Halo Infinite Mythbusters - Solving the Mythsteries!
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- Опубликовано: 3 дек 2024
- Welcome back to Halo Infinite Mythbusters! Post myth suggestions in the comments and we'll put them to the test in the next Halo Infinite Mythbusters video. And see where it all began with Halo 3 Mythbusters: • Halo 3 Mythbusters: Ep...
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Welcome to the official Defend the House RUclips channel, busting myths since 2008! On this channel you'll find a variety of gameplay episodes, where we put your favourite games to the test in our classic Mythbusters format. We are always open to myth suggestions! We cover games like Call of Duty, Halo, Battlefield, Grand Theft Auto and more! Make sure to subscribe and enable all notifications.
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We're going to get up to so much good stuff with these tools.
Look forward to it!
If you want to use the mod tools together in a custom game you could try starting a LAN match and connect using Hamachi or something. That way you're hosting the server yourself so the modded values should be synced to other players.
@@Bradguy123 tried it with someone a while ago. Even if you both poke the same things it has mixed results. Sometimes things sync but most of the time it doesn’t
Did you test if every weapon's projectiles can be repulsed? I thought some weapons were hitscan, like the AR and BR?
How does it feel to be putting out more content than 343?
Those slow bullets would make an interesting game mode if they can enable that kind of changes in forge. No melee damage, you just have to repulse what you shot into your opponents.
It can also be used for like a dodge ball mechanic or something like that
Bullet time needler party
Turn a corner and die to a wall of stationary bullets.
I was about to come to the comments to say exactly this. It would be so cool
Matrix game mode lol
The “hit scan” weapons in halo were *always* just projectile weapons with their velocity cranked up to values so high, it might as well be hitscan
Wait, really? Can someone please make a video with the aforementioned mod tools showing a lower speed on "hit scan" weapons? It would be great to visualize this
@@t1merickson this us literally that video
@@t1merickson they don’t necessarily shoot models, the projectiles are often invisible
@@giovannilopez7440 None of the "hit scan" weapons are shown in this video
@@fase1doughnut Ah. Still if the projectile can be slowed, place another player 10m away and compare the difference in death timing. I just want to know if its technically true or not that all weapons have a projectile and thus projectile speed, as opposed to be hit scan.
If you can edit health can you test how much damage the equipment does? Keep setting health incrementally higher or lower to see how much health a person or vehicle can have before they can die from an equipment hit.
Or you could just use the tools to see what the actual damage value is, no need for testing
@@MithosKuu booooo get off the stage
I like the idea of using mod tools to pre-test a myth (to see if its worth your time to even bother trying it out) but I do feel like it removes some of the fun/magic of getting a group of people together to test insane things out. That being said in this scenario it's fine I guess as it comes after many attempts of trying the same thing legitimately without luck.
Agreed, part of the interest is seeing them try to reproduce it but honestly it probably takes so many hours it likely isnt worth it
Fear not, we'll always need to get big groups together and try things out the hard way first. These tools basically serve as a last resort we now know we can fall back to to get an answer (and they nicely fill the void of better custom games and forge).
@@defendthehouse I'm glad to hear it! Watching your thought process when jt comes to solving these myths is half the fun. It also leads to you guys discovering unique interactions in the game you wouldn't have otherwise found!
This video is more about what is possible in the game code. Actually deflecting a sniper shot? Deflecting it into another player? Those myths will still be out there, but this video shows it's worth searching for them!
love that this proves how bad desync and server stability really is
Also in their case they are really far away from one another so it probably doubly fucks they shit
Maybe moreso that the tick rate of the server is slower than the projectile speed or the reaction time needed to redirect a projectile. 343 wrote in a blog post the tick rate is 60 (per second) for 4v4, but 30 for BTB. I don't know if custom games use 30 or 60. Local or LAN games could possibly be even higher.
@@beverageking1134 yeah but they did a community test shooting at a mass of people and were still unable to get a skewer repulsed. Can it happen? Sure, but realistically, no. If you bounce one or yours gets bounced it was a fluke, not reliable. Same with a vehicle getting blown up by equipment or a player killed by equipment. Can these things happen? Yes. Are you likely to ever see it happen? No.
If these were options in-game I can see some custom games being made that would have you shoot your arsenal but have to repulse them to actually give the projectiles velocity.
I'm curious if a person using Over shield were to get on a passenger seat of lets say warthog or mongoose, will they die instantly if the vehicle was destroyed or survive because of the over shield?
I’ve always used the Repulsor to deflect a couple normal shots in a last ditch attempt to stay alive. I didn’t realize this was a thing people debated. I mean, you can see the shots hitting walls when you do it.
i wonder if you can melee those projectiles like you can with the rocket. it wouldn't be too suprising for a spartan to just punch a sniper bullet out of the air.
Now i must know if we can punch the skewer
The timing on his sigh as the character checks the skewer is perfect
This is so interesting! A cool idea if possible, is adjusting the repulser speed to create an extreme version of bullet ping pong
The thing about repulsor and "hitscan"... wow!
What gives me goosebumps though.... if the repulsor gets added to campaign dlc and gets the "Spartan cores" upgrades, will we get a titanfall style bullet collector?
That would be dope!!
There is a bit of a complication here caused by using the modding tools.
Physics can be affected by how often the game applies them (Halo Infinite servers run at 30 ticks per second... this is the number of times per second the game state is updated, so physics would be applied at these intervals as well). Faster moving objects tend to cover more distance between ticks which can make physics more weird if objects are moving fast enough (we've all seen the glitch where you boost yourself upwards using a grapple and a fusion coil on Launchpad and end up on top of the invisible ceiling).
Depending on how the physics of the repulsor work, it's possible some weapon projectiles such as "hitscan" ones move fast enough that there is no tick on which the game would allow you to repulse them; only if the planets align just right would it be possible. But, as you've clearly shown, the game does allow it to happen if the repulsor is used at the right time.
Edit: We know for sure the Scorpion projectiles can be reflected at full speed and they work similarly to other "hitscan" weapons. Not sure exactly how the speed of the projectile compares though.
I wondered that too, if by slowing it down it allowed the physics to even be applicable. I am not sure if normal speed would make it literally impossible or just insanely rare though
We need a gamemode something like "Social aimer". You fire a round from a gun, and either let it go, or just punch it to the enemy. It would be great because you could shoot one way and then punch it other way, and the enemy would not see it coming.
Myth: Can you grapple a projectile? (Skewer bolt/rocket)
Myth: you can melee projectiles(like the skewer/sniper/needler) to redirect the shot like you guys showed with the rocket.
This would be super fun in custom games if you could tweak the values like the mod
They showed both skewer and needler in this video. Did you watch it?
@@t1merickson not that i think thats possible but they showed them "repulsing" needler and sniper rounds not meleeing them
@@t1merickson as stated by neo, they repulsed them, they only meleed the rocket and I was wondering if you could do that to other projectile weapons
6:41 All of those weapons were projectile weapons. The only hitscan weapons in Halo Infinite are the shock rifles. Most, if not every Halo, only had projectile weapons.
You cannot repulse hitscan weapons because there's no travel time; Ergo: There's no projectile to repulse. If there's "no projectile" that does damage, that means there's nothing to repulse.
As you guys can probably tell by now, pretty much all the "hit-scan" weapons in Infinite are actually projectile based, however they travel so fast that it comes off as hitscan - the projectile-based latency is most obvious when trying to hit someone from range with certain weapons
This extends to turrets, like that on the Scorpion or the Mountable - though its ill advised to try in an actual match because you'll deflect like a handful of bullets then get shredded
Its a shame the servers are in shambles, Halo really does have one of the best game engines.
I feel a lot of this game's issues stem from server desync, given that the myths previously thought busted turned out to be true, solved entirely by being either in a mode by yourself or by split screening on a local network.
Imagine a "bullet hell" custom game mode with minimal projectile speed and infinite repulsors.
Imagine getting supercombined cross-map.
I have a new number one custom game fantasy.
I’m so happy for you guys that you got to finally get closure on these myths! Great work! You make great videos and seem like great guys!
Wanna say I been watching the Halo 3 series back then and it’s good to see you guys still doing this!
I could imagine a mongoose getting *exactly* the right amount of damage from a nearby rocket, starting to blow up, then getting actually blown up by a threat sensor. Stupidly unlikely, and I don’t know the technical details, but it’s definitely not out of the question
This is how people have gotten grapple kills IIRC. There are at least one or two ways that the game takes players health down to effectively zero, but they need 1 more hit to die. On that last hit, they die and the grapple kills them.
i just love how he says "Myth Plausible"
5:07
love this stuff so much, please don't stop making these, they're amazing
THIS GAME HAS SO MUCH POTENTIAL!! Im so sad about how 343 is managing Halo, really this game can be a lot lot more than it is now
You should make a baseball game with slow rockets and have targets you have to hit.
This is stuff I grew up on seeing this kind of gameplay 17 years later really kicks you in the nostalgia Nutsack
we need projectile speed modifiers in customs then, so we can have matches where you have to load up the atmosphere with projectiles and repulse them all at once
WOW
You guys put so much on this it’s insane. Thank you so much!
This was the most satisfying video I've seen in awhile since mw 2019
Now I'm curious. Do the hit-scan weapons deliver damage through the projectiles or is that a pure cosmetic and in reality the server is crunching hit probabilities. Unfortunately, I'm not sure you'd ever be able to test this if you can't have someone/thing to shoot at in the game with the mod running. Maybe a vehicle would work as a target. Shoot at it with a sniper and see if it takes damage instantly or when the bullet hits it.
I’m super curious about that too. Also, it’s interesting how you’d expect the sniper bullet to be the fastest one out of all regular weapons in the game, at least if you were basing its implementation off of reality, but you can actually **feel** the lag in its bullet hitting the target in normal gameplay. This doesn’t prove with full certainty that the weapon isn’t hit scan based (it could be hit scan with a delay, for all it’s worth), but this video certainly seems to suggest that it isn’t hit scan, which would make it extra weird if other “regular” (human) weapons were.
8:05 it's cool how they converge into where you're looking, it's like telekenesis lol
What's interesting with the repulse everything is that it doesn't just change the direction, it also sets a new speed of the projectile which overrides the manually set speed, interesting!
I've been waiting all this time for Jeff Steitzer to go "Myth Plausible" and I just like the delivery xD
For the sniper and other hit scan bullets is it confirmed that when repulsing it deals damage in the direction the bullets seem to repulse or is it unknown and possibly only visual. I know you can’t test it out in people with the slow mo but maybe on a vehicle
Long time fan of you guys
I like how with the mongoose explodes instantly, it's a better explosion
4min ago, think this is the first video I accidently got to early
An interesting thing at 8:08, the bullets align after being sprayed everywhere then getting repulsed. I always pictured the "cone" of the repulsor the other way around
I like how the projectile speed goes back to normal after getting deflected
every single weapon in halo is a projectile and all have projectile physics. its a really awesome series to mod as every game has just iterated on the prior engine
The one where you can redirect rockets when you punch them should be a new game mode
You need to find out how much damage the equipment is actually doing. Setting the mongoose health at .001 was just to test if it worked at all, you guys then should have raised the health to match the damage done by the equipment you're testing. And if you don't know then guess and check, set the health at 1, then 2, etc. Great video, you guys rock
7:00 holy cow, now I can see why a lot of the Spartans II died
So Awesome!!!
With these tools now You can try to repulse an incoming grapple shot (before it connects).
And I wonder about repulsing a Sentinel Laser Beam (is that projectile?, Hitscan?, Path tracer?).
Now I can't wait for Mint Blitz to punch a rocket in real time and title the video "Literally Master Chief in the Books"
Myth: character momentum can be added to the rocked speed, try with repulsing someone at the same time it shoots the rocket
I think for the threat sensor myth the best bet would be to go up to a certain health and half the health after every attempt, if it explodes then increase by half and go back and forth until you find the sweetspot
Repulsor-ing bullets looks like that ability from Bioshock, catching bullets and throwing them back!
"Theater mode stops working when we use these tools" suggests that theater mode works to begin with
love the effort for these
I actually got a grapple damage kill the other day. I know it's kind of unbelievable but I was completely stunned when it happened.
It's actually weird because it seems like it happens more often than it should. I've done it twice before, but in theory it should be much rarer.
Myth: sniper rounds can kill the same player multiple times. (It's best tested with the tool since it's next to impossible to happen in a match)
Can you repulse a fully charged ravager shot? Plz try it out house!
The "dialing up" of the physics and interactivity of the sandbox really surprised me for infinite. They never really talked about it but its definately above and beyond halo 3. ONLY place it falters hard is water physics but i suspect theres a way for them to patch in halo 3-esque fluid dynamics
The slow projectiles looks like it would be awesome in custom games. Fire a projectile then melee it at people.
I did not think I needed Jeff _"MYTH _*_PlAuSiBlE??"_* Steitzer in my life.
I wonder in what scenario you could possibly punch a mid air rock right on time to reflect it but it's still cool to know
Hearing the announcer go plausible in the way I thought he would brought me more joy then it probably should've
Same. The little twinge of confusion cracks me up every time.
Can you attach a threat sensor or grapple shot a rocket?
Thank you. I’ve been saying the sniper is not hitscan anymore for a while.
Repulser VS equipment, drop shield, sensor, grapple ect.
Glad to see these myths put to rest🙏 I’m not sure if this is one but can rockets hit other rockets? Because I’m pretty sure it happened to me in a fiesta match
"The odds of hitting a vehicle with equipment before it enters doom state or health regen begins is just so incredibly low..."
Meanwhile...
"You can just boop a rocket with your fist. The ability of the halo engine is just so incredible. It's like you're own mini repulsor."
With all of your guys work on breaking down so many things in Infinite, it wouldn’t surprise me if you were able figure out what things can end up making games have more lag or desync, outside of faulty 343 servers.
Offline the bugged sitting in a vehicle isn't working either only online. Myth : you can clip through the ground by getting the bugged sitting/standing and getting out of the vehicle while being upside down.Or maybe are able to shoot through the floor back up?
Ima need you to use those tools to raise the mongooses health .001 at a time to see specifically how much damage the threat sensor impact does to it.
6:56 - POV: You're Jotaro in stopped time.
Would be cool to do the slowmo in custom games. Notice how the repulser sent all the commando shots from the scatter into a single point. Like a concentrated bundle of shots
Congrats on your succesful discoveries! Now to punch skewer and hitscan projectiles lol
seeing him melee a rocket and deflect him reminds me a lot of the fall of reach
ok that 1:03 spartan is literally breaking his own spine there.
If we could make a game mode where everything is slowed down and give everyone repulsers, that would be the greatest thing ever.
They need to allow the ability to edit bullet velocity in forge when it comes out! I can already imagine a gamemode where you're in a small arena and you're just firing slow moving skewer shots!
"Server stuff is complicated"
It's literally time travel and predicting the future
The repulsor stuff makes sense when you think about the engine's mechanics. Nothing has ever been hitscan, all projectiles have some variable that dictates what they do on collision with objects, surfaces, player models, etc. - hell even the Halo CE Sniper has a visible ricochet that can do damage.
Punching rockets is some Chief slapping a missile in Fall of Reach level shit!
Love the content! I'm sure it is already out there somewhere, but does this mean you can find out how much damage a grapple and threat sensor (and grenade impact) actually do? Also, I am not sure if this has been covered, but can you shoot a Hydra rocket out of the air?
A common misconception is that Halo has hitscan weapons. Even back in Halo 1 & 2, all the weapons are projectiles. It's just at such a high velocity that it seems like hitscan. (The only exception I can think of to this would maybe be the Spartan laser, but I don't know. That thing also seems kind of wonky and projectile like.)
Myth : you can put a threat sensor on a rocket
The skewer not repulsing online makes sense tbh. With latency, it's gonna be moving probably too fast for the server to pickup that it was repulsed by the time you hit the button. Unless you have Mint-like timing, the only way you are going to repulse a skewer is if you press it just as it is hitting repulser range, and only if you have exceptionally low ping. Too early, and it's out of range; too late, and the distance it travels will be too far for the server to register that you repulsed it instead of getting hit by it
Idk if it's been done, but the grav launchers can deflect skewer shots
you know with this slow mo mod that you guys used does help to make it possible to do the repulse thing but you got to be really lucky and have really quick reflexes in order to pull it off. I've seen players try to pull of some stunts like what ya'll are doing with your myth busting and testing all that, some of these thing are possible but you got to be extremely lucky and really skillful in both reaction speed and timing.
The equipment test is Confirmed, even if the vehicle is in doomsday mode and the equipment hits it before detonation you will claim the the "kill". Meaning you do damage which does automatically mean you can destroy vehicles.
The next big mythseries: “what actually is the RUclips algorithm?”
totally enjoyed.
Myth
You can detonate a rocket with another rocket
This makes me want a game mode where the projectile speed is super low and you shoot all your rounds out and have to repulse them at the other players
Now I want a game mode with Needlers and repulsors that refill on a kill or something. You get like 100-500 needle shots or something crazy. That would be fun
I hope we get the ability to change projectile speeds in forge of something. It would be a lot of fun to play slow-mo snipers
It's wonderful to imagine that you can actually punch a Rocket back at the person who fired it, but with server/client communication being what it is, it's 99.99% luck rather than skill. (Not a dig against 343, server code is going to be like that no matter what)
Imagine spending mods on repulsing a skewer when u just have to shoot the skewer and the repulser at the same time and it works. I’ve done it in fiesta and it’s hilarious watching my opponents reactions
Myth: the community will get new content in a reasonable timeframe
what does the repulser or shock rifle look like in slow mo
With the lowered velocity can you collide two rockets? Or two skewers?
I commented this on your last video, but the threat sensor / grapple blowing up a vehicle was in a single halo clips video. I forget which one it is, but it has happened in live games
Were you able to adjust the bullet speed on the BR, AR and Pistol too? Are they all just high-speed projectiles?