Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by chumpp

  1. You got my tag wrong in the original post but it happens a lot (2 ps). I am actually helping put the Halo:CE tournament part on. I think we should have at least 8 stations (32 players at once (2v2)) with all the equipment I have from my house and others. I am sure there is more at the center, too. It should be a lot of fun and I hope we get a lot of good CE players there. It would be nice to see a revival like smash melee got in the last few years for the original halo scene. That is the hope and part of the reason this is being pushed by cody and others. Hope some people here can make it!
  2. halo:ce is still broken after this patch...wtf 343... 5 months and nothing changed... https://www.reddit.com/r/halo/comments/3oofie/haloce_in_mcc_is_still_broken_even_after_this/
  3. More info here: https://www.reddit.com/r/halo/comments/3oofie/haloce_in_mcc_is_still_broken_even_after_this/
  4. http://www.reddit.com/r/halo/comments/384m09/i_made_a_comparison_video_between_original_haloce/
  5. I saw microsoft was doing some sort of special behind the scenes party where you get to meet developers of their biggest titles and play them. Obviously 343 will be there to demo h5 and I was thinking how fun it would be to get in there. I would just spend the whole time yelling at 343 devs.
  6. Just saw your edit. I don't think pistol spread will do anything. That just makes it so you are shooting straighter but won't fix the feel that comes from strafe battles with magnetism. I don't understand why it is so hard for them to convert the aim assist values from the original xbox map files. It is the same on halo pc, as well. The magnetism was always there. I think the main change was the player physics movement isn't affecting the bullets which causes that lead that we all love. The patches keep changing things dramatically from shots registering too easy to host not being able to hit stuff and now to this. I don't get why they are changing so much when the raw data is available to them. Some of the bullet properties are things like client side only (which was on with PC which makes it look like you are hitting but you aren't). If they turned that off, then it should be just a delay from when you shoot and hit a guy to the time it registers that he has been hit (which is why there are so many traded kills now in pistol battles where you both kill each other at the same time). I would prefer that and the original lead to trying to get this original feel working with these half assed attempts for the solution like changing pistol spread or making hitboxes bigger. I don't know the solution but I would love to have a look at the code and fix it. I know I can do a better job than they are doing right now.
  7. If only I had the same positive outlook on 343 that you have. https://www.youtube.com/watch?v=vAUOPHqx5Gs
  8. Yeah, I don't know how people were defending it as being "just like the original!"
  9. I would love to use my xim4 but there is still the aim assist which screws up having a nice 1:1 ratio on movement with the mouse when you get near an enemy. I wish I could turn that off then I would never use a controller.
  10. What happens to the team that is supposed to play d2a logic? Do we get a bye, then?
  11. So I know everyone has experienced the issue where the reticle is impossible to put on the enemy. I got a video of it also affecting the bullets. This isn't the first time I have seen it but it is the first time I got it noticeably on video. I really hope this gets patched. http://www.reddit.com/r/halo/comments/2tuv6j/halo1_mcc_bug_where_sniper_bullet_is_affected_by/
  12. Yeah, he posted in the thread on reddit, too. I am glad I wasn't the only one experiencing this. I really want to hear that they are working on it, though. I just can't believe it isn't fixed yet.
  13. Same...I just don't get why people don't want to try new things. Someone always bitching it isn't just plain slayer. I just want to tell them... You can still play slayer but now you actually have to shoot a specific person. Sorry you have to adapt to the game or at least just play a game for the fun of playing. It isn't like you won't be able to play 2v2 slayer ever again.
  14. I played on your host and it was noticeably delayed on some items like grenades/rockets but not terrible. Still better than xbconnect by far and the pistol registration was alright, too. The high ping does seem to cause more wtf moments. You have played on mine and seemed to do fine so it is nice that we can play together. I wish we could find more people who are ok with playing my "crazy" gametypes that you enjoyed.
  15. There is an easy way to determine if they sped up the bullets and I don't think they did. The maps all have the bullet data built in. You can mod a map so that the pistol shoots bullets at a faster velocity and that will propagate to all players only if it is the host map. If you are just doing it on your own and then join, it doesn't affect anyone else's. On halo pc you could make it so your pistol bullet was 10x faster than a sniper bullet and it would look like that on your screen but the server ignores that when you are shooting. Only the host map's values matter. So if you say your assault rifle is shooting rockets on your screen you would see things flying around and physics events happening but the server would correct them and just do the regular assault rifle damage. Same with the pistol. So unless they updated all the halo1 maps with new values then they can't have changed the pistol/sniper bullet speed. Play on host on mcc and then play on host on original xbox and compare. Unless there is a stark difference they haven't changed anything. I have tested hit boxes and they are the same as they have always been. I can shoot right past the guys head unlike in h2 where the reticle being red means its a headshot. I do think that the 60 fps is helping since the gameplay is much smoother. I remember going from 60 to 120 on tf2 after upgrading my monitor and it was so much easier to hit airshots with pipes and rockets. Same type of thing here from 30 to 60 where your aim is much more fluid. 60 fps also means 2x the calculations being done for anything going on client side so there are more frames to calculate aim assist and magnetism which can also help.
  16. I was in that game. I don't know what to think of that one. The games on that host were really kind of laggy. All of these issues that come from lag should really not be as worrisome as if it was happening on host. I have never seen a spawn point that doesn't exist on host. I understand the need to make them eventually fixed, but this game was never meant to be played online. There are a lot of syncing issues that are going to come up. Check out this one from a later game. This is jared's perspective and I am the one getting meleed as he falls. I shot him once, double meleed him, and on my screen he backed off the ledge in a panic and I somehow died as he was meleeing as he fell. https://account.xbox.com/en-us/gameclip/f0579902-73ec-4cba-abcc-6ea0f34a181c?gamerTag=nV%20Jrod&scid=03a80100-9ff3-46ea-be76-e00e7fe465df
  17. I have had that phantom rocket thing happen, too. When I can't reload I just know the shot never actually fired. Might be something to do with quickswitching too fast after the rocket comes out. The host seems to have an effect on explosive projectile timing. Join a really high ping match you might notice delay in your nades coming out which would indicate that the host still gets to determine instantiation of physics affecting projectiles. Rockets and nades would be involved in this because of how you can't have multiple clients saying they saw different explosion positions for nades. So there might be an issue where you shoot the rocket, it shows you shooting on your screen, but since you switched before the rocket actually spawns on the host it might be a synchronization issue where it can't agree that you shot a rocket since you now have an assault rifle/pistol out. Just a theory on that but my guess would be that the actual ping to the server and syncing physics affecting projectiles is part of the issue. Also check out this portal issue. I haven't had any people telefrag me by the screen not turning white but I did have someone port while I was in the portal. https://account.xbox.com/en-us/gameclip/baa8bb61-1aac-4155-9846-caade901cd0f?gamerTag=chumpp&scid=03a80100-9ff3-46ea-be76-e00e7fe465df Also this one... https://account.xbox.com/en-us/gameclip/0970456f-0938-4179-bb6f-753e39fc6d8b?gamerTag=chumpp&scid=03a80100-9ff3-46ea-be76-e00e7fe465df
  18. That was my initial thought, too. I have had it while chasing people on flat ground. I think verticality makes it more apparent, though.
  19. That is just a latency issue. He probably tagged you right before you went through and then the game updated you after you had already ported. This one I had happen to me is even weirder. It was before the big patch fix, though. https://account.xbox.com/en-us/gameclip/acaf5ebe-516e-45f4-b539-f89bc7d92c3c?gamerTag=chumpp&scid=03a80100-9ff3-46ea-be76-e00e7fe465df
  20. Yeah, I have noticed it is definitely affected by player movement and vertical change usually seems to be a factor. That jump video on rat race posted earlier is a good example. I seem to have it when people are going up/down ramps and I am strafing while aiming. Has anyone ever had the anti aim happen while they weren't moving? (I doubt many people on here stop in place to aim much in halo1 so it is unlikely that people will have an example) I just don't think it happens without movement involved on the aimer's end.
  21. I have some theories I would like to test if you have the patience for it. I need someone willing to run around in specific directions while I test. I have noticed a few similarities in scenarios where I seem to have the most prominent issues with the reverse magnetism as I call it. I think it is related to player movement/position for both players in relation to where you are aiming while moving.
  22. There is no way that the server is deciding where to do aim assist on your reticle. That is all handled client side.
  23. I have hosted and gotten the anti-aim bug. I have also played with hosts who had it happening to them. I don't think it is host/networking related at all. It seems to just be a miscalculation in how the aim assist is supposed to be adjusting your reticle.
  24. I have medals off and no announcer. Kind of annoying on frantic ctf custom games when you don't hear the flag is stolen.
  25. This happens to me sometimes now that I am using right bumper instead of B like I used to. I don't think it is randomly happening, though. I just sometimes am pressing too hard on the thumbstick since it is a different controller than I am used to.

Important Information

By using this site, you agree to our Terms of Use & Privacy Policy.