History Main / Hitscan

10th May '17 11:07:41 AM Kadorhal
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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. 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.

Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[PainfullySlowProjectile Painfully Slow]] FrickinLaserBeams. See also HomingBoulders.

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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. 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- 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.

Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[PainfullySlowProjectile Painfully Slow]] {{Painfully Slow|Projectile}} FrickinLaserBeams. See also HomingBoulders.



* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/PerfectDark'' both have fake tracers. In ''VideoGame/PerfectDark'' even ''crossbow bolts'' are hitscan.

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* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/PerfectDark'' both have fake tracers. In ''VideoGame/PerfectDark'' ''Perfect Dark'' even ''crossbow bolts'' are hitscan.



* ''FarCry'' makes the fakeness of tracers obvious due to very long ranges in the outdoor levels; firing a weapon at water from long range will cause a splash long before the tracer arrives.
* ''VideoGame/CallOfDuty'' does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''VideoGame/ModernWarfare''. Since the hitscan line is projected from the character's head rather than their gun, there is the frequent side-effect of enemy shots glitching around obstacles to hit the player.

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* ''FarCry'' ''VideoGame/FarCry'' makes the fakeness of tracers obvious due to very long ranges in the outdoor levels; firing a weapon at water from long range will cause a splash long before the tracer arrives.
* ''VideoGame/CallOfDuty'' does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''VideoGame/ModernWarfare''. Since the hitscan line is projected from the character's head rather than their gun, there is the frequent side-effect of enemy shots glitching around obstacles to hit the player.player, leading to cases in multiplayer like "head glitching" (where a player is able to shoot along a wide field of view over a piece of cover, but is nearly untouchable from the other side of it except for a small portion of his head).



* In ''VideoGame/{{Killer7}}'', all of the Smiths weapons do this, even Kevin and MASK's, who use throwing knives and grenade launchers respectively.

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* In ''VideoGame/{{Killer7}}'', all of the Smiths Smiths' weapons do this, even Kevin and MASK's, who use throwing knives and grenade launchers respectively.



** The Laser weapons you can use are in fact HitScan weapons, due to them being FrickinLaserBeams. This is their major advantage over the more damaging plasma weapons, whose {{Painfully Slow Projectile}}s have a very hard time hitting moving or distant targets, at least without VATS.

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** The Laser weapons you can use are in fact HitScan Hit Scan weapons, due to them being FrickinLaserBeams. This is their major advantage over the more damaging plasma weapons, whose {{Painfully Slow Projectile}}s have a very hard time hitting moving or distant targets, at least without VATS.



* The pistol in ''[[VideoGame/LaMulana La-Mulana]]'' is hitscan, despite being a PlatformGame. It's also AwesomeButImpractical.

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* The pistol in ''[[VideoGame/LaMulana La-Mulana]]'' ''VideoGame/LaMulana'' is hitscan, despite being a PlatformGame. It's also AwesomeButImpractical.



* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2''. But not with the Bow, where the arrows are affected by gravity. (Just like real arrows!)
** The Firestorm suffers ''badly'' from tracers hitting the target long after the bullet itself.

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* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2''. But not with 2'', the Bow, where the arrows are affected by gravity. (Just like real arrows!)
** The Firestorm suffers
latter in particular suffering ''badly'' from tracers hitting the target long after the bullet itself.itself. But not with the Bow, where the arrows are affected by gravity, just like real arrows.



** The original Team Fortress had a few mods like [=MegaTF=] that, among others, changed nailguns to be HitScan, in an attempt to lower ping and latency rates.

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** The original Team Fortress had a few mods like [=MegaTF=] that, among others, changed nailguns to be HitScan, Hit Scan, in an attempt to lower ping and latency rates.



** Lasers are also hitscan in the other games of the franchise, [[AvertedTrope except for ''[=MechWarrior=] 2'' and its spinoffs]].

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** Lasers are also hitscan in the other games of the franchise, [[AvertedTrope except for for]] ''[=MechWarrior=] 2'' and its spinoffs]].spinoffs.



* ''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 missile (Especially jumping ones).

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* ''VideoGame/MapleStory'' had a (now fixed) bug in which a projectile was used and the hit attacks would register as hits before the projectile hit got to the target, also, target. Also, arrows and throwing stars are known to "follow" an enemy like a heat seeking missile (Especially (especially jumping ones).




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* The early ''Delta Force'' games by Novalogic did this, despite their other attempts at realism - bullets have drop-off and you have to zero your scope to keep your shots impacting at the center of your crosshair past a couple hundred meters, but except for a few silenced weapons like the PSG-1 in ''Land Warrior'', they'd still instantly hit what they're supposed to hit.



* ''VideoGame/OperationFlashpoint'' and ''VideoGame/{{ArmA}}'': If it goes bang, then the projectile behaves according to the rule of physics.

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* ''VideoGame/OperationFlashpoint'' and ''VideoGame/{{ArmA}}'': If it goes bang, then the projectile behaves according to the rule of physics. Starting from ''ARMA II: Operation Arrowhead'' you even have the option to adjust the zeroing of whatever sights are attached to your gun to compensate for the bullet drop



* It's only apparent at longer ranges, but every bullet weapon in ''RedFaction'' has an actual projectile, and the rocket weapons have fuel, meaning that they will drop after a certain distance.
* ''VideoGame/StarWarsBattlefront'' averts this by necessity, as the nature of blaster bolts (glowing brightly and moving rather more slowly than most bullets) would make HitScan weapons very, very obvious.
** ''[[VideoGame/DarkForcesSaga Dark Forces]]'' even lowers the damage of blasters the farther the bolt has to travel.
** In ''[[VideoGame/DarkForcesSaga Jedi Knight]]'', using Force Speed and [[NotTheFallThatKillsYou running into a shot]] from a blaster weapon would result in more damage than if you'd been hit while standing still. It seems like a decent amount of the damage caused by rockets (especially noticeable with the ones that latch onto you and wait for a few seconds before detonating) was purely from the impact.

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* It's only apparent at longer ranges, but every bullet weapon in ''RedFaction'' ''VideoGame/RedFaction'' has an actual projectile, and the rocket weapons have fuel, meaning that they will drop after a certain distance.
* ''VideoGame/StarWarsBattlefront'' averts this by necessity, as the nature of blaster bolts (glowing brightly and moving rather more slowly than most bullets) would make HitScan Hit Scan weapons very, very obvious.
** ''[[VideoGame/DarkForcesSaga Dark Forces]]'' ''VideoGame/DarkForces'' even lowers the damage of blasters the farther the bolt has to travel.
** In ''[[VideoGame/DarkForcesSaga Jedi Knight]]'', using Force Speed and ''VideoGame/JediKnightDarkForcesII'' included a form of collision damage (something like [[NotTheFallThatKillsYou falling damage]] applied for ''any'' high-speed impact with a surface, not taking damage from simply touching enemies like in a platformer or something), which resulted in some oddities: using Force Speed and running into a shot]] shot from a blaster weapon would result in more damage than if you'd been hit while standing still. It seems like a decent amount of the damage caused by rockets (especially noticeable with the ones that latch onto you and wait for a few seconds before detonating) was purely from the impact.



* Unlike its predecessor ''FarCry'', ''VideoGame/{{Crysis}}'' has no hit scan weaponry.
* ''ViewtifulJoe'' bullets and tank shells travel instantly unless you activate SlowMotion before they fire. In Slow Mo you can see the projectile and punch them back.

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* Unlike its predecessor ''FarCry'', ''Far Cry'', ''VideoGame/{{Crysis}}'' has no hit scan weaponry.
* ''ViewtifulJoe'' ''VideoGame/ViewtifulJoe'' bullets and tank shells travel instantly unless you activate SlowMotion before they fire. In Slow Mo you can see the projectile and punch them back.



* In the [[VideoGame/{{X}} X-Universe]] games, beam weapons such as Kha'ak kyon emitters ''look'' HitScan, but modders have discovered that the game engine treats beam weapons as very fast projectile ones. This is normally transparent to the player because the projectiles are invisible, but occasionally -- typically while fighting very fast ships -- it can happen that the beam graphic crosses your target but the projectile isn't there yet, resulting in an irritatingly damage-free enemy.

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* In the [[VideoGame/{{X}} X-Universe]] games, beam weapons such as Kha'ak kyon emitters ''look'' HitScan, Hit Scan, but modders have discovered that the game engine treats beam weapons as very fast projectile ones. This is normally transparent to the player because the projectiles are invisible, but occasionally -- typically while fighting very fast ships -- it can happen that the beam graphic crosses your target but the projectile isn't there yet, resulting in an irritatingly damage-free enemy.
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.

to:

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.

to:

* 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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to:

* 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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Added DiffLines:

* ''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).

to:

* ''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.

to:

* ''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.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.Hitscan