without HITSCAN Halo 4 will be MEDIOCRE

hitscan is infinitely better than bullets traveling thru laggy xbox live. if we dont have hitscan gameplay for halo 4, it will be a mediocre game like halo 3.

SHOOT ON TARGET = HIT
SHOOT OFF TARGET = MISS

or

SHOOT ON TARGET = maybe hit, maybe miss, depending on the latency of the game for that exact point in time, and you can lead your shots, but you will be guessing as to how far you are leading your shots based on latency that will be different every single millisecond in the game.

SHOOT OFF TARGET = maybe miss, maybe hit, depending on latency.

not debatable, unless its your ‘opinion’ that inconsistent laggy nonsense is better, in which case:

NO.

obviously hitscan is a great lagg compensator but i’d much prefer bullet travel over LAN

Hitscan is a must have.

Halo 3 had a different system implemented and it resulted in host BR juggernauts. It also resulted in bullet refunds and international lag becoming a game changing factor favouring the host and players close to the host.

Reach has the best implementation of projectile detection using hitscan. Just to be clear in situations of extreme latency/lag hitscan results can be ignored by the host from another client player too. Just some FYI (for your information) data there.

Now, I am asking for you to nicely, very, very nicely, tell me what hit scan is or what bullet travel is, I don’t know the difference…

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.

> Now, I am asking for you to nicely, very, very nicely, tell me what hit scan is or what bullet travel is, I don’t know the difference…

i would have thought that bullet travel is self explanatory, it is the bullets traveling from where you fire to where you are aiming in a time period, with hitscan, the bullets don’t take there time to travel, instead, it is just instantaneous, where you are aiming the shot will land instantly with no delay.

I hate hit scan due to bloom being need to balance it. With out bloom hit scan weapons are to powerful and take less skill. I prefer travel time even if you spam the weapon you have to have perfect aim and know where the target is moving to next. But no due all the stupid lag debates the non realistic less skilled hit scan will probably be used. On a side note I am not saying halo has to be realistic but since it is set in a futuristic world based on this one, travel time should exist.

Hitscan is completely necessary in an online environment. Halo 3 was a frustrating experience without it.

Why not have travel time, Bloom and wind? #### would love that :stuck_out_tongue:

> Why not have travel time, Bloom and wind? urza would love that :stuck_out_tongue:

And Coriolis effect and bullet drop, that’d make the weapons so skill demanding.

On a more serious note: It’s pretty obvious that unless they somehow find a way to get zero latency at long distance connections, hitscan will be the more consistent option.

If there are dedicated servers, I’d prefer bullet lead. Without dedicated servers, hitscan. Zero ping is too great of an advantage when dealing with shot lead, and user hosting just isn’t powerful enough to correctly attribute where each individual bullet should go.

Hitscan’s more reliable online, but it dumbs down shooting, makes strafing less effective, and removes the depth shot lead produces at different ranges.

Shot lead can provide a much bigger skill gap and raise the skill ceiling.

I know my opinion is subjective, but after getting experienced with the shot lead in Halo 3, there was a noticeable difference between my skills and lesser skilled players, simply because my strafing and shot lead was better. I could also tell more easily when players were better than me. In Reach, the shooting skill gap is pretty much non existent.

For example: I could beat a lesser skilled player with >50% of my shields left in Halo 3. Against the same player in Reach, I’d be left no shield.

The spread on the Halo 3 BR is often falsely attributed to lag/shot lead. Also the Halo 3 br sent out three individual packets per shot, which is just too resource intensive for player hosting. With single shot weapons with little spread, it wouldn’t be nearly as bad.

Not sure I agree with the title because Halo 3 was fun, but I agree that hitscan would be better.

I hope Halo 4 does have Hit Scan. I also hope some of the lag issues are fixed/improved upon, if possible, in H4.

> 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.

100% fiber optic to the home :slight_smile:

> If there are dedicated servers, I’d prefer bullet lead. Without dedicated servers, hitscan. Zero ping is too great of an advantage when dealing with shot lead, and user hosting just isn’t powerful enough to correctly attribute where each individual bullet should go.
>
> Hitscan’s more reliable online, but it dumbs down shooting, makes strafing less effective, and removes the depth shot lead produces at different ranges.

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.

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.

battlefield 3 handles bullets, and bullet drop, recoil mathematics…