LordNothing, on 04 April 2024 - 11:26 AM, said:
my main concern is it might impact the quality of hit detection. but only if its using 32 bit float, sometimes the compiler will promote float to double on 64-bit systems but there is no way to know this for sure, its one of those things that c++ doesn't really specify and its 100% dependent on your compiler, its settings, and whatever libraries are in play. ive seen sizeof(float) return differently in gcc and visual studio before in a 64-bit build config. if it is in fact using doubles, it should be fine. otherwise keep it under 2000 m/s. float 32 gives you ~7 digits of accuracy, and you want at least 3 digits to be fractional data.
I have trouble believing that is remotely a problem considering a game from 2000 did not have this problem and projectiles all had 2000ms or more velocity but who knows given how troubled the cryengine is in general.
LordNothing, on 04 April 2024 - 11:26 AM, said:
would rather there be more reward to lead play and better emphasize the use of legs instead of rocks for ranged evasion. thus being a soft counter to static play. situational builds become more useful in dynamic situations. of course nerfs to velocity are just going to result in more blue flashlight club and id rather see ppcs. when i used them i never felt that their velocity was lacking.
So here's the problem with the whole "lead play" concept, there's a limit to what you can reasonably predict past a certain point which leads to problems using them consistently at certain ranges against things that aren't just assault level speed. Even if they were hit-scan, predictions still play a part, it is just a different kind of prediction (pre-firing for example). Velocity is probably the least enjoyable way to nerf the usability of a ranged weapon and honestly it's part of the problem with why in extreme range trades you only really see ERLL and Gauss spam.
Keeping in mind that even with MW4's almost 4000ms ERPPCs you still had to be good at leading (granted having to lag shoot made that a lot more complicated). I think people also don't understand that faster projectiles means you can more adequately combat poptarts because they are way less scary when you can just "blap" them.
FWIW, I don't think the importance of cover should be reduced either. It's part of what makes positioning so important in this game. The moment you reduce that importance the less "tactical" the game feels and the more the game actually starts to feel like CoD.
Edited by Quicksilver Aberration, 04 April 2024 - 12:02 PM.