Musket needs bullet trajectory, NOT HITSCAN

Musket is underpowered, and waaaaaaay harder to use in an environemnt with lag than any other weapon (melee all has a degree of tracking and AoE damage cones, other projectile weapons have larger hitboxes to accomodate this, muskets don’t).

It’s not that your bullets go thru people without hitting them. It’s that those people no longer are where you see them now. When you play in a laggy game, you are seeing your surroundings like half a second in the past. You aren’t going to hit people moving “sideways” even if the musket is hitscan. You only hit people moving towards or away from you.

Muskets are only broken when used in conjunction with the aimbot that is available for purchase in the internet. In this scenario, a musket shooting from Luna or Astra can hit a player that has just come out of the closest respawn point, which is humanly impossible to achieve by a player without tool assistance.

They also become oppressive and unfun when a coordinated mass of them, in hard to reach points, focus fire on individual players, since there is very little counterplay to that other than dodging, which you can’t do forever.
However, they contribute very little to the actual capturing of points in OPR.

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Hitscan actually means that you are guaranteed a hit when your crosshair is ON the target when firing.
Clientside that is, not serverside.
That is also why it is so easy to make aimbots for hitscan weapons.
The bullets “going through targets” might be wrong, you did not hit, or a different bug.
Sometimes weapons bug out completely, melee weapons too.
No hits register. When swapping to the secondary weapon and back it starts working again.

But this game is not client-authoritative. Hitscan weapons should guarantee a hit in an environment without lag, which is not the case in an MMO, where the server needs to confirm the firing vector and collision with the target’s collider.

Overwatch and other fps are also not “client-authoritative”. But they also have this exception for hitscan weapons (and the same aimbot problem therefore).

That is the definition of hitscan. If the hit is decided on serverside, it is not hitscan.

I hate to be pedantic, but hitscan as a term only defines how a collision is detected. If a weapon shoot a projectile, and this projectile travels around and it has to physically collide with the target, that weapon is not hitscan.
If the weapon doesn’t shoot a projectile, but it calculates a hit by casting a virtual instantaneous ray and check if it hits the target, then that is hitscan.
It doesn’t matter if this calculation is done in a client, server, or singleplayer environment. That is what hitscan mean: raycast hit as opposed to rigidbody projectile.

Hitscan in NW is done at the server, which uses the client’s aiming vector to cast the ray and check if there is anyone in its trajectory. If the servers determines that there is noone (even if the client is seeing someone due to lag), it will be a miss.
In most games, the server always tries to compensate for lag by “rewinding” the world a bit to match the lag with the client, when calculating these collisions. This is called lag compensation. But it’s not perfect, especially with lag peaks or valley, so often you will miss a player that you shot under your crosshair.

That is definitely not how hitscan is done in Overwatch or Destiny.
If your crosshair was on the target in your client you get the hit there.
Even when you have massive lag.
People there complain that they run a few seconds and then suddenly die. They have been shot by someone with massive lag :slight_smile:
So that has its problems too.

the musket needs at least 1k increased damage for the average damage to be 3k.
Yes, there will be more muskets, but this is not a great ax that anyone can use, even with no experience in the game.
and then the game will show the true non-target gameplay.
and there the blunderbuss is not a tan for the STR users

That can happen due to lag compensation on the server.
There is a unwritten rule in online shooter development that goes
“With lag, it feels worse to aim right and not hit, than to evade and still be hit. In the second case, the evader can sometimes think the shooter was skillful. In the first case, the shooter will always feel angry and robbed of a hit.”

Accounting for that, servers try to compensate the fact that a player with a lot of lag is seeing the game almost 1 second in the past, by making every other player “fatter” (their hitbox, not their graphic model. Also, this is a oversimplification, but it’s just to make myself clear). So even when they shoot at someone that is no longer there, since they are so fat, they still hit them.
It can happen that you take cover behind an obstacle, and you are still hit half a secod later by a laggy shooter.

Again, this is to honor that rule above.

I understand just fine what you are saying, but you are wrong.
In Overwatch and Destiny the hitscan hit registration is done by the client.
That is an official statement from the respective devs.
Your crossair is on target in the client, you get the hit.

Woah, I didn’t know that. So I suppose those games are very prone to cheaters, then.

Destiny2 yes. Overwatch I am not sure, probably. But in Destiny it is (or was) bad.
Have not played a few years, but it was really bad.
Not just aimbots, all sorts of other cheats too. I think they did a bit too much clientside.
And on top, it is peer to peer networking…so no dedicated servers…which opens all kinds of doors to cheats.

You musket users pretend that other ranged weapons do not exist and they do not suffer from the problems such as lag / desync, they do… now combine these issues with the fact you actually need to factor in the targets behaviour (movement direction, distance etc…) and lead your shots appropriately if you want any chance of hitting them at all and you then realise how ridiculous it is to have just a single weapon in the game which allows you to bypass all of that.

Damage of the musket is not a problem, it’s the instant hit on click regardless of what’s happening 500m away that’s the problem.

I am really confused. Leading my targets, having to match the motion of the target are all things I have to do.

And I still miss all the time.

So if someone could enlighten me as to how I can hit more easily it would be great.

Ofcourse you have to AIM in order to hit the target, but you don’t need to aim 10m in front of the player and if they change direction since you’ve clicked your attack button at any point whilst the bullet (arrow/fireball) is travelling you’d miss. You also don’t need to aim half of the screen above the player to compensate for the bullet drop or factor in the travel speed of the projectile.

Just to clarify my position on this matter as well, I’m not necessarily against the existence of hitscan, I’m just saying there needs to be consistency. Either all ranged weapons are hitscan or they’re all projectile based.

That just seems to be common sense.

You really do that? That is exactly the wrong thing to do with the musket.
The crosshair must be ON the target when you pull the trigger.
It is hitscan not projectile. There is NO bullet travel time and no falloff.

I don’t see why.
Would it make sense to have muskets that fire slow rounds? It would be pretty unrealistic and silly.
Musket deals less damage than bow, firestaff, etc. It’s the least used weapon in the game (as the devs said).
It has the least damage, longer reload times, least mobility, and it’s the least used. If they had to, on top of that, lead their targets, it would be just pointless to use it at all.

What they need to do is to somehow mitigate the situations where musket has no counterplay, or when massing many of them becomes unplayable for the defender (although, to be fair, massing any weapon becomes unplayable for any defender. I will take my chances against 5 musketters at 50 meters, rather than 5 warhammers at 5 meters).

Bullet drop would be the first and right step to do but also damage fall off has to be a thing. At the moment you can remove the damage fall off by using one musket weapon point into a passive that removes damage fall off. Right now the Musket is like an AWP in counter strike lol but this is an mmorpg.

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You mention here one design flaw that I see all over New World: there are autoinclude passives.
I mean, passives on the mastery tree are choices. But if a passive is so obviously good and necessary, and gives so clear advantage over any other choice, then it is autoinclude, and it ceases to be a choice. So why having it at all?

When a passive is autoinclude and 99.9% of the people pick it, that is a clear signal that that passive either has to be baked in, or it has to be totally removed to open up the design space.

The thing i find wrong with the musket concept in NW is that instead of a musket we’ve got something more akin to a riffle or even sniper riffle. Muskets by nature were notoriously imprecise.
Maybe more appropriate balancing would be to add more damage, armour pen and some sort of stagger but remove zoom.