INFINITE DIVERSITY IDIC
TYRANNY of EVIL MEN
17
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Posted - 2013.07.30 18:19:00 -
[1] - Quote
Well for me its like this, trying to justify the need to make a merc less accurate based on his movement because he would not be accurate in real life as one poster put it seems to be an odd thought. I mean how much of what goes on in this game is accurate irl? Ok now that the sillyness of that argument has been smashed, lets move on to the real issue, its difficult to learn to strafe and be accurate, and its difficult to hit a good strafer, and in a game with a high hp model that challenge is multiplied. So my perspective for the following opinion comes from my experience in Halo 1 CE for PC. This is over a 10 year old game, played on pc with kb/mouse, in halo you also had a fairly high hp model though it was never expressed with hp you could consistently use the best weapon in the game the pistol as it was super op, and if your aim was good you could get a 3sk, or 3 shot kill, as long as all 3 shots where to the head, the counter to this was to either kill your opponent first or learn to move really well, this did not mean jumping, any good fps will tell you that jumping makes the person easier to track, anticipate, and hit as the ability to determine where the jump will end allows you to shoot ahead of the movement. This ultimately lead to the best shooters being those who were accurate and also very good strafers. To complicate this more in halo you had a latency that was built into the hit detection, heres how it worked, lets say back then player A had a great connection of 15megs, player A could look on the "killboard" see what was called his ping, ping gave a relative number to your lag in relation to the server and other players. So if player A was lucky he would hit f1 to view the his ping and it would be 33 or 66 the lower the better. Player B however had cheap internet and his ping might be 133, 99,100, or even 167. What this did was create something wonderful, this lag would make it so if the person was standing still you could hit them square on, however, if the person was moving left or right in strafe the targeting reticle would have to be ahead of that movement and how far ahead was based on 2 things, distance to target and ping. So if your ping or lag was low like 33 as in player A you could almost put it square on and get reg, or registration, but player B with his fail hard connection might need to go as much as 1 full reticle ahead of the target. So this lag created the kind of lead you would have in real life trying to shoot moving targets at a distance, this meant when the victim was moving left I had to place my reticle more left and when he suddenly jerked back right I had to move my reticle all the way to the other side of the head, this lead to snapping the mouse back and forth. The best thing was your range was unique to your mouse, machine, and internet connection, it couldnt be duplicated on your friends pc because you learn your range. Fortunately as a community this was something we mastered due to simply how accurate the mouse can be, this is a good balance because of lead on a moving target and the players ability to strafe and dust might want to consider a similar model, lead already exists in the forge guns. For those of you going what the heck is he talking about, here is a you tube link to a montage I made back in the day of the original Halo, if you can forgive my bad editing it illustrates the lead very well.
http://m.youtube.com/watch?v=lxKebb3gT8M
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