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Cat Merc
Ahrendee Mercenaries
9744
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Posted - 2014.05.16 22:55:00 -
[31] - Quote
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)
Feline overlord of all humans - CAT MERC
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Buster Friently
Rosen Association
2404
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Posted - 2014.05.16 22:56:00 -
[32] - 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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Cat Merc
Ahrendee Mercenaries
9744
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Posted - 2014.05.16 22:57:00 -
[33] - Quote
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. 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. So... What does that wikipedia article change?
Other than the fact that it takes more processing power, hence CCP will either have to choose this or larger battles.
Feline overlord of all humans - CAT MERC
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Cat Merc
Ahrendee Mercenaries
9744
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Posted - 2014.05.16 22:58:00 -
[34] - Quote
Buster Friently wrote: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. Travel time? BF4 has that too. Because if you also include wind then it gets ridiculous lol
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13427
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Posted - 2014.05.16 22:59:00 -
[35] - Quote
Buster Friently wrote: 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.
Regardless of where hypothetical exploding LAV with hypothetical physics and destruction engine is, the chances of hitting a piece of debris with a hitscan weapon and with a travel time weapon are similar. It's practically random.
What reasons? Ricochet? You can have that with hitscan. Vastly longer engagement ranges? You're suggesting changing fundamental parts of the game that are fine as they are. To increase 'skill' required? There's no practical difference.
EDIT: I see you've quoted a wikipedia article suggesting otherwise. I don't believe it's that difficult to run a second calculation from the point of intersection.
Though really 'exact definition of hitscan for everything no exceptions' isn't what I want. I just think that starting to muck about with weapon ballistics too much is unnecessary.
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 23:07:00 -
[36] - Quote
Arkena Wyrnspire wrote:Buster Friently wrote: 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.
Regardless of where hypothetical exploding LAV with hypothetical physics and destruction engine is, the chances of hitting a piece of debris with a hitscan weapon and with a travel time weapon are similar. It's practically random. What reasons? Ricochet? You can have that with hitscan. Vastly longer engagement ranges? You're suggesting changing fundamental parts of the game that are fine as they are. To increase 'skill' required? There's no practical difference. EDIT: I see you've quoted a wikipedia article suggesting otherwise. I don't believe it's that difficult to run a second calculation from the point of intersection. It isn't. The Halo 3 sniper rifle does that, and don't quote me on that but I believe even the Halo 1 sniper did. Those have some pretty mean ricochet.
Feline overlord of all humans - CAT MERC
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Arkena Wyrnspire
Fatal Absolution
13429
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Posted - 2014.05.16 23:10:00 -
[37] - Quote
Cat Merc wrote: It isn't. The Halo 3 sniper rifle does that, and don't quote me on that but I believe even the Halo 1 sniper did. Those have some pretty mean ricochet.
Halo 3 sniper rifle isn't strictly hitscan, though.
You have long since made your choice. What you make now is a mistake.
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Meeko Fent
Kirkinen Risk Control Caldari State
2041
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Posted - 2014.05.16 23:14:00 -
[38] - Quote
The size of the map, and the range of the weapons make Projectile speed pointless.
80m Range, but guns from 5000 years ago shoot at like 700m/s.
Increasing the range wouldn't be smart because then the shots would hit only occasionally at range, but it would then take 10-20 shots to kill, and just hiding behind cover with a logi or as a shield suit would fully heal yourself in just like 3 or 4 seconds.
Projectile speed would be ok for Tank guns because of the range and the size of the target their designed to hit means they would be feasible to bother with such devises, but the range that the infantry game is balanced for would be hurt severely by adjusting for long range fighting. You'd have to reduce HTK to like 2 or 3for such long range fights, that would make such bullet drop worth a damn, and would cripple the current gameplay in CQC with COD-like TTK which we know everyone hates the hell out of.
Because you wanted to be something you're not.
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Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4183
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Posted - 2014.05.17 04:20:00 -
[39] - 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.
It's not magnetism. Hitscan simply means your shot goes exactly where you point it, instantly, with no travel time. |
Monkey MAC
Rough Riders..
2864
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Posted - 2014.05.17 11:17:00 -
[40] - Quote
medomai grey wrote: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?
Certain experimental rounds are being made in an attempt to hold the charge when fired from a rail gun. (No source since railguns are still under military development)
Actually according to lore there are 2 types of hybrid round, hybrid projectile, hybird energy. Hybrid energy rounds are balls of plasma contained within a polarity shell that breaks on impact allowing the plasma out, (as you said). These are munitions used by gallante weaponry
Hybrid projectile rounds, used by the caldari are slugs wrapped in a phasic energy of some sort, a result of either it's speed through the atmosphere, or the method via which they are launched (this depends on the rail tech they use).
I said AT LEAST, as arkane has said we already have bullets that travel 3 times the speed of sound, it is incredibly likely minmatar projectiles travel faster.
I am aware light is effected by gravity, however the gravity required, is so much ONLY black holes have been known to generate enough gravity to do so, black holes by the way have a potentially unlimited mass and actually create a tear in the 4th dimension space/time. Gravity doesn't really get involved with light or photons until you start looking at quantum physics, which you or I can't directly observe.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Monkey MAC
Rough Riders..
2864
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Posted - 2014.05.17 11:37:00 -
[41] - Quote
Buster Friently wrote: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.
Except richoet can easily be calculated from a hitscan, there are multiple simple physics formulas that allow you to project richoet both against a large mirror like target (wall) or even 2 objects of similar dimensions and mass. If you look at dust.thang you will notice the rifles already have arbitrary muzzle velocity values, place these in the formula with a couple of dynamically found angles etc and you get richoet from a hit scan, infact you could even program a function to recursively call a hit scan if you want to slow the bullet down, and it'll still be less work than actually rendering a projectile and applying ballistics calculations to it.
Hitscans are used for a reason, not just because the devs couldn't be bothered.
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.
2943
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Posted - 2014.05.18 02:47:00 -
[42] - Quote
Question for the people saying hitscan doesnt matter...
Do you think if they changed the railgun and the forge gun to hitscan it would matter? |
Monkey MAC
Rough Riders..
2864
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Posted - 2014.05.18 21:42:00 -
[43] - Quote
ZDub 303 wrote:Question for the people saying hitscan doesnt matter...
Do you think if they changed the railgun and the forge gun to hitscan it would matter?
Not nearly as much as you are implying. Both Railguns and do not suffer any form of bullet drop, even travel time is near instantaneous, the only visible difference to your or I is that the slugs would no longer appear to continue accelerating after leaving the barrel.
In terms of gameplay, hit detection, it would be neligible difference, against anything but dropships
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Leeroy Gannarsein
Legio DXIV
172
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Posted - 2014.05.18 23:26:00 -
[44] - Quote
ZDub 303 wrote:Question for the people saying hitscan doesnt matter...
Do you think if they changed the railgun and the forge gun to hitscan it would matter?
Aren't rails already?
Most of my aiming with a rail is in the interests of avoiding lag, not overcoming travel time.
MY ACTUAL NAME IS LORHAK
It would seem like wisdom, but for the warning in my heart...
CCP BLOWOUT FOR CPM1
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