I agree. A lot of weird CQ stuff like the radar not showing properly or melee hits clearly connecting but no damage registers. I want to blame SRL but a declining player base makes sense too.
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But what's happening with the game when my Melee charge gets used, and is put on CD (the game obviously realised I melee'd someone),but the Enemy doesn't take any damage. Not even a post mortem. At what point could SLR, or a declining player base have to do with melee damage repeatedly getting lost in the ether? I obviously hit something on my end, if the melee charge gets consumed.
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If there is a declining player base, or more likely more people playing SRL than the other crucible play lists, the matchmaking will have trouble connecting groups of people who have good connections with each other, because there are less players to choose from in queue. I'm more likely to get thrown into a more globally diverse group. And being in a match with people from Europe and Australia and the U.S. and Canada etc. all at once strains the system
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I understand that, but that's not what I mean. I play online shooters since UT on the PC and Halo 2 on the Xbox. What I mean is an intrinsic issue of the hit detection. As if it's broken since the patch. Delayed melee kills have happened since Halo 2. We all love and appreciate them. But consuming a melee charge without dealing damage is slightly confusing.
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I was just thinking they -blam!-ed something up on the back end coding/programming of the PvP stuff that might be causing unusual latency, bugs, glitches, ect... SRL is new and maybe it's implementation had unintended consequences elsewhere. Basically I was agreeing with your OP and speculating an explanation as to why the crucible feels off right now.
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Wasn't meant to be mean or disagreeable! I just wondered what could have gone wrong as well^^