No. With netcode improvements since 2007 and Dedicated Servers, Bullet Travel is the way to go to promote increased skill gaps.
Halo 2 had Hitscan, and it was INFINITELY LAGGIER than Halo 3. So laggy, even, that you had to lead your targets in CQC engagements in order to hit.
Now in Halo Reach, with a decent enough netcode but still no dedicated servers, Hitscan turns the game into a mindless point-and-click, as well as leaving BTB damn near unplayable against teams smart enough to bother cross-mapping.
Most of the problems that arose in Halo 3’s matchmaking were due to 5 year old netcode, and too much SPREAD. With modern netcode, dedicated servers, and preferably little to no spread on the precision weapon, Halo will be both consistent AND have more depth to it’s skill gap.
Also, even though I want BTT, I don’t want bullets that move like snails. The bullets themselves should be fast enough that you only have to lead just in front of the head at mid range. In H3 you had to lead a full body away at mid range, and that was just too slow.
But weapons like the Sniper should still be hitscan, though it would be nice if they had less aim assists than Reach. Using the Sniper in Reach and especially Halo 2 LAN is like using the Farsight in Perfect Dark, the gun does all the work for you. Halo 3’s Sniper hat BTT which didn’t belong. Halo 3’s hitboxes, + no aim assists + Hitscan = a good sniper.
> Hitscan really doesn’t affect strafing.
>
> Otherwise I agree that leading your shots creates a much larger skill gap, especially when it is a noob vs a good player.
Yes, yes it does. Hitscan allows instantaneous bullet hit, therefore to hit a target you just have to have your reticle on them, which is alot easier to do against a moving opponent, than predicting where they will be when your bullets cross their path. ESPECIALLY while strafing, as they can change direction and send your shot the wrong way, wher as with hitscan, no matter which way they move your shot will hit if you are pointing at them.
Basically, with Hitscan no matter how well the enemy player strafes, it is easy to hit because you just need to react to their movements, whether or not there is a pattern.
With BTT, it is only easier to react to a predictable strafe, since you can read when they will change directions. But a player with a good, and unpredictable strafe, will be much harder to hit. Increasing the player-movement AND aiming skill gaps.
> I long for the day when our consumer-level technology can handle bullet travel online. Sadly, that day is not here, so we must use hitscan.
Dedicated Servers, try Gears of War 3. Almost every weapon has bullet travel, and it plays beautifully on that same connection Halo 3 barely got by on.