Re: Halo: Reach Discussion
Suggestion:
Full-auto close-quarters weapons that do more damage the closer you are to an enemy. I'm not sure how the system works right now, but does an AR round from up-close do more damage than an AR round from a distance? If they'd do something like that, then people might stand a chance at shooting away at those double-melee players.
Re: Halo: Reach Discussion
While they are at it, they might as well make the bullets have velocity and be affected by gravity.
Re: Halo: Reach Discussion
Quote:
Originally Posted by
Warsaw
While they are at it, they might as well make the bullets have velocity and be affected by gravity.
There weren't any hitscan weapons in halo 3 and it worked just fine.
Re: Halo: Reach Discussion
Quote:
Originally Posted by
Warsaw
While they are at it, they might as well make the bullets have velocity and be affected by gravity.
I don't think it matters so much due to the size of most maps. Only Forge World really has enough distance to where the bullet could be even seen to be affected by gravity. Any other map basically has too many obstacles to in the way, so bullets would mostly hit before gravity would even be effectively accounted. It'd just be a waste of engine in other words.
I do agree a bit about distance and velocity needing to have effect on damage. However, are the common players that don't constantly ponder this type of addition really going to be satisfied. I think if an overwhelming majority agreed about it, then it'd be something to honestly consider, but the only weapons it'd honestly matter with would be precision weapons (not the Sniper Rifle) just because they're the only weapons that can be used moderately at long enough distances for the idea to be balanced.
@thehoodedsmack:
I think it's fine when it comes to the AR mainly because there are many other factors that come into play to balance it out. It's these kind of things that make me like Halo games just because it's totally unrealistic, but balanced enough to be fair to all players, not just some of those who complain about anything they think is wrong with the game. The AR works well against melee-users in Invasion mainly because the projectile error can hit Elites at point blank when the bloom has expanded out very far. I think if the Projectile Error was decreased just a bit to where each bullet didn't spray off into the distance when you fire the weapon (more or less like Halo3's projectile error), then double-melee in Team Slayer games would be not as easy.
Re: Halo: Reach Discussion
Quote:
Originally Posted by
Warsaw
While they are at it, they might as well make the bullets have velocity and be affected by gravity.
Actually, that's already the case with certain projectiles. See: rockets.
Re: Halo: Reach Discussion
I think that's something to do with a projectile's fall off arc or w/e it's called and not actually or truly affected by the current world gravity. Something mythbusters should look into.
Re: Halo: Reach Discussion
Quote:
Originally Posted by
Kornman00
I think that's something to do with a projectile's fall off arc or w/e it's called and not actually or truly affected by the current world gravity. Something mythbusters should look into.
DMR, pistol, sniper, foces rifle, and AR are all hitscan. The rest behave in the same way they have since Halo 1 with projectile speeds and a defined arc.
Re: Halo: Reach Discussion
Hey Kornman, change the global for gravity in Reach and see if it affects it :p
Re: Halo: Reach Discussion
Can someone explain to me exactly what hitscan is? I've heard of it constantly and have not yet grasped the concept.
Re: Halo: Reach Discussion
Upon the trigger pull, a line is (invisibly, under the hood) drawn, originating from the point where bullets spawn (your FP camera for normal weapons, from the weapon itself on vehicles and HMGs). The line is pointed in a certain direction, based on the weapon's base inaccuracy or current reticle bloom. The line continues until either the maximum possible range of the weapon, or something collidable is hit, and damage is dealt and particle effects spawn on whatever it intersects with. (In the case of the sniper rifle, the line keeps going to its max range until a shielded target, or a wall is hit.)
Most weapons that fire traditional bullets (or something like them) are hitscan in this game to relieve stress on the netcode; actual projectiles are more expensive than hitscan methods.