• Bullet Travel Time Would Cripple Hackers
    23 replies, posted
If there is bullet travel time in this game the bullets are far faster than they are in real life. However, I don't think there is. I do think, though, that if there was bullet travel time it would be significantly harder for aim botters to get those across the map three head hits in a row because of the extra calculation the travel time would make needed. And for those of you who would complain that it would make it too hard to hit people in the game remember that close range fights would be largely unaffected and that every other player has to deal with bullet travel time just like you do hence no disadvantage.
Absolutely. Additionally it would add another skill cap for long ranged engagements. Instead of making weapons have a fixed range, have a bullet velocity value. Pistols would have less bullet velocity so across 100m of distance, bullets fired from them would fall further. Bolt action would fall less.
But then wouldn't "hackers" be able to edit the bullet travel time/bullet drop just like they do with recoil?
god no. dont make gameplay changes to try to limit the effectiveness of cheaters. the fps part of this game is decent to pretty good. this change would be crippling/boring and also be a disaster on high pop servers, and make playing with less than amazing ping really bad. not to mention making it way harder to kill people which doesn't need to be done. you are entitled to your opinion and maybe it sounds good in theory but i think this would be a massive disaster..
I am not the best shot in rust because of no bullet travel i always aim infront or above people so i would like to see this :)
Yeah, I assumed the same thing. I would lead people until just recently when I found there was no bullet physics.
wtf? with my m4 i have to aim ahead at distances above 50m. i do and am very successful in doing so using single shots...and you can actually see the bullet fly and impact. not so sure about bolt action though...
[QUOTE=JLP;43870646]wtf? with my m4 i have to aim ahead at distances above 50m. i do and am very successful in doing so using single shots...and you can actually see the bullet fly and impact. not so sure about bolt action though...[/QUOTE] So can we confirm whether or not there is bullet travel time in this game? I'm more of an up close and personal kind of guy so I don't have much experience shooting at a distance.
lol.. there is bullet travel time already.. you guys are just to funny.. ever tried to shoot something more than 100 meters? with bar? yeah, it seems not.. there is much! bullet time.. i had little "test" with guy who i suspected was aimboting.. [url]http://www.youtube.com/watch?v=8Age3hMwhp8[/url] you can easily see bullet travels some time.. m4 not so much, but that's normal as is assault gun and have very fast bullet velocity..
Bullet travel time wouldn't affect hackers at all since it is entirely client-sided in Rust. Even if it wasn't, bots would be able to compensate for it, and would still be far superior to manual aiming.
[QUOTE=Kudaaaa;43871390] [url]http://www.youtube.com/watch?v=8Age3hMwhp8[/url] you can easily see bullet travels some time.. [/QUOTE] This game uses hitscan. There is no bullet drop / bullet travel time. And your video actually proves this. With hitscan: Whatever the reticle is placed over will be hit assuming you are in range and the server agrees that the player was in the spot you shot at. Why do bullets appear to travel over time then? Its ONLY the animation that plays which has travel time. In your video you can clearly see that you received a bullet hit and THEN see the bullet later on whizzed by. You are actually shot at the exact same time the shooter fires.
[QUOTE=-Truth-;43870296]If there is bullet travel time in this game the bullets are far faster than they are in real life. However, I don't think there is. I do think, though, that if there was bullet travel time it would be significantly harder for aim botters to get those across the map three head hits in a row because of the extra calculation the travel time would make needed. And for those of you who would complain that it would make it too hard to hit people in the game remember that close range fights would be largely unaffected and that every other player has to deal with bullet travel time just like you do hence no disadvantage.[/QUOTE] Nah. Bullet Travel Time would be server-side float variable
Talk about Bullet physic - the only thing came up in my mind - S.T.A.L.K.E.R. It's much more fun to shoot in those games as it's not guaranteed hit whatever on your crosshair, it takes in factor of travel time, bullet weight, bullet spread, and many other factors - which makes shooting a great experience. Not sure if such detail stuff works for online though, considering there are ping/latency problems...
[QUOTE=tealc117;43871625]This game uses hitscan. There is no bullet drop / bullet travel time. And your video actually proves this. With hitscan: Whatever the reticle is placed over will be hit assuming you are in range and the server agrees that the player was in the spot you shot at. Why do bullets appear to travel over time then? Its ONLY the animation that plays which has travel time. In your video you can clearly see that you received a bullet hit and THEN see the bullet later on whizzed by. You are actually shot at the exact same time the shooter fires.[/QUOTE] heh lol, it's true what are you saying.. you have better understanding.. i was watching just that bullet flying towards me, now when i look i see what you mean.. so in fact it is without travel, just because animation it seems there is.. but bullet hit instantly.. heh, now i know why i'm always missing when i lead shots in front of players, assuming bullet travels := it's shame really.. but i understand it's not implemented, because that's hard to do, and takes many performance resources and hit reg is pretty hard to make good.. reason why cod has great hit reg, because there are none physics involved and calculated, same as counter strike, and as opposite, battlefield where there is many calculations for each and every one bullet fired so hit reg is not quite good - precise.. thanks for clarifying, i would continue to think there is bullet time and would try to convince others :=
[QUOTE=Mitchel.;43871759]Nah. Bullet Travel Time would be server-side float variable[/QUOTE] I really hope shooting these isn't entirely based off the server, I hope you have a good connection if it is..
Parabolic ballistics would be amazing, with a curved hitscan.
This is actually a really solid idea. Sure, MAYBE they could make a hack that tries and get over it (I've actually seen an aimbot with 100% accuracy in gmod) but that's really stretching it
[QUOTE=bricktown;43870379]god no. dont make gameplay changes to try to limit the effectiveness of cheaters. the fps part of this game is decent to pretty good. this change would be crippling/boring and also be a disaster on high pop servers, and make playing with less than amazing ping really bad. not to mention making it way harder to kill people which doesn't need to be done. you are entitled to your opinion and maybe it sounds good in theory but i think this would be a massive disaster..[/QUOTE] Regardless of cheaters, bullets should have travel time/velocity/bullet drop/etc. instead of just having a bunch of noobs running around spraying and praying all the time. As it is, it's a joke.
Regardless of the topic, whether it be bullet travel, wall hacking, no clipping etc. I think it's a mistake to start changing core mechanics based on trying to inhibit cheating. When you approach design decisions with that mentality i think you're just opening a can of worms that'll create a lot of problems in the future. I could be wrong but that's the impression i get from my limited knowledge. Now whether or not bullet travel is a mechanic that should be implemented on its own merit is another story. One i wouldn't mind testing, but as mentioned there are alot of variables to be considered, server latency not the least among them.
Why not just implement a pre existing bullet physics engine? Instead of just having travel time, actually have bullet physics at work... There are a number of open source physics engines one could rip the bullet physics out of and, with some work ofc, integrate it to Rust.
Well, I would love some ballistics. :P
[QUOTE=-Truth-;43870296]If there is bullet travel time in this game the bullets are far faster than they are in real life. However, I don't think there is. I do think, though, that if there was bullet travel time it would be significantly harder for aim botters to get those across the map three head hits in a row because of the extra calculation the travel time would make needed. And for those of you who would complain that it would make it too hard to hit people in the game remember that close range fights would be largely unaffected and that every other player has to deal with bullet travel time just like you do hence no disadvantage.[/QUOTE] I think that there should be bullet travel time regardless. Guns usually have a Muzzle velocities range from approximately 120 m/s 370 m/s when i look them up on wikipedia. Not only that but the bullet slows down so it may take a p250 bullet a significant amount of time to hit a target at 120m.
I voted no for bullet drop/travel time. Most games that use bullet drop or bullet travel time actually use client side hit detection. Your computer tells the server you hit someone and they get hit! Rust uses server side hit detection. You tell the server you hit someone and the server then checks the position of each player and determines if you truly did hit the player. The server can disagree with the client entirely and can cause a shot to miss even if the client said yes I hit him. If you add bullet drop & travel time into the mix, you now have a delay at which the shot would hit the target in addition to the delay your client sends/waits for commands on the server. It would essentially feel like your shots arn't registering twice as much even if they were fired correctly on target. So why not just put clientside hit registry on rust? Clientside hit registry has its own set of problems. Since the server listens for commands from the client and accepts them, you can cheat much easier. Instead of the server checking your shots, you can just tell the server that you did hit them. Its like a teacher that asks you if you did your homework and doesn't check it... thats kinda like client side hit detection. You end up getting shot through walls more often, ect. Sometimes its good to have the server there judging your shots.
Shooting in Rust is actually client-sided, tealc117.
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