Which is better?

Which is better?

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  1. 1 week ago
    Anonymous

    the former has better shootfeel

  2. 1 week ago
    Anonymous

    I don't know, why don't you put more than zero effort into a thread

    • 1 week ago
      Anonymous

      Here, just for you in a format you are more familiar with

      • 1 week ago
        Anonymous

        Fricking kek. It's sad that you just know the thread would have had far more traffic if it was framed as such. So many morons on this dump have the twatter parasite.

      • 1 week ago
        Anonymous

        Needs the text changed to "HITSCAN IS BETTER" and thread to "Was he right?"

        • 1 week ago
          Anonymous

          If you want arcade silly fortnite bullshit, yes, go with hitscan for their moronic brains.

          If you want milsim or something with difficulty, go with projectiles. Just know theres a reason no one does projectiles. Players aren't ready for it.

          A few indies do do projectiles fully, but they lack in areas of what makes it fun.

          And no, rockets in TF2 are not projectiles. They just move slowly forward. Not the same as being fired from a force with physics.

      • 1 week ago
        Anonymous

        You forgot the wojaks

  3. 1 week ago
    Anonymous

    which game has a handgun shoot bullets in an arcing trajectory like bottom?

    • 1 week ago
      Anonymous

      red orchestra 2

    • 1 week ago
      Anonymous

      spatro0on

    • 1 week ago
      Anonymous

      Tribes, Planetside 2, Arma 3, Sniper Elite series

    • 1 week ago
      Anonymous

      Fortnite actually just changed all their guns to projectile.

      • 1 week ago
        Anonymous

        Really? I'd swear it's still hitscan. Played just last night, too.

        • 1 week ago
          Anonymous

          the chapter 5 guns are all projectile with the exception of the shotguns

        • 1 week ago
          Anonymous

          Heslie chad detected

    • 1 week ago
      Anonymous

      STALKER
      it kinda sucks

    • 1 week ago
      Anonymous

      Battlefield

    • 1 week ago
      Anonymous

      Onirism

    • 1 week ago
      Anonymous

      pubg, its very fun

    • 1 week ago
      Anonymous

      literally most modern games that want to emulate reality? Granted they're also hitscan, just that the predetermined trajectory is already tailored in an arc.

    • 1 week ago
      Anonymous

      far cry 6 has both, depends on your ammo type

    • 1 week ago
      Anonymous

      ghost recon breakpoint

    • 1 week ago
      Anonymous

      The Citadel

    • 1 week ago
      Anonymous

      War Thunder, you also have to set convergence depending on where guns are mounted

    • 1 week ago
      Anonymous

      I remember this one game that had real time bullets that if you got headshots it would do these panning slowmo playbacks of the bullet travelling to your target. Cool game, too bad I don't remember the name.

  4. 1 week ago
    Anonymous

    >Someone tries to discuss vidya
    >Gets called no effort

  5. 1 week ago
    Anonymous

    unless your at sniper range and unless the target is going at sonic like speed, a bullet is going to seem like a hitscan weapon. I dont know why fps gays act like you can see bullets and dodge them in real life in anything under 100 yards

    • 1 week ago
      Anonymous

      >he doesn't know of tribes
      ngmi

      • 1 week ago
        Anonymous

        wow a shitty boomer game noone plays anymore? thanks einstein!

        • 1 week ago
          Anonymous

          >underaged with zero clue in an fps thread
          yeah, I would've guessed

          • 1 week ago
            Anonymous

            noone cares about your boomer game, gramps

            • 1 week ago
              Anonymous

              there's more than one, moron
              yet others have already mentioned it. and it's one of few series that has both hs and proj

              • 1 week ago
                Anonymous

                I accept your concession

    • 1 week ago
      Anonymous

      basically this. no bullet looks like the bottom. projectiles only matter for arrows

      • 1 week ago
        Anonymous

        Dunno how technical you want to be, but, yes, bullets do infact look like the bottom.

        • 1 week ago
          Anonymous

          you're mentally moronic. not my problem, I'm tired of babysitting morons on Ganker be content with your moronation

          • 1 week ago
            Anonymous

            Don't go to /k/ or speak to anybody well-versed in such practices such as a marksman/sniper etc. Actually, you're the sort of person to not even educate yourself, you talk complete nonsense and think it's cool to be a spastic on Ganker as it's safe and zero risk. I should have known as

            basically this. no bullet looks like the bottom. projectiles only matter for arrows

            is contradictory as you say "basically this" but then contradict yourself in the very same post. I know Ganker on average is extremely low quality and bad but that's special!

            • 1 week ago
              Anonymous

              I like how you made no argument whatsoever and just continued to jerk yourself. I don't really care about your feelings, go wank yourself in whatever moron hole you came from. Don't reply to me. You're worthless.

              • 1 week ago
                Anonymous

                There is no argument to begin with. You refuse to acknowledge anything so you're basically asking to be spoonfed whilst you slap the spoon away. At least learn to read the replies you've gotten (as you clearly haven't). You speak like typical Gankerermin, vitriolic, detrimental to the thread and board, whilst being arrogant. R*ddit would be far more appropriate for you, where they'd love to spoonfeed scum like you.

              • 1 week ago
                Anonymous

                you're mentally moronic. not my problem, I'm tired of babysitting morons on Ganker be content with your moronation

                Do you think bullets are unaffected by gravity? lol
                Obviously the trajectory will be flatter than the picture looks (depending on conditions) but bullets do fall and have travel time

      • 1 week ago
        Anonymous

        ?si=xgGsT8w3YlgAw9wT

  6. 1 week ago
    Anonymous

    Hitscan with zeroing for hoonting game.

  7. 1 week ago
    Anonymous

    Projectile with no arcing. You can have one weapon that arcs, like a grenade launcher, but no more.

  8. 1 week ago
    Anonymous

    hitscan, projectiles are for nerds who dont wnt to play a video game and instead want to deal with bullshit

  9. 1 week ago
    Anonymous

    Isn't hitscan more realistic speed wise?

    • 1 week ago
      Anonymous

      >bullets teleporting and stretching 1.5km instantly is realistic
      No, moron. Projectiles still use raycasts for hit detection and you can have them travel at actual speed.

      • 1 week ago
        Anonymous

        How about shorter distances like 200m?

        • 1 week ago
          Anonymous

          that's 0.66 seconds for a pistol
          don't tell me that's not a lot

          • 1 week ago
            Anonymous

            wow bullets really are slow

          • 1 week ago
            Anonymous

            Pistols in games are barely effective past 50m so a moot (who?) point

            • 1 week ago
              Anonymous

              git good and they'll be effective at longer ranges

              • 1 week ago
                Anonymous

                In this case your meme buzzword means modifying the game to adjust the item's values.

        • 1 week ago
          Anonymous

          At any distance where hitscan is "realistic" it will be basically the same to a proper projectile
          Taking an average 5.56 round for instance it's velocity is ~990m/s or 16.5 meters per frame at the standard FPS of 60. So ten~eleven frames to hit at 200m or 1/6th of a second. You will not notice a difference.

  10. 1 week ago
    Anonymous

    which one has a higher skill ceiling

    • 1 week ago
      Anonymous

      I would think projectiles since you have to account for bullet drop and leading the target at longer ranges.

    • 1 week ago
      Anonymous

      I would think projectiles since you have to account for bullet drop and leading the target at longer ranges.

      Interestingly projectile skill ceiling drops below hitscan if an enemy can juke bullets.

  11. 1 week ago
    Anonymous

    Projectile. c**tsman in TF2 feels so good specifically because you can kill enemies behind corners.

  12. 1 week ago
    Anonymous

    Hitscan
    Projectile forces you to aim and play FPS games wrong and is subhuman behavior

  13. 1 week ago
    Anonymous

    Hitscan with 100% random spread.

  14. 1 week ago
    Anonymous

    hybrid system
    hitscan in CQC, bullets turn into projectiles beyond certain range.

    • 1 week ago
      Anonymous

      This is what CoD has been doing and it since 2019 and, big shock, it ends up being yet another nerf to mouse and keyboard players on top of making hitreg feel like shit. I don't know why anyone plays this shit anymore.

  15. 1 week ago
    Anonymous

    It's actually crazy how much a real bullet actually rises and falls over the span of even 30 yards.

  16. 1 week ago
    Anonymous

    >hitscan your own projectiles

    • 1 week ago
      Anonymous

      Actually this limits Ultrakill severely, the fact that Hakita has two classes of projectile and initially built the interaction system around that causes limitations among projectile interactions. As far as I know Ultrakill doesn't have any projectile-on-projectile interactions.

      Or well, actually that might be a lie, it depends on whether whiplash works as a projectile or as a melee hitbox, since you can whiplash the cannonball. But that's about it.

  17. 1 week ago
    Anonymous

    how fast would you have to shoot for the bullet to land higher than it started because of earth curvature?
    let's say the bullet starts parallel to the ground at 2 meters, you shoot it at x meters per second and then it hits a target located 3 meters above ground, whatever km away

    • 1 week ago
      Anonymous

      >how fast do you need to shoot
      >talking about bullet drop, coriolis effect, and curvature of the earth
      You had a stroke while writing and/or thinking of that post, anon?

      • 1 week ago
        Anonymous

        mom says I'm special.
        I meant the muzzle velocity. Gun parallel to the ground at two meters. BANG. Bullet starts flying fast enough to go halfway around the globe like jebediah kerman.
        This sounds like something you calculate in high school, but that was long time ago.

    • 1 week ago
      Anonymous

      To counteract gravity at sea level, you would need to achieve what’s known as orbital velocity. This is the speed needed to stay in a stable orbit around the Earth without propulsion.

      The formula for orbital velocity is:

      v=sqr(GM/r)

      where:
      v is the orbital velocity,
      G is the gravitational constant (approximately

      6.674×10−11m3kg−1s−2
      6.674×10−11m3kg−1s−2
      ),
      M is the mass of the Earth (approximately

      5.972×1024kg
      5.972×1024kg
      ),
      r is the radius of the Earth plus the altitude above sea level (the radius of the Earth is approximately

      6.371×106m
      6.371×106m
      at sea level).

      Plugging in these values, the orbital velocity at sea level comes out to be approximately 7.9 kilometers per second (or about 28,200 kilometers per hour). This is the speed you would need to go sideways to counteract gravity at sea level.

      This doesn't take account of air resistance or hills.

      Use bing copilot for simple physics or maths, it'll teach you something.

      • 1 week ago
        Anonymous

        That would be "orbital velocity". So at ground level, it's 1040mph or 465.1m/s. Anything slower will always be falling towards the ground at a tangentional vector.

        Huh, ok. I guess there exist a set of bullet mass + muzzle velocity + surface arrea, that the bullet initially gains height to escape earth, but then air resistance slows it down, so it drops and hits a target at 3m.
        Pretty cool actually.

      • 1 week ago
        Anonymous

        Does this mean all long range snipers believe the earth is round?

    • 1 week ago
      Anonymous

      That would be "orbital velocity". So at ground level, it's 1040mph or 465.1m/s. Anything slower will always be falling towards the ground at a tangentional vector.

      • 1 week ago
        Anonymous

        Low earth orbit is 28000kmph(17000mph), why would it be only 1040mph 200km lower at sea level.

  18. 1 week ago
    Anonymous

    The later has better shootfeel. At least one physics system should be required to meet the minimum definition of a video game.

  19. 1 week ago
    Anonymous

    Here's the real question Ganker
    >momentum based movement
    Vs
    >direct input

    • 1 week ago
      Anonymous

      Direct input. Momentum is for things with wheels. The only reason to put it in a FPS is for consolegays

    • 1 week ago
      Anonymous

      Momentum/inertia always but they're extremely rare games, almost not worth mentioning. People want INSTANT gratification, hence why so many noobs want hitscan. Zero thinking, just click. Zero thinking to moving, ignore terrain completely, just move instantly. See your first reply already, kek, completely misses the point. It's why devs don't bother doing anymore, FPS is inherently too hard for most people as it is.

      • 1 week ago
        Anonymous

        >Momentum/inertia always but they're extremely rare games,
        It's literally the default now.

    • 1 week ago
      Anonymous

      Both can be fun. I like long-range sniping in BF games and I also like quickly popping people with the Railgun in Quake.

      the right opinion:
      >player has both hitscan and projectile weapons
      >enemies only have projectile weapons

      Both and if you say otherwise you are just coping.

      Quake and doom solved this decades ago.

      Third line for the angry anon that thinks about another website constantly

  20. 1 week ago
    Anonymous

    I pick the 3rd option

    • 1 week ago
      Anonymous

      That's just every modern console shooter

  21. 1 week ago
    Anonymous

    Bullets go so fast the arc is minimal anyway. No point in having an arc.

  22. 1 week ago
    Anonymous

    Zero AAA games do projectiles because it's too difficult to design a game around. Too realistic and gamers are too stupid to know the difference any way.

    • 1 week ago
      Anonymous

      What?
      Is this image bait?

    • 1 week ago
      Anonymous

      Here's your undeserved (You). You didn't even try actually

      • 1 week ago
        Anonymous

        What?
        Is this image bait?

        Oops lol sorry in a hurry

  23. 1 week ago
    Anonymous

    The failed Amazon game Crucible had projectile, I worked on it and told them how massive a mistake it was (amongst basically everything else)

  24. 1 week ago
    Anonymous

    What do the lines at the bottom of the target mean? It's moving?

  25. 1 week ago
    Anonymous

    Both can be fun. I like long-range sniping in BF games and I also like quickly popping people with the Railgun in Quake.

    • 1 week ago
      Anonymous

      >just like im back in vietnam firing on civilians for the CIA

    • 1 week ago
      Anonymous

      [sigh] my god not this again.

      None of your favorite games are projectiles. Especially multiplayers. It has never been done.

      I've seen other actual game developer veterans try to explain this to you morons and I did once too, but I just can't deal with it.

      Carry on. Bye.

    • 1 week ago
      Anonymous

      >his heart's beating
      >his hands are shaking
      >but he's still shooting

  26. 1 week ago
    Anonymous

    hitscan only because devs make projectile bullets unbearably slow. borderlands is the worst for that.

  27. 1 week ago
    Anonymous

    Bullet travel + recoil + sway + inaccuracies just make the game less skill and more luck.

  28. 1 week ago
    Anonymous

    the right opinion:
    >player has both hitscan and projectile weapons
    >enemies only have projectile weapons

  29. 1 week ago
    Anonymous

    that's not what a hitscan is, hitscan would be something like muzzle flash and hit mark on the target. This is still projectile, just without a velocity. When I was younger playing battlefield and shit I loved velocity projectiles, now though? Idk I think I'd rather have hitscan or more realistic/casual projectile.

  30. 1 week ago
    Anonymous

    Hitscan with projectile alt-fire

  31. 1 week ago
    Anonymous

    Projectile. Hitscan was always just a technical limitation.

    • 1 week ago
      Anonymous

      It feels more responsive.

  32. 1 week ago
    Anonymous

    Hitscan for sci-fi arena style shooters. Projectile for anything somewhat realistic..

  33. 1 week ago
    Anonymous

    Luv me projectiles, nailing some guy 300m+ away with the mosin in Ro2 while he was running is still one of the more memorable shootouts i had.
    Nowdays i play mostly arma and there is something about a machingun rattling into a treeline in the distance and you see the tracers bounce off the ground and such but i do understand why some might prefer hitscan.

  34. 1 week ago
    Anonymous

    >projectile
    >accurate muzzle velocity that varies from gun to gun and with different ammo types
    >different penetration levels per material shots pass through, which also effects speed and damage
    >accuracy is also somewhat random, though it's most notable with buckshot
    >doesn't have bullet drop

    I don't get it.

    • 1 week ago
      Anonymous

      https://www.huntshowdown.com/news/inside-hunt-s-weapon-system-with-david-west
      It's a nice read.

    • 1 week ago
      Anonymous

      Depends. Most games that have bullet drop have it fairly exaggerated so it is more interactive/"gamey", but also as a soft balance to make sniping more challenging since snipers are naturally pretty risk free.

      Not really worth the effort/time/etc it would take to implement it. The vast majority of hunt fights take place within 100 yds or so and the bullet drop wouldn't really even be noticeable.

  35. 1 week ago
    Anonymous

    Insurgency Sandstorm had a great blend
    >in CQB it's hitscan so bullets are snappy
    >anything past 100m it becomes a projectile so you need to compensate for bullet drops

  36. 1 week ago
    Anonymous

    Projectiles for RPGs, launchers and anything relatively slow. Hitscans for classic weapons, rifles and such

  37. 1 week ago
    Anonymous

    Projectile without bullet drop for bullets, pure projectile with drop for launched projectiles like arrows, crossbows, grenade launchers.

  38. 1 week ago
    Anonymous

    Hitscan because it's move fun.

  39. 1 week ago
    Anonymous

    making long range sniping weapons projectiles instead of hitscan is great for balance, even if you have to slow down the bullets to unrealistics levels to actually achieve the effect
    not only does it make aiming require more brain power than "me see head me click" but it also makes it way harder to hit a player who knows you see them because they'll start moving unpredictably - so staying hidden becomes an important skill

  40. 1 week ago
    Anonymous

    "hitscan" doesn't mean just straight shots, it's literally a sight-to-target check to see if you hit or not, which is obviously better in most situations.

  41. 1 week ago
    Anonymous

    If shootouts are taking place within 100m or closer, just make all bullet weapons hitscan.
    If there are actual firefights that regularly take place in the 100-500m range, go with projectiles, but that shit better have the weapons zeroed to a reasonable range like 150m if the max is 300m. Frick any game where the bullet immediately drops out of the barrel and falls below the aimpoint, your target obscured behind your ironsights.

    • 1 week ago
      Anonymous

      If you use projectiles and they fire fast enough over a short enough distance the end result is computationally indistinguishable from hitscan, since it represents a raycast (well, a shapecast, but the cost differential is functionally zero) from start to finish in a single frame. It only even matters if the projectile takes more than a single frame to travel from shooter to target.

      Frankly I would argue that if your game has any projectiles at all, you're better off just doing the whole thing as projectiles, and making some of them really fast. The architecture is easier to maintain that way since there's one parent class for all "things that can be shot".

  42. 1 week ago
    Anonymous

    Hitscan for performance and realism.

  43. 1 week ago
    Anonymous

    Juggernauting is such an interesting way to play fire emblem. Such a display of skill

  44. 1 week ago
    Anonymous

    Projectile. But some devs have the awful idea of making them go at 1/1000th the speed they do irl which makes them feel like shit.

    • 1 week ago
      Anonymous

      Biggest issue with most shooters that model their projectiles is they make the projectiles all go at pistol round speed, like 300-600m/s.
      With the exception of maybe ARMA (not even sure if they do it), they never give rifles their muzzle velocity in the 1500~m/s speeds, slowing to the low hundreds over the course of maybe two hundred meters. They just make everything 600 or slower.
      Either their engines don't seem to be able to handle such velocities (which was definitely true twenty years ago, I remember several FPSes where bullets would pass right through players in between frames), or they don't want to add a deceleration/friction modifier to the projectile calculations.

      Projectile, even for shorter distances it feels better gameplay wise. Hitscan can have goofy moments where you clearly should be hitting something (counter strike) and projectiles help remedy this. Projectiles are probably harder to implement tho.

      >hitscan goofy counterstrike
      That's not an issue with hitscans, that's an issue with CS being moronic with random spread and poor source engine client/server sync. Lots of times the position you see an enemy isn't what the server sees, so even if the client sees and hears a headshot on his side, the game doesn't actually recognize it.
      Projectiles will take just a bit more processing power since it's going to need to calculation position and trajectory over several frames, but nowadays it's basically nothing. Only trouble would be very high velocity projectiles - modern programming considerations will basically draw a hitscan between where the projectile is on the current frame and where it was on the last frame so that anything between those two points would be seen as the path the bullet traveled.

  45. 1 week ago
    Anonymous

    Projectile is better as hitscan has no counterplay.

  46. 1 week ago
    Anonymous

    Projectile, even for shorter distances it feels better gameplay wise. Hitscan can have goofy moments where you clearly should be hitting something (counter strike) and projectiles help remedy this. Projectiles are probably harder to implement tho.

  47. 1 week ago
    Anonymous

    Teenagers for top, adults for bottom.
    It's completely different gameplay, top is basically just a reaction time test where the young would dominate, projectile forces you to calculate physics on the fly, letting older ages compete.

  48. 1 week ago
    Anonymous

    projectiles for (You) but hitscan for enemies
    only way to balance it

  49. 1 week ago
    Anonymous

    Someone made a mod for Half-Life 1 that changed all weapons to projectile-based instead of hitscan and holy shit it feels so much better, I can never play original HL1 again after that

  50. 1 week ago
    Anonymous

    using a pistol is a shit example, bullets being hitscan is fine, but a game centered around slower moving projectiles like TF2 is so much more fun and creates more engaging fights with actual counterplay, rather than just "camp in a corner and click on heads" type games like counter-strike.

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