Well I am not full of it.
And you just assume I am another try hard 360 QS player that does nothing else than that.
I am a sniper wich defends objectives and captures them as much as possible.
You just want to rant to someone for using a weapon to it's full potential.
Look at my in response to HEBBSY.
This is also a fact. In wich I agree it is dumb that some shots are hits while they should not be possible.
It shouldn't be like that. http://www.youtube.com/watch?v=9XPs95M1Pgk&feature=share&list=UUwNvdtSQfkljyW_FT -BNZWA
Funny video I know. But just because the game sees it like that doesn't mean that's what really happen.
~THE NOOB KILLER
The trick behind it is that once you shoot at someone with a automatic weapons and he is running around a corner to hide from you then don't stop shooting him when you still get hitmarkers, empty your whole clip if you have him on target because chances are you can kill him even when he isn't on your screen anymore, his hitbox could have a delay, shoot at the hitbox, not the player figure you see on your screen.
In case of the snipers video above, i think the snipers have a bigger hitbox than other weapons, i had many matches where i completely missed someone and still got the kill, other match i shoot someone right in his chest and i didn't even got a hitmarker.
I don't think hitboxes change in size (as far as getting bigger depending on the weapon). They have to
have congruence to their model for the most part. The only time hitboxes change is when you change postion. This is why droppshotting is a thing, because distortion to the hit boxes.
Though I'm not expert in this just an opinion. I just don't think guns change hitboxes, that would clearly be unfair.
his point is.. how flawed the snipers are. you should have to have your reticle directly on a player to kill them.. not aim 10 feet to the right, and shoot than swipe hard in the direction of the player youre shooting at.. if you look at the bullet.. it misses him by 10 feet, yet he still dies.. This is a prime, example why quickscoping takes 0 skill
Thats not entirely true. I have picked up sniper rifles and noticed that if an enemy is behind a wall and moving my charecter will follow him when I am not even aiming down sights. My screen just starts turning with no input movement from me. If this is not aim assist, what do you call it?
You do know that the negative of a wide spread is that they can hit someone standing next to them right? They gave the snipers a huge spread so you can't just no scope everyone. The result is that you can hit people standing almost next to you instead of in front of you.
To my knowlegde the the bullet animation does NOT display where the actualy bullet is.
Easy way to test this. Have yourself an extra controller, go into a local match and no scope 1 player. You will notice that your bullet animation hits the ground, yet you might get a headshot on the other player.
Ok now, this is getting absurd.
Once again you've written something I have to agree with.
What's the world coming to?
But seriously folks ... watch the video closely - right befire the sniper shot he strafes to the left (would have been to the sniper's right) which would have possibly moved him directly into the path of the bullet.
And has been suggested, lag would explain the 'out-of-synch' appearance to him as well as the sniper in the killcam.
host/theater mismatch. in addition, the camera angles and position are way off in this game. you may think you are behind a box and unseen by a certain angle or run path, but the person comming the other way can actually see more of you than you think. which i think is something that needs to be addressed.
also; the tunnel vision feild of view in this game can make it even worse. but i think that was done to give the /illusion/ that the map is bigger than it actually is.