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Old 26-07-2006, 04:28 AM   #41 (permalink)
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Quote:
Originally Posted by CTU24 View Post
Maybe/probaly/I hope not/ bullets wont travel but i think what Huxley in the Future should do is have a replay of ur death from a cinimatic point of view (sort of like Sports football games) and u can like rotate it and see the bullets actually hit u of course they should add this later not add it now and me wait 6 months cause honestly i will go crazy dont want to but i will so release the game ASAP and AGAP (As Good as Possible)

wow, dude, first of all, if the bullets dont travel, you wont be able to see them hit you in a replay mode.

second, why would you not want bullets to travel?

third, if you want replay mode, play bf2.
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Old 26-07-2006, 04:45 AM   #42 (permalink)
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I do want bullets to travel im just saying because they probaly wont and the replay in BF2 sucks its just u playing u cant slow it down speed up u just play and plus i think it would be pretty cool but thats just me
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Old 26-07-2006, 04:47 AM   #43 (permalink)
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1 shot, what do you call the rockets being shot? they were traveling. Therefor making it very likely that bullets will travel aswell.
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Old 26-07-2006, 04:49 AM   #44 (permalink)
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ok im just preparing for the worst cause what i dont want is this:

OMG OMG OMG OMG there gonna have this this this this this this and that that that that that and then find out that NONE of that is in the game so im just saying just in case
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Old 26-07-2006, 05:32 AM   #45 (permalink)
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Someone mentioned a reference to ut2k4... in UT, all bullets are hitscan (bullets meaning... actual bullets, from minigun/assault rifle, although shock primary/lightninggun/sniper are also hitscan so it applies to them as well). They are not projectiles and thus they "instantly" affect whatever target you're aiming at. However, what causes you to have to lead them at times is internet latency. Various games have employed different ways of trying to minimize the effects of this in their netcode, but there's always varying degrees of side effects.

I just wanted to point out that even if the bullets are hitscan, you'll most likely have to lead at least to some degree due to internet latency. Making them projectiles just means the amount of leading you do increases even more as the person gets further away. When you're dealing with hitscan weapons + latency, you will lead by the same amount regardless of how far someone is from you.

Many games (like UT) just presume that bullets would be traveling so fast that they might as well be hitscan, since it just frees up that much more physics calculation (I would think that hitscan shots are easier to calculate than projectiles).

Last edited by connnnn; 26-07-2006 at 05:34 AM.
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Old 26-07-2006, 05:41 AM   #46 (permalink)
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I think it will be travel, because there will be all diffrent type of guns that may do diffrent stuff, like a rocket launcher will not instantly it someone, it has to rocket its ass over to the enemy.
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Old 26-07-2006, 08:31 AM   #47 (permalink)
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Quote:
Originally Posted by Ao1xSniperkev View Post
1 shot, what do you call the rockets being shot? they were traveling. Therefor making it very likely that bullets will travel aswell.
I wasn't talking about the rockets, i was talking about the other gun, i forget which but it had no line where you shot from...it was just "shot hit"
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Old 26-07-2006, 08:35 AM   #48 (permalink)
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Quote:
Originally Posted by connnnn View Post
Someone mentioned a reference to ut2k4... in UT, all bullets are hitscan (bullets meaning... actual bullets, from minigun/assault rifle, although shock primary/lightninggun/sniper are also hitscan so it applies to them as well). They are not projectiles and thus they "instantly" affect whatever target you're aiming at. However, what causes you to have to lead them at times is internet latency. Various games have employed different ways of trying to minimize the effects of this in their netcode, but there's always varying degrees of side effects.

I just wanted to point out that even if the bullets are hitscan, you'll most likely have to lead at least to some degree due to internet latency. Making them projectiles just means the amount of leading you do increases even more as the person gets further away. When you're dealing with hitscan weapons + latency, you will lead by the same amount regardless of how far someone is from you.

Many games (like UT) just presume that bullets would be traveling so fast that they might as well be hitscan, since it just frees up that much more physics calculation (I would think that hitscan shots are easier to calculate than projectiles).
Yeah the only time you wont lead is with 0 ping unless you had laggers in your server then you would have to lead but just you vs the bots you wouldn't.
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Old 26-07-2006, 04:21 PM   #49 (permalink)
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If they do travel which we all hope i still think it would be cool to see how you died in a cinimatic view NOT like BF2 im talking about like u rotate just ur death and zoom in and out not like COD2 either im saying like ounce u die u can play back ur death in slomo see the bullets that actually kill u i think that feature would inrichn the game maybe they can add it later
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Old 27-07-2006, 12:02 AM   #50 (permalink)
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Have ANY of you really played an UT game? This is very simple and easy to understand. Rockets and weapons similar to rocket launchers you will need to lead. Common weapons (sniper rifles, regular rifles, pistols, most guns in the game) will be insta-hits. I don't know where the hate from instant hits come from, but every FPS game has them, and to say you don't need as much skill to be good at killing people with an instant-hit weapon is simply retarded, and you haven't really played an FPS before.

It's not like this is a big mystery. Huxley is built off of the UT2k7 engine. Assuming that 2k7 will be like all of the other UT games, then they will use the same hit-scan weapons, and the same leading weapons. I'm pretty sure this was a useless thread. Think before you post.
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Old 27-07-2006, 03:38 AM   #51 (permalink)
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I've played alittle...kinda boring, though! and not alot of people...
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Old 27-07-2006, 03:46 AM   #52 (permalink)
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UT04 is cool tho but i like Huxley better cause i like MMOFPS lol
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Old 27-07-2006, 03:49 AM   #53 (permalink)
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I'm gonna go off topic just briefly here just cuz the thread has veered this direction.

UT99 and UT2k4 both have reasonably active communities (considering the age of the games and lack of support from anyone outside of the community). I don't want to turn this into a "defend the game I like because I like it so everyone else must be wrong!" rant, but I'd just like to throw this out in case anyone would be interested:

Anyone who does have UT2k4 but hasn't gotten into it very much and wants any tips on how to approach the game and improve (because frankly it's more fun when you're at least confident that you're improving, even if you're not always winning), feel free to join #2k4help on irc.enterthegame.com . Me and a few other competitive players from various gametypes are there for the specific purpose of answering any questions (from the most basic to the most complex) about the game.

As far as the topic goes: just about every DM-style game has a mix of hitscan, projectile, and what's sometimes called "trackscan" weapons, which are basically hitscan but with high rates of fire. For UT this would be the shock rifle and lightning gun, rocket launcher and flak, and link/pulse and minigun, respectively (there's others but you get the point). I would expect that Huxley will be no different, as all 3 general weapon types tend to have their uses and can be tweaked to fit roles in a particular game.

Anti-vehicle weaponry is probably the topic that concerns me the most, simply because it's so tricky to balance.

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Old 27-07-2006, 05:29 AM   #54 (permalink)
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I think i had a problem with ut2k4...when i used flak cannon for that big alt shot (the rock shot) the shot seemed to not hit where i wanted it to hit, for example i was in a fight, my crosshairs on a guy and the shot goes to the right orr left of him...i was new but i'm a flashy player so even though i was new i could own at times and suck at times.
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Old 27-07-2006, 06:58 AM   #55 (permalink)
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That was painful to read. As for the flak's secondary grenade, it goes where you aim it. Anything about innacuracy for it was because of you, unless you're running a really fucked up and pointless mod.

I question the classic sniper in ut2004 however. LAN games with a custom map that was massive, redeemers can fly for at least 45 seconds in any direction before they hit a wall. Anyways, open room decked out in weapon lockers every 50 ft or so. Sniper rifles needed to lead the shots against bots at extreme range against movers. Granted we tried many screwy things while modding 2k4 but that remains an enigma.
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Old 27-07-2006, 10:09 AM   #56 (permalink)
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Interesting... I know the lg has a limited range and will esentially stop in midair after awhile, but had never messed with the sniper... then again nobody uses sniper except in the gametypes I don't play, so I never really toyed around with it. I wonder if they really did give it a "really fast projectile" shot instead of hitscan. That might further explain why (among everything else they did to nerf it) it's so hard to use compared to the lg.

As for flak balls: they take awhile between clicking and hitting the target, so if you aim on the guy you'll usually miss. For projectiles you have to anticipate and aim ahead of them.
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Old 27-07-2006, 07:01 PM   #57 (permalink)
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Ya i remember UT2004 that was a great game and bullets traveld in that so like ive said before there gonna travel in this but i think maybe just maybe there may be some guns that dont or is that even possible
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Old 28-07-2006, 02:20 AM   #58 (permalink)
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Did you even bother to read the shit we posted above? We just finished saying that alot of the bullets were insta hit and there was no travel time to them in 2k4. (That's ut2004 fyi if you don't get the acronym) The other types of projectiles aren't actually bullets.
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Old 28-07-2006, 02:22 AM   #59 (permalink)
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