Insurgency: Sandstorm

Insurgency: Sandstorm

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FROST Mar 9, 2019 @ 3:03pm
Does bullet velocity matter?
Just been using the new MP5A5 and noticed the stats had worse bullet velocity than the Mk 18 CQBR, 400 Vs 780 m/s.

My question is since the game uses hit scan for most ranges, does that mean the lower velocity guns hit at the exact same time as the high velocity guns? No difference unless your shooting very far?

I'm just wondering how it works, do higher velocity guns start to drop at a further distance, so low velocity means they'll drop quicker?
Last edited by FROST; Mar 9, 2019 @ 3:12pm
Originally posted by EyeofHorus55:
The comment Hartford posted is one of the places I've seen Alex say it. It was also in the comment section (posted by Alex) of one of the early videos put out right around release I believe (or maybe earlier).

You can easily see how bullet velocity affects drop by starting up a local play game, shooting a rifle far into the distance, then shooting a pistol far into the distance and watching for the splash. The pistol splash will take longer to happen and the splash will be much lower.

Side note/cool thing to see...shooting through objects greatly affects the projectile speed, apparently . Put tracers on either the mosin or the M24 and shoot through some glass. You can see the projectile drop like a slow moving paintball. I've never seen this stated by a dev but I've seen a lot of evidence of it. So this would seem to suggest that whenever a bullet penetrates any surface, it immediately switches to the ballistic system with a lower velocity (which makes a lot of sense from a physical standpoint).
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par Mar 9, 2019 @ 3:12pm 
Think so.
CapoFantasma97 Mar 9, 2019 @ 3:17pm 
up to around 100 meters it's hitscan so it won't matter. After that the bullet is simulated and so the lower the velocity, the slower it will reach the target and more it will drop, thus needing much more leading both in drop and matching the movement of the target.
FROST Mar 9, 2019 @ 3:27pm 
Originally posted by CapoFantasma97:
up to around 100 meters it's hitscan so it won't matter. After that the bullet is simulated and so the lower the velocity, the slower it will reach the target and more it will drop, thus needing much more leading both in drop and matching the movement of the target.

Oh ok interesting, so every bullet is the exact same up to 100 meters then in terms of speed and no drop?
So 900 m/s is the exact same as a pistols with let's say 250 m/s at 100m.
Last edited by FROST; Mar 9, 2019 @ 3:29pm
bdubz325 Mar 9, 2019 @ 4:02pm 
Originally posted by Frostbane:
Originally posted by CapoFantasma97:
up to around 100 meters it's hitscan so it won't matter. After that the bullet is simulated and so the lower the velocity, the slower it will reach the target and more it will drop, thus needing much more leading both in drop and matching the movement of the target.

Oh ok interesting, so every bullet is the exact same up to 100 meters then in terms of speed and no drop?
So 900 m/s is the exact same as a pistols with let's say 250 m/s at 100m.
Yes that is correct, however I usually look at which gun has a higher penetration because you'll usually find yourself within 100m of an enemy unless sniping or moving to a new objective in versus on the bigger maps
EyeofHorus55 Mar 9, 2019 @ 4:06pm 
Originally posted by CapoFantasma97:
up to around 100 meters it's hitscan so it won't matter. After that the bullet is simulated and so the lower the velocity, the slower it will reach the target and more it will drop, thus needing much more leading both in drop and matching the movement of the target.
It’s not distance based, it’s time based. The first 0.1 sec are pre-calculated (basically hitscan) and then real ballistics are used. This means lower velocity rounds will drop sooner. Mp5 begins to drop at 40m, mk18 begins to drop at 78m. Lower velocity rounds also do less damage (have less energy).
Last edited by EyeofHorus55; Mar 9, 2019 @ 4:08pm
girthquake Mar 9, 2019 @ 5:09pm 
effect is small but feels like a big difference, l85a2 feels great to shoot because of the high velocity
FROST Mar 11, 2019 @ 9:15am 
Originally posted by TAW EyeofHorus:
Originally posted by CapoFantasma97:
up to around 100 meters it's hitscan so it won't matter. After that the bullet is simulated and so the lower the velocity, the slower it will reach the target and more it will drop, thus needing much more leading both in drop and matching the movement of the target.
It’s not distance based, it’s time based. The first 0.1 sec are pre-calculated (basically hitscan) and then real ballistics are used. This means lower velocity rounds will drop sooner. Mp5 begins to drop at 40m, mk18 begins to drop at 78m. Lower velocity rounds also do less damage (have less energy).


Hey EyeofHours would you have a link to this information anywhere?
If this is legitimately how it works, that's really interesting and was my initial thought about how the lower the velocity weapons worked, so the quicker the bullet drop the lower the speed.

Opinions have been mixed so I can't tell if this is the right answer or if the bullets all start to drop at 100. Thanks.
Hartford688 Mar 11, 2019 @ 10:05am 
Originally posted by NWI Alex:
Originally posted by Maki Nishikino:
The game only uses a hit scan system up close.
If you want to get technical about it, it's all physics-based. We just pre-simulate the first 0.1 seconds of bullet travel time, which makes close shots function in a way that appears similar to hitscan.
The author of this thread has indicated that this post answers the original topic.
EyeofHorus55 Mar 11, 2019 @ 11:36am 
The comment Hartford posted is one of the places I've seen Alex say it. It was also in the comment section (posted by Alex) of one of the early videos put out right around release I believe (or maybe earlier).

You can easily see how bullet velocity affects drop by starting up a local play game, shooting a rifle far into the distance, then shooting a pistol far into the distance and watching for the splash. The pistol splash will take longer to happen and the splash will be much lower.

Side note/cool thing to see...shooting through objects greatly affects the projectile speed, apparently . Put tracers on either the mosin or the M24 and shoot through some glass. You can see the projectile drop like a slow moving paintball. I've never seen this stated by a dev but I've seen a lot of evidence of it. So this would seem to suggest that whenever a bullet penetrates any surface, it immediately switches to the ballistic system with a lower velocity (which makes a lot of sense from a physical standpoint).
FROST Mar 11, 2019 @ 12:27pm 
Originally posted by TAW EyeofHorus:
The comment Hartford posted is one of the places I've seen Alex say it. It was also in the comment section (posted by Alex) of one of the early videos put out right around release I believe (or maybe earlier).

You can easily see how bullet velocity affects drop by starting up a local play game, shooting a rifle far into the distance, then shooting a pistol far into the distance and watching for the splash. The pistol splash will take longer to happen and the splash will be much lower.

Side note/cool thing to see...shooting through objects greatly affects the projectile speed, apparently . Put tracers on either the mosin or the M24 and shoot through some glass. You can see the projectile drop like a slow moving paintball. I've never seen this stated by a dev but I've seen a lot of evidence of it. So this would seem to suggest that whenever a bullet penetrates any surface, it immediately switches to the ballistic system with a lower velocity (which makes a lot of sense from a physical standpoint).

Thanks for the reply EyeofHorus,
Yes I noticed this with the 1911's, you could throw a bullet further than that thing lol.
The system they have is pretty neat I must say, I'd presume there's also no bullet deviation? So where your sights bounce due to recoil is exactly where your bullets hit, excluding situations where there's bullet drop, then your shots will land a little lower? But if you could control the recoil 100% you'd be pin point accurate in theory?
Last edited by FROST; Mar 11, 2019 @ 12:29pm
EyeofHorus55 Mar 11, 2019 @ 1:11pm 
Originally posted by Frostbane:
Thanks for the reply EyeofHorus,
Yes I noticed this with the 1911's, you could throw a bullet further than that thing lol.
The system they have is pretty neat I must say, I'd presume there's also no bullet deviation? So where your sights bounce due to recoil is exactly where your bullets hit, excluding situations where there's bullet drop, then your shots will land a little lower? But if you could control the recoil 100% you'd be pin point accurate in theory?
Correct, there’s no deviation, except for the shotgun pellet pattern. This means that you could run around hip firing one of the sniper rifles while using a laser sight to aim, if you wanted. For the shotguns, one pellet always hits dead center (before ballistic drop) and the other 7 are in a randomly generated pattern based on some distribution (I’ll try to find the patch note where this was stated, it was a really long time ago).

"Improved shotgun spread. The first pellet of a shotgun shell’s spread will now hit dead center with the rest in a cone of spread around it using a Halton sequence." - Nov. 8 2018 Update part 1
Last edited by EyeofHorus55; Mar 11, 2019 @ 1:31pm
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Date Posted: Mar 9, 2019 @ 3:03pm
Posts: 11