- last post: 01.01.0001 12:00 AM PDT
Is it just me or did they just create a circular argument? So they are relying on a significant difference in health/shield status to determine the winner to compensate for lag. This is compared at the time of melee. Not that they can fix the issue I'm about to bring up but.....wouldn't the same lag cause the host to count it's own bullet count and subsequent damage before the client's could be calculated..bring us back to the exact same situation if lag is an issue?
I may be off my rocker here so I apologize if I am, but how can you fix a melee lag issue using decisions on weapons output under the very same lag conditions?
How about getting Microsoft to pony up some of that bling they're earning of this amazing game (we all know the majority of Live players are paying customers because of the Halo franchise) and providing regionalized server clusters that host for us - Midwest cluster, West Coast, South east, Northeast etc. Let the rest of the world play on each other's crappy connections!