History Main / Hitscan

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).
30th Aug '16 1:21:17 PM MrSeyker
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* ''VideoGame/{{STALKER}}'' modeled projectile flight from all bullets, and weapon mods exist to make them fly straighter. It's also particularly helpful that EveryBulletIsATracer if you're sniping, as the bullets visibly drop over distance. It did, however, have an ''extremely'' strange quirk; the hit randomization rules for NPC targeting were also applied to the player.

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* ''VideoGame/{{STALKER}}'' modeled projectile flight from all bullets, and weapon mods exist to make them fly straighter. It's also particularly helpful that EveryBulletIsATracer if you're sniping, as the bullets visibly drop over distance. It did, however, have an ''extremely'' strange quirk; the hit randomization rules for NPC targeting were also applied to the player.
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