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* ''VideoGame/{{Fallout}}'':

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* ''VideoGame/{{Fallout}}'':''Franchise/{{Fallout}}'':
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[[AC:Literature]]

* The [=FN Five-SeveN=] in ''Literature/WarsOfTheRealm'' is close. Angels and demons can move fast enough to dodge and parry bullets, but the [=Five-SeveN=] has such high muzzle velocity that it gives even supernatural beings trouble.

[[AC:Video Games]]
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Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. InvisibleBowstring is another weapon trope resulting from technical limitations. Contrast WeaponRunningTime, when the time a projectile takes to hit its target stretches so things can happen. See also HomingBoulders.

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Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. InvisibleBowstring is another weapon trope resulting from technical limitations. Contrast WeaponRunningTime, when the a projectile's time a projectile takes to hit its target stretches so is long enough for things can happen. See also HomingBoulders.
to happen.

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* ''VideoGame/ANNOMutationem'': Any shot from handheld firearms, a [[PocketRocketLauncher missile launcher]], or a EnergyWeapon in the direction of enemies always landed a direct hit whenever they were in close proximity despite the difference in range.



* ''VideoGame/{{Doom}}'' features hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
** Several GameMod[=s=] for ''Doom'' nowadays avert this, prominently ''Videogame/BrutalDoom'', ''Videogame/{{Demonsteele}}'', and ''Videogame/{{GMOTA}}'', among many others. These mods replace hitscan with fast moving projectiles and sometimes spread.
* In ''VideoGame/{{Dusk}}'' most of your weapons are hitscan weapons, including your pistols, shotguns, super shotgun, assault rifle, and hunting rifle. None of the enemies have hitscan weapons, however, even when they use firearms like yours.

to:

* ''VideoGame/{{Doom}}'' features hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
**
have[[/note]]. Several GameMod[=s=] {{Game Mod}}s for ''Doom'' nowadays avert this, prominently ''Videogame/BrutalDoom'', ''Videogame/{{Demonsteele}}'', and ''Videogame/{{GMOTA}}'', among many others. These mods replace hitscan with fast moving projectiles and sometimes spread.
* In ''VideoGame/{{Dusk}}'' ''VideoGame/{{Dusk}}'', most of your weapons are hitscan weapons, including your pistols, shotguns, super shotgun, assault rifle, and hunting rifle. None of the enemies have hitscan weapons, however, even when they use firearms like yours.



* ''VideoGame/{{Fallout 3}}'' weapons appear to be all hitscan when not using VATS. This is most obvious when, through mods, using a scope on a normally unscoped weapon. The enemy will drop almost a full half-second before the tracer projectile reaches them at long ranges.

to:

* ''VideoGame/{{Fallout}}'':
**
''VideoGame/{{Fallout 3}}'' weapons appear to be all hitscan when not using VATS. This is most obvious when, through mods, using a scope on a normally unscoped weapon. The enemy will drop almost a full half-second before the tracer projectile reaches them at long ranges.



** ''3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'' do somewhat avert this for killing shots with the cinematic camera, however; for example, take aim and fire at an unaware Powder Ganger from far enough away with a scoped rifle, if it hits him the game will do a ''VideoGame/MaxPayne''-style bullet cam towards him before he drops dead from the critical sneak attack bonus. Of course, you don't have to actually compensate for the Powder Ganger in question moving before you took the shot.

to:

** ''3'' and ''[[VideoGame/FalloutNewVegas New Vegas]]'' ''VideoGame/FalloutNewVegas'' do somewhat avert this for killing shots with the cinematic camera, however; for example, take aim and fire at an unaware Powder Ganger from far enough away with a scoped rifle, if it hits him the game will do a ''VideoGame/MaxPayne''-style bullet cam towards him before he drops dead from the critical sneak attack bonus. Of course, you don't have to actually compensate for the Powder Ganger in question moving before you took the shot.



* In ''VideoGame/FinalFantasyXIV'':

to:

* In ''VideoGame/FinalFantasyXIV'':



* ''VideoGame/{{Quake}}'' has the shotgun, super shotgun and lightning gun as hitscan, but the rapidfire weapons do fire visible projectiles, as befits their nature - they're nailguns rather than machine guns.
* ''VideoGame/QuakeII'' follows the trope, with bullet weapons being hitscan and energy weapons firing visible luminous projectiles. Notably, this game has the distinction of having brought to the world the railgun, which was probably the first example of a hitscan sniper rifle whose instant-hit nature wasn't a grudgingly accepted trope but an outward design feature, replete with a very visible spiraling trail. Justified in lore as the projectile traveling at a significant fraction of lightspeed, the concept struck gamers' favour and following games in the series all included one or another version of the railgun. Many other games borrowed the concept as well.

to:

* ''VideoGame/{{Quake}}'' ''VideoGame/{{Quake}}'':
** ''VideoGame/QuakeI''
has the shotgun, super shotgun and lightning gun as hitscan, but the rapidfire weapons do fire visible projectiles, as befits their nature - they're nailguns rather than machine guns.
* ** ''VideoGame/QuakeII'' follows the trope, with bullet weapons being hitscan and energy weapons firing visible luminous projectiles. Notably, this game has the distinction of having brought to the world the railgun, which was probably the first example of a hitscan sniper rifle whose instant-hit nature wasn't a grudgingly accepted trope but an outward design feature, replete with a very visible spiraling trail. Justified in lore as the projectile traveling at a significant fraction of lightspeed, the concept struck gamers' favour and following games in the series all included one or another version of the railgun. Many other games borrowed the concept as well.



* The ''VideoGame/{{Turok}}'' games do this up until ''3'' with bullet weapons and some enemy weapons; the fake tracers were particularly irritating in the latter case, since you couldn't dodge attacks which appeared to be relatively slow-moving.
* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2'', the latter in particular suffering ''badly'' from tracers hitting the target long after the bullet itself. But not with the Bow, where the arrows are affected by gravity, just like real arrows.
* ''{{VideoGame/Uncharted}}'' is an interesting case. While all bullet-based weapons use Hit Scan, starting with the second game [[EveryBulletIsATracer they all had visible tracer rounds]] so the player can more easily see where an enemy is shooting from. For the player this can result in the odd case where hitting a moving target will damage them even though the visible tracer round completely missed half a second later.

to:

* The ''VideoGame/{{Turok}}'' games do this up until ''3'' with bullet weapons and some enemy weapons; the fake tracers were particularly irritating in the latter case, since you couldn't dodge attacks which appeared to be relatively slow-moving.
*
slow-moving. The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} ''Turok 2'', the latter in particular suffering ''badly'' from tracers hitting the target long after the bullet itself. But not with the Bow, where the arrows are affected by gravity, just like real arrows.
* ''{{VideoGame/Uncharted}}'' ''VideoGame/{{Uncharted}}'' is an interesting case. While all bullet-based weapons use Hit Scan, starting with the second game [[EveryBulletIsATracer they all had visible tracer rounds]] so the player can more easily see where an enemy is shooting from. For the player this can result in the odd case where hitting a moving target will damage them even though the visible tracer round completely missed half a second later.
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* In ''VideoGame/SuperSmashBros'', VideoGame/{{Bayonetta}}'s Bullet Arts (and not her neutral special, which work as regular projectiles) and [[VideoGame/Persona5 Joker's]] Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long (though not indefinite) range. This also means that, unlike normal projectile attacks, they can't be reflected or absorbed by specials like [[VideoGame/{{Mother}} PSI Magnet]], the ''VideoGame/StarFox'' cast's reflectors, or [[Franchise/{{Kirby}} Kirby and Dedede's]] Inhale.

to:

* In ''VideoGame/SuperSmashBros'', VideoGame/{{Bayonetta}}'s Bullet Arts (and not her neutral special, which work as regular projectiles) and [[VideoGame/Persona5 Joker's]] Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long (though not indefinite) range. This also means that, unlike normal projectile attacks, they can't be reflected or absorbed by specials like [[VideoGame/{{Mother}} PSI Magnet]], the ''VideoGame/StarFox'' ''Franchise/StarFox'' cast's reflectors, or [[Franchise/{{Kirby}} Kirby and Dedede's]] Inhale.

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* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
** Most today Doom GameMod averts this, prominently ''Videogame/BrutalDoom'', ''Videogame/{{Demonsteele}}'', and ''Videogame/{{GMOTA}}'', among many others. These mods replace hitscan with fast moving projectiles and sometimes spread.
* ''VideoGame/CallOfDuty'' does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''VideoGame/CallOfDuty4ModernWarfare''. 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, 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).

to:

* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
** Most today Doom GameMod averts this, prominently ''Videogame/BrutalDoom'', ''Videogame/{{Demonsteele}}'', and ''Videogame/{{GMOTA}}'', among many others. These mods replace hitscan with fast moving projectiles and sometimes spread.
* ''VideoGame/CallOfDuty'' before [[VideoGame/CallOfDutyModernWarfare2019 2019]] does it for all bullets, except for the realistic sniping sequence in "One Shot, One Kill" from ''VideoGame/CallOfDuty4ModernWarfare''. 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, 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).



* ''VideoGame/{{Doom}}'' features hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
** Several GameMod[=s=] for ''Doom'' nowadays avert this, prominently ''Videogame/BrutalDoom'', ''Videogame/{{Demonsteele}}'', and ''Videogame/{{GMOTA}}'', among many others. These mods replace hitscan with fast moving projectiles and sometimes spread.



* In ''VideoGame/FinalFantasyXIV''

to:

* In ''VideoGame/FinalFantasyXIV''''VideoGame/FinalFantasyXIV'':



** For the purposes of counting a "hit", the server snapshots the target at the moment an action goes off. If the target is in the area of effect, then the target is hit, even if the target walks out of it moments later. However, the inverse of this is also true: the target can walk into the attack animation but not get hurt, because their snapshot wasn't in the area of effect when the server considered it.

to:

** For the purposes of counting a "hit", the server snapshots the target a target's position at the moment an action goes off. If the target is in the area of effect, effect at the moment the action goes off, then the target is hit, even if the target walks they walk out of it moments later. before the actual effect hits. However, the inverse of this is also true: the target can walk into the attack animation as it's going off but not get hurt, because their snapshot wasn't in the area of effect when the server considered it.
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* In ''VideoGame/{{Iji}}'', small firearms such as Iji's shotgun shoot projectiles that hit whatever they faced on the same frame they were shot. Powerful projectiles that deal direct hitpoint damage are slower and can be dodged in time.

to:

* In ''VideoGame/{{Iji}}'', small firearms such as Iji's shotgun shoot projectiles that hit whatever they faced on the same frame they were shot. So do the three beam weapons. Powerful projectiles that deal direct hitpoint damage are slower and can be dodged in time.
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Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. InvisibleBowstring is another weapon trope resulting from technical limitations. See also HomingBoulders.

to:

Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. InvisibleBowstring is another weapon trope resulting from technical limitations. Contrast WeaponRunningTime, when the time a projectile takes to hit its target stretches so things can happen. See also HomingBoulders.
Is there an issue? Send a MessageReason:
None


* The first two ''VideoGame/{{Descent}}'' games had an engine that did not support hitscan weapons at all, and used invisible projectiles instead for the Vulcan and Gauss cannons. However, they were so fast (around 10 times the speed of your ship) that it was just about impossible to dodge them.

to:

* The first two ''VideoGame/{{Descent}}'' games had an engine that did not support hitscan weapons at all, and used invisible projectiles instead for the Vulcan and Gauss cannons. However, they were so fast (around 10 times the speed of your ship) that it was just about impossible to dodge them.enemy shots by strafing unless you were in an unusually large room far away from your attacker.
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* This is the main advantage of the ''VideoGame/Nitemare3D'''s pistol; the plasma gun and the magic wand both emit relatively slow-moving particles.

to:

* This ''VideoGame/Nitemare3D'' is a particularly difficult game due to how every single enemy with a projectile attack uses hitscan attacks, and without any kind of attack delay you can interrupt. The second level introduces ladies dressed like the Bride of Frankenstein who can deal nearly half your health's worth of damage in a single hit on normal difficulty! The game also doesn't do the player's weaponry any favors; out of the three weapon types, the pistol (which fires silver bullets) is the main advantage of the ''VideoGame/Nitemare3D'''s pistol; the only one that's hitscan. The plasma gun and the magic wand both emit relatively slow-moving particles.particles instead. Considering how small enemy hitboxes are compared to the size of their sprite, the Pistol is generally considered the best of the weapons as it's the only one that can hit reliably at long distances.
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it's 40


* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].

to:

* ''VideoGame/{{Doom}}'' featured hitscan detection for all bullet weapons and the secondary tracer rays of the BFG[[note]]The BFG is a special case; its visible plasma ball is a normal projectile and deals plenty of damage. However, when the plasma ball hits something, the weapon then immediately releases invisible hitscan "tracer rays" in the '''originally-fired direction''' from the player's current physical position (if you fire facing north, then move and face west, the tracers will still head north from where you currently are when the plasma hits something). There are 20 40 of these tracers spread equally in an arc centered on the originally-fired direction, and these tracers are responsible for most of the weapon's actual damage output (totaled up it almost always exceeds three ''thousand''; it named the {{BFG}} trope for a reason). By luck or cunning, this mash of undocumented illogical functions encourages daring play far more effectively than sensible mechanics would have[[/note]].
Is there an issue? Send a MessageReason:


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.

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 ArbitraryWeaponRange 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.
Is there an issue? Send a MessageReason:
None


* ''VideoGame/{{Overwatch}}'': Some weapons that fire projectiles such as [=McCree's=] Peacekeeper, Tracer's Pulse Pistols or Soldier 76's Heavy Pulse Rifle use hitscan detection. Others, like Mercy's Cadeceus Blaster, Pharah's Rocket Launcher or Torbjorn's Rivet Gun, require [[LeadTheTarget leading the target]] instead. (One hero, Ana, has a sniper rifle that is hitscan when scoped in but non-hitscan when unscoped.)

to:

* ''VideoGame/{{Overwatch}}'': Some weapons that fire projectiles such as [=McCree's=] Cassidy's Peacekeeper, Tracer's Pulse Pistols or Soldier 76's Heavy Pulse Rifle use hitscan detection. Others, like Mercy's Cadeceus Blaster, Pharah's Rocket Launcher or Torbjorn's Rivet Gun, require [[LeadTheTarget leading the target]] instead. (One hero, Ana, has a sniper rifle that is hitscan when scoped in but non-hitscan when unscoped.)

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* In ''VideoGame/FinalFantasyXIV'', the Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.

to:

* In ''VideoGame/FinalFantasyXIV'', the ''VideoGame/FinalFantasyXIV''
** The
Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.arrives.
** For the purposes of counting a "hit", the server snapshots the target at the moment an action goes off. If the target is in the area of effect, then the target is hit, even if the target walks out of it moments later. However, the inverse of this is also true: the target can walk into the attack animation but not get hurt, because their snapshot wasn't in the area of effect when the server considered it.

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Alphabetized the list and removed redlinks


%% NOTE: Entries are alphabetized. Please keep this in mind when adding entries.




* ''VideoGame/Wolfenstein3D''. Any shot in the general direction of an enemy (or vice versa) was an immediate hit or miss, regardless of range.

to:

\n* ''VideoGame/Wolfenstein3D''. Any shot in the general direction of an enemy (or vice versa) was an immediate hit or miss, regardless of range.In ''VideoGame/BloonsTowerDefense'', this is how sniper monkeys and Admiral Brickell's pistols work.



* Despite being a fantasy game with no guns, ''VideoGame/{{Heretic}}'' has two hitscan weapons: the Elven Wand, your starting weapon, and the Dragon Claw. Interestingly, both ''lose'' the hitscan properties when powered up with the Tome of Power. None of the enemies have hitscan attacks.
* ''VideoGame/{{Quake}}'' has the shotgun, super shotgun and lightning gun as hitscan, but the rapidfire weapons do fire visible projectiles, as befits their nature - they're nailguns rather than machine guns.
* ''VideoGame/QuakeII'' follows the trope, with bullet weapons being hitscan and energy weapons firing visible luminous projectiles. Notably, this game has the distinction of having brought to the world the railgun, which was probably the first example of a hitscan sniper rifle whose instant-hit nature wasn't a grudgingly accepted trope but an outward design feature, replete with a very visible spiraling trail. Justified in lore as the projectile traveling at a significant fraction of lightspeed, the concept struck gamers' favour and following games in the series all included one or another version of the railgun. Many other games borrowed the concept as well.
* ''VideoGame/MedalOfHonor'' did this with fake tracers, resulting in the infamous ScrappyLevel from ''[[VideoGame/MedalOfHonorAlliedAssault Allied Assault]]'', "Sniper's Last Stand", where the player had to face off against eerily prescient hidden snipers with hitscan rifles. Worse, it also means that enemies' shots can continue to hit you while they're [[KnockBack flinching]] or aiming the wrong way, and they can even hit you around corners or from behind objects that are supposedly too high for them to shoot over.
* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/PerfectDark'' both have fake tracers. In ''Perfect Dark'' even ''crossbow bolts'' are hitscan.
* ''VideoGame/DeusEx'', where you can bind keys to slow time down and see bullets travel faster than the visible tracer does.
* ''VideoGame/FarCry1'' 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.



* The ''VideoGame/{{Turok}}'' games do this up until ''3'' with bullet weapons and some enemy weapons; the fake tracers were particularly irritating in the latter case, since you couldn't dodge attacks which appeared to be relatively slow-moving.
* In ''VideoGame/{{Killer7}}'', all of the Smiths' weapons do this, even Kevin and MASK's, who use throwing knives and grenade launchers respectively.

to:

* The ''VideoGame/{{Turok}}'' early ''VideoGame/DeltaForce'' games do this up until ''3'' with bullet 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/DeusEx'', where you can bind keys to slow time down
and some enemy weapons; the fake tracers were particularly irritating in the latter case, since you couldn't dodge attacks which appeared see shots affect their target instantly while there's still a visible tracer traveling to be relatively slow-moving.
it.
* In ''VideoGame/{{Killer7}}'', all ''VideoGame/{{Dusk}}'' most of the Smiths' your weapons do this, are hitscan weapons, including your pistols, shotguns, super shotgun, assault rifle, and hunting rifle. None of the enemies have hitscan weapons, however, even Kevin and MASK's, who when they use throwing knives and grenade launchers respectively.firearms like yours.
* The blaster in ''VideoGame/EarthwormJim'' has a muzzle flash but fires no visible projectiles ... which is kind of bizarre in a 16-bit sprite-based platformer with minimal physics.
* In ''VideoGame/TheElderScrollsVSkyrim'', shock magic spells (e.g. Lightning Bolt) are hitscan.



* ''VideoGame/FarCry1'' 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.
* Bullets in ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' are obviously hitscan, as they hit instantly even when in BulletTime, and their impact points often don't match up with the visible tracers, sometimes hitting the player around corners.
* In ''VideoGame/FinalFantasyXIV'', the Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.
* ''[[VideoGame/GoldenEye1997 GoldenEye]]'' and ''VideoGame/PerfectDark'' both have fake tracers. In ''Perfect Dark'' even ''crossbow bolts'' are hitscan.



* In ''VideoGame/UnrealI'', all of the gunpowder weapons are hitscan, but they have other drawbacks:
** The Automag is the only weapon in the game that needs reloading.
** The Sniper Rifle has the slowest firing rate.
** The Minigun has a slow ramp up and can still be dodged by your opponents in-game.
** The Combat Assault Rifle in the ExpansionPack ''Return to Na Pali'' has no drawbacks whatsoever, making it the most powerful weapon in the game.
*** Also the ASMD energy weapon is hitscan, but the tracer is particularly noticeable as not being so - because of the small shockwave that appears wherever the weapon hits, you see a small expanding circle of energy that is later joined by the tracer itself. This weapon is also used in the popular [=InstaGib=] mutator, whereupon it becomes very clear that the instant you shoot something, it dies. The gibs from the body you hit will likely be scattered everywhere before the tracer actually makes it to the location where the body once was.

to:

* Despite being a fantasy game with no guns, ''VideoGame/{{Heretic}}'' has two hitscan weapons: the Elven Wand, your starting weapon, and the Dragon Claw. Interestingly, both ''lose'' the hitscan properties when powered up with the Tome of Power. None of the enemies have hitscan attacks.
* In ''VideoGame/UnrealI'', ''VideoGame/{{Iji}}'', small firearms such as Iji's shotgun shoot projectiles that hit whatever they faced on the same frame they were shot. Powerful projectiles that deal direct hitpoint damage are slower and can be dodged in time.
* In ''VideoGame/{{Killer7}}'',
all of the gunpowder Smiths' weapons are hitscan, but they have other drawbacks:
** The Automag is the only weapon in the game that needs reloading.
** The Sniper Rifle has the slowest firing rate.
** The Minigun has a slow ramp up
do this, even Kevin and can still be dodged by your opponents in-game.
** The Combat Assault Rifle in the ExpansionPack ''Return to Na Pali'' has no drawbacks whatsoever, making it the most powerful weapon in the game.
*** Also the ASMD energy weapon is hitscan, but the tracer is particularly noticeable as not being so - because of the small shockwave that appears wherever the weapon hits, you see a small expanding circle of energy that is later joined by the tracer itself. This weapon is also used in the popular [=InstaGib=] mutator, whereupon it becomes very clear that the instant you shoot something, it dies. The gibs from the body you hit will likely be scattered everywhere before the tracer actually makes it to the location where the body once was.
MASK's, who use throwing knives and grenade launchers respectively.



* The older ''VideoGame/RainbowSix'' games did this, allowing terrorists to get an [[BoomHeadshot insta-death shot]] from any range. And their accuracy wasn't affected by recoil or movement, [[TheComputerIsACheatingBastard unlike yours]].
* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2'', the latter in particular suffering ''badly'' from tracers hitting the target long after the bullet itself. But not with the Bow, where the arrows are affected by gravity, just like real arrows.
* ''VideoGame/RoboWar'' originally had lasers do hitscan damage, but only 1/5 of power input, weaker even than rubber bullets. Lasers were later removed from the documentation (but left in the code for backward compatibility) and banned from tournament play.
* ''VideoGame/{{Warzone 2100}}'', in spite of animating and tracking individual projectiles, flagged every attack using a hitscan: If the attack was declared a hit, the target ''would'' receive damage when the projectile reached the target's location, regardless of whether the target was still there, or how long it actually took for the projectile to get there.
* ''VideoGame/TeamFortress2'': All bullet and melee weapons are hitscan, it is just the graphical tracer effect that looks slower. Stand at a distance and fire [[http://wiki.teamfortress.com/wiki/Hitscan one of these weapons]] at a wall. The bullet hole decal appears instantly, with the tracer hitting half a second later. One can also turn on damage feedback to see it in numbers. Realizing this quirk will greatly increases a player's efficiency, as attempting to LeadTheTarget (to compensate for the non-existent travel time) will actually ''cause'' HeroTrackingFailure.
** Also, while melee weapons initiate a short ranged hitscan attack, they do so only after a quarter-second delay to ensure that hits aren't made before the melee animation completes. The two exceptions to this rule are the Spy's backstab and when the Engineer uses his wrench on any of his buildings.
** The original Team Fortress had a few mods like [=MegaTF=] that, among others, changed nailguns to be Hit Scan, in an attempt to lower ping and latency rates.
* ''VideoGame/{{Overwatch}}'': Some weapons that fire projectiles such as [=McCree's=] Peacekeeper, Tracer's Pulse Pistols or Soldier 76's Heavy Pulse Rifle use hitscan detection. Others, like Mercy's Cadeceus Blaster, Pharah's Rocket Launcher or Torbjorn's Rivet Gun, require [[LeadTheTarget leading the target]] instead. (One hero, Ana, has a sniper rifle that is hitscan when scoped in but non-hitscan when unscoped.)
* Lasers in ''VideoGame/MechWarrior 4'' are hitscan. This, along with good damage and range, made the Clan ER Large Laser the primary weapon of choice for online play for quite some time, well after the ExpansionPack (and later, ''[=MW4=]: Mercenaries'') were released. [[GameMod Later attempts by the fans to balance this]] only partially overcame this advantage, as lag issues (including the "No Damage Bug") tended to cause some players to miss with other, non-hitscan weaponry. Lasers are also hitscan in the other games of the franchise, except except for ''[=MechWarrior=] 2'' and its spinoffs - see the example in the exceptions below.
* In ''VideoGame/TheElderScrollsVSkyrim'', shock magic spells (e.g. Lightning Bolt) are hitscan.
* The blaster in ''VideoGame/EarthwormJim'' has a muzzle flash but fires no visible projectiles ... which is kind of bizarre in a 16-bit sprite-based platformer with minimal physics.
* Bullets in ''[[VideoGame/FirstEncounterAssaultRecon FEAR]]'' are obviously hitscan, as they hit instantly even when in BulletTime, and their impact points often don't match up with the visible tracers, sometimes hitting the player around corners.



* ''[[VideoGame/{{Tribes}} Tribes: Ascend]]'' originally had mostly hitscan weapons during the game's beta. Acting on player feedback, before the game's release Hi-Rez slowly phased out hitscan weaponry until only sniper rifles, shotguns, and two types of pistol remained hitscan weapons. Assault rifles, [=SMGs=], and other pistols were changed to projectile weapons.
* This is the main advantage of the ''VideoGame/Nitemare3D'''s pistol; the plasma gun and the magic wand both emit relatively slow-moving particles.



* ''Franchise/ResidentEvil'' uses this trope for most guns, at least prior to ''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).

to:

* ''Franchise/ResidentEvil'' Kurt Hectic from ''VideoGame/{{MDK}}'' uses this trope for most guns, at least prior a chain-gun that instantly hits whatever he aims it at. He can also attach it to ''VideoGame/ResidentEvil4''. Because you don't really aim in those games, his helmet, turning it into a SniperRifle that has ''no'' hitscan bullets, frequently requiring him to LeadTheTarget. Max joins the guns appear to use a rather generous cone fun in ''VideoGame/MDK2'' with an assortment of hitscan firearms. Both he and Kurt can also find and shoot [[EnergyWeapon Frickin' Laser Beams]] which, ironically, are [[SlowLaser not hitscan]].
* Lasers in ''VideoGame/MechWarrior 4'' are hitscan. This, along with good
damage in which firing will damage zombies - as long as you're facing and range, made the right direction, you'll usually hit. Presumably your character handles Clan ER Large Laser the fine aim control him primary weapon of choice for online play for quite some time, well after the ExpansionPack (and later, ''[=MW4=]: Mercenaries'') were released. [[GameMod Later attempts by the fans to balance this]] only partially overcame this advantage, as lag issues (including the "No Damage Bug") tended to cause some players to miss with other, non-hitscan weaponry. Lasers are also hitscan in the other games of the franchise, except except for ''[=MechWarrior=] 2'' and its spinoffs - see the example in the exceptions below.
* ''VideoGame/MedalOfHonor'' did this with fake tracers, resulting in the infamous ScrappyLevel from ''[[VideoGame/MedalOfHonorAlliedAssault Allied Assault]]'', "Sniper's Last Stand", where the player had to face off against eerily prescient hidden snipers with hitscan rifles. Worse, it also means that enemies' shots can continue to hit you while they're [[KnockBack flinching]]
or herself. This is what makes modes aiming the wrong way, and they can even hit you around corners or from behind objects that are supposedly too high for them to shoot over.
* In ''Videogame/MegaManBattleNetwork'', [=MegaMan.EXE=]'s arm cannon works by hitscan, as do many common chips
like Invisible Enemy feasible (along Cannon and Spreader. Same goes for the sequel series ''Videogame/MegaManStarForce''. (This contrasts sharply with the fact that you rarely NEED to kill enemies, though it is helpful).rest of the Mega Man franchise -- see below.)



* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage in the process.
* In ''Videogame/MegaManBattleNetwork'', [=MegaMan.EXE=]'s arm cannon works by hitscan, as do many common chips like Cannon and Spreader. Same goes for the sequel series ''Videogame/MegaManStarForce''. (This contrasts sharply with the rest of the Mega Man franchise -- see below.)
* In ''VideoGame/SuperSmashBros'', VideoGame/{{Bayonetta}}'s Bullet Arts (and not her neutral special, which work as regular projectiles) and [[VideoGame/Persona5 Joker's]] Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long (though not indefinite) range. This also means that, unlike normal projectile attacks, they can't be reflected or absorbed by specials like [[VideoGame/{{Mother}} PSI Magnet]], the ''VideoGame/StarFox'' cast's reflectors, or [[Franchise/{{Kirby}} Kirby and Dedede's]] Inhale.
* The early ''VideoGame/DeltaForce'' 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.

to:

* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage in the process.
* In ''Videogame/MegaManBattleNetwork'', [=MegaMan.EXE=]'s arm cannon works by hitscan, as do many common chips like Cannon and Spreader. Same goes for the sequel series ''Videogame/MegaManStarForce''. (This contrasts sharply with the rest of the Mega Man franchise -- see below.)
* In ''VideoGame/SuperSmashBros'', VideoGame/{{Bayonetta}}'s Bullet Arts (and not her neutral special, which work as regular projectiles) and [[VideoGame/Persona5 Joker's]] Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long (though not indefinite) range. This also means that, unlike normal projectile attacks, they can't be reflected or absorbed by specials like [[VideoGame/{{Mother}} PSI Magnet]], the ''VideoGame/StarFox'' cast's reflectors, or [[Franchise/{{Kirby}} Kirby and Dedede's]] Inhale.
* The early ''VideoGame/DeltaForce'' games by Novalogic did this, despite their other attempts at realism -- bullets Guardians and Elder Guardians in ''VideoGame/{{Minecraft}}'' 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 laser attack that instantly hit what they're supposed to hit.hits you whenever they fire. Thankfully, it has a charge-up time, and if the [[NoEyeInMagic line of sight is obstructed by terrain]] they will cancel the attack.



* ''{{VideoGame/Uncharted}}'' is an interesting case. While all bullet-based weapons use Hit Scan, starting with the second game [[EveryBulletIsATracer they all had visible tracer rounds]] so the player can more easily see where an enemy is shooting from. For the player this can result in the odd case where hitting a moving target will damage them even though the visible tracer round completely missed half a second later.
* In ''VideoGame/{{Iji}}'', small firearms such as Iji's shotgun shoot projectiles that hit whatever they faced on the same frame they were shot. Powerful projectiles that deal direct hitpoint damage are slower and can be dodged in time.
* Kurt Hectic from ''VideoGame/{{MDK}}'' uses a chain-gun that instantly hits whatever he aims it at. He can also attach it to his helmet, turning it into a SniperRifle that has ''no'' hitscan bullets, frequently requiring him to LeadTheTarget. Max joins the fun in ''VideoGame/MDK2'' with an assortment of hitscan firearms. Both he and Kurt can also find and shoot [[EnergyWeapon Frickin' Laser Beams]] which, ironically, are [[SlowLaser not hitscan]].
* Most firearms in ''VideoGame/{{Warframe}}'', especially those produced by Tenno and Grineer, use instant-hit bullets. [[MegaCorp The Corpus]], enamoured with [[EnergyWeapon Frickin' Laser Beams]], mostly produce firearms shooting plasma bolts that take time to reach the target and frequently miss because of this. They also produce continous beam weapons which ''are'' hitscan, but cease to hit anything further than about 20 metres.
* The Guardians and Elder Guardians in ''VideoGame/{{Minecraft}}'' have a laser attack that instantly hits you whenever they fire. Thankfully, it has a charge-up time, and if the [[NoEyeInMagic line of sight is obstructed by terrain]] they will cancel the attack.
* In ''VideoGame/{{Dusk}}'' most of your weapons are hitscan weapons, including your pistols, shotguns, super shotgun, assault rifle, and hunting rifle. None of the enemies have hitscan weapons, however, even when they use firearms like yours.
* In ''VideoGame/BloonsTowerDefense'', this is how sniper monkeys and Admiral Brickell's pistols work.
* In ''VideoGame/FinalFantasyXIV'', the Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.
* Guns in ''VideoGame/{{Titanfall}}'' and its [[VideoGame/Titanfall2 sequel]] are primarily hitscan, with some exceptions. For example, all anti-Titan weaponry use projectiles, as do all explosive weapons. The Kraber sniper rifle is also the only projectile-baed regular firearm, which is to offset the fact that landing a shot with it on any body part will result in a kill.

to:

* ''{{VideoGame/Uncharted}}'' This is an interesting case. While all bullet-based the main advantage of the ''VideoGame/Nitemare3D'''s pistol; the plasma gun and the magic wand both emit relatively slow-moving particles.
* ''VideoGame/{{Overwatch}}'': Some
weapons use Hit Scan, starting with the second game [[EveryBulletIsATracer they all had visible tracer rounds]] so the player can more easily see where an enemy is shooting from. For the player this can result in the odd case where hitting a moving target will damage them even though the visible tracer round completely missed half a second later.
* In ''VideoGame/{{Iji}}'', small firearms such as Iji's shotgun shoot
that fire projectiles that hit whatever they faced on the same frame they were shot. Powerful projectiles that deal direct hitpoint damage are slower and can be dodged in time.
* Kurt Hectic from ''VideoGame/{{MDK}}'' uses a chain-gun that instantly hits whatever he aims it at. He can also attach it to his helmet, turning it into a SniperRifle that has ''no''
such as [=McCree's=] Peacekeeper, Tracer's Pulse Pistols or Soldier 76's Heavy Pulse Rifle use hitscan bullets, frequently requiring him to LeadTheTarget. Max joins detection. Others, like Mercy's Cadeceus Blaster, Pharah's Rocket Launcher or Torbjorn's Rivet Gun, require [[LeadTheTarget leading the fun in ''VideoGame/MDK2'' with an assortment of target]] instead. (One hero, Ana, has a sniper rifle that is hitscan firearms. Both he when scoped in but non-hitscan when unscoped.)
* ''VideoGame/{{Quake}}'' has the shotgun, super shotgun
and Kurt can also find and shoot [[EnergyWeapon Frickin' Laser Beams]] which, ironically, are [[SlowLaser not hitscan]].
* Most firearms in ''VideoGame/{{Warframe}}'', especially those produced by Tenno and Grineer, use instant-hit bullets. [[MegaCorp The Corpus]], enamoured with [[EnergyWeapon Frickin' Laser Beams]], mostly produce firearms shooting plasma bolts that take time to reach the target and frequently miss because of this. They also produce continous beam weapons which ''are''
lightning gun as hitscan, but cease to hit anything further than about 20 metres.
* The Guardians and Elder Guardians in ''VideoGame/{{Minecraft}}'' have a laser attack that instantly hits you whenever they fire. Thankfully, it has a charge-up time, and if
the [[NoEyeInMagic line of sight is obstructed by terrain]] they will cancel the attack.
* In ''VideoGame/{{Dusk}}'' most of your
rapidfire weapons are hitscan weapons, including your pistols, shotguns, super shotgun, assault rifle, and hunting rifle. None of the enemies have hitscan weapons, however, even when they use firearms like yours.
* In ''VideoGame/BloonsTowerDefense'', this is how sniper monkeys and Admiral Brickell's pistols work.
* In ''VideoGame/FinalFantasyXIV'', the Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.
* Guns in ''VideoGame/{{Titanfall}}'' and its [[VideoGame/Titanfall2 sequel]] are primarily hitscan, with some exceptions. For example, all anti-Titan weaponry use
do fire visible projectiles, as do all explosive weapons. The Kraber befits their nature - they're nailguns rather than machine guns.
* ''VideoGame/QuakeII'' follows the trope, with bullet weapons being hitscan and energy weapons firing visible luminous projectiles. Notably, this game has the distinction of having brought to the world the railgun, which was probably the first example of a hitscan
sniper rifle is also whose instant-hit nature wasn't a grudgingly accepted trope but an outward design feature, replete with a very visible spiraling trail. Justified in lore as the only projectile-baed regular firearm, projectile traveling at a significant fraction of lightspeed, the concept struck gamers' favour and following games in the series all included one or another version of the railgun. Many other games borrowed the concept as well.
* The older ''VideoGame/RainbowSix'' games did this, allowing terrorists to get an [[BoomHeadshot insta-death shot]] from any range. And their accuracy wasn't affected by recoil or movement, [[TheComputerIsACheatingBastard unlike yours]].
* ''Franchise/ResidentEvil'' uses this trope for most guns, at least prior to ''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 to offset what makes modes like Invisible Enemy feasible (along with the fact that landing a shot with you rarely NEED to kill enemies, though it on any body part will result is helpful).
* In ''Videogame/{{Robocraft}}'' the SMG weapons and the railguns are both hitscan, however there is a cosmectic projectile fired from the barrel. This is particularly obvious when you see a plane seemingly dodge an anti-air fire barrage but still take damage
in a kill.the process.
* ''{{RoboWar}}'' originally had lasers do hitscan damage, but only 1/5 of power input, weaker even than rubber bullets. Lasers were later removed from the documentation (but left in the code for backward compatibility) and banned from tournament play.



* In ''VideoGame/SuperSmashBros'', VideoGame/{{Bayonetta}}'s Bullet Arts (and not her neutral special, which work as regular projectiles) and [[VideoGame/Persona5 Joker's]] Gun don't actually count as projectiles, and work in-engine as invisible melee hitboxes with a long (though not indefinite) range. This also means that, unlike normal projectile attacks, they can't be reflected or absorbed by specials like [[VideoGame/{{Mother}} PSI Magnet]], the ''VideoGame/StarFox'' cast's reflectors, or [[Franchise/{{Kirby}} Kirby and Dedede's]] Inhale.
* ''VideoGame/TeamFortress2'': All bullet and melee weapons are hitscan, it is just the graphical tracer effect that looks slower. Stand at a distance and fire [[http://wiki.teamfortress.com/wiki/Hitscan one of these weapons]] at a wall. The bullet hole decal appears instantly, with the tracer hitting half a second later. One can also turn on damage feedback to see it in numbers. Realizing this quirk will greatly increases a player's efficiency, as attempting to LeadTheTarget (to compensate for the non-existent travel time) will actually ''cause'' HeroTrackingFailure.
** Also, while melee weapons initiate a short ranged hitscan attack, they do so only after a quarter-second delay to ensure that hits aren't made before the melee animation completes. The two exceptions to this rule are the Spy's backstab and when the Engineer uses his wrench on any of his buildings.
** The original Team Fortress had a few mods like [=MegaTF=] that, among others, changed nailguns to be Hit Scan, in an attempt to lower ping and latency rates.
* Guns in ''VideoGame/{{Titanfall}}'' and its [[VideoGame/Titanfall2 sequel]] are primarily hitscan, with some exceptions. For example, all anti-Titan weaponry use projectiles, as do all explosive weapons. The Kraber sniper rifle is also the only projectile-baed regular firearm, which is to offset the fact that landing a shot with it on any body part will result in a kill.




to:

* ''[[VideoGame/{{Tribes}} Tribes: Ascend]]'' originally had mostly hitscan weapons during the game's beta. Acting on player feedback, before the game's release Hi-Rez slowly phased out hitscan weaponry until only sniper rifles, shotguns, and two types of pistol remained hitscan weapons. Assault rifles, [=SMGs=], and other pistols were changed to projectile weapons.
* The ''VideoGame/{{Turok}}'' games do this up until ''3'' with bullet weapons and some enemy weapons; the fake tracers were particularly irritating in the latter case, since you couldn't dodge attacks which appeared to be relatively slow-moving.
* The Pistol, Shotgun, Plasma Rifle, and Firestorm Cannon in ''VideoGame/{{Turok}} 2'', the latter in particular suffering ''badly'' from tracers hitting the target long after the bullet itself. But not with the Bow, where the arrows are affected by gravity, just like real arrows.
* ''{{VideoGame/Uncharted}}'' is an interesting case. While all bullet-based weapons use Hit Scan, starting with the second game [[EveryBulletIsATracer they all had visible tracer rounds]] so the player can more easily see where an enemy is shooting from. For the player this can result in the odd case where hitting a moving target will damage them even though the visible tracer round completely missed half a second later.
* In ''VideoGame/UnrealI'', all of the gunpowder weapons are hitscan, but they have other drawbacks:
** The Automag is the only weapon in the game that needs reloading.
** The Sniper Rifle has the slowest firing rate.
** The Minigun has a slow ramp up and can still be dodged by your opponents in-game.
** The Combat Assault Rifle in the ExpansionPack ''Return to Na Pali'' has no drawbacks whatsoever, making it the most powerful weapon in the game.
*** Also the ASMD energy weapon is hitscan, but the tracer is particularly noticeable as not being so - because of the small shockwave that appears wherever the weapon hits, you see a small expanding circle of energy that is later joined by the tracer itself. This weapon is also used in the popular [=InstaGib=] mutator, whereupon it becomes very clear that the instant you shoot something, it dies. The gibs from the body you hit will likely be scattered everywhere before the tracer actually makes it to the location where the body once was.
* Most firearms in ''VideoGame/{{Warframe}}'', especially those produced by Tenno and Grineer, use instant-hit bullets. [[MegaCorp The Corpus]], enamoured with [[EnergyWeapon Frickin' Laser Beams]], mostly produce firearms shooting plasma bolts that take time to reach the target and frequently miss because of this. They also produce continous beam weapons which ''are'' hitscan, but cease to hit anything further than about 20 metres.
* ''VideoGame/{{Warzone 2100}}'', in spite of animating and tracking individual projectiles, flagged every attack using a hitscan: If the attack was declared a hit, the target ''would'' receive damage when the projectile reached the target's location, regardless of whether the target was still there, or how long it actually took for the projectile to get there.
* ''VideoGame/Wolfenstein3D''. Any shot in the general direction of an enemy (or vice versa) was an immediate hit or miss, regardless of range.



* Most flight combat games (''VideoGame/AceCombat'', ''VideoGame/{{HAWX}}'', etc.) require you to lead your shots when using the airplane's main cannons.
* ''VideoGame/{{ArmA}}'' and ''VideoGame/OperationFlashpoint'': 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
* Bullets in ''VideoGame/EightBitKiller'' are tracked as objects that move across the map at noticable speeds.
* ''[[VideoGame/{{Battlefield}} Battlefield 1942]]'' and all subsequent games in the series (excluding ''Battlefield Heroes'') also had realistic ballistics as a selling point; bizarrely, even the ''knife'' was a projectile weapon which "fired" a slow-moving instant death projectile fixed to the centre of the player's viewpoint.



* ''VideoGame/TheCitadel'', taking cues from ''Marathon'' and ''Brutal Doom'', player and enemy weapons fire projectiles that can be seen. Your bullets also have weight and will drop down mid-shot.
* Unlike its predecessor ''Far Cry'', ''VideoGame/{{Crysis}}'' has no hit scan weaponry.
* The first two ''VideoGame/{{Descent}}'' games had an engine that did not support hitscan weapons at all, and used invisible projectiles instead for the Vulcan and Gauss cannons. However, they were so fast (around 10 times the speed of your ship) that it was just about impossible to dodge them.
* In ''VideoGame/GhostReconWildlands'', bullets are modeled with finite velocity and ballistic trajectories, requiring the player to compensate accordingly at long range. The subsonic rounds used by suppressed weapons are also noticeably slower.
* ''VideoGame/JaggedAlliance'' and its sequels all model the ballistics of each and every projectile fired. However, the "Chance to Hit" system determines whether the bullet will be fired at the "perfect" trajectory required to strike its target dead-center, before the bullet ever leaves the gun. It is still possible for such a bullet to end up striking the scenery nonetheless.
* ''VideoGame/{{Marathon}}''. All bullets, including those fired from rapid-fire weapons like the assault rifle, are tracked as regular projectiles, showing up on the player's [[EnemyDetectingRadar motion sensor]] in the process. They generally weren't affected by gravity, although grenades were. Also, the speeds Bungie set for most bullets were quite a bit slower than is realistic.



* ''[[VideoGame/{{Battlefield}} Battlefield 1942]]'' and all subsequent games in the series (excluding ''Battlefield Heroes'') also had realistic ballistics as a selling point; bizarrely, even the ''knife'' was a projectile weapon which "fired" a slow-moving instant death projectile fixed to the centre of the player's viewpoint.

to:

* ''[[VideoGame/{{Battlefield}} Battlefield 1942]]'' ''VideoGame/MechWarrior 2'' and all subsequent its spinoffs are some of the first games to avert this trope entirely and animate ''everything'', including attacks by machine guns, autocannons and even long-range guns like the gauss cannon, in both single and multiplayer. You can see this if you activate thermal view, which replaces the scenery with a dark background and lets you clearly identify the dots of the bullets as they hurtle toward their destination.
* The ''Franchise/MegaMan'' franchise has an abiding love of visible projectiles. There are hundreds of obtainable weapons in the franchise, but hardly any are hitscan-based (except, as noted above, in the ''Battle Network'' and ''Star Force'' series).
* In a rare case for video
games in the series (excluding ''Battlefield Heroes'') also had 90s, the PC sci-fi game ''Outwars'' averts using Hitscanning for all weaponry, even for what amounted to a man-portable railgun.
* ''Videogame/PlanetSide 1'' and its sequel have travel times on almost all weapons, with only excessively short range weapons (i.e. shotguns) being hitscan in the first game. ''Planetside 2'' adds ballistic trajectories to all weapons, requiring players to aim above their target at long range; certain Vanu Sovereignty weapons have no bullet drop in exchange for slower projectiles.
* ''VideoGame/Police911'', where the bullets were {{painfully slow|Projectile}}.
* It's only apparent at longer ranges, but every bullet weapon in ''VideoGame/RedFaction'' has an actual projectile, and the rocket weapons have fuel, meaning that they will drop after a certain distance.
* In ''VideoGame/SilentScope'' your bullet's trajectories are affected by gravity, by movement while on a vehicle, the wind, etc., requiring you to LeadTheTarget. One of the few arcade lightgun games to do this.
* ''VideoGame/SniperElite'' is about keeping bullet and shooting mechanics as
realistic ballistics as a selling point; bizarrely, possible, at least without being overly aggravating. The player must account for flight time, bullet drop due to gravity, wind, and even the ''knife'' was a projectile weapon which "fired" a slow-moving instant death projectile fixed to 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 centre of the player's viewpoint.bullet hits a wall, tends to happen instantaneously.



* ''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
* ''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.
* Most flight combat games (''VideoGame/AceCombat'', ''VideoGame/{{HAWX}}'', etc.) require you to lead your shots when using the airplane's main cannons.
* It's only apparent at longer ranges, but every bullet weapon in ''VideoGame/RedFaction'' has an actual projectile, and the rocket weapons have fuel, meaning that they will drop after a certain distance.



* ''VideoGame/{{Marathon}}''. All bullets, including those fired from rapid-fire weapons like the assault rifle, are tracked as regular projectiles, showing up on the player's [[EnemyDetectingRadar motion sensor]] in the process. They generally weren't affected by gravity, although grenades were. Also, the speeds Bungie set for most bullets were quite a bit slower than is realistic.
* In ''VideoGame/SilentScope'' your bullet's trajectories are affected by gravity, by movement while on a vehicle, the wind, etc., requiring you to LeadTheTarget. One of the few arcade lightgun games to do this.
* ''VideoGame/Police911'', where the bullets were {{painfully slow|Projectile}}.
* Unlike its predecessor ''Far Cry'', ''VideoGame/{{Crysis}}'' has no hit scan weaponry.

to:

* ''VideoGame/{{Marathon}}''. Projectiles in ''VideoGame/SystemShock2'' are not hitscan and are actually quite slow, gun bullets taking a noticable fraction of a second to hit a target that is dozen of metres away.
*
All bullets, including those fired from rapid-fire weapons like the assault rifle, are tracked projectiles in ''VideoGame/TotalAnnihilation'' were modeled as regular moving projectiles, showing up even (oddly) ones that would justifiably be hitscan such as lasers.
* ''Joint Operations: Typhoon Rising'' incorporates bullet flight time and trajectory (as well as effects of wind
on the player's [[EnemyDetectingRadar motion sensor]] those), which is especially noticeable when shooting with sniper rifle at long range, but can also be noticed even with assault rifles at longer ranges (cca 50-100 m).
* All kinetic weapons
in the process. They generally weren't affected by gravity, although grenades were. Also, the speeds Bungie set for most bullets were quite a bit slower than is realistic.
* In ''VideoGame/SilentScope'' your bullet's trajectories are affected by gravity, by movement while on a vehicle, the wind, etc., requiring you to LeadTheTarget. One of the few arcade lightgun games to do this.
* ''VideoGame/Police911'', where the bullets were {{painfully slow|Projectile}}.
* Unlike its predecessor ''Far Cry'', ''VideoGame/{{Crysis}}'' has no hit scan weaponry.
''VideoGame/{{Vanquish}}'' have visible projectiles that can be dodged in BulletTime.



* The first two ''VideoGame/{{Descent}}'' games had an engine that did not support hitscan weapons at all, and used invisible projectiles instead for the Vulcan and Gauss cannons. However, they were so fast (around 10 times the speed of your ship) that it was just about impossible to dodge them.
* ''VideoGame/JaggedAlliance'' and its sequels all model the ballistics of each and every projectile fired. However, the "Chance to Hit" system determines whether the bullet will be fired at the "perfect" trajectory required to strike its target dead-center, before the bullet ever leaves the gun. It is still possible for such a bullet to end up striking the scenery nonetheless.



* All kinetic weapons in ''VideoGame/{{Vanquish}}'' have visible projectiles that can be dodged in BulletTime.
* In a rare case for video games in the 90s, the PC sci-fi game ''Outwars'' averts using Hitscanning for all weaponry, even for what amounted to a man-portable railgun.
* All projectiles in ''VideoGame/TotalAnnihilation'' were modeled as moving projectiles, even (oddly) ones that would justifiably be hitscan such as lasers.
* ''Joint Operations: Typhoon Rising'' incorporates bullet flight time and trajectory (as well as effects of wind on those), which is especially noticeable when shooting with sniper rifle at long range, but can also be noticed even with assault rifles at longer ranges (cca 50-100 m).
* ''Videogame/PlanetSide 1'' and its sequel have travel times on almost all weapons, with only excessively short range weapons (i.e. shotguns) being hitscan in the first game. ''Planetside 2'' adds ballistic trajectories to all weapons, requiring players to aim above their target at long range; certain Vanu Sovereignty weapons have no bullet drop in exchange for slower projectiles.
* The ''Franchise/MegaMan'' franchise has an abiding love of visible projectiles. There are hundreds of obtainable weapons in the franchise, but hardly any are hitscan-based (except, as noted above, in the ''Battle Network'' and ''Star Force'' series).
* ''VideoGame/MechWarrior 2'' and its spinoffs are some of the first games to avert this trope entirely and animate ''everything'', including attacks by machine guns, autocannons and even long-range guns like the gauss cannon, in both single and multiplayer. You can see this if you activate thermal view, which replaces the scenery with a dark background and lets you clearly identify the dots of the bullets as they hurtle toward their destination.
* Projectiles in ''VideoGame/SystemShock2'' are not hitscan and are actually quite slow, gun bullets taking a noticable fraction of a second to hit a target that is dozen of metres away.
* Bullets in ''VideoGame/EightBitKiller'' are tracked as objects that move across the map at noticable speeds.
* In ''VideoGame/GhostReconWildlands'', bullets are modeled with finite velocity and ballistic trajectories, requiring the player to compensate accordingly at long range. The subsonic rounds used by suppressed weapons are also noticeably slower.
* ''Videogame/BrutalDoom'' managed to remove hitscan. Yet bullets still travel as fast as you expect.
** So does ''Videogame/{{Demonsteele}}'', although only for the bad guys.
* ''VideoGame/TheCitadel'', taking cues from ''Marathon'' and ''Brutal Doom'', player and enemy weapons fire projectiles that can be seen. Your bullets also have weight and will drop down mid-shot.
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* ''Franchise/TotalWar'': Hand-held firearms are always hitscan weapons in any game that has them. This is in contrast to artillery and arrows, which are not hitscan and can be dodged by moving out of the way before they hit.

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* ''Franchise/TotalWar'': ''VideoGame/TotalWar'': Hand-held firearms are always hitscan weapons in any game that has them. This is in contrast to artillery and arrows, which are not hitscan and can be dodged by moving out of the way before they hit.
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* ''Franchise/TotalWar'': Hand-held firearms are always hitscan weapons in any game that has them. This is in contrast to artillery and arrows, which are not hitscan and can be dodged by moving out of the way before they hit.

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If Splitgate's weapons are pretty much all hitscan aside from two of them, it doesn't belong in the "Exceptions" list, which is for games that do not contain hitscan weapons at all.



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* ''Videogame/{{Splitgate}}'''s weapons are pretty much all hitscan except for two notable exceptions, the Rocket Launcher and the Plasma Rifle; this makes the latter especially fairly inadequate at a distance, especially when firing into/through portals, but it does make up for it in damage and suppressive fire capacity.



* ''Videogame/{{Splitgate}}'''s weapons are pretty much all hitscan except for two notable exceptions, the Rocket Launcher and the Plasma Rifle; this makes the latter especially fairly inadequate at a distance, especially when firing into/through portals, but it does make up for it in damage and suppressive fire capacity.
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* ''Videogame/{{Splitgate}}'''s weapons are pretty much all hitscan except for two notable exceptions, the Rocket Launcher and the Plasma Rifle; this makes the latter especially fairly inadequate at a distance, especially when firing into/through portals, but it does make up for it in damage and suppressive fire capacity.
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* Guns in ''VideoGame/{{Titanfall}}'' and its [[VideoGame/Titanfall2 sequel]] are primarily hitscan, with some exceptions. For example, all anti-Titan weaponry use projectiles, as do all explosive weapons. The Kraber sniper rifle is also the only projectile-baed regular firearm, which is to offset the fact that landing a shot with it on any body part will result in a kill.
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Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. See also HomingBoulders.

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Paradoxically, while bullets are often implemented as a hitscan, energy weapons are usually portrayed as [[SlowLaser moving quite slowly]]. InvisibleBowstring is another weapon trope resulting from technical limitations. See also HomingBoulders.
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* ''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, 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).

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* ''VideoGame/FarCry'' ''VideoGame/FarCry1'' 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''.''VideoGame/CallOfDuty4ModernWarfare''. 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, 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).

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* In ''VideoGame/FinalFantasyXIV'', the Air Force One mini game employs this, even though it appears that it uses projectile tracking. That is, once you pull the trigger and the crosshairs are over the target, the bullet will hit it even if the target slips away by the time the bullet arrives.

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