Grinch57 wrote...
Mahrac wrote...
And here I thought leading things with weapons was unnecessary once we got past the 'bows and arrows' phase
I think this is the inverse of lead aiming with weapons (which you must do for moving targets IRL, just ask any dove, duck, geese or pheasant hunter).
The concept of lead is based on the projectile being ballistic and going on a path defined by laws of physics, once it leaves the barrel of a gun (to include things like windage, velocity, gravity, projectile stability and humidity). Leading a moving target (e.g. a fighter aircraft shooting at another aircraft or someone on the ground, firing AAA at an aircraft) is necessary because of time of flight of the projectile.
In this case, where the projectile goes is based on a gun barrel position 0.2 seconds prior to weapon firing, i.e. prior to the bullet (or slug or shot pellets) leaving the barrel of a gun. So if you are going to shoot at a (stationary) target and you are moving your barrel, you need to analyze where you barrel aligns with the target and fire 0.2 seconds later. Which is why I say this is the opposite of leading a target, it is in effect, lagging the target. Which is both counter-intuitive and opposite to how anything should work.
If this were the opposite of leading a target, then we would be tracking where the target was 0.2 seconds ago, firing at an old position, and damaging the target in its current position, in realtime. That's not what's happening with the Crusader. The aiming process is much the same as with true projectile weapons, except projectile travel time is eliminated, apparently. Imagine aiming a projectile weapon at a target whose distance from the player would result in a projectile travel time of exactly 0.2 seconds. Now imagine the same scenario but with the Crusader and the knowledge of its 0.2s lagged accuracy. The player's ideal leading of the target would be exactly the same with the only difference being
where/when the target is hit. Also, leading is only what we do for fast-moving, near-instant travel projectile weapons,
in FPS. For everything else, the proper, catch-all term for compensating a projectile weapon's aim due to (extended) travel time or other anomalies, such as with the Crusader, is "prediction."
In fact, because the Crusader should still be a hitscan weapon (one "slug," instant travel, right? Haven't used Crusader in a long time...), then it has a hitscan weapon's inherent advantages over a projectile weapon, namely a reduced susceptibility to lag but also a range advantage (i.e., less leading required versus a projectile that would take more than 0.2 seconds to reach its target). With a projectile weapon, there's three variables that could be effected by lag: the player's position (problem with receiving damage), the enemy's position (problem with dealing damage), and the projectile itself (problem with dealing damage, usually firing blanks). However, a hitscan weapon has, in effect, no traveling projectile, resulting in an instantaneous boolean damage calculation (i.e., did it hit or miss?) that is much easier to process and, consequently, process "correctly." Furthermore, this game has marked difficulty handling the interaction between projectile weapons and ragdolled enemies (e.g., frozen, Thrown, etc.) that doesn't seem to exist, or factor as prominently, for hitscan weapons. The influence of the lagged accuracy over dealing damage should be processed only on the client's end, meaning the Crusader suffers the same latency issues as other hitscan weapons.
So really, the situation with the Crusader's lagged accuracy isn't much worse than normal hitscan weapons, especially when compared against projectile weapons. Knowledge, or awareness, is the key.