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Buster Friently
Rosen Association
2388
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Posted - 2014.05.16 02:45:00 -
[1] - Quote
I understand that, when it comes to consoles, shortcuts need to be taken, but with Legion coming to PC, this is much less true. PC does not need this crutch.
Please only have Hitscan on the absolute minimum number of weapons required. Things like the laser rifle obviously, and the rail rifles. That's about it really.
Even though quite a few of the weapons will have pretty fast projectiles, please actually implement projectile travel. It's an important feature of weapon diversification, balance, and overall immersion.
Tribes did this way back in 1998. Surely you can do as well in 2014.
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137H4RGIC
SVER True Blood Dirt Nap Squad.
230
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Posted - 2014.05.16 06:03:00 -
[2] - Quote
Are you talking about removing or minimizing the part where your reticle turns red from moving it over a cloaked enemy?
EVE players? Good at Dust?! Let the indiscriminate slaughter of PC huggers begin >:)
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Phoenix 85
Kirkinen Risk Control Caldari State
98
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Posted - 2014.05.16 06:11:00 -
[3] - Quote
137H4RGIC wrote:Are you talking about removing or minimizing the part where your reticle turns red from moving it over a cloaked enemy?
...
http://lmgtfy.com/?q=hitscan
EDUCATE YOURSELF ABOUT PC VS CONSOLE
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medomai grey
WarRavens Final Resolution.
753
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Posted - 2014.05.16 06:11:00 -
[4] - Quote
137H4RGIC wrote:Are you talking about removing or minimizing the part where your reticle turns red from moving it over a cloaked enemy? Hit scan means if you have your aiming reticle over an enemy and pull the trigger, the enemy takes damage. It differs from non-hit scan weapons that release a projectile that has to make contact in order to do damage.
Lore wise, the only weapons that should be hit scan are laser weaponry. But considering limitations in technology, other weapons may have to have hit scan out of necessity.
Medium frame EHP is not medium
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Buster Friently
Rosen Association
2389
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Posted - 2014.05.16 06:30:00 -
[5] - Quote
Phoenix 85 wrote:137H4RGIC wrote:Are you talking about removing or minimizing the part where your reticle turns red from moving it over a cloaked enemy? ... http://lmgtfy.com/?q=hitscan
What is this thing called Google? ;)
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Monkey MAC
Rough Riders..
2857
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Posted - 2014.05.16 08:22:00 -
[6] - Quote
So rail rifles, an electromagnetic round doesn't get ballistics, yet a light beam does? Do not delude yourself, it's not abojt immersion you just want a single weapon to have bitscan while everyone else flails around.
Gallante Plasma Rounds: Have such little mass at such high velocity, the rounds would be more likely to fall up Minmatar Projectile Rounds: The only ammo that could possibly have any ballistics, except for the fact it travels faster than the speed of sound, you wouldn't see any bullet drop before it left the map. Amarr Photon Rounds: It's light, pure light, uneffected by gravity and the fastest travelling projectile in game.
None of them have ballistics, it's the future.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Arkena Wyrnspire
Fatal Absolution
13352
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Posted - 2014.05.16 09:55:00 -
[7] - Quote
Having weapons not be hitscan is basically irrelevant unless map size is over doubled or something. A rail rifle round will travel at 2500m/s. Blink, and it's across the map. Within its effective range it'll make no difference whatsoever apart from being a performance drain. A laser/scrambler rifle round will travel at the speed of light. A plasma rifle round uses the same principles as a rail rifle shot.
The combat rifle is really the only rifle you could make this argument for but the round velocity is still so high it'd have very little effect on anything.
You have long since made your choice. What you make now is a mistake.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2924
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Posted - 2014.05.16 10:22:00 -
[8] - Quote
This is where game mechanics and game lore dont agree.
Take a look at any weapon that fires a projectile... do those rounds look like they are firing at 2500 m/s? Its more like ~100 m/s or so to me. They really need to fix that... either rewrite the lore or change the mechanic... doesnt matter.
So we know the forge guns and rail guns are both projectiles which are not hitscan weapons and definitely suffer from CQC issues. Hitscan = bullet magnetism from what I understand (I know aim assist is a large contributor to bullet magnetism as well).
If its not expensive, I think Buster has a point. There is a reason they dont have hitscan weapons in BF4 after all.
It would truly make low rof weapons like the rail rifle intrinsically bad in CQC and high RoF weapons (all min bullet hoses) very powerful in CQC. |
Arkena Wyrnspire
Fatal Absolution
13354
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Posted - 2014.05.16 10:37:00 -
[9] - Quote
ZDub 303 wrote: So we know the forge guns and rail guns are both projectiles which are not hitscan weapons and definitely suffer from CQC issues.
Those weapons being bad in CQC really has nothing to do with hitscan.
You have long since made your choice. What you make now is a mistake.
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John Psi
Vacuum Cleaner. LLC Steel Balls Alliance
701
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Posted - 2014.05.16 10:41:00 -
[10] - Quote
Arkena Wyrnspire wrote: The combat rifle is really the only rifle you could make this argument for but the round velocity is still so high it'd have very little effect on anything.
Also, a small distance, beyond which combat and assault have a big dispersion, deprives practical value.
Sorry for bad English =)
>>> Legion rdy! <<<
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ZDub 303
TeamPlayers Dirt Nap Squad.
2924
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Posted - 2014.05.16 10:45:00 -
[11] - Quote
Arkena Wyrnspire wrote:ZDub 303 wrote: So we know the forge guns and rail guns are both projectiles which are not hitscan weapons and definitely suffer from CQC issues.
Those weapons being bad in CQC really has nothing to do with hitscan.
Don't get me wrong, im not saying they are bugged, or that anything about the FG or Rail needs to be fixed... I'm saying you can clearly notice in short range engagements (and long range even moreso actually) that projectile weapons in this game don't hit like hitscan weapons. So they either need to animate the bullets like they are going 2500 m/s and match the mechanics to the lore or acknowledge that the bullets are travelling around 100-200 m/s and consider rewriting the lore and include some projectile physics.
We don't need bullet drop, but rifles don't act like forge guns in terms of hit detection (imo at least) and we could consider removing the hitscan mechanic if its not expensive to do so. If it is expensive... meh, better things to spend development time on. |
Monkey MAC
Rough Riders..
2858
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Posted - 2014.05.16 10:49:00 -
[12] - Quote
ZDub 303 wrote:This is where game mechanics and game lore dont agree.
Take a look at any weapon that fires a projectile... do those rounds look like they are firing at 2500 m/s? Its more like ~100 m/s or so to me. They really need to fix that... either rewrite the lore or change the mechanic... doesnt matter.
So we know the forge guns and rail guns are both projectiles which are not hitscan weapons and definitely suffer from CQC issues. Hitscan = bullet magnetism from what I understand (I know aim assist is a large contributor to bullet magnetism as well).
If its not expensive, I think Buster has a point. There is a reason they dont have hitscan weapons in BF4 after all.
It would truly make low rof weapons like the rail rifle intrinsically bad in CQC and high RoF weapons (all min bullet hoses) very powerful in CQC.
well let's take a look at a Photon Round
Speed: 670,000,000 MPH Mass: 0Kg Bullet drop per 100m: 0 Travel Time per 100m 0
now a plasma round: Speed 430,000,000 MPH Mass: 0Kg Bullet drop per 100m: 0 Travel Time per 100m: 0
next a railgun slug, bear in mind it is a hybrid ammo type and travels so fast that it physically creates an energy field as it travels, meaning it creating a 10jl field with a 30g slug (about same weight as 50.cal) requires near light speed. Speed: 600,000,000 MPH Mass: (including relativity adjustments) 30Kg Bullet drop per 100m: 0.000,000,001m Travel Time per 100m: 0
finally the minmatar projectile round, by far the slowest firing rifle round in game, even so the bullets themselves are incredibly aerodynamic to the point where drag is non-exsistant (flying is when your verlocity overcomes drag and gravity) not to mention the minmatar use highly advanced explosives that contain kinetic energy on par with a bunker buster missile strike in every shot.
Speed: 320,000,000 MPH Mass: 10g Bullet drop per 100m: 0.000,000,01m Travel time per 100m: 0.000.000,000,01 seconds
This why rifles and other weapons like this are hitscan, the law already supports it, the ballistics are so minuete that there is physically no point bothering with them, the only reason the forge gun has travel time is the slug is already 30 Kg at base, meaning every round fired leaves the barrel with the same mass as tank, forge gun's are literally crashing tanks into you, even then the travel time is almost instantaneous once it leaves the barrel, somewhere about 300m a second.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Arkena Wyrnspire
Fatal Absolution
13355
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Posted - 2014.05.16 10:58:00 -
[13] - Quote
Monkey, I'm afraid those are some incredibly dubious physics there. That rail rifle round requires approximately 10000 terajoules to move at that speed.
It doesn't create an energy field as it moves, it's propelled by magnetic fields in the rail rifle. That can take it up to a few times the speed of sound, but it won't take it to ~0.9c.
The plasma round doesn't move at that speed either given that it's just a highly ionised form of matter.
You have long since made your choice. What you make now is a mistake.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2924
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Posted - 2014.05.16 11:46:00 -
[14] - Quote
Arkena Wyrnspire wrote:Monkey, I'm afraid those are some incredibly dubious physics there. That rail rifle round requires approximately 10000 terajoules to move at that speed.
It doesn't create an energy field as it moves, it's propelled by magnetic fields in the rail rifle. That can take it up to a few times the speed of sound, but it won't take it to ~0.9c.
The plasma round doesn't move at that speed either given that it's just a highly ionised form of matter.
Regardless, even at much lower speeds like 2500m/s (which has already been stated as the speed of a rail shot) it'd cross the effective range so fast it's not worth considering.
A combat rifle round, which might appear the obvious candidate for ballistics, likely moves in excess of Mach 3, given that high powered modern rifles are already capable of attaining such speeds. That's about 1000 m/s.
At that speed, it'd cross the effective range of the combat rifle in about 8 milliseconds, or 0.08 of a second. That's half the human reaction time. It'd be completely unnoticeable except as a cost to performance.
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum. |
Arkena Wyrnspire
Fatal Absolution
13359
|
Posted - 2014.05.16 11:48:00 -
[15] - Quote
ZDub 303 wrote:
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum.
How can you clearly see that hitscan rounds aren't moving that fast? They hit instantly.
You have long since made your choice. What you make now is a mistake.
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Monkey MAC
Rough Riders..
2860
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Posted - 2014.05.16 13:15:00 -
[16] - Quote
Arkena Wyrnspire wrote:Monkey, I'm afraid those are some incredibly dubious physics there. That rail rifle round requires approximately 10000 terajoules to move at that speed.
It doesn't create an energy field as it moves, it's propelled by magnetic fields in the rail rifle. That can take it up to a few times the speed of sound, but it won't take it to ~0.9c.
The plasma round doesn't move at that speed either given that it's just a highly ionised form of matter.
Regardless, even at much lower speeds like 2500m/s (which has already been stated as the speed of a rail shot) it'd cross the effective range so fast it's not worth considering.
A combat rifle round, which might appear the obvious candidate for ballistics, likely moves in excess of Mach 3, given that high powered modern rifles are already capable of attaining such speeds. That's about 1000 m/s.
At that speed, it'd cross the effective range of the combat rifle in about 8 milliseconds, or 0.08 of a second. That's half the human reaction time. It'd be completely unnoticeable except as a cost to performance.
meh i'm currently revising for exams I can't be bothered with excats, however. the rail slug fired from a rail rifle is a hybrid ammo type, in that it moves sooo fast that it can be counted as both energy and projectile, which means it's either wrapped in a magnetic field (likely but only if you use a slug capable of maintaining the field, moving so fast that it's physical mass is converted to energy via E=mc^2, or moving so fast that it creates an ionised sheath as it moves through the air, any which way you look at it, there is gonna be a hell of a lot of energy. And hell of a lot of speed.
The plasma can technically travel at any speed upto the speed of light, since it's mass pretty much becomes pure energy, wrapped in energy.
As for the combat rifle, even at the speed of sound it's more than enough to illistruate the point we are both making! If you want I'd be happy to actually work this stuff out sometime/
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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ZDub 303
TeamPlayers Dirt Nap Squad.
2926
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Posted - 2014.05.16 14:02:00 -
[17] - Quote
Arkena Wyrnspire wrote:ZDub 303 wrote:
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum.
How can you clearly see that hitscan rounds aren't moving that fast? They hit instantly.
Have someone stand about 50-60m out and fire around your head. You can see the rounds coming at you and zip by your head. They aren't moving that fast. At 2500 m/s you would only see tracers.
This is especially noticeable with the assault rifle. |
Buster Friently
Rosen Association
2398
|
Posted - 2014.05.16 15:08:00 -
[18] - Quote
ZDub 303 wrote:Arkena Wyrnspire wrote:ZDub 303 wrote:
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum.
How can you clearly see that hitscan rounds aren't moving that fast? They hit instantly. Have someone stand about 50-60m out and fire around your head. You can see the rounds coming at you and zip by your head. They aren't moving that fast. At 2500 m/s you would only see tracers. This is especially noticeable with the assault rifle.
ZDub are you saying that the current system for weapons like the assault rifle is not hitscan? |
Buster Friently
Rosen Association
2398
|
Posted - 2014.05.16 15:11:00 -
[19] - Quote
Just to add to the discussion re: hitscan vs ballistics.
While I believe that there is merit in removing hitscan based on the addition of ballistic travel alone, even with fast moving projectiles, there are a lot of other benefits too.
One benefit would be things like ricochet or even weapons specifically designed to bounce. As I mentioned in the OP, by varying the projectile speed of weapons you can add diversity to the weapons as well. Additionally, you can have (more easily) weapons that detonate at specific distances, distances relative to the target, etc.
It simply adds a lot of nuance to the game, and modern PCs are plenty powerful enough to handle the computational load and any additional network traffic.
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ZDub 303
TeamPlayers Dirt Nap Squad.
2928
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Posted - 2014.05.16 15:45:00 -
[20] - Quote
Buster Friently wrote:ZDub 303 wrote:Arkena Wyrnspire wrote:ZDub 303 wrote:
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum.
How can you clearly see that hitscan rounds aren't moving that fast? They hit instantly. Have someone stand about 50-60m out and fire around your head. You can see the rounds coming at you and zip by your head. They aren't moving that fast. At 2500 m/s you would only see tracers. This is especially noticeable with the assault rifle. ZDub are you saying that the current system for weapons like the assault rifle is not hitscan?
I am not. Damage calculation is most definitely done by hitscan.
What I'm saying is that there is a disconnect between in game mechanics and the lore. The lore states that bullets are traveling out of our rifles at thousands of m/s. If that were true, you wouldnt need anything but hitscan for most any of the weapons in the game as the time between firing and damage application at ranges sub-100 meters would be on the order of the network latency between our computer/PS3 and the server (0-40ms for 0-100m). With a system like that, ballistics are mostly pointless, and I would argue the forge gun and both large and small rail turrets should also be hit scan.
However, the in game mechanics show that bullets are actually traveling much much slower than 2500 m/s. I don't know how you could actually measure bullet velocity with any degree of accuracy but I suspect its around 250 m/s or so that bullets actually travel. At that point its 400 ms between round fired and round hit at 100m, which is large enough that I believe ballistics would matter... like they matter for the forge gun and rail turrets.
So what i'm really trying to say here is either:
1: Fix the game mechanics and make those projectiles fire so fast that you could not see a reason to remove hitscan.
2: Fix the lore, remove the fact that these weapon fire rounds that travel as thousands of m/s (cause they dont in game) and then consider removing hitscan like they already have for the forge gun and rail turrets.
Either way, its not the presence of hit scan that matters imo, its the lore/mechanic disconnect. The game feels like it shouldn't have hitscan because the rounds aren't traveling all that fast to begin with. So either remove hitscan or make the game actually feel like it should have it. |
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Buster Friently
Rosen Association
2400
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Posted - 2014.05.16 15:49:00 -
[21] - Quote
ZDub 303 wrote:Buster Friently wrote:ZDub 303 wrote:Arkena Wyrnspire wrote:ZDub 303 wrote:
That is what i'm saying though... the lore says that but you can clearly see in game the rounds do not move that fast.
They either need to change the lore or fix the game mechanics to actually represent these values.
At most I would say the rounds in game are traveling 250 m/s, absolute maximum.
How can you clearly see that hitscan rounds aren't moving that fast? They hit instantly. Have someone stand about 50-60m out and fire around your head. You can see the rounds coming at you and zip by your head. They aren't moving that fast. At 2500 m/s you would only see tracers. This is especially noticeable with the assault rifle. ZDub are you saying that the current system for weapons like the assault rifle is not hitscan? I am not. Damage calculation is most definitely done by hitscan. What I'm saying is that there is a disconnect between in game mechanics and the lore. The lore states that bullets are traveling out of our rifles at thousands of m/s. If that were true, you wouldnt need anything but hitscan for most any of the weapons in the game as the time between firing and damage application at ranges sub-100 meters would be on the order of the network latency between our computer/PS3 and the server (0-40ms for 0-100m). With a system like that, ballistics are mostly pointless, and I would argue the forge gun and both large and small rail turrets should also be hit scan. However, the in game mechanics show that bullets are actually traveling much much slower than 2500 m/s. I don't know how you could actually measure bullet velocity with any degree of accuracy but I suspect its around 250 m/s or so that bullets actually travel. At that point its 400 ms between round fired and round hit at 100m, which is large enough that I believe ballistics would matter... like they matter for the forge gun and rail turrets. So what i'm really trying to say here is either: 1: Fix the game mechanics and make those projectiles fire so fast that you could not see a reason to remove hitscan. 2: Fix the lore, remove the fact that these weapon fire rounds that travel as thousands of m/s (cause they dont in game) and then consider removing hitscan like they already have for the forge gun and rail turrets. Either way, its not the presence of hit scan that matters imo, its the lore/mechanic disconnect. The game feels like it shouldn't have hitscan because the rounds aren't traveling all that fast to begin with. So either remove hitscan or make the game actually feel like it should have it.
Thanks for the clarification.
From my point of view, I don't really like hitscan as a mechanic, but your argument is good.
I would like to add, that we really don't need larger maps to make ballistics more important, what we need is longer view ranges. Also, ballistics isn't just about whether the delay is more or less than reaction time/latency etc. As I'm sure you know, even with a pretty minor delay due to projectile travel a quickly moving, unpredictable target would be hit less than under the same circumstances with hitscan. This is partly why I think hitscan is generally bad - because it removes nuances and tactics from the game.
One of the things that Legion will absolutely need is longer view ranges anyway, let's hope that CCP builds that in. As a bonus, ballistics would become more relevant. |
medomai grey
WarRavens Final Resolution.
756
|
Posted - 2014.05.16 21:17:00 -
[22] - Quote
Monkey MAC wrote:So rail rifles, an electromagnetic round doesn't get ballistics, yet a light beam does? Do not delude yourself, it's not abojt immersion you just want a single weapon to have bitscan while everyone else flails around.
Gallante Plasma Rounds: Have such little mass at such high velocity, the rounds would be more likely to fall up Minmatar Projectile Rounds: The only ammo that could possibly have any ballistics, except for the fact it travels faster than the speed of sound, you wouldn't see any bullet drop before it left the map. Amarr Photon Rounds: It's light, pure light, uneffected by gravity and the fastest travelling projectile in game.
None of them have ballistics, it's the future. Was this directed at me? Because I clearly stated: "But considering limitations in technology, other weapons may have to have hit scan out of necessity."
I'm fairly certain that rail guns don't have electromagnetic rounds, so much as the rounds are propelled by a magnetic field generated by an electric current. As for light beams having hit scan, it makes sense because nothing moves faster than light to my knowledge and the distances the light beam travels is too short to matter. Although this same reasoning can be applied to other weapons as well.
Hybrid rounds, according to lore, are containers that suspend plasma using electromagnetic fields to contain plasma. It is the choice munition of the Caldari and Gallente. Although the Gallente plasma rifle, shotgun, and ion pistol appear to fire plasma instead of hybrid rounds.
Don't honestly know if the projectile speed of Minmatar weapons is the same as the speed of sound.
Light can be affected by gravity. Its why black holes are black.
The physics from your posts sound odd to me. Can you explain in great detail and source where you are coming up with your theories?
Medium frame EHP is not medium
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Arkena Wyrnspire
Fatal Absolution
13409
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Posted - 2014.05.16 21:23:00 -
[23] - Quote
Buster Friently wrote:As I'm sure you know, even with a pretty minor delay due to projectile travel a quickly moving, unpredictable target would be hit less than under the same circumstances with hitscan. This is partly why I think hitscan is generally bad - because it removes nuances and tactics from the game.
I don't think that's very likely, actually. With a strafing target the problem is generally much more tied to the reaction time. Nobody can track a target perfectly, and so while some of the fight comes down to tracking ability a fair bit of it is down to luck. The difference non-hitscan weapons would make at the ranges in a strafe fight would be irrelevant. You're looking at a couple of milliseconds, if that. That's a fraction of the human reaction time - it's going to make no difference.
If you wanted ballistics to matter and for that to be noticeable in a strafe fight you'd have to cut the speed by a huge amount, to the point where fighting at range would become practically impossible.
If you want an example of this, look at planetside 2. That has weapon ballistics. In a strafe fight, does it -really- make much of a difference? At range it most certainly does, but these weapons don't operate at nearly those ranges.
You have long since made your choice. What you make now is a mistake.
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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:12:00 -
[24] - Quote
Arkena Wyrnspire wrote:Buster Friently wrote:As I'm sure you know, even with a pretty minor delay due to projectile travel a quickly moving, unpredictable target would be hit less than under the same circumstances with hitscan. This is partly why I think hitscan is generally bad - because it removes nuances and tactics from the game. I don't think that's very likely, actually. With a strafing target the problem is generally much more tied to the reaction time. Nobody can track a target perfectly, and so while some of the fight comes down to tracking ability a fair bit of it is down to luck. The difference non-hitscan weapons would make at the ranges in a strafe fight would be irrelevant. You're looking at a couple of milliseconds, if that. That's a fraction of the human reaction time - it's going to make no difference. If you wanted ballistics to matter and for that to be noticeable in a strafe fight you'd have to cut the speed by a huge amount, to the point where fighting at range would become practically impossible. If you want an example of this, look at planetside 2. That has weapon ballistics. In a strafe fight, does it -really- make much of a difference? At range it most certainly does, but these weapons don't operate at nearly those ranges.
You make good points. Please keep in mind, that I'm expecting engagement ranges for Legion to be significantly longer than in Dust. This won't be true for all weapons, and maybe for none, but it's certainly a possibility that didn't exist on the PS3. Also, as an example using the long range sniper role - with hitscan you can just wait for a target to move under your crosshair and then fire - 100% guaranteed hit. Even with fast projectiles and relatively short range, a randomly moving target is no longer a guaranteed hit. Obviously the longer range the more true this becomes as travel time increase, and as the silhouette size decreases.
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Arkena Wyrnspire
Fatal Absolution
13420
|
Posted - 2014.05.16 22:20:00 -
[25] - Quote
Buster Friently wrote: You make good points. Please keep in mind, that I'm expecting engagement ranges for Legion to be significantly longer than in Dust. This won't be true for all weapons, and maybe for none, but it's certainly a possibility that didn't exist on the PS3. Also, as an example using the long range sniper role - with hitscan you can just wait for a target to move under your crosshair and then fire - 100% guaranteed hit. Even with fast projectiles and relatively short range, a randomly moving target is no longer a guaranteed hit. Obviously the longer range the more true this becomes as travel time increase, and as the silhouette size decreases.
I don't really see engagement ranges in Legion becoming drastically longer - and they'd have to, if they were to warrant ballistics for most weapons. At its core I don't think the game will be drastically different. I mean, look at the demo - it's all the same base. There's not much justification to change the engagement ranges so hugely.
I would like to see it a little more, though, on weapons where it makes sense. It actually does make sense on sniper rifles - having ballistics allows it to be a more interesting affair than direct point and click from a distance and rewards skill shots. It also paves the way for sniper rifles to actually be powerful (but require some ability) rather than redline hiding snorefest tools. As I recall there was an 'Experimental sniper rifle' in closed beta which functioned a bit like this.
You have long since made your choice. What you make now is a mistake.
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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:29:00 -
[26] - Quote
Arkena Wyrnspire wrote:Buster Friently wrote: You make good points. Please keep in mind, that I'm expecting engagement ranges for Legion to be significantly longer than in Dust. This won't be true for all weapons, and maybe for none, but it's certainly a possibility that didn't exist on the PS3. Also, as an example using the long range sniper role - with hitscan you can just wait for a target to move under your crosshair and then fire - 100% guaranteed hit. Even with fast projectiles and relatively short range, a randomly moving target is no longer a guaranteed hit. Obviously the longer range the more true this becomes as travel time increase, and as the silhouette size decreases.
I don't really see engagement ranges in Legion becoming drastically longer - and they'd have to, if they were to warrant ballistics for most weapons. At its core I don't think the game will be drastically different. I mean, look at the demo - it's all the same base. There's not much justification to change the engagement ranges so hugely. I would like to see it a little more, though, on weapons where it makes sense. It actually does make sense on sniper rifles - having ballistics allows it to be a more interesting affair than direct point and click from a distance and rewards skill shots. It also paves the way for sniper rifles to actually be powerful (but require some ability) rather than redline hiding snorefest tools. As I recall there was an 'Experimental sniper rifle' in closed beta which functioned a bit like this.
You may be right. I still say that hitscan is something that we don't need. It's a crutch that hasn't been computationally necessary in a long time - more than a decade on PC.
Sure, it might not be something that's directly noticed in shorter range engagements, but it adds depth and subtlety. Imagine, as an esoteric example, an LAV exploding nearby as you train your weapon on a target. just as you fire, pieces of the destroyed LAV fly out and actually intercept a projectile as it travels from you to your target. Now, you clearly would miss in this case, and that possibility isn't available using hitscan. Now, you could go further and have that projectile ricochet off the flying piece of debris and hit something else. This type of mechanics exists in PC games that do not resort to hitscan, but are simply not possible when hitscan is used.
This is why I have asked for CCP to minimize hitscan, not necessarily eliminate it altogether. Legion would be better for it.
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Arkena Wyrnspire
Fatal Absolution
13424
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Posted - 2014.05.16 22:40:00 -
[27] - Quote
Buster Friently wrote:
You may be right. I still say that hitscan is something that we don't need. It's a crutch that hasn't been computationally necessary in a long time - more than a decade on PC.
Again, though - is it really a crutch if it makes very little practical difference? You're really not going to see the difference from having a non-hitscan weapon except in a handful of cases.
Quote: Sure, it might not be something that's directly noticed in shorter range engagements, but it adds depth and subtlety. Imagine, as an esoteric example, an LAV exploding nearby as you train your weapon on a target. just as you fire, pieces of the destroyed LAV fly out and actually intercept a projectile as it travels from you to your target. Now, you clearly would miss in this case, and that possibility isn't available using hitscan. Now, you could go further and have that projectile ricochet off the flying piece of debris and hit something else. This type of mechanics exists in PC games that do not resort to hitscan, but are simply not possible when hitscan is used.
This is why I have asked for CCP to minimize hitscan, not necessarily eliminate it altogether. Legion would be better for it.
The chances of a piece of an exploding LAV actually intercepting a projectile are minimal. Let's go with this hypothetical situation, though.
We can assume that an exploding LAV will throw out a certain amount of shrapnel and debris (assuming we have a destruction and physics system for LAVs like this, which is unlikely). As the distance from the LAV increases, the amount of shrapnel in the area decreases, and the chances of the debris intercepting a shot drops pretty much exponentially.
So, we have to be very close to the exploding LAV. When you're so close, the travel time of a projectile is going to be minimal. To the point where if the debris would intercept the projectile even if it were hitscan instead of travel time based.
This is obviously an edge case. Even if by some minor miracle CCP managed a physics and destruction engine for LAVs sophisticated enough to have shrapnel with hitboxes, the chances of this scenario occurring are tiny.
So for most weapons, what benefits does a non-hitscan weapon system bring? Why would Legion be better off for it?
You have long since made your choice. What you make now is a mistake.
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Cat Merc
Ahrendee Mercenaries
9744
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Posted - 2014.05.16 22:49:00 -
[28] - Quote
The "superior FPS killz" part of you might think that hit scan is for "scrubs" and stuff, but there's no point to put physics where it's not needed.
I say keep non hit scan to the minimum, to keep server load down to allow for larger battles.
Just FYI, Battlefield 4 has bullet physics, and yet it's not even a thing unless you're using sniper rifles. I have never, ever pulled my sights up to compensate for bullet drop while using an assault rifle, because it's pointless.
Feline overlord of all humans - CAT MERC
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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:50:00 -
[29] - Quote
Arkena Wyrnspire wrote:Buster Friently wrote:
You may be right. I still say that hitscan is something that we don't need. It's a crutch that hasn't been computationally necessary in a long time - more than a decade on PC.
Again, though - is it really a crutch if it makes very little practical difference? You're really not going to see the difference from having a non-hitscan weapon except in a handful of cases. Quote: Sure, it might not be something that's directly noticed in shorter range engagements, but it adds depth and subtlety. Imagine, as an esoteric example, an LAV exploding nearby as you train your weapon on a target. just as you fire, pieces of the destroyed LAV fly out and actually intercept a projectile as it travels from you to your target. Now, you clearly would miss in this case, and that possibility isn't available using hitscan. Now, you could go further and have that projectile ricochet off the flying piece of debris and hit something else. This type of mechanics exists in PC games that do not resort to hitscan, but are simply not possible when hitscan is used.
This is why I have asked for CCP to minimize hitscan, not necessarily eliminate it altogether. Legion would be better for it.
The chances of a piece of an exploding LAV actually intercepting a projectile are minimal. Let's go with this hypothetical situation, though. We can assume that an exploding LAV will throw out a certain amount of shrapnel and debris (assuming we have a destruction and physics system for LAVs like this, which is unlikely). As the distance from the LAV increases, the amount of shrapnel in the area decreases, and the chances of the debris intercepting a shot drops pretty much exponentially. So, we have to be very close to the exploding LAV. When you're so close, the travel time of a projectile is going to be minimal. To the point where if the debris would intercept the projectile even if it were hitscan instead of travel time based. This is obviously an edge case. Even if by some minor miracle CCP managed a physics and destruction engine for LAVs sophisticated enough to have shrapnel with hitboxes, the chances of this scenario occurring are tiny. So for most weapons, what benefits does a non-hitscan weapon system bring? Why would Legion be better off for it?
You don't have to be close for the LAv to be in the line of fire. That makes no sense.
I've already stated many reasons that Legion would benefit from minimizing hitscan, and yes it is certainly a programming crutch.
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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:51:00 -
[30] - Quote
Cat Merc wrote:The "superior FPS killz" part of you might think that hit scan is for "scrubs" and stuff, but there's no point to put physics where it's not needed.
I say keep non hit scan to the minimum, to keep server load down to allow for larger battles.
I am not making any argument based on "skillz" let's leave that on the console forums please.
I'm arguing based on immersion.
This is from the Wiki page:
Advantages[edit] The primary advantage is the simplicity of the simulation, it uses relatively simple mathematics to calculate hits. Although bullets do not move at infinite speed via perfectly straight trajectories, they move fast enough that a hitscan solution is normally a reasonable approximation. It leaves the question of where a weapon has hit to just one function, streamlining the programming of weapons.
In terms of game design, it readily ties cause (the player presses a 'fire' button, executing a hitscan function) to effect (the hitscan returns a result, the player sees the weapon's effect at that location). While a simplified model of real world ballistics, it makes games more accessible in that there is no need to aim slightly ahead of a moving target in order to compensate for the time it takes for the projectile to reach it. Although less realistic this model requires no understanding of real weapon handling in order to play the game, and reinforces the intuitive understanding that whatever the reticle is placed over will be hit.
Disadvantages[edit] Visually representing the firing effect of a hitscan weapon can be difficult - since the weapon hits its target instantaneously, any bullet or projectile that comes from the weapon is merely a 'ghost', and where it lands may not necessarily represent its actual hit. In particular, a projectile bullet effect will always lag behind the effect of its hit, a problem which can be compounded by internet latency in online multiplayer gaming.
The hitscan method also precludes ballistics, as it cannot simulate any kind of movement other than a straight line, such as a parabolic arc or atmospheric resistance (including wind direction).
With advances in processing and internet bandwidth, it has become more practical to simulate the ballistic nature of real-world firearms in real-time games by using a more realistic "projectile" model, spawning bullets as actual game objects with mass and velocity and continuously simulating them until they reach their target. |
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