Why can’t we just simply have a 100% predictable bullet spread?
Let me explain, or at least attempt to.
Say there are two spartans on a map with ARs in Halo 3. Their distance is pretty close, but some bullets could escape, even when perfectly aimed. For the distance, each bullet has a 95% chance of hitting the spartan on average. One hit with 94% accuracy, and the other one hit with 96% accuracy. If these players are standing still, and have their cursors on the same place, then the one with the 96% accuracy would win, simply due to luck. It would be stupid to just burst-fire, cause then you’d die for sure.
Now, the solution.
In the same example, why couldn’t we just have 95% of those bullets hit each of them? That way, if the cursor was on the same spot, and they both shot at the same time, then they would both die at the same time, always. Say they were really far away. They were both just holding the RT trigger and their cursors were on the same spot. Only 5% of their bullets would hit. ALWAYS 5%. They would still both die at the same time. If one burst fired though, that would bump it up to always 45% of the bullets hitting, ALWAYS (as long as the guy is burst firing EXACTLY the way he did before). That way, that guy would win.
Any reasons as to why this is stupid? I always wondered about why they didn’t do this with bloom in Reach.
> > > Because you touch yourself at night.
> >
> > Actually I never do that.
>
> During the day right? ROFL. Actually I agree with your OP.
No, I technically might do what your thinking about, except no touching is done. I don’t want to go into serious detail, but lets just say that NO touching is done to give myself pleasure.
> > > > Because you touch yourself at night.
> > >
> > > Actually I never do that.
> >
> > Then explain bullet spread.
>
> Bungie and most other games implemented it in their games.
That’s not an explanation, and until you come up with one, I’m sticking with my initial idea.
> > > > > Because you touch yourself at night.
> > > >
> > > > Actually I never do that.
> > >
> > > Then explain bullet spread.
> >
> > Bungie and most other games implemented it in their games.
>
> That’s not an explanation, and until you come up with one, I’m sticking with my initial idea.
Bungie implemented it in Halo CE since multiplayer wasn’t really a big thing. Why they have it in other games, besides to satisfy players who want their games to be a little realistic, I have no idea.
If the system is hitscan and your target takes up the aiming cursor, your shots WILL always hit.
So if I burst fire him at range with an AR, and he’s still in my sights, it should HIT, not be a flat 45% chance at that distance to either hit or miss, despite the targeting or distance or whatever.
If the system isn’t hitscan, your idea would only get complicated for the game, having to take in effect for the bullet being physical and having to lead now. You can’t put a flat chance on that.
> If the system is hitscan and your target takes up the aiming cursor, your shots WILL always hit.
> So if I burst fire him at range with an AR, and he’s still in my sights, it should HIT, not be a flat 45% chance at that distance to either hit or miss, despite the targeting or distance or whatever.
I don’t think you really understand. If that was the case, then all guns would always hit, no matter how far away they are. That means I could have an SMG and always hit a guy that’s a mile ahead of me. Doesn’t make sense.
I guess it could work just by taking away how much damage it does from a range, but then a guy with an SMG could just keep on making a guy with a sniper zoom out, and possibly even kill him.
Besides, hitscan doesn’t mean that. There’s still a chance. All hitscan does is make sure that, right when you pull the trigger, the bullet will go right to your opponent. If you’re far away there will still be a random chance included.
EDIT: All I want is NO RANDOMNESS. Random bullet spread produces RANDOMNESS.
The reason it’s random is that there isn’s a clear alternative; how would you actually go about implimenting a “95% chance” that always works totally consistently?
One way to handle the issue would be to have the weapon always hit when you’re pointing it at the enemy, but to do variable damage based on how accurate your shooting currently is. But this would be bizarre.
Another approach to limiting effective range is to use projectile weapons. This would benefit enormously from dedicated servers, though, and Halo has always used peer-to-peer hosting.
> The reason it’s random is that there isn’s a clear alternative; how would you actually go about implimenting a “95% chance” that always works totally consistently?
>
> One way to handle the issue would be to have the weapon always hit when you’re pointing it at the enemy, but to do variable damage based on how accurate your shooting currently is. But this would be bizarre.
>
> Another approach to limiting effective range is to use projectile weapons. This would benefit enormously from dedicated servers, though, and Halo has always used peer-to-peer hosting.
I’m not talking about any 95% chance, that was just an example, and I was talking about 95% of the bullets always hitting. I’m leaning towards the second one you mentioned. The only problem is is that it would scope people out even if they were extremely far away with a magnum.
spread is a real thing. even if you can get a real auto rifle to stay perfectly still and never move when fireing a rapid succesion of bullets, all the bullets wouldn’t hit the same spot. they would stray some. and at a long distance the spread would be even larger. and someone holdong the rifle would never be able to keep it on the same spot all the time… even a spartan. movement would also cause more of spread. so… that’s why. in real life it truely is random. and what the randomness comes down to is that each bullet has a slightly different amount of powder, packed a little different, and when the explosive reaction occures it will be different for evey bullet.
> spread is a real thing. even if you can get a real auto rifle to stay perfectly still and never move when fireing a rapid succesion of bullets, all the bullets wouldn’t hit the same spot. they would stray some. and at a long distance the spread would be even larger. and someone holdong the rifle would never be able to keep it on the same spot all the time… even a spartan. movement would also cause more of spread. so… that’s why.
Cause realism should always be in a game, even if it makes it less skillful.