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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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Buster Friently
Rosen Association
2389
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Posted - 2014.05.16 06:30:00 -
[2] - 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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Buster Friently
Rosen Association
2398
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Posted - 2014.05.16 15:08:00 -
[3] - 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
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Posted - 2014.05.16 15:11:00 -
[4] - 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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Buster Friently
Rosen Association
2400
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Posted - 2014.05.16 15:49:00 -
[5] - 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. |
Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:12:00 -
[6] - 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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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:29:00 -
[7] - 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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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:50:00 -
[8] - 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 -
[9] - 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. |
Buster Friently
Rosen Association
2404
|
Posted - 2014.05.16 22:56:00 -
[10] - Quote
Cat Merc wrote:Buster Friently wrote: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. Well you said hit scan is a crutch. So... Anyway, it would actually not be immersive, since I know the velocities are so huge for anything other than a few weapons that if I can even feel a hint of bullet drop, then it's immersion breaking. Plasma Rifles, Rail Rifles, Scrambler Rifles all use technologies that have projectiles moving at absurdly fast speeds. (Or in the case of the scrambler rifle, energy in the form of light and heat)
A programming crutch, not an end user crutch. SOrry, I guess I should have been more precise in my wording,
Also Cat, please read through the rest of the posts it isn't just about projectile drop.
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