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Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments


Posts: 3953
Registered: 10-05


Does strafing provide any protection against hitscanners? Getting behind cover obviously helps, and I suppose it would also be smart to maneuver directly N, S, E or W of the enemy so that he can only hit one face of your square hitbox, but aside from that. Do hitscanners "lock on" to a certain direction a moment before they fire, giving you some tics to move away, or do they aim (with some amount of random inaccuracy) and then fire in one tic?

Old Post 06-25-09 23:44 #
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Stilgar
Junior Member


Posts: 194
Registered: 07-06


I'm pretty sure that strafing doesn't help, but I'm basing that only on what I've experienced playing, not actual digging in the code.

Old Post 06-25-09 23:48 #
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Gez
Why don't I have a custom title by now?!


Posts: 6454
Registered: 07-07


The attack codepointers of the hitscan enemies (A_PosAttack, A_SPosAttack, A_CPosAttack) call A_FaceTarget, so: no, it doesn't help.

However, straferunning means you're exposed to them for a shorter amount of time (provided you're running from cover to cover), and in that way it does help.

Old Post 06-26-09 00:25 #
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Christoph
Junior Member


Posts: 236
Registered: 12-07


But backing away really fast surely helps (especially against shotguys).

Old Post 06-26-09 13:26 #
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printz
CRAZY DUMB ZEALOT


Posts: 6126
Registered: 06-06


If they would miss behind, it would have become quite apparent now, and nightmare mode players would have devised tactics of running very fast past squads of hitscanners. The only defense against them is the duck-and-shoot tactic.

__________________
HELL GIVES.

Old Post 06-26-09 13:41 #
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Hitherto
Member


Posts: 288
Registered: 11-06


From my experience of playing with fastmonsters, I prefer catch distance in wide open area between me and hitscanner ahead by zigzaging movement, seems it helps a bit. But I doubt what strafing itself is a reason.

Old Post 06-26-09 16:07 #
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GhostlyDeath
Forum Retard


Posts: 782
Registered: 08-05


On Nightmare the monsters shoot fast as hell, since most hitscan monsters are inaccurate, when they fire, their missed shot may hit you.

Old Post 06-26-09 17:26 #
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40oz
And who knows, maybe I'm wrong. But that's extremely unlikely because I'm always right.


Posts: 4850
Registered: 08-07


Hit scan monsters should be treated like archviles. Their aim is ALWAYS dead on, it's how innaccurate their weapons which doesn't kill you instantly. For chaingun guys, your best defense is to get out of its sight as quick as humanly possible. He will continue shooting for an extra second and a half, then you can poke your head out and fight em again. Try to keep as little of yourself exposed as possible, and make sure you have a corner in the map that you can quick slip behind when you encounter them.

For shotgun guys and zombie men, you can drink a lot of Red Bulls so that you are extra alert and can move out of the way as soon as they make the indication to attack. But like Christoph said, against all zombies, distance is also a formidable defense, but hardly guaranteed to save you.

The only monsters that rely on human error to be a threat are projectile monsters, but your only defense against zombies is distance and moving out of their sight.

It would be nice if the shotgun guys and zombiemen didn't face target as they were shooting, but only in that moment where they aim their gun.

Old Post 06-26-09 18:31 #
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Th0r
Member


Posts: 431
Registered: 05-06


I find if you strafe in a small circle motion they miss more

Old Post 06-26-09 19:20 #
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printz
CRAZY DUMB ZEALOT


Posts: 6126
Registered: 06-06



JohnnyRancid said:
For shotgun guys and zombie men...
Kill them, before they kill you.

JohnnyRancid said:
It would be nice if the shotgun guys and zombiemen didn't face target as they were shooting, but only in that moment where they aim their gun.
You can do a modification at any time.

Old Post 06-26-09 19:23 #
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Gez
Why don't I have a custom title by now?!


Posts: 6454
Registered: 07-07



printz said:
You can do a modification at any time.

If you edit the source code. It's not something that can be done with DeHackEd or most Doom ports' scripting languages, since it's directly in the codepointer.

Old Post 06-26-09 20:32 #
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printz
CRAZY DUMB ZEALOT


Posts: 6126
Registered: 06-06


Oh, I see now. I thought he meant something else.

Old Post 06-26-09 20:39 #
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David_Dweedle
Loser


Posts: 318
Registered: 06-09


I hate hitscanners.. try play E3M8 Ultra Violence on a Pistol start.. you better be good at gettin to that middle pillar cause its really hard.. well for me it was.

Old Post 06-28-09 22:49 #
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Mike.Reiner
Forum Regular


Posts: 943
Registered: 01-05



David_Dweedle said:
I hate hitscanners.. try play E3M8 Ultra Violence on a Pistol start.. you better be good at gettin to that middle pillar cause its really hard.. well for me it was.

Just gave it a shot. I got the Baron to infight with him long enough for me to use all the rockets and plasma on the spider demon, and that did the trick.

It was a little interesting because I never tried that level on a pistol start before.

Old Post 06-29-09 20:46 #
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WildWeasel
Resident Castlevania Super-Fanboy


Posts: 2574
Registered: 07-03


I prefer to find some cover. Not only is it more tactically sound, it's also exactly what I learned to do in other shooters, so I don't need to change my tactics to play the majority of Doom wads.

Old Post 06-29-09 20:51 #
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Bucket
ROCK & LOAD
COCK BEEN BLOWED
IN YOUR MOUTH,
MANJUICE EXPLOAD


Posts: 3646
Registered: 01-04



GhostlyDeath said:
On Nightmare the monsters shoot fast as hell, since most hitscan monsters are inaccurate, when they fire, their missed shot may hit you.

Then how is it a missed shot?

Old Post 06-29-09 21:06 #
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Mithral_Demon
Member


Posts: 641
Registered: 09-06



Bucket said:

Then how is it a missed shot?



Infighting, they miss their target and you happen to be right there, thus they miss the monster and hit you.

Old Post 06-29-09 21:31 #
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