I know that Halo 5s multiplayer, as far as we know, is probably going to be using Hitscan bullet registration, which is a good thing, but if you had your choice, what bullet detection would you want to play with? If you wanted to use projectile physics, like Halo CE and Halo 3, then how would you improve it?
Personally, Id like to see a mix of the two. I like the hitscan’s instantaneous registration, but I like leading my shots a little bit as in Halo 3. Some weapons ought to be hitscan only while some should be projectile. But that might not work well on LAN. HItscan is the best option.
Hitscan for consistency. High-velocity projectiles only work reliably on LAN. I don’t want to be missing shots because someone is downloading a movie in the next room.
Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
It should really be hitscan for consistency’s sake. Dedis would be a benefit as there’s no host advantage, but with all of the new movement and the bursty movement with thrust I could see that being a pain in the butt when it comes to projectile.
I’ll take the mixture of both. However I prefer the human weapons to be mostly hitscan. If it was LAN purposed, OK, we might be able limit the sandbox to only a few hitscan weapons.
However we mean to play these games over the net and match ourselves against many diverse connections. Even with dedicated servers, there needs to be some reliable net-weapons.
Good topic. I definitely prefer halo 3 bullet physics. I hate how easy it is for a opposing team member to put shots on me when I’m engaging his teammate on the other side of the map in halo 4 and especially halo2A. Think what made halo 2 and 3 play so well was that it was not impossible, but difficult to place shots on target at range. This promotes map use and mobility over the turret fest that is halo2A. No lead BR and no sprite don’t mix at all. Players shouldn’t be scared to move around the map. Halo 5 with its mobility definitely needs faster flying projectiles but I’m always in favor of having to lead your shots a bit.
> 2533274883669557;3:
> Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
>
> But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
The only time I really enjoy projectile is in battlefield. Buy in a game like halo, it really should be hitscan.
> 2533274810150284;7:
> > 2533274883669557;3:
> > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> >
> > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
>
>
> ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
>
> It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
>
> But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
> 2533274932540799;9:
> > 2533274810150284;7:
> > > 2533274883669557;3:
> > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > >
> > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> >
> >
> > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> >
> > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> >
> > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
>
>
> Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
> 2533274810150284;10:
> > 2533274932540799;9:
> > > 2533274810150284;7:
> > > > 2533274883669557;3:
> > > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > > >
> > > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> > >
> > >
> > > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> > >
> > > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> > >
> > > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
> >
> >
> > Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> > In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
>
>
> Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
>
> The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
It is a laser. By definition it fires at the speed of light.
> 2533274810150284;10:
> > 2533274932540799;9:
> > > 2533274810150284;7:
> > > > 2533274883669557;3:
> > > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > > >
> > > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> > >
> > >
> > > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> > >
> > > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> > >
> > > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
> >
> >
> > Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> > In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
>
>
> Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
>
> The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
That is simple physics…a laser is basically light, and it travels at the speed of light.
(Laser stands for → Light Amplification by Stimulated Emission of Radiation)
> 2533274798011936;11:
> > 2533274810150284;10:
> > > 2533274932540799;9:
> > > > 2533274810150284;7:
> > > > > 2533274883669557;3:
> > > > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > > > >
> > > > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> > > >
> > > >
> > > > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> > > >
> > > > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> > > >
> > > > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
> > >
> > >
> > > Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> > > In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
> >
> >
> > Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
> >
> > The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
>
>
> It is a laser. By definition it fires at the speed of light.
^ This. Lasers are made of light, light moves at the speed of light. As for the system it actually uses in game, as far as I know it uses a stream of extremely rapid successive Hitscan lines, each doing a tiny bit of the total damage each. Don’t quote me on that, though. I’d have to go into theatre and check.
> 2533274932540799;13:
> > 2533274798011936;11:
> > > 2533274810150284;10:
> > > > 2533274932540799;9:
> > > > > 2533274810150284;7:
> > > > > > 2533274883669557;3:
> > > > > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > > > > >
> > > > > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> > > > >
> > > > >
> > > > > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> > > > >
> > > > > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> > > > >
> > > > > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
> > > >
> > > >
> > > > Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> > > > In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
> > >
> > >
> > > Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
> > >
> > > The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
> >
> >
> > It is a laser. By definition it fires at the speed of light.
>
>
> ^ This. Lasers are made of light, light moves at the speed of light. As for the system it actually uses in game, as far as I know it uses a stream of extremely rapid successive Hitscan lines, each doing a tiny bit of the total damage each. Don’t quote me on that, though. I’d have to go into theatre and check.
This is accurate. The Splaser is not one single blast, but a rapid fire pulse of smaller lasers.
Hitscan
> 2533274932540799;13:
> > 2533274798011936;11:
> > > 2533274810150284;10:
> > > > 2533274932540799;9:
> > > > > 2533274810150284;7:
> > > > > > 2533274883669557;3:
> > > > > > Well, the game will run exclusively on dedicated servers, so that may help if they have some projectile weapons.
> > > > > >
> > > > > > But I think they should do like with Halo 4 and have some hitscan weapons and some projectile depending on the weapon. The BR was hitscan, but the Carbine was projectile. AR hitscan, Storm Rifle projectile. It makes sense considering how the weapons function.
> > > > >
> > > > >
> > > > > ^ This, more or less. I wouldn’t want weapons in the same class to work on different systems like in Halo 4, but I do want different systems for different weapons.
> > > > >
> > > > > It would make sense to me to have the short-mid range weapons be hitscan, but then longer range and heavier weapons be projectile. This isn’t the Matrix, you’re not going to maneuver away from a bullet from 10 feet away, even if you’re a Spartan, so there’s no reason to not make the closer range stuff hitscan for consistency. However, when shooting across the map with, say, a sniper rifle, that should definitely be projectile instead of hitscan. Same for rockets, spartan laser, and maybe the new light rifle.
> > > > >
> > > > > But I have to ask: is there a way to make everything work on hitscan from within a certain range, but once you’re out of that range it switches to projectile? I don’t design video games so I’m not sure how all that stuff works on the technical level, but a system like this would also make sense to me. Have everything be hitscan from 20 meters or closer, and have everything be projectile from any range over 20 meters. The 20 meters is just an arbitrary number I picked to illustrate my point, and not actually a suggestion. Though the rocket launcher and spartan laser should be projectile all the time, for obvious reasons.
> > > >
> > > >
> > > > Wait. So… The weapon that fires a laser… At the speed of light… Should travel slower than bullets? O_o
> > > > In all seriousness, though, I agree with you for the most part. Just not that bit. It really bugged me in Borderlands TPS that the much-hyped pew-pew weapons were not as versatile as I imagined. Seriously, that franchise’s bullets are like snails.
> > >
> > >
> > > Do you have a link that says that Spartan Lasers fire at the speed of light? I’ve never heard that, but I kind of doubt it. Besides, I thought they’ve always used a projectile system because you can kind of “wipe” it across the screen if you turn quickly while it’s firing. I never said the projectile for the laser shouldn’t be faster than those of bullets, just that it should use a projectile system.
> > >
> > > The sniper and the rocket launcher launcher in Halo 3 both used projectiles, but the rocket travelled a lot slower than the bullet from a sniper. By the same token, the Spartan Laser could - and should - travel faster than a bullet. I just think that it should be on a projectile system as opposed to hitscan.
> >
> >
> > It is a laser. By definition it fires at the speed of light.
>
>
> ^ This. Lasers are made of light, light moves at the speed of light. As for the system it actually uses in game, as far as I know it uses a stream of extremely rapid successive Hitscan lines, each doing a tiny bit of the total damage each. Don’t quote me on that, though. I’d have to go into theatre and check.
I concede the “fast as light” point (I don’t know crap about lasers, other than dogs and cats like to chase them and they can be used to cut stuff), but in the end we are still talking about whether it should use hitscan or projectile. I think whatever they’ve been using is perfect, so they shouldn’t mess with it. The spartan laser was bound to be the one area of contention because it is a laser instead of a bullet or a rocket. I still stand by the other stuff I said though. About weapons using projectiles after a certain range and all that other jazz.
A mix would be preferred, like the way it is now. Covenant weapons should be projectile based.
If all weapons were projectile, it would play very different, especially rifles. Just look at long range battlefield gameplay, you would see a big increase in the skill gap for sniping and such, which is nice. However I feel something like this just does not fit into halo.
The only reason I say hitscan is because of the way the game is currently designed. I don’t see projectiles working with the current aiming system and how people are constantly thrusting around.
> If all weapons were projectile, it would play very different, especially rifles. Just look at long range battlefield gameplay, you would see a big increase in the skill gap for sniping and such, which is nice. However I feel something like this just does not fit into halo.
To me projectiles are what defined Halo until every game decided to start using Halo 2 as the basis.
Both Ce and 3 had projectiles.
hitscan because right now with halo 3 i shoot someone in the head in swat i see blood but i dont get a kill. it happens alot and hate it
> 2533274819302824;18:
> The only reason I say hitscan is because of the way the game is currently designed. I don’t see projectiles working with the current aiming system and how people are constantly thrusting around.
>
>
>
> > If all weapons were projectile, it would play very different, especially rifles. Just look at long range battlefield gameplay, you would see a big increase in the skill gap for sniping and such, which is nice. However I feel something like this just does not fit into halo.
>
>
> To me projectiles are what defined Halo until every game decided to start using Halo 2 as the basis.
>
> Both Ce and 3 had projectiles.
Were all weapons projectile? I don’t remember them being like that, I only remember some weapons being projectile based. I will have to go back and check it out.