Does the Gauss have travel time?

Post » Sun Mar 10, 2013 5:33 am

I am just curious. I use the Gauss a lot, because if you get the shots in, it's a two-shot kill or OHK to the head or OHK without AA.

Anyway, the reason I am asking, is because when the target is moving and I try my best to track him and shoot, I pretty much miss unless I unconsciously move the crosshair just a bit forward before the enemy goes there and then do the shots actually connect. I do use Rapid Fire 3 cause otherwise the Gauss is very slow.

If it does have travel time, is it slower than the DSG?

And while I am at it, I am curious if anyone has noticed, that the accuracy with the sniper scope is higher than that with reflex sight or assault scope when moving. At close range with the reflex sight, I can't even get a shot. The tech scope is advertised as providing better visibility in low light conditions, but truth be told, it does not in fact it kinda makes it worse.

Not a rant/rage thread btw :D.
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Sunnii Bebiieh
 
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Post » Sun Mar 10, 2013 2:20 am

I don't think any of the weapons have travel time.I always pointed right at people and i got hitmarkers.Well except bow

Tried Warhead to test it,and i think all the weapon bullets traveled much slower there,since you can see the bullets reach the target

But if there was,the gauss would have the fastest projectile speed
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Ashley Hill
 
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Post » Sun Mar 10, 2013 5:03 am

Considering the map size and the muzzle velocity of Gauss sabot being that of Mach 8 travel time even from one corner of the map would be insignificant fractions of the second.
Mach 8 = 2 722.32 m / s biggest C3 map is what ? 300 meters ? That would give travel time of 0.11 second. Basically instant hit
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LuBiE LoU
 
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Post » Sun Mar 10, 2013 12:11 am

...I pretty much miss unless I unconsciously move the crosshair just a bit forward before the enemy goes there and then do the shots actually connect.

Thats lag. Happened to me all the time in Wars. By the time the server acknowledges the shot and looks where it hit, the target has moved forward. Think of it as bullet flight time, but its related to ping time and server lag. The more the ping and lag, the more lead you give the target.
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Tina Tupou
 
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Post » Sun Mar 10, 2013 8:51 am

Considering the map size and the muzzle velocity of Gauss sabot being that of Mach 8 travel time even from one corner of the map would be insignificant fractions of the second.
Mach 8 = 2 722.32 m / s biggest C3 map is what ? 300 meters ? That would give travel time of 0.11 second. Basically instant hit

Boy I love when people do that calculation, lmao
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Kayleigh Williams
 
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Post » Sun Mar 10, 2013 11:11 am

I have a feeling that most weapons are hitscan...
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Evaa
 
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Post » Sun Mar 10, 2013 5:25 am

I have a feeling that most weapons are hitscan...
What would hitscan mean?
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Harry Hearing
 
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Post » Sat Mar 09, 2013 9:11 pm

I have a feeling that most weapons are hitscan...
What would hitscan mean?

That guns arent shooting projectiles, the game "scans for hits", if your crosshair is on the enemy (taking into account all the spread and recoil stuff), its a hit.

I would say that majority of the games still use hitscan for weapons.
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Samantha hulme
 
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Post » Sat Mar 09, 2013 9:14 pm

Well, then I believe this game uses hitscan, because you really can't see the bullets, except on Gauss and the Bow.
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Mark Hepworth
 
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Post » Sun Mar 10, 2013 4:28 am

Yeah, but i don't think hitscan matters either. Its when your request gets to the server. That's when the server looks at what your crosshairs are on, thus, again, lag. By the time the server gets the request, the target has moved a foot or so forward. There used to be a really good document floating around the net explaining in detail netcode and lag and differences between client side and server side hitcode. You might try googling for it. If everything was client side, there would be no hit lag. Your client would instantly acknowledge the hit and send the the server a hit notice on that player. But thats not how it works. Hit detection is SERVER side, so all your client sends is that you shot at that person. Of course, in order to prevent cheaters, everthing is server side. In order to really cheat, you would have to hack the server, which makes really BAD cheats hard to do.

Edit: Had to do a correction.

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Bad News Rogers
 
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