Tactics: Hit Registration and Reticle Systems

Hitbox collision versus hitscan detection, what does TERA use for targeting?

Hitbox collision versus hitscan detection; what does TERA use for targeting? Both!

While some actions performed follow styles of arc, linear, or projectile type and require hitbox collision to register, other skills follow a hitscan style mechanism. For those don't know these terms, think of hitbox collision as objects having to travel and touch each other, while hitscan is registering that a hit has connected if the reticle is over a target's hitbox at the time of activation. This is a bit of a simplified explanation, but other factors can influence this including latency and netcode design. Many other games have been known to use one or both of these systems.

However, certain skills in TERA which follow the hitscan system have something additional about them that you will want to be aware of. Read on to find out what it is!

It's the circle confirm mechanic. I call it that since a hit becomes guaranteed if your reticle displays a circle around it at the time of “firing.” Regardless of how someone may have moved since the activation of an action, it will gain a lock-on property. For some skills, this results in an animation that looks like homing. On the other hand, if you don't have the circle confirm and fire, even if it connects with a target visually by traveling out in a straight line, it won't count and will be a miss.

Essentially, for these types of skills, you will want to place your trust in the reticle's circle confirm rather than on other visuals. Depending on target size, distance, speed and current animation, it can be a bit picky for the game to accept it. It will be important for you to learn exactly which skills are based on hitbox collision versus hitscan detection, and also how to aim for both leading and tracking targets. Now you have an idea of what you need to practice to increase your accuracy rates!

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System
# Jul 18 2010 at 4:00 AM Rating: Decent
Yp this system will force the user to clearly remember what skill uses hitscan and what skill uses hitbox collision. This is rather important for the PvP, in PvE it'll be ok. It'll be pretty easy to evade hitbox collision attacks.
System
# Jul 22 2010 at 6:17 PM Rating: Excellent
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137 posts
Important for PvE too I think. You need to know how your skills handle and how each of them should be aimed for hitting faster moving monsters.
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# Jul 17 2010 at 5:45 PM Rating: Decent
I hope this mechanic isn't exploitable. It seems like it's leaving the decision on whether something hits or not up to the client.
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# Jul 17 2010 at 6:15 PM Rating: Excellent
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137 posts
Realistically, there's not much you can do. Pretty much every other game with FPS elements has the potential to be aim botted, it'll depend on their GMs to enforce cheating rules or their devs to implement effective cheat protection. Besides, it's not necessarily client trust, it could just be related to prediction systems in their netcode.
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