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DeadlyAztec11
Chatelain Rapid Response Gallente Federation
2120
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Posted - 2013.09.05 23:39:00 -
[61] - Quote
Master Jaraiya wrote:It turns out I was wrong, this time! You have (mostly) all helped clear up the confusion here for me. While it is hitscan, it is programmed in such a way that is is meant to mimic the way a real gun would fire, to an extent. *Multiple hitscan lines to mimic dispersion and multiple projectiles *Delayed initial damage output to mimic bullet travel time *Intermittent damage output to mimic bullet travel time Thanks guys! They do not delay the damage on purpose. What you are actually seeing is that people are shooting at you and missing there first shots. I.E. You might see the tracer fire of a Snipers gun because they fail to further first shot on point. Also, the Scrambler rifle's charged shot did not activate the hit scan until a certain point in the animation.
Another thing, hit scans come out from about your forehead. Tracers come out of your gun model. This is why people can head glitch and shoot over a wall despite their gun model being behind cover.
P.S COD has hit scans too. So if you didn't know, I just blew your mind O.O |
Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
23
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Posted - 2013.09.05 23:59:00 -
[62] - Quote
DeadlyAztec11 wrote:P.S COD has hit scans too. So if you didn't know, I just blew your mind O.O A lot of the weapons in the Unreal Engine are hitscan, too. They're the easiest to modify and customize in UnrealEd in my opinion.
I think a lot of confusion comes from hitscan weapons being accompanied by particle or sprite effects that don't match up (in RoF, "travel" speed, or aim point) with the invisible hitscan beam. This can result in more visual dispersion than is actually applied and "bullets" appearing to miss while still doing damage.
An excellent example of a non-hitscan weapon in DUST is the Flaylock Pistol. Rather than creating a hitscan beam and accompanying effects, it generates an actual object that briefly exists in the map. When that object is destroyed by contact or maximum travel time it deals damage and triggers the splash damage effect. This allows the Flaylock projectile to have a parabolic arc, though not as pronounced as the Mass Driver. |
Zekain K
Expert Intervention Caldari State
385
|
Posted - 2013.09.06 01:57:00 -
[63] - Quote
Master Jaraiya wrote:Chances Ghost wrote:Saxbrin Shain wrote:Master Jaraiya wrote:Just look up there, I countered their arguments, where are they now? Laughing. i can confirm i laughed restating your opinion isnt a counter. its the equivilant of screaming "im right im right im right!!!!!!!" I didn't simply restate my opinion as you say. I offered evidence refuting other people's opinions. Go ahead and laugh too, i don't really care. Until a DEV actually says that it is indeed hitscan, I'm of the opinion it is not. I have stated my reasoning for this opinion. Everyone on here ridiculing me for my opinion, which I have offered strong evidence to support, has shown absolutely no evidence whatsoever that it is hitscan. You are simply assuming that it is because other games (not all games) use hitscan. So yea, go ahead and laugh it up. We aren't assuming anything, the devs saod those types of weapons were hits can because it was easier for the servers to process. Not every weapon is a jitscan weapon, but all the automatics, rifles, and the scrambler pistols, and smog are hit scan. |
Garrett Blacknova
Codex Troopers
3761
|
Posted - 2013.09.06 02:01:00 -
[64] - Quote
Zekain K wrote:We aren't assuming anything, the devs saod those types of weapons were hits can because it was easier for the servers to process. Not every weapon is a jitscan weapon, but all the automatics, rifles, and the scrambler pistols, and smog are hit scan. Just so you know, we've already found the source of the problem, which was OP's misunderstanding of the term "hitscan", and he's not only admitted his mistake, but edited the OP and thread title to reflect his recognition of the mistake.
You're late. |
Dominus Fatali
Nox Aeterna Security
119
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Posted - 2013.09.06 02:05:00 -
[65] - Quote
Master Jaraiya wrote:I keep seeing some state that weapons with a high RoF are "hitscan" weapons. Hitscan means there is an invisible line, and if you cross the path of this line you automatically take damage. When you are being shot, you may notice some bullets flying past you because of dispersion, while some of the bullets are landing, it means you are not being shot with a "hitscan weapon" "hitscan weapon": Laser Rifle Not "hitscan weapons": AR ScR SR ScP SMG HMG For these weapons to do any damage the projectile actually has to hit you. AoE Weapons. For these weapons to do any damage the projectile or splash actually has to hit you. EDIT: It turns out I was wrong, this time! You have (mostly) all helped clear up the confusion here for me. While it is hitscan, it is programmed in such a way that is is meant to mimic the way a real gun would fire, to an extent. *Multiple hitscan lines to mimic dispersion and multiple projectiles *Delayed initial damage output to mimic bullet travel time *Intermittent damage output to mimic bullet travel time Thanks guys! +1 for having the ability to admit your misunderstanding. |
Chances Ghost
Inf4m0us
715
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Posted - 2013.09.06 02:14:00 -
[66] - Quote
well i should now apologize for being a bit of an ass
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Zekain K
Expert Intervention Caldari State
386
|
Posted - 2013.09.06 02:23:00 -
[67] - Quote
Garrett Blacknova wrote:Zekain K wrote:We aren't assuming anything, the devs saod those types of weapons were hits can because it was easier for the servers to process. Not every weapon is a jitscan weapon, but all the automatics, rifles, and the scrambler pistols, and smog are hit scan. Just so you know, we've already found the source of the problem, which was OP's misunderstanding of the term "hitscan", and he's not only admitted his mistake, but edited the OP and thread title to reflect his recognition of the mistake. You're late. But he's still wrong! |
Disturbingly Bored
The Strontium Asylum
656
|
Posted - 2013.09.06 02:49:00 -
[68] - Quote
Master: +1 for being an adult and changing your thread title.
(I intend to reward every instance of rational, civil behavior I see on these forums.) |
Master Jaraiya
Ultramarine Corp
696
|
Posted - 2013.09.06 03:00:00 -
[69] - Quote
Chances Ghost wrote:well i should now apologize for being a bit of an ass
lol no worries |
Master Jaraiya
Ultramarine Corp
696
|
Posted - 2013.09.06 03:01:00 -
[70] - Quote
Disturbingly Bored wrote:Master: +1 for being an adult and changing your thread title.
(I intend to reward every instance of rational, civil behavior I see on these forums.) Trying to set an example.
I learned a long time ago if you are proven wrong, you save face just simply admitting you were wrong. Insisting you are right when you run out of logical arguments simply makes you look like an immature foolish jackass! |
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Master Jaraiya
Ultramarine Corp
696
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Posted - 2013.09.06 03:02:00 -
[71] - Quote
Zekain K wrote:Garrett Blacknova wrote:Zekain K wrote:We aren't assuming anything, the devs saod those types of weapons were hits can because it was easier for the servers to process. Not every weapon is a jitscan weapon, but all the automatics, rifles, and the scrambler pistols, and smog are hit scan. Just so you know, we've already found the source of the problem, which was OP's misunderstanding of the term "hitscan", and he's not only admitted his mistake, but edited the OP and thread title to reflect his recognition of the mistake. You're late. But he's still wrong! Halo 4 does not have those three stupid things he listed, and it was a multi million dollar project. Holyshit it is literally just a strobe laser. THATS IT!
Nobody was talking about Halo 4, we were specifically talking about DUST 514. Halo 4 is irrelevant. |
Chances Ghost
Inf4m0us
718
|
Posted - 2013.09.06 03:02:00 -
[72] - Quote
Master Jaraiya wrote:Disturbingly Bored wrote:Master: +1 for being an adult and changing your thread title.
(I intend to reward every instance of rational, civil behavior I see on these forums.) Trying to set an example. I learned a long time ago if you are proven wrong, you save face just simply admitting you were wrong. Insisting you are right when you run out of logical arguments simply makes you look like an immature foolish jackass!
props, i diddnt give you enough credit.
now i will for sure. |
Lurchasaurus
SVER True Blood Public Disorder.
1707
|
Posted - 2013.09.06 03:47:00 -
[73] - Quote
Jiraiya, from the bottom of my heart, thank you for an entertaining post. |
Zekain K
Expert Intervention Caldari State
393
|
Posted - 2013.09.06 04:21:00 -
[74] - Quote
*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. |
Master Jaraiya
Ultramarine Corp
698
|
Posted - 2013.09.06 11:59:00 -
[75] - Quote
Zekain K wrote:*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. Really now?
Do you have any evidence to support this?
I surely offered plenty evidence to support that they do. Even others who have posted in this thread seem to agree that they do. If you can support your statement, I would be more than happy to consider the evidence. |
Lurchasaurus
SVER True Blood Public Disorder.
1736
|
Posted - 2013.09.06 12:03:00 -
[76] - Quote
Master Jaraiya wrote:Zekain K wrote:*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. Really now? Do you have any evidence to support this? I surely offered plenty evidence to support that they do. Even others who have posted in this thread seem to agree that they do. If you can support your statement, I would be more than happy to consider the evidence.
i can tell you weapons like snipers and ARs certainly dont have bulllet travel time. it is an instantaneous damage transferral, or however long it takes for the computing to happen and send you back a ding and the enemy a death lol |
Master Jaraiya
Ultramarine Corp
698
|
Posted - 2013.09.06 12:09:00 -
[77] - Quote
Lurchasaurus wrote:Master Jaraiya wrote:Zekain K wrote:*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. Really now? Do you have any evidence to support this? I surely offered plenty evidence to support that they do. Even others who have posted in this thread seem to agree that they do. If you can support your statement, I would be more than happy to consider the evidence. i can tell you weapons like snipers and ARs certainly dont have bulllet travel time. it is an instantaneous damage transferral, or however long it takes for the computing to happen and send you back a ding and the enemy a death lol At close range, it would seem like ARs do not. If you get shot at a distance, you can tell the bullets have travel time. Pay close attention next time you shoot at someone out of your range with your AR. (if you use one) |
Lurchasaurus
SVER True Blood Public Disorder.
1738
|
Posted - 2013.09.06 12:14:00 -
[78] - Quote
your letting your brain play tricks on you because you keep leaning on what your eyes are seeing via the bullet animations rather than what is actually happening.
bullet animations are purely cosmetic and do not actually represent what your gun is doing aside from telling you if it is being fired or not. |
Lurchasaurus
SVER True Blood Public Disorder.
1738
|
Posted - 2013.09.06 12:16:00 -
[79] - Quote
Master Jaraiya wrote:Sniper Rifles do have projectile travel time. I spent quite a lot of time as a sniper on an alt, I can assure you it does.
in the .01% chance i am simply wrong on this one, someone who isnt jiraiya correct me, but jiraiya......no
the fact you still say this after spending time playing with a sniper rifle, and after this entire thread is disheartening to say the least |
Musta Tornius
Cannonfodder PMC
568
|
Posted - 2013.09.06 12:17:00 -
[80] - Quote
Another little tidbit for this thread that Wolfman told me. I was wondering whether large railguns fired projectiles or used hitscan. He said they were projectiles but he was considering changing them to hitscan as they were so fast anyway that it wouldn't have made a big difference. |
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Master Jaraiya
Ultramarine Corp
699
|
Posted - 2013.09.06 12:22:00 -
[81] - Quote
Musta Tornius wrote:Another little tidbit for this thread that Wolfman told me. I was wondering whether large railguns fired projectiles or used hitscan. He said they were projectiles but he was considering changing them to hitscan as they were so fast anyway that it wouldn't have made a big difference. Interesting. I wonder if this also applies to the FG and Sniper rifle, as they are both semiauto railguns as well.
I'm positive the FG is not hitscan. |
Master Jaraiya
Ultramarine Corp
699
|
Posted - 2013.09.06 12:24:00 -
[82] - Quote
Lurchasaurus wrote:your letting your brain play tricks on you because you keep leaning on what your eyes are seeing via the bullet animations rather than what is actually happening.
bullet animations are purely cosmetic and do not actually represent what your gun is doing aside from telling you if it is being fired or not. Actually, I am basing this off of how I receive damage from long range shots, not the animations. |
Garrett Blacknova
Codex Troopers
3786
|
Posted - 2013.09.06 12:45:00 -
[83] - Quote
Master Jaraiya wrote:Musta Tornius wrote:Another little tidbit for this thread that Wolfman told me. I was wondering whether large railguns fired projectiles or used hitscan. He said they were projectiles but he was considering changing them to hitscan as they were so fast anyway that it wouldn't have made a big difference. Interesting. I wonder if this also applies to the FG and Sniper rifle, as they are both semiauto railguns as well. I'm positive the FG is not hitscan. Sniper is hitscan, FG is not. Both were confirmed a LONG time ago and don't appear to have changed since. |
Csikszent Mihalyi
DUST University Ivy League
102
|
Posted - 2013.09.06 13:57:00 -
[84] - Quote
Master Jaraiya wrote:Lurchasaurus wrote:your letting your brain play tricks on you because you keep leaning on what your eyes are seeing via the bullet animations rather than what is actually happening.
bullet animations are purely cosmetic and do not actually represent what your gun is doing aside from telling you if it is being fired or not. Actually, I am basing this off of how I receive damage from long range shots, not the animations.
But how can you do that? When you get shot, how do you know that the tracer you saw was from the bullet that hit you moments later, rather than a previous bullet. This would require some very deliberate testing to be sure.
I think the fact that we generally don't notice bullet delays when shooting at something (other than the network latency) is much stronger evidence that no such delaying exists. Also it doesn't really make sense for a technical reason, which is a bit difficult to explain:
If there is code which delays application of the damage based on distance, the hit detection would still have to be based on the initial scan (because that one tells you the distance to base the delay on). This means that even if the target then moves, it would still be hit with no chance to dodge the bullet. Why would CCP do that? And even if it's in the game for some reason, the actual relevance for gameplay would be close to nil anyway. |
Master Jaraiya
Ultramarine Corp
701
|
Posted - 2013.09.06 14:54:00 -
[85] - Quote
Csikszent Mihalyi wrote:Master Jaraiya wrote:Lurchasaurus wrote:your letting your brain play tricks on you because you keep leaning on what your eyes are seeing via the bullet animations rather than what is actually happening.
bullet animations are purely cosmetic and do not actually represent what your gun is doing aside from telling you if it is being fired or not. Actually, I am basing this off of how I receive damage from long range shots, not the animations. But how can you do that? When you get shot, how do you know that the tracer you saw was from the bullet that hit you moments later, rather than a previous bullet. This would require some very deliberate testing to be sure. I think the fact that we generally don't notice bullet delays when shooting at something (other than the network latency) is much stronger evidence that no such delaying exists. Also it doesn't really make sense for a technical reason, which is a bit difficult to explain: If there is code which delays application of the damage based on distance, the hit detection would still have to be based on the initial scan (because that one tells you the distance to base the delay on). This means that even if the target then moves, it would still be hit with no chance to dodge the bullet. Why would CCP do that? And even if it's in the game for some reason, the actual relevance for gameplay would be close to nil anyway. Good point. It would definitely require some deliberate testing. Two players would have to be on coms, one says when he fires the other says when he gets hit. |
Garrett Blacknova
Codex Troopers
3795
|
Posted - 2013.09.06 14:57:00 -
[86] - Quote
Master Jaraiya wrote:Good point. It would definitely require some deliberate testing. Two players would have to be on coms, one says when he fires the other says when he gets hit. Even that is subject to variation because of the delay sending information via the battle server. |
Saxbrin Shain
The Unholy Legion Of DarkStar DARKSTAR ARMY
26
|
Posted - 2013.09.06 14:58:00 -
[87] - Quote
Zekain K wrote:*Multiple hitscan lines to mimic dispersion and multiple projectiles
*Delayed initial damage output to mimic bullet travel time
*Intermittent damage output to mimic bullet travel time
THESE 3 THINGS DO NOT EXIST. Dispersion is simulated by changing the angle of the hitscan beam. It isn't a continuous line, but a pulse at the weapon's rate of fire. The less accurate the weapon, the larger the cone of dispersion.
Travel time can be simulated by triggering the animation before the hitscan function. With full-auto weapons this really only affects the first shot.
These are two things, and they do exist. |
Jake Diesel
BIG BAD W0LVES
15
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Posted - 2013.09.06 15:12:00 -
[88] - Quote
Vexen Arc wrote:What are you trying to tell me? That I can dodge bullets?
No. What he's trying to say is, when you're ready. You won't have to.
+1 for this. |
Csikszent Mihalyi
DUST University Ivy League
104
|
Posted - 2013.09.06 15:14:00 -
[89] - Quote
Garrett Blacknova wrote:Master Jaraiya wrote:Good point. It would definitely require some deliberate testing. Two players would have to be on coms, one says when he fires the other says when he gets hit. Even that is subject to variation because of the delay sending information via the battle server.
You are not going to see the bullet tracer before your client is informed about the shot event by the server, so some information could be gathered this way.
All you need to know is whether the other person is going to fire a single bullet at you. Then you can compare the moment you see the tracer to the moment you receive damage. Then try this at various distances to see if there is a noticeable difference.
Chances are, that you will not even see a tracer for a single bullet that hits you. That in itself would be quite telling already though. |
Killar-12
The Corporate Raiders
961
|
Posted - 2013.09.06 15:17:00 -
[90] - Quote
Some Food for thought the AR's RoF is 12.5 Rounds per second, and basic AR's (no skill) do around 30 Dam an Duv with Prof 5 and 2 complex damage mods is around 51 dam per bullet
Duv base damage 37.5 * 1.15(Prof 5) * 1.17 (complex dam mods) = 50.456 dam
So it's pretty powerful even at base 31 * 12 bullets in 1 second thats 372 Hit points, more than a Breach MD direct hit, more than a light blaster turret in the same period of time, more than plenty of other things in one SECOND! Still hit scan sucks but CCP can't implement good physics anytime soon |
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