found all these issues, incredible work.
What’s crazy is I’ve never felt this in the playlist the grenade delay or bouncing from objects, double takes could it be maybe it’s Australian servers?
Watching you snipe heads and not get kills was way frustrating lol good thing it’s just a test so far
I play on Xbox one s, and I have experienced even MORE rubber banding and dysinc than before.
A counterpoint to what you were saying about not dealing damage as a player is walking/running behind a wall: on the other player's POV, they might be behind the wall already. I've said it before, and I'll say it again. I will very much rather hit blanks close to walls, than dying behind walls. Which is the lesser evil of the 2 for the community overall?
Edit: for players running in the open they definitely need to fix it
Honestly the update has been near perfect for me. Bullet reg and melees have been the biggest improvements, and weirdly enough I’ve had none of the issues you talked about in your vid. Grapple, man canon, vehicles etc work exceptionally.
Sniper and catching fusion coils are the only things I haven’t been able to test, but as of rn it gets a 9.5/10 for me.
i havent played halo infinites multiplayer in a year and a half, i finally came back to it and its so much better, halo was my child hood and it hurt me seeing halo fail, but its so much better now, im so happy.
It’s great to see them listen to the community and work so hard at this.
343 has turned this whole thing around
I’ve noticed with the brute chopper if you destroy a vehicle now it does damage to you. I don’t know if it’s supposed to be like that or not
Obviously intentional. You must suffer with the knowledge of what you've done, destroying that poor innocent chopper. It will never go home to its wife and kids any more because of you
It used to be like that in Halo 3 no?
@@Espartanica "Won't somebody PLEASE think of the Choppers?!" They too have emotions ç_ç
Those sniper shots were what I was dealing with around the time the Yappening came around. Extremely frustrating.
My question, and it’s kinda off topic, is why is dredge not an infection map?
I think you’re super high ping from Australia is what amplifies any small issues the NA players may rarely see. If this ends up being the case then they may go with a slightly modified version of this fix and leave you high ping players out to dry since unfortunately you are a small sliver of the player base.
There's a really simple solution for this, match composer, select all modes for new players by default, that way people that want to play a specific mode can get a low ping game within their region (It's best to cut off asia, aus, middle east from NA completely imo, there are more than enough players in Asia It's just that nobody knows which Playlist is active, cut off to increase saturation within those APAC regions)
You, camo, and hammer drove me nuts on rats nest two nights ago
adding to the feedback wraith shots also go side ways sometimes
I remember when i was playing a custom game and was on an elevator, and would just see other players faze through the elevator floor and teleport back
I still get some pretty wacky desync as the turret gunner of a warthog. I have good ping and it'll still make the warthog suddenly point in a completely different direction than the one it is traveling in.
I get "connection lost" every time i try that playlist. Its happened 6 times now so I've given up.
Huge fan of not being killed when I am already through a doorway. I hate that so much
I play at a CONSIST 45-60 ping, east gulf coast America, and I still had numerous shots like you showed as examples and I thought I was just tripping.
EU Player here, and I have the same issues as you, so yes I hope they take their time and fix it!
I finally tried playing the game again after a hiatus since the end of Season 1. Most of the reasons I left the game are still there (desync in most playlists, poor customization, seemingly nothing meaningful to work towards), but I played some firefight which was enjoyable, and then some custom games since those seemed like the next best thing. My new biggest gripe, somehow, is now the menu interface; and most specifically, the way that you back out of matches. I do suspect it was always like this, but why on Earth does selecting "back" only back you out of the menu you are in and not the match. This became particularly annoying when I was trying to float around between different custom games and it was an honest struggle to actually back out of matches and get into new ones and/or find my way back to the lobby menu. It left such a sour taste in my mouth that this hasn't been updated in any way whatsoever, and still has to be some of the worst UI I've experienced in any game. I can easily see this being a pain point for new players especially and I think it's genuinely something that needs to be addressed (on top everything else, of course). I always use your videos to monitor the evolution of the game, but after actually stepping back into it myself, it feels like they've done so much and so little at the same time. It's just strange. Props to the comminity though for their endless creativity with forge and beyond, and while it may not have been the triumphant return I expected, I may actually find myself playing a bit, here and there, instead of not at all.
agreed they tried to go with this seamless experience and made it clunky as hell
What type of desync did u even experience
As a person with 15-25 average ping, I see this as an absolute win 😁😁😁
But seriously, this sounds like a "closing the gap" issue. They went from high ping priority to low ping priority, now its about getting to that nugety center. Love to see this changes tho!!!
I’ve noticed that with the new networking model, especially in the firefight test, my game would consistently crash after a certain amount of time playing a match, I tested it out with other playlists and the problem wasn’t there. Not sure if it’s just me but i just wanted to put that out there
Most of these “updates” actually downgraded the game. How is everybody okay with this bs? Modern gaming is so trash.
For the bullet reg issue, what if you lead your shot? I get that halo usually has speed of light bullets, but curious as to the results of trying to lead shots
Oh HELL yeah dude, I can finally publish my flyable Sabre’s
I’m glad you were able to play squad battle. I’m in the US and waited 3 minutes to find a match and never did even though it was a 13 second timer. I just play firefight now. 🤷🏻♂️
definitely a paid actor in that last clip. what was he even doing standing there
As of 12-7-23 Desync is NOT fixed... We are about to have 6 entire seasons of lies... I think we are all DONE 😤
I love this game, but two years later and it STILL feels like its in beta
So happy about this, ever since season 5 I’m back to playing and making more videos. I love halo!:)
Mint Blitz missing me at 4:40 lol we were just running the flag through the center bridge the whole time
Thank you for giving an honest take without rose tinted glasses, it's the only way we'll ever get the fixes it desparately needs. Shame to see hitreg seems to be made somehow worse from this
One step forward, but 2 steps back
Its been a very long time since I have played. Is experiencing Rubber-Banding is the same thing a Desync?
There's a really simple solution for this, match composer, select all modes for new players by default, that way people that want to play a specific mode can get a low ping game within their region (It's best to cut off asia, aus, middle east from NA completely imo, there are more than enough players in Asia It's just that nobody knows which Playlist is active, cut off to increase saturation within those APAC regions)
I have a little experience in network programming and replication, what's weird to me is a lot of networking isn't about code it's just about common sense. We've had systems to synchronise variables across clients in near real time for ages, networking replication is about picking what variables to send to every other client, and how often, and then how to use those variables on the client to reconstruct the scene in real time. That isn't actually complicated, the "Complicated" part is picking what data to send, and choosing which things to render on client or server side. It seems like they changed a lot of things to be server side tick rate only for infinite, which is so strange but is meant for "Fair" competitive sync. Physics for example, you aren't seeing a simulation, the server is simulating it and you're seeing its exact positional vectors being replicated on your screen. In old halo games, they would instead synchronise things like force velocity points and any data needed to actually SIMULATE the physics on client side reasonably accurately, and then do a check with the server every few ticks to compare its client position with the server position, if it was over a threshold it would be corrected, which it often never needed correction, that's why the physics seem so much smoother, and things like player collision make more sense. It's very odd that so many things seemed to be inverted from server sync to client side and visa versa between these models
Hello Mint, the wheel on Kusini Bay move ? ( so cool ) is note the same in my game,you can explaine please ?
i dont know how to feel about this, its the lesser of two evils with this. On one hand getting shot when you're already behind cover is super frustrating but on the other hand shooting someone and it not registering is just as frustrating
That's why they are running this as a test. Obviously they were anticipating some issues (otherwise why test) and I doubt they would roll it out as is. We'll probably see another test down the road a bit (after holidays) when they've had a chance to look at the fix some of these issues. And perhaps a 3rd test until they get most if not all the issues resolved.
It feels so good for the br dough, in infinite I always felt like the bullets were delayed compare to H3 now they feel the same. Before that i had to shoot and wait for the hit mark, hoping the shots were at the right spot at the right timing for the server.
The Redemption Arc is in full motion and it has been 🔥🔥🔥🔥 so far!
Mint… If you weren’t aware, latency against server side entities has always been around. The biggest issue with the old Netcode was based mainly on the fact that client side interaction was sent to the server for it to register, therefore causing incredible issues with players being synced up to one another. When you tell the server to only pull its own information on objects, it will almost always been a better, more accurate interaction than going off of what clients on the server have due to all of the entities they’re pushing to the server to render.
If you have a high ping, I’m sorry, but that doesn’t make it okay to just make it “feel okay” for you, all while ruining the game for anyone else in the lobby. I hate to say it but your take on it not being okay for high latency players to have issues is just so far off the reservation I’m not sure how to even help you understand what balance and fairness truly is.
It’s as simple as playing in your own region or finding a way to mitigate your network issues. I would absolutely love to drive a Ferrari, however that doesn’t mean the closest dealer is required to give me one for free.
I agree with this
I play with about 30-40 ping(I play in America) and I noticed a couple glitches and hitches in Firefight, so I'm honestly not super surprised. Hopefully they fix the remaining issues.
If they fix the brutally long loading screen, a lot of people would be happy
I dream of someday being good enough at Halo that it'll be THE GAME'S FAULT when I miss my shots...
So they basically reversed lag compensation to favor lower ping as they logically should have from the start.
What I'd like to know is where you get the "anything higher than 15 ms ping" will result in a worse experience. 60-80 ms is considered an industry standard latency within their own specified tolerance ranges to a server for most fps games. There is also the fact that the ping in game is not your true ping to the server which is most of the time lower than the averaged out ping that Halo Infinite calculates for the lowest denominator in the lobby (highest ping player) to attempt to make it as fair as possible.
I really believe this is a huge W for Infinite and 343. Now instead of people using garbage VPNs and satellite internet to beam other players through walls, they'll need a proper connection to the sever as it always should have been.
I had a bug where I'm on the banshee and while I keep shooting and quickly switch to the bomb it does the sound, takes the counter of it to 0 and doesn't show up, my ping is pretty good, like 42 max
I'm glad its a step in the right direction, but like you Remy, I live in Australia, so my ping is always really high so its going to be tough for a while I think...
Oh Remy you spoil us with the ODST music
God I'm so glad that you are an aussie, because it's awesome to have someone vocal about the issues we face in matchmaking whose voice is actually heard thanks to your large audience. keep it up man, would have made previous games a dream
Besides 343 seeing your vids, do you also submit this feedback to them through another route?
I think it's a huge upgrade, but it sucks when bullets don't connect. It's a weird way to tell your lagging. Happened to me last night a few times. But when it's not lagging, it's buttery smooth.
HOLY SHIT time to load up some Halo infinite , the firefight network test worked perfect for me.
looking forward to playing some PVP with this update!
I’m lagging on maps again that I didn’t use to 2 days ago, but honestly I’ll take it over the Cammando being bad. It feels so good now
Camino?
@@wispstudios2157 wtf idk why that auto corrected out of commando
Infinite is way better than H5 and especially H4, but I’ll always pick Halo CE-Reach on MCC. Nothing beats it.
Is there supposed to be player collision with the enemy team? Because I can’t even remember the number of times I’ve walked through an enemy spartan when tying to melee them at close range
Now we need a new halo game. New campaign, tatanka, and and innovated gameplay from halo infinite.
keep the glitch that makes you fly when touching some objects, thats like the super jump glitch in halo 2 and 3
I didn't care for the desync because I knew it was the price for more client sided experience and betting high ping gameplay. It's part of why Halo 5 was hard for to enjoy because I had an ADSL connection at the time. My ideal solution would be use the tighter netcode for ranked and arena playlists, use the more forgiving netcode for BTB and social slayer. Though I have no idea if this can be done in a practical way. Really seems like neither approach to netcode is wrong, each have tradeoffs.
1/3rd of my bullets dont register anyway between 40ms & 90ms. At least now I wont die behind walls/cover.
How does it handle player trading on the kill feed? I was halfway okay from the constant melee trading kill/death but the br hs to assault rifle body shot ones were a bit much. Made 2v2 ctf more frustrating
The player zipping across the map because of collision with objects has been a thing in Halo since probably Halo 2 or 3, a bug I 117% would appreciate having back
Oversimplification, but the old networking model favored people with bad ping. This one seems to favor people with good ping. I know that sucks for people outside of America, but at the same time, doesn't it make sense to have it set up that way? Maybe there is a little more of a middle ground they could figure out (and of course fix the bugs).
gun jam is back in normal modes, quick play and team slayer
Yeah I play in Singapore and avg 220+ ping so stuff like the grenades and bullet registration is a big issue with the new network.
I feel like you made some really good points, but from a somewhat selfish personal view at least, I dont agree with one key thing you mentioned, as I understand it. Ive played since the first halo and always had about 40-50 ping, sometimes as good as 20. I tend to be on the more competitive side. For me, hearing that I can no longer be shot behind walls is a GREAT thing! I do hear how on the whole, its might make the game fairer. But its just been an incredibly frustrating thing to see as a long time Halo fan. Any other Halo before at least as far as I saw, I could rely on cover. I loved to peek shoot. There have been so many times in this game that Ive died when I clearly managed to get myself behind a wall that I feel that a small dimension of skill, timing and positioning, isnt as fully acknowledged in this game as it has been in past games. I havent had a chance to play yet myself, but Im happy to know that with the new patch I can expect my use of cover to be more consistently rewarded
4:51 that happened all the time in Halo 3 and it was Infuriating.
Halo infinite had a much fairer system where, yes you might get killed through walls from time to time, but at least you're not getting robbed.
The hydra has the same delay issue. I was playing with the skewer last night and it felt like sh*t
This is amazing!
Lag has always been a problem that’s held them back
I’m new to halo infinite. Haven’t played a halo since 4 so maybe this has been an issue for a minute but today I was playing and when I was in melee range of someone and my reticle was red, the game was inconsistent of if I would lunge towards them or not. I was using the assault rifle and sometimes we would be trying to melee each other and others I would have the drop on them. One time the dude didn’t realize I was there and I meleed as soon as the reticle turned red, again with assault rifle and my dude just meleed the air. I had to melee him again as I was right against him
red reticle just means you are looking at an enemy, not that you are in melee range, but regardless melee is horrible and i have low hopes for a work around. tho i reckon melee is alot easier to pull off if your FOV is perfect for your brain to react to
I’ll get back into this game when they fix the sbmm
Kinda messed up air vehicles for pc. I used to be able to hold my fire button when switching to rockets, and it would shoot. Now it just wastes a charge and nothing shoots. I have to switch, wait a moment, then shoot for it work