Poll

How do you feel about raycast weapons?

I'd stick a raycast up my butt (Great)
They're alright (Good)
No opinion (Neutral)
They're bad (Bad)
They belong in hell (Terrible)

Author Topic: [POLL] How do you feel about raycast weapons?  (Read 6821 times)

seems barely different
There's a massive difference.
A raycast is instant from start to finish, meaning it can hit a more distant target immediately, but only hits immediately.
A projectile however... From a melee weapon they typically travel for 3 frames. This makes it easier to use. Especially when paired with the default sword's velinheritfactor. Allowing you to 'lean your attacks' or even increase the range by moving forward.


But on the subject of melee weapons.
MAKE THE loving THING HIT FROM THE EYE JESUS CHRIST
I'm sick of these melee weapons that hit from the muzzle point. It's just so awkward to have to swing to the left of something all the time.
« Last Edit: January 03, 2018, 05:00:27 PM by Shift Kitty »

also i had no idea about projectile melees :o u mean i've been missing out on that mechanic for years?

also i had no idea there were projectile melees :o u mean i've been missing out on that mechanic for years?
ye

iirc ppl use the grapple rope in grapple knife dms to go fast and increase the range of the knife

wtf i've been playing and hosting dm's for years and nobody's told me ;~;

depends.

If I want a fast paced deathmatch, I want raycast.

If I just want a weapon, projectile.

they're very fun to use and very unfun to have used on you.

raycasts are more responsive. also i hate guns in this game that have bullets going at 15 miles per hour

something i'd like to see is bigger projectiles = bigger hitbox

having giant tank bomb shells that still has one tiny point of collision

You can either artificially speed up the projectile (recommended to have no projectile model or particle trail with this method as it will lag behind), or I believe you can calculate the distance from muzzle node to hit and use math to determine the time that it'll take to spawn a projectile there. Would also be best without a model or particle trail.

The latter of which requires more math than is necessary.

My personal opinion is that for weapons like snipers, lasers and the like, RayCasting is nearly necessary given the slow projectile speed limit. Additionally, I think the idea of being able to dodge big, slow-moving glowing tracer bullets is both unrealistic and indicitive of inability to stand on one's own in a fight.

raycast weapons don't hurt bots iirc which sucks, but otherwise i like them
This is a problem solely with Gravity Cat's raycast guns, as far as I know. For some reason, they only hurt bots in minigames.

I've been testing an attack that uses a radius check to deal damage, and the thing is ridiculously easy to hit with, even with a long windup time and relatively small range (it's basically the down-slam of a hammer weapon).
Perhaps applying the damage differentially could may it less overpowered. In other words, the hammer swing applies less damage near the beginning of the swing, and more toward the end, simulating the increasing speed of the hammer. You'd have to land the swing toward the end to really apply substantial damage, requiring more skill to use effectively.

iirc ppl use the grapple rope in grapple knife dms to go fast and increase the range of the knife
I'm sick of these melee weapons that hit from the muzzle point.
How have I played this game for a decade and not known either of these tricks/facts?

They're fun. You still have to lead your shots to compensate for the netcode. Obviously they should be balanced around their "raycastness".

In general, projectile weapons are always better than hitscan. Having to lead your target to account for bullet speed, and aim higher to account for bullet drop is simply more realistic. And adds more skill to shots, especially long range shots, than "point and click"

The problem in Blockland is that bullet speed is simply far too slow for this to be fun to me.
Any long (or even medium) range duel is just both players bouncing around and spraying until something connects.

you can calculate the distance from muzzle node to hit and use math to determine the time that it'll take to spawn a projectile there
Now if someone makes a weapon pack that does this, as well is taking projectile gravityMod into account to calculate a proper ballistic trajectory, that would be amazing.
« Last Edit: January 14, 2018, 01:19:20 PM by Headcrab Zombie »

Now if someone makes a weapon pack that does this, as well is taking projectile gravityMod into account to calculate a proper ballistic trajectory, that would be amazing.
Well the problem would be that it would actually have to spawn a projectile a distance away from the hit point so it simulates the projectile travelling. When you're working with moving objects, it's far less than ideal. For instance, you click a point far ahead and something moves in the way that would normally get hit by the incoming "projectile", then it would be a bad simulation. Likewise, if you're calculating for gravity, then it would only work within a certain range. If you fired above someone to hit them with the projectile affected by gravity, oh that sucks, the raycast is either not hitting them at all or is hitting something behind them.

This is why I recommend artificially speeding the projectile up beyond it's limit and not having any bullet projectile model or projectile trail.

If you fired above someone to hit them with the projectile affected by gravity, oh that sucks, the raycast is either not hitting them at all or is hitting something behind them.
Yeah you wouldn't be able to use regular raycasts for this. I was thinking do the math manually; using factors like muzzle position, aim vector, projectile speed and gravMod, calculate the trajectory manually and then determine what objects are in that arch.
Or maybe something like a series of small, short raycasts, with delays between them, and gradually aiming more and more downward.

artificially speeding the projectile up
I guess I don't understand what you mean by this

I guess I don't understand what you mean by this
You can change the projectile's initialvelocity immediately after it's created to bypass the limit, but clients will still see the projectile going at it's normal speed limit.