History Main / Hitscan

12th Mar '17 3:14:35 PM Gjallarhorn
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Note that lacking or averting this trope does not ''necessarily'' mean that bullet projectiles behave realistically; for example, the game may still destroy projectiles once they reach an ArbitraryMaximumRange rather than having them follow a ballistic arc until they hit something. Gravity is also often [[NoArcInArchery not applied to projectiles]]; many (perhaps most) engines approximate the scanned trajectory as a straight line rather than a parabolic arc.

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Note that lacking or averting this trope does not ''necessarily'' mean that bullet projectiles behave realistically; for example, the game may still destroy projectiles once they reach an ArbitraryMaximumRange rather than having them follow a ballistic arc until they hit something. Gravity is also often [[NoArcInArchery not applied to projectiles]]; many (perhaps most) engines approximate the scanned trajectory as a straight line rather than a parabolic arc.
arc. It's also worth noting that many more recent games using projectile physics for bullets, especially sniper rifles, tend to be unrealistic in another way- by making the bullet only drop rather than (apparently) rise and fall and moving much, much slower than an actual bullet would move. Presumably, this is for game balance purposes to make sniper rifles DifficultButAwesome.
16th Feb '17 3:52:19 AM radiaki
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* In ''VideoGame/SuperSmashBros for [=WiiU/3DS=]'', Franchise/{{Bayonetta}}'s "Bullet Arts" work with this. In a subversion, the range isn't indefinite, and they don't stop at the first target; each shot is an invisible hitbox in a straight line, half the length of the basic Battlefield.

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* In ''VideoGame/SuperSmashBros for [=WiiU/3DS=]'', Franchise/{{Bayonetta}}'s "Bullet Arts" work with this. In a subversion, the The range isn't indefinite, and they don't stop at the first target; each shot is an invisible hitbox in a straight line, half the length of the basic Battlefield.
19th Dec '16 2:20:23 PM AuraXtreme
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* In ''VideoGame/SuperSmashBros for [=WiiU/3DS=]'', Franchise/{{Bayonetta}}'s "Bullet Arts" work with this. In a subversion, the range isn't indefinite, and they don't stop at the first target; each shot is an invisible hitbox in a straight line, half the length of the basic Battlefield.
28th Nov '16 6:21:28 PM videofreak
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* ''VideoGame/{{Overwatch}}'': Weapons that fire bullets such as McCree's Peacekeeper and Tracer's Pulse Pistols use hitscan detection.

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* ''VideoGame/{{Overwatch}}'': Weapons that fire bullets such as McCree's [=McCree's=] Peacekeeper and Tracer's Pulse Pistols use hitscan detection.
28th Nov '16 6:17:37 PM videofreak
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* ''VideoGame/Overwatch'': Weapons that fire bullets such as McCree's Peacekeeper and Tracer's Pulse Pistols use hitscan detection.

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* ''VideoGame/Overwatch'': ''VideoGame/{{Overwatch}}'': Weapons that fire bullets such as McCree's Peacekeeper and Tracer's Pulse Pistols use hitscan detection.
28th Nov '16 6:16:25 PM videofreak
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* ''VideoGame/Overwatch'': Weapons that fire bullets such as McCree's Peacekeeper and Tracer's Pulse Pistols use hitscan detection.
20th Nov '16 2:08:16 PM ReaderAt2046
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* Anubis's necrotic line in ''Fanfic/{{Atonement}}''. This also makes it an ArmorPiercingAttack, since it manifests at all points along its length simultaneously, [[spoiler: which is why it could kill Glory Girl despite her force field]].
6th Oct '16 9:33:45 PM TargetOnMyBack
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* ''VideoGame/MapleStory'' had a (now fixed) bug in which a projectile was used and the hit would register before the projectile hit the target, also, arrows and throwing stars are known to "follow" an enemy like a heat seeking missle (Especially jumping ones).

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* ''VideoGame/MapleStory'' had a (now fixed) bug in which a projectile was used and the hit would register before the projectile hit the target, also, arrows and throwing stars are known to "follow" an enemy like a heat seeking missle missile (Especially jumping ones).
30th Sep '16 8:58:01 AM Morgenthaler
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* ''SniperElite'' is about keeping bullet and shooting mechanics as realistic as possible, at least without being overly aggravating. The player must account for flight time, bullet drop due to gravity, wind, and even the character's physical state. All of these can be toggled except flight time. The only jarring thing though is that certain effects like spalling from when the bullet hits a wall, tends to happen instantaneously.

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* ''SniperElite'' ''VideoGame/SniperElite'' is about keeping bullet and shooting mechanics as realistic as possible, at least without being overly aggravating. The player must account for flight time, bullet drop due to gravity, wind, and even the character's physical state. All of these can be toggled except flight time. The only jarring thing though is that certain effects like spalling from when the bullet hits a wall, tends to happen instantaneously.
26th Sep '16 7:13:39 AM erforce
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* ''ResidentEvil'' uses this trope for most guns, at least prior to ''ResidentEvil4''. Because you don't really aim in those games, the guns appear to use a rather generous cone of damage in which firing will damage zombies - as long as you're facing the right direction, you'll usually hit. Presumably your character handles the fine aim control him or herself. This is what makes modes like Invisible Enemy feasible (along with the fact that you rarely NEED to kill enemies, though it is helpful).

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* ''ResidentEvil'' ''Franchise/ResidentEvil'' uses this trope for most guns, at least prior to ''ResidentEvil4''.''VideoGame/ResidentEvil4''. Because you don't really aim in those games, the guns appear to use a rather generous cone of damage in which firing will damage zombies - as long as you're facing the right direction, you'll usually hit. Presumably your character handles the fine aim control him or herself. This is what makes modes like Invisible Enemy feasible (along with the fact that you rarely NEED to kill enemies, though it is helpful).
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