Hey, I was just wondering what everyone thought about the time between when you press your mouse button and when it actually fires on screen. Most people probably wouldn't notice but I've played UT2k4 since it came out and I'm used to a pretty quick response time.
Enter UT3.
Now I feel like there is a whole .6 of a second between the time I fire and the time my guns actually shoot which might sound like an **** thing to worry about to some of you but others of you understand what I mean.
I was playing Betrayal the other night and said, "Man, I can't hit a thing but I was all over the LG in UT2k4." then another player responded, "Yeah, 'hitscan' weapons are horrible in this game."
...which put into words something that had been rolling around in my head for a while...
With every weapon I have to lead my shots more than seems necessary, even with supposedly hitscan weapons like sniper rifle. I'm having to aim ahead of their skull instead of actually on their skull to get a headshot. I know leading your sniper shots like that is "realistic" but since when has that mattered in Unreal? With bots that's easy, but with humans it really starts to jack up your game. With flak, for example, I have to put a visual grand canyon in between my crosshair and my enemy just to get my primary to hit.
Hey, maybe it's just me. I'm not whining just inquisitive...
Does anyone feel the same way?
Enter UT3.
Now I feel like there is a whole .6 of a second between the time I fire and the time my guns actually shoot which might sound like an **** thing to worry about to some of you but others of you understand what I mean.
I was playing Betrayal the other night and said, "Man, I can't hit a thing but I was all over the LG in UT2k4." then another player responded, "Yeah, 'hitscan' weapons are horrible in this game."
...which put into words something that had been rolling around in my head for a while...
With every weapon I have to lead my shots more than seems necessary, even with supposedly hitscan weapons like sniper rifle. I'm having to aim ahead of their skull instead of actually on their skull to get a headshot. I know leading your sniper shots like that is "realistic" but since when has that mattered in Unreal? With bots that's easy, but with humans it really starts to jack up your game. With flak, for example, I have to put a visual grand canyon in between my crosshair and my enemy just to get my primary to hit.
Hey, maybe it's just me. I'm not whining just inquisitive...
Does anyone feel the same way?
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