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Hitscan
>sucks ass
>no real way to dodge it other than hiding behind scenery and hoping the RNG makes it miss or the geometry takes the balst
>many, MANY games rely on just facetanking damage or running past, usually with said enemies having armour

projectile based
>more realistic, but in doom's case much easier to dodge
>just sidestrafe, lol
cant really do projectile objects with bullets/buckshot

where does /vr/ stand on the enemy damage output debate?
>>
>it's the hitscan autist again
sigh
>>
Heretic and Hexen are the best old school shooters because all enemies fire projectiles.

Fuck hitscan. Fuck hitscan forever.
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>>12210473
no idea what youre talking about
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>>12210471
Your post
>sucks ass
>no real way to dodge it other than hiding behind filters and hoping your RNG makes it miss or someone sages it

projectile vomit based
>my realistic reaction to your post
>just sidestrafe to directly vomit into my PC case
cant really do projectile vomits without a good quality thumbnail though

where does /vr/ stand on retard faggot OP's making cocksucking faggot-ass AIDS posts like these?
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>>12210471
if you can always circlestrafe every enemy to death, it's boring
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>>12210471
Doom 2 did it right by having both, which complement each other and make encounters more complex overall depending on enemy variety and map design.
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>>12210471
>cant really do projectile objects with bullets/buckshot
You can btw, all the Marathon games do this, they just use invisible fast-moving projectiles, but it means you can run indefinitely from pseudo-hitscan enemies
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>>12210541
>doom did it right
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>>12210471
Hitscan forces the player to be more in tune with the level design in ways projectiles are simply unable to since they can be reliably dodged. Moment-to-moment combat is more immediate and visceral, testing your concentration and reaction skills. Since it also punishes bad positioning, hitscan really only becomes an issue when there are game mechanics present that disincentivize you from moving and shooting at the same time, e.g. accuracy penalties for moving. That’s where you get the generic sort of gameplay that has hitscan become really limiting and dull, where you’re standing still and trading damage, rather than the intense and rewarding gameplay where you’re strafing around, keeping track of your angles in the environment while being able to reposition at a moment’s notice, bobbing and weaving around objects in the environment, and breaking line of sight to reset a fight when overwhelmed.
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>>12210476
you can express your opinions without sounding like a 15 year old nigger
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>>12210471
the arguments you made against hitscan also apply to projectiles
>no real way to dodge it other than hiding behind scenery and hoping the geometry takes the blast
like in basically all FPS games that aren't Serious Sam? and you can dodge it by stunning, circlestrafing or crouching, just like in other games. or consider the fact that enemies are hitscan in the first place and try to use the level design to your advantage so that you enter a room with their backs facing you, or kill them before they even get to look at you (TNT). almost like the game is built around it
>many, MANY games rely on just facetanking damage or running past, usually with said enemies having armour
Doom does this all the time, that's why the power-ups exist. Doom 2 in particular has a fascination with arenas which often necessitate these
>projectiles are easier to dodge, just sidestrafe lol
is that meant to be a good thing? this is why so many maps are slaughter shit, because projectiles turn the game into a bullet hell lite, as opposed to hitscan which forces you to tactically consider the level design
if it really bothers you that much you can turn projectiles on in the fan ports
>>
>where does /vr/ stand on the enemy damage output debate?
Depends on the hitscan and projectiles. You can have evil homing projectiles like in Quake 1 on Nightmare when going against vores, and you can have "strafe dodgable" hitscan attacks like a lot of enemies in Quake 2, and you can just make instant travel-speed projectiles that can't easily be dodge.
Both can be hard/bullshit/fun.
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>>12210584
One of the most important enemies in the game
>>
All projectiles is much better. If they are getting too easy to dodge, there's too many open circles for you to strafe around in and they are moving too slowly.
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>>12210835
Doom 1 (and sigil 1 and 2) feels so fucking different just because it doesn't have that guy. He's lowkey the most dangerous enemy in the game so when your deciding what enemies should be focused he overrides everyone else except for archviles and even then it depends on if the archvile is free or just on a platform. Otherwise you kill that shithead ASAP. Functionally he's the closest thing in the game to a sniper.
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>>12210963
>Revenant
Dangerous close-range combatant, punishes mistakes the longer you circle-strafe because of rocket pile-up
>Arachnotron
Relatively easy to avoid, but punishes back-tracking without cover in the open
>Pain Elemental
Punishes procrastination because of Lost Soul pile-up
>Mancubus
Adds some minor amount of unpredictability relative to other projectile-shooters due to faster speed and varied angles
>Archvile
Self explanatory

Every enemy in Doom 2 added a new angle to how combat is approached vs the first, one of the best expansion-like sequels out there
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There isn't really any excuse not to have all projectiles on modern systems. Hitscan was passable when resources were sparse.
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>>12210695
>and you can dodge it by stunning, circlestrafing or crouching, just like in other games
Circle strafing doesn't work unless the enemy is programmed to stop shooting and have a windup for attacking. Crouching works in Blood because it manipulates the hitscan RNG as per the game's coding.

Like, to be able to dodge hitscans as if it were projectiles would require coding the hitscan attack to have two step verification before registering a hit.
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>>12210471
>lots of resources
hitscan fine
>little resources
hitscan bad. don't encourage faggot tactics like quick peaking
>>
"Hitscan bad" is the ultimate filtered midwit cope. Stick to modern gaming kiddo.
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>>12210471
Blood literally allows you to dodge hitscans.
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>>12211201
>beat hitscan game
still bad
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>>12211430
Yes, you indeed are.
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>>12210971
Arachs and Fatsos are also pretty menacing as "supporting artillery" in how they can build up an incoming wall of pain from a long distance. Naturally, that kind of reckless spraying can open them up to retaliation from other monsters, which makes them somewhat analogous to the Chaingunner.
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>peaks until they think they can hit me
it's just that easy
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>>12210584
I hate those fuckers. I've never really thought about it, but they might partly explain why I prefer Doom 1 to Doom II.
>>12211469
Christ, talk about a bullet sponge. I know Build engine games are prone to having those, but I don't think I've ever got far enough in DN3D to fight one of those guys.
>>
I just want people to stop liking hitscan
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>>12211939
>Christ, talk about a bullet sponge.
Playing completely safe like the webm, sure. Pelt them with rockets and they die fairly quickly, much quicker than a cyberdemon or mastermind without a BFG.
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>>12211939
>I know Build engine games are prone to having those
those ones are preferable to the stone gargoyles in Blood where they fly around when you're under cover like that and you don't have a good line of shot on them until you're in an open area. they're largely not cheeseable
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>what you like
sucks
>what I like
based
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>>12210642
underage autists like you probably won't
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>>12210475
nta but i've seen 2 different threads bitching about RE1 having hitscan. i assumed it was b8 but apparently not
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>>12211939
It's a fucking mini version of the first boss, of course it has a lot of health you stupid faggot, and that's why they aren't absolutely everywhere.

>>12211975
Also this. Hell, you can even use the Shrink Ray on them if you do it right, and thus crush them under your boot like a hamster.
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>>12211469
>>12211939
You're supposed to use shrink ray on Battlelords
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>>12213143
>You're supposed to use shrink ray on Battlelords
That only happens easily if you use the shrink ray without autoaim, a feature only available through sourceports. It's otherwise very situational as they weren't intended to be defeated so easily.
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>>12210471
https://www.youtube.com/watch?v=eWyM9NUAoVQ
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>>12213165
>That only happens easily if you use the shrink ray without autoaim
>they weren't intended to be defeated so easily.
I've been playing Duke 3D wrong the whole time
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>>12213929
on the other hand, if the game throws 2-3 at you, then you're in for a pretty terrible time
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>>12213947
HOWEVER, turning auto aim on will make your own hitscan weapons hit way more easily, making most of the rest of the game easier
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>>12213165
I've heard of people pulling it off with autoaim, but I've never managed to do that, so I just deal with it and beat them down with explosives.
Probably for the better, as much as I love the Shrinker and its power, it'd be a bit too OP if you could just easily delete one of the biggest and meanest monsters in the game like that.

>>12213976
I never struggled with hitting those lads with the shotgun or ripper, even when playing the console versions.
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>>12211469
For me? it was that missed shotgun shot at 0:02.
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>>12210474
skill issues. not a problem if you a real yn

>>12210476
real influx of dumbasses since the board wide rule changes. the main doom / quake / boomer shooter threads have been utter chaos lately.
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>>12214651
it actually hit. he's a big boy with a big hitbox



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