Which do you prefer?
tf is that dumb image trying to convey
middle
>>719489095Dodgeable projectiles only
The third one is why the guns in battlefield are fucking AIDS.
>>719489095Bad company 2. The perfect pseudo tacticool shooter for me
>hitscan weapon is designed to look like projectile weaponwhy do devs do this
>>719489095all three at the same time, depending on the type of weapon
>>719489095>singleplayermiddle>multiplayerbottom
>>719489621You might be retarded.
>bullet weapon is hitscan>laser weapon is projectile
hitscan energy weaponsprojectile+gravity firearmsprojectile snipers from either category
>>7194890953rd on top of recoil and jamming
>>719489095The first one requires the least processing power.
I just shooty shooty and it hit the guy sometimes hehe
Consider this: hitscan + gravity
>>719489621>I've never played an FPS before!Why'd you even click on this thread? Dumb faggot.
>>719489095Hitscan is pure aimskill, which makes it the choice of true gamers.
>>719489990>minigun that shoots rockets>hitscan, but the shots have a big hitbox and use projectile logic for direct hitsThis shit is the one thing that prevents me from recommending tf2c
third offers the most depth and therefore more options to balance weapons and the ability to experiment with builds
hitscan is skillprojectile is luck
>>719490415It could work.>click on enemy>server freezes time>draws parabola in the direction you're aiming to see if it hits anything
>>719489095Third one if it's actually done right.
>>719489095Why the fuck would the bullet change trajectory and curve upwards after going straight through a barrel? What knig od retarded shit is this?
>>719489095Rockets, grenades, and frisbees only
depends entirely on the game
>>719489095Quake 3 had all three types.>LG and railgun>rockets>grenade launcherI consider it one filter for a great shooter that it has to offer all three.rockets (or the Tribes spinfusor, or the Half Life crossbow) have always been most satisfying for me. they delay gratification but are comfortable to aim in a medium with no real depth perception. I think gravity projectiles would be more popular if we all played with 3D glasses / VR.arced projectiles are a niche that should be there, but situational. one exception: I loved sniping in Battlefield 2. the arc is tiny due to how fast the bullets are so when you start playing the game you don't even realize there is an arc. then you can master the estimated drop as you keep playing.>>719489879Battlefield 2 was peak.
>>719489095
>>719490610calm down, the pistol is just meant to angle higher than it's shown. you know what was implied. don't look for things to get distracted by.
Both, but projectile weapons are stronger than hitscan weapons.
>>719489621
>>719490526Hitscan is preferably skill but often aimbotProjectile is preferably prediction but often luckThe redpill is that luck isn't necessarily a bad thing.
You need a good netcode to account for all three anyway. Hitscan with the default unlagged unreal trash, or w/e they use in call of duty and you end up with a game where too many kills are awarded to the shooters.Bad projectile spawn prediction and on the other end your proj will always lag behind and your short range encounter will feel like ass.Proj + gravity is only useful for sniping or trying to shoot a helicopter with a rpg or something. For sniping you could simply compute the hitscan for that shot, then hold the shot to the destination based on travel time + drop height and then do a check later to see if you get the hit.
>>719490610if you look closely at the image you'll notice that the pistol is pointed slightly upwardsshameful autistic melty
>>719490778Thing is the pistol literally is tilted upwards in the image.
Projectile with high movement speed + inheritanceShazbot
>>719489095Depends
>>719489095Projectile + gravity is the most fun.
>>719489621that you had breakfast this morning
>>719489095Things like gravity effects are neat in sniper games but in the average shooter game the action takes place at such short distances that adding bullet drop is meaningless at best and completely retarded at worst.
Projectile+Gravity but when the drop only really matters with long range weapons
>>719489095For me, it's
>>719491090yes and if it was only tilted slightly more it would be correct, so why feign to be upset by the slight error?
>>719491143inheritance missing from the image as per usual. it would turn 3 options into 5 though and confuse the noobs.
The game calculates all three and chooses the one that doesn't hit.
>>719490415Gravity doesn't work on what is essentially a laser.
>>719489095all of them!
>target distance so long you have to compensate for the orbit of the earth
putting 200m+ headshots in red orchestra 2 was satisfying as fuck
>>719491473based xcom player
Dice roll (I'm white)
>SPProjectile>MPIs dead and I dropped it looong time ago
>>719492295Hitscans already aren't meant to be lasers most of the time. They're typically used for bullets and even depict them having a travel time even when the calculation is hitscan. It's basically taking something that's meant to have a travel time and simplifying it to being instant. If anyone cared to you could include gravity in the travel and argue it would be present since in canon it is simply a bullet being fired. Not sure why you'd bother though.
>>719492421>compensate for Earth being at its aphelion reducing the gravitational pull of the sun>also compensate for the location of the moon contributing its own gravityAt what point does it stop being ballistics and start being orbital mechanics?
>>719491090>>719491081Are you retarded? Genuine question.
1 for close quarter games3 for long range games
>>719492962are you autistic? thats not a genuine question because i already know the answer lmfao :DD
>>719489621When I shoot gravity pulls my bullet up then it archs and then goes downThats how gravity works
>>719492295Have you considered a curved lazer that simiulates bullet drop off?
>>719492786gravity is literally a force that acts on things over time. if a bullet that arrives at its destination instantly hit some lower point due to "gravity" that would feel all kinds of wrong. nobody would accept it.also consider WHY so many games let bullets hit stuff instantly. it's because doing one raycast is the cheapest way to handle hit detection. to simulate an arc would mean doing many sequential raycasts. it would literally be more expensive than a projectile simulation over time (one raycast per time step, but the projectile can exist for many time steps).
What about hitscan+gravity?
Superior useless crosshair
>>719492962The gun is still tilted upwards meaning it's being shown that the guy is firing upwards to account for gravity. You're just autistically complaining that the image isn't 100% accurate even though the fundamentals of what's being depicted are addressed.
projectile + Graviy + Wind + Coriolis Effect
>>719493254It's technically more computationally expensive but it's still peanuts compared to 99% of the other things the game is doing at the same time. It's done for gameplay reasons.
>>719493313this is wrong. spread and recoil in CS work like a cone originating from the camera. there is no abrupt deviation, every bullet starts in the camera and flies out in a straight line.
>>719489095Melee.If the weapons model collides with the enemies model during the attack animation, it deals the damage and stun.
>>719489095Rocket launcher and granade launcher. Hitscan is for cheaters.
>>719493381what is? nobody is doing arced instant hits.
>>719493498>what is?Hitscan. Wasn't hard to follow what that anon is saying.
>>719489095do you actually need to account for gravity when using a gun? I would assume a bullet moves too quickly over too short of a distance for it to matter. Sniper rifles excluded of course since you're shooting someone from a mile away
>>719493254Hitscan is favoured mainly for netcode reasons. And gameplay as the other anon says.> if a bullet that arrives at its destination instantly hit some lower point due to "gravity" that would feel all kinds of wrong. nobody would accept it.As long as the bullet is visibly shown to be moving down when fired it wouldn't be much of a problem. But you're also taking up original shitpost a little too seriously.
>>719493379this is crazy
>>719489095Hitscan. Me clicking right at your head should be rewarded instantly.
>>719489095Rapid fire slow projectile, because I like tracking.
>>719493872>me clicking and letting the software do all the work should be rewarded instantly
>>719489095Hitscan for laser weapons. Projectile with gravity for bullets. Projectile for plasma weapons.
>>719493608no, hitscan is the CHEAPEST way to do it. anon said "It's technically more computationally expensive" so he could not have been talking about hitscan. now who is having trouble following?
>>719493719>Hitscan is favoured mainly for netcode reasons.more like server costs but you're right. I develop singleplayer games so I tend to forget about / ignore multiplayer concerns.
>>719491473hate this
>>719489095Projectile sans gravity is the perfect design tradeoff; targets must be lead, but are still visible when aiming. Adding gravity means the player is aiming above the target, which is likely now offscreen. What was a calculated decision now turns into a gamble. I will never forgive the Hunt Showdown devs for enshittifying their game by overturning a perfectly justified design decision and adding gravity.
>>719494249>one raycast is the cheapest way to handle hit detection>to simulate an arc would mean doing many sequential raycastsmeaning to simulate bullet drop with raycasts instead of projectile simulation would be more expensive, desu I'm not sure if that is actually true, but it seems true intuitively
>>719494714Seeing the projectile arcing is so much more satisfying tho, just make it fast so the drop isn't that big.
>>719492295>American education
>>719494249>now who is having trouble following?You."It's done for gameplay reasons." referred to hitscan because the anon just explained that it's not done because it's cheaper
>>719493379>not taking into consideration ambient temperature affecting the combustion of the gunpowder and thus the force of the expanding gasesdumbfuck casual gb2CoD
>>719489095a mix of all three>hitscan most conventional weapons>projectile for special or exotic weapons>projectile + gravity for very special or exotic support weapons that have a skill ceiling to realise
>>719492295yes it does anon how do you think your piss works
>>719489621Hitscan: Bullets do not exist, your gun constantly emits an invisible ray, the instant you pull the trigger, any targets that are touching the invisible beam will instantly take damage. Sometimes bullets are added as a special effect but they have no impact on the game itself.Projectile: Bullet exists as an actual object in the game, the object needs to collide with another object to damage it. The object moves at a certain speed.Projectile + Gravity: The bullet is an actual game object that needs to touch other game objects to damage them, it also has gravity, meaning it slowly goes down over time.Hitscanning versus Projectiles is a common debate about how FPS games should function. Lol.
>>719490415So Deus Ex?
games with hitscan get ruined by hackers within 5 seconds of existing for obvious reasons
3rd, having to learn how to use range finders should be mandatory.
Quake, a weapon for each one.
the best games have all of these
>>719495342I'm from Finland.
object is dropped exactly when gun is fireddoes the bullet hit the object?
>>719493429fine
>>719497735>American ZOG vassal stateYes, from America.
>>719497767At that range yes because the bullet will accelerate out the barrel in a span of microseconds.
>>719497767Do does the bullet shoot out of the purple or plop out?
>>719489095i dont get it. if the barrel is straight then how does the bullet go up???
Off topic but remember when the president of EA suggested that people should pay real money for more in-game bullets and then he stepped down as the president, lol.
>>719489095i prefer the borderlands way
you kindof need shot travel time and bullet drop for games with long range snipingfor anything close range hitscan works fine because the shot travel time is going to be less than 1/60th of a second anyways.
>>719489095All 3 of them, on different weapons>>719492823Orbital mechanics is just fancy ballistics desu
gravity is a lie
hitscan snipers are OP 1000% of the time. That's right, they are OP 10 times more than they even appear in games, that's how busted they are.
>>719493429Explain awp placing bullet holes behind you.
>>719498663Best sniper I ever met in any game was a brazillian sniper in tribes ascend, he had 150 ping, he carried 4chan to victory in the great 4chan vs reddit tribes ascend match, and he could hit a target moving 900 sanics from 3km away with one shot.And that game had ZERO hitscan weapons.
>>719489095hitscan because the others are half jewish
>>719497856>the world belongs to americaThe nonnies are finally starting to realize.
Projectile + gravityFelt good in RO2
>>719489095Hitscan for bullets, arcing projectiles for explosives.
>>719489095ALL OF THEM DEPENDING ON THE WEAPON NIGGAAAA
>>719497101Not an FPSfag but whats the argument for hitscan? Doesnt that reduce the whole thing into who can click on heads faster wjth no thought whatsoever?
>>719489095Projectile (rocket launcher) into hitscan (railgun).
>>719489095Hitscan for LasersProjectile for Ballistics
>>719499432What are you even trying to say? Is aiming fast and accurately not a skill? Hitscan doesn't mean you land every shot, just that the enemy can't dodge if you actually have your aim on them.
>>719489095Bottom one, it's why I still enjoy PUBG.
Completely depends on what game it is.>Short range maps; raycast.>Long range; projectile gameobject with rigidbody gravity to simulate bullet drop.>>719493271>What about hitscan+gravity?Redundant. You either have a raycast and particle effect on Ray hit, or you have a physical objects collider interact with another objects collider. Having both raycast and object collision will just add unnecessary bloat.
>>719494809projectile simulation at its cheapest IS a bunch of raycasts. I wanted to make an apples to apples comparison so the scenarios are:>do a bunch of raycasts all in one frame.worst case: everybody shoots on the same frame, super expensive because you have to do [number of shooters * number of arc steps before we hit something] raycasts all on this one frame.>do a bunch of raycasts staggered over many framesworst case: everybody is shooting full auto. there are many projectiles in their air but for each one you only have to do one raycast. [number of projectiles currently in the air]the average case will be better for the former, but the latter scales much better. optimization is really about the worst case so simulated projectiles easily win over weird instant arc trajectories.if you're gonna give your projectile a size (a sphere would be cheapest) that's even more expensive so that worst case spirals out of control further. but in any case you should think about doing the same thing in one frame vs. over many frames. the latter simply scales better, there's no way around it.>>719495901no, this cannot possibly be what he meant and I already explained why. you aren't reading or thinking, whichever. fix it.
>>719498860straight line from the camera to the bullet hole
>>719499058that means he was an incredible player. high skill and gamesense should be rewarded like that.hitscan is just>congrats you clicked the head!!!
>>719501467>Long range; projectile gameobject with rigidbody gravitysuper wrong. you don't want to involve a rigidbody in shooting. rigidbodies are for colliders that interact (push and potentially get pushed) by other colliders. and they are expensive. for a bullet IF it's going to push things you want exact control over how much it pushes things, so you don't wnat to leave that up to a physics sim any way, and you definitely don't want to pay the performance cost. you do raycasts for small projectiles, spherecasts for big projectiles. no collider or rigidbody.
>>719490603Yeah with the size of maps in every game it just ends up like hitscan anyway or it should.Pubg had like 1 meter drop off over 100 meters which is crazy lol, we playing on Jupiter or what
>>719501671Only if the game is show as shit, the faster the game the less it matters the mechanism for aim.In games like tf2 it matters a lot because even the fastest class in the game is slow as shit.
>>719501483>and I already explained whyYour explanation was focused on what was being talked about in the first half of the post. It's natural that the last part is what would be referred to. It's irrelevant anyway because it's clear what was being referred to both times so there would be no reason to question what is what.
>>719490236Halo is weird.
>>719501697>rigidbodies are for colliders that interactNot necessarily. Rigidbodies can be made into triggers instead; you still get the benefit of hit registration with other objects without a Physics collision.
>>719489095For me it's hitscan.I hate having to lead my shots. Especially with how wonky hitboxes are in multiplayer games due to lag.
>>719501467>>719501697How does ARMA do it?
>>719502069>I'm a dumb casualthanks for sharing
>>719502112>How does ARMA do it?I couldn't tell you without looking at the code.
>>719489095Youre missing the best option of all, where the gun is hitscan for X amount of distance where it then turns into projectile afterwards.
>>719499432People usually want bullets to go where they point at. There are also performance issues if you want to shoot a minigun that shoots projectiles, especially on online game.
>>719489621>>719489095No but really, why does the target show extra lines in projectile and projectile +gravity? What are the lines under the target supposed to convey?
>>719501949if your collider is a trigger you don't need a rigidbody on it.inb4 I need a rigidbody to apply gravitybaka
>>719499432yes, it's why most shooters suck
>>719502112raycasts. those projectiles are tiny (like real bullets) so they are gonna use raycasts for that.
>>719502537So you do a really short raycast each step and update the projectile position?
>>719501905Plasma isn't lasers
>>719502652yes, basically. the length of the raycast depends on the speed of the projectile and the tick rate. many multiplayer games use a tick rate as low as 20 Hz so the raycasts are often longer than you might think. although I suspect ARMA would be one of the games with higher tick rate out there. but that's just a guess.
>>719502825meshes?????anon... meshes. what would meshes have to do with it? oh god... I'm gonna be sick.
Projectile + gravity for something like a military shooter because we're in desperate need for something to make the gameplay more satisfying.Faster paced e.g. tribes, quake etc... we should really have a variety of options at our disposal
>>719502816Might as well be.
>>719502479>inb4 I need a rigidbody to apply gravity never said that, but having a rigidbbody handle bullet drop will not cause unnecessary bloat so long as the bullet colliders are simple. You save a lot of time and effort and it will cost you literally nothing.>>719502947>MeshesMeant to type colliders. If this is how you speak in every day life anon you need to grow up. Learn how to interact with people in a conversational tone.
>>719489095Depends on the weapon/damage type and engagement distances>laser, beam, or anything even at half light-speedHitscan>plasma/energy bolt, gauss/railgunLinear projectile>ballisticOfcourse it will be affected by gravity, so various ballistic arcs bepending on speed and weight of the projectile.
>>719489095I'd like the third but it's never done realistically. The second is also never done realistically. The entire point of those two is realism. If realism is going to be ignored, the game should use hitscan.
>>719490846>3 options>both Based retard.
>>719489095Hitscan for most weapons.Projectile + Gravity for snipers.
>>719489095hitscan for onlineprojectile for third personprojectile+gravity for first person
>>719490545Sounds good in theory, but in practice, what you get is Counter Strike
>>719489095All three as different weapons.>Hitscan = Laser Gun>Projectile = Normal Guns>Projectile + Gravity = Bow & Arrow
>>719504207it's not random, people would just aim a little higher
Projectile Hitscan
>>719504285Spray patterns in CS are not random, competitive players aim way beyond the reticle and move accordingly
I love both hitscan rifles and rocket launchers with slow ass projectilesEverything in-between, I don't enjoy
What would be an actually fun and interesting arsenal?>bland hitscan pistol with different secondary modes: silenced, hold button for a harder shot, slightly blinding flare ammo?>continuous hitscan laser that deals more dps the more you hold it on the target>wall ricocheting hitscan that only deals damage after being reflected off at least one wall, and deals more damage if it has reflected off two>fast projectile that uses a curved trajectory, based on mouse drag and explodes on impact>gravity affected, bouncy projectile>"grenade" (gravity affected, launch force given by button press time) that spawns a "turret" if it impacts on a surface, or blocks the vision and deals dot if it impacts on an enemy>some kind of continuous spray like a flamethrower
>>719497767Depends on the mass and friction of the object
>>719489095Projectile + gravity fucks up Chinese aim botters. so that one.
>>719504885It doesn't, planetside 2 shows it
>>719489095If the fun is killing with lasers then 1, if the fun is killing with guns 2, if the fun is in shooting then 3.
>>719489095Top by a longshot. Feels infinitely better to play. Maybe in a perfect world with faster than light travel and 0 ping from mariana's trench option 2 and 3 might work.
>>719504457it's still different, because the pattern only changes with the target's distance and only vertically, it's not as arbirtrary as CS recoil patterns
>>719504885An actual anticheat does just that without making aiming feel less fluid.
>>719505213Legends says, for pros, only the first bullet counts