Quote:
Originally Posted by Andreas
Velocity really does make a huge difference.
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Well, not for avoiding point of aim; it just makes it easier to dodge the actual attack. Basically, to dodge, you have to move out of the way in the time between the attacker's final aim correction and the attack hitting. For a projectile with zero time of flight, that typically gives you on the order of 200 milliseconds; if the attack has a non-zero flight time, you get more time (and no amount of attacker skill will compensate). If your attacker's point of aim is invisible, you have to guess; if point of aim will only be visible at some later time (for example, visible projectiles with a non-zero flight time) you can either dodge by guessing, or you can wait until the target can be determined and move after doing so.
This is all visible in FPS games. They generally don't animate with enough precision to determine exact aim point, and hitscan weapons have no effective time of flight (the animation is sometimes non-instantaneous), but you can still execute popups, duck out of the way when someone is looking at you, and move erratically.