So I turned Halo 4 on for the first time since release this weekend after watching the excellent Global Championship and reading about the BR update…I enjoyed myself with the exception of several (extremely) laggy games.
Since they made the BR 4 shot again, my question is this; Do you still have to lead your shots like Halo 3? I’m used to leading the BR but I have no idea if that’s still how it works - particularly with the number of laggy games I played. I’ve read several conflicting posts about this and was wondering if anyone had a definitive answer.
All primaries in H4 are hitscan. I wish Halo Council was still there and I could link to the primary weapons testing thread . . . I hear there’s an archive site, but I don’t know what it is.
> All primaries in H4 are hitscan. I wish Halo Council was still there and I could link to the primary weapons testing thread . . . I hear there’s an archive site, but I don’t know what it is.
>
> Anyway, leading not required.
Primary precision rifles, that is.
The Storm Rifle and Suppressor are projectile weapons.
Really? than why is it 12 out 13 bullet kill(4sk) if all 13 bullets are going to land automatically then? I also miss shots when my reticle is on the target because they move just in time. This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
> > All primaries in H4 are hitscan. I wish Halo Council was still there and I could link to the primary weapons testing thread . . . I hear there’s an archive site, but I don’t know what it is.
> >
> > Anyway, leading not required.
>
> Primary precision rifles, that is.
>
> The Storm Rifle and Suppressor are projectile weapons.
Yah, sorry. Should have said “precision, magnum, AR”. I tend to forget about SR and Suppressor - even though I have the SR in several of my loadouts.
> Really? than why is it 12 out 13 bullet kill(4sk) if all 13 bullets are going to land automatically then? I also miss shots when my reticle is on the target because they move just in time. This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
It’s actually 11 out of 12 bullets (3-round bursts) for a kill. The reasoning behind this according to 343i (source?) was to make it more forgiving and easier to achieve a 4-shot given the lag in online matchmaking.
Because the BR is a 3-round burst, it is still possible to miss a target with one or more bullets in a shot if you or the target is moving, or your reticle is “swept” across the target while adjusting your aim. Lag increases the frequency of this occurrence.
> Really? than why is it 12 out 13 bullet kill(4sk) if all 13 bullets are going to land automatically then? I also miss shots when my reticle is on the target because they move just in time. This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
To compensate for latency. All weapons in Halo 4 are hitscan and theater is not a good source to see what is happening. It’s just a render of the game and isn’t 100% accurate.
> > Really? than why is it 12 out 13 bullet kill(4sk) if all 13 bullets are going to land automatically then? I also miss shots when my reticle is on the target because they move just in time. This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
>
> To compensate for latency. <mark>All weapons in Halo 4 are hitscan</mark> and theater is not a good source to see what is happening. It’s just a render of the game and isn’t 100% accurate.
There are many that are not hitscan.
[/li]- Storm Rifle
Suppressor
Needler
Boltshot
Plasma Pistol
Scattershot
Railgun
Concussion Rifle
Rocket Launcher
Fuel Rod Cannon
Incineration Cannon
Sticky Detonator
As a matter of fact, about half are non-hitscan, not including grenades.
> This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
What you’re seeing is just a graphical representation of a shot. I can’t remember what the exact word is for that–“contrail” is the word that comes to mind, but I don’t think that’s it.
Theater mode also only shows you what you saw, not what the host saw.
> Really? than why is it 12 out 13 bullet kill(4sk) if all 13 bullets are going to land automatically then? I also miss shots when my reticle is on the target because they move just in time. This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
Due to networking issues and to make the BR a bit more forgiving in case a bullet misses, and to give it more power against the DMR when in medium range.
> > This is a slight shocker to me, if you go into theater you can see the bullets moving forward. is the DMR hitscan too?
>
> What you’re seeing is just a graphical representation of a shot. I can’t remember what the exact word is for that–“contrail” is the word that comes to mind, but I don’t think that’s it.
>
> Theater mode also only shows you what you saw, not what the host saw.
Right. It’s also the same reason you see bullets go through walls, or go sideways (which ignorant people assume is aimbotting), they saw the bullet hit you, the host agrees it could happen, so it visually shows the bullet hitting you for consistency, even if networking caused you to see yourself already behind cover.
The BR is hit-scan but there is a slight delay between bullets so you must stay on target even after the trigger pull. You do not have to lead unless there is lag.
Hitscan = if the reticule is in the hitbox at the moment the trigger is pulled, you get a hit (assuming zero lag between you and the host and no random deviations - called “bloom” - in the bullet hit location compared to the reticle location).
Ballistic = alternative to hitscan, where the bullet has an actual, calculated velocity and path. A hit is only registered if the bullet passes through the hitbox.
Leading shots = for ballistic weapons, you need to shoot where the target will be when the bullet gets there. Easiest to see with slow projectiles, like rockets. For bullets (like storm rifle or suppressor), the travel time is usually only a frame or two. That may not seem like much at 30 frames per second, but it does matter.
Hitscan is used for most of the firearm-type weapons in H4 because it is less susceptible to lag issues. If you’re lagging behind the host by a quarter second (which is not great, but not bad, either), that’s almost 8 frames - or two to three times the bullet travel time at medium range. Unless the hitboxes are huge, hitting anything in that situation becomes difficult. Hitscan compensates for that. For slow projectiles (rockets) or close-in weapons, ballistic is still viable. In the case of slow projectiles, they usually have splash damage, so the effective hitbox is quite large. In the case of automatics, they’re only meant for close range, where bullet travel time is minimal, so they behave almost like hitscan.
Alright so basically when using my BR and my reticule is telling me I’m in range and on spot I should shoot and hit
But with a rocket launcher I would rather want to aim for where the enemy WILL BE moving to…not where they are…unless they’re standing still (all assuming I’m not experiencing much lag) correct?