> 2533274969977277;6:
> While I do agree that a weapon moving that fast will play “more” like a hitscan weapon. We shouldn’t call it that because it isn’t hitscan. If it’s actually hitscan then I would call it that if it’s not then we shouldn’t mislable a projectile weapon as hitscan even if it’s extremely fast.
It’s not as simple as that.
The distinction between hitscan and projectile weapons is more nuanced than discussions in the Halo community make it to be. In a sense, hitscan is a subset of projectile weapons. This is because if you set the projectile speed high enough relative to the weapon’s maximum range, it becomes hitscan. Not just “like” hitscan, but completely equivalent to hitscan.
Consider how a hitscan weapon works: when the weapon is fired, a ray is cast in the direction of fire to a distance equal to the maximum range of the weapon. If this ray intersects an object, it’s a hit. On the frame after, the ray exists no more.
Now, consider the Halo Reach AR which has a maximum range of 100 an a projectile speed of 3000. The original Reach runs at 30 fps. So, what happens when the AR is fired? A ray is cast in the direction of fire to distance traveled by the projectile in one frame. This happens to be 100 units, which equals the max range of the weapon. (Coincidence?) If this ray intersects an object, it’s a hit. Since the max range has been reached, there is no need to continue, and on the frame after, the projectile exists no more.
Every game that has a projectile system gets a hitscan system for free. In fact, up to a certain range—the distance traveled in one time step—every weapon is hitscan. Many of the Halo Reach weapons were labeled hitscan, because on almost every map, the projectile either flies off the map, or hits something in the first frame. Some weapons in Reach are hitscan without caveats (e.g., AR, shotgun). For others (e.g., DMR, sniper rifle), Bungie knew that they’d be hitscan at ranges players would use them at 99.99% of the time. The most useful way to communicate how those weapons feel to players is to say that they’re hitscan. It’s not 100% accurate, but it’s accurate enough, gets the point across, and doesn’t confuse people. More often than not in communication, that is all you need.