Saturday, October 16, 2010

Top 10 Reasons Why Halo: Reach Rocks (#9)

9. Hit Scan Bullets

Hit scan bullets is one of the newer things that Bungie has implemented into any of their Halo series games.  This feature is very rarely found in any first person shooter games likely because it is kind of unfair (especially for games like Call of Duty and Medal of Honor where the person is very weak and getting a bullet across the map to hit someone means a lot more than if someone was hurt by one bullet across the map in any Halo game).  This feature seems to make the game a little easier to play and seems to reduce the bullet lag and blood shots that had occurred in Halo 3. 

In Halo 3 I found a lot of the time my BR would just not register on opponents (or allies, lol) across the map.  Maps such as standoff were a nightmare to play because even sniping was semi-difficult from across the entire map.  Occasionally when I would get a game of 4v4 any gametype on standoff I would usually quit unless I don't really care about having fun, which I always do because that is what video games are all about.  The reason for the lack of registering bullets with the Battle Rifle across the map is because of the non-hit scan bullets.  For anyone who doesn't know what I mean by "hit scan bullets," hit scan bullets means that the bullet that is shot has literally no travel time from the time it is shot and the time it hits the object it is aimed at.  This is because the bullet travels virtually, instantly.  Although I hate the DMR (kinda) I do like it because of its hit scan capabilities.  If I'm not wrong I believe that the only weapons with hit scan bullets include: DMR, Magnum, Sniper Rifle and possibly the Needle Rifle. 

The reason that I like the hit scan bullets so much is that it allows for an easier kill across the map.  Although the hit scan bullets makes it easier to hit shots across the map on an opponent, the bloom took care of this by making it nearly impossible to hit more than one shot on someone across the map without the bloom taking over and disallowing you from having another accurate shot before the opponent flees into a building or nearby cover.  Overall the hit scan bullets do in fact lead to slowed down gameplay.  Even though I kinda like the hit scan bullets it is still very irritating that these instantly travelling bullets lead to two opposing players having a DMR battle across the map that could last for minutes.  The reason for this is evident in the following example:

Two players are running around the map and all of a sudden Player 1 stops.  "I think I just saw someone across the map," Player 1 thinks aloud.  Player 1 proceeds to click down his right thumb stick in order to scope in on Player 2 so that he can kill him. The first bullet strikes Player 2 on his left thigh.  At seeing this bullet strike him Player 2 runs over behind a rock, lets his shields recharge and returns a shot onto Player 1 who is still standing in the exact same location as he originally was.  At receiving a bullet from Player 2, Player 1 hides and allows his shields to recover.  Because of the ability of the DMR to hit somebody across the map easily even when somebody is moving this situation could continue like so: Player 1 hides behind a nearby piece of cover and allows his shields to recharge and then proceeds to shoot Player 2 again who then, you guessed it, hides to allow his shields to recharge.  This situation could continue on for an infinite time because one bullet is never going to do enough damage to fatally injure their opponent.  There is a VERY, VERY unlikely chance of this ever happening because eventually somebody will get bored and just run over to the other player. 

Don't get me wrong about how I feel about the hit scan bullets; I really like them because it allows bullets to actually register.  I was just providing an example as to why hit scan bullets can lead to slowed down gameplay in Halo: Reach.

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