# Gunplay feels in a way more casual than ever

**URL:** <https://battlefieldforum.co/t/gunplay-feels-in-a-way-more-casual-than-ever/253943>\
**Category:** General Discussion\
**Created:** [September 8, 2018, 7:34pm UTC](https://battlefieldforum.co/t/gunplay-feels-in-a-way-more-casual-than-ever/253943 "2018-09-08T19:34:00Z")\
**Posts on this page:** 1\
**Page:** 2

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**Author:** ![Rev0verDrive](https://battlefieldforum.co/letter_avatar_proxy/v4/letter/r/7993a0/32.png) [@Rev0verDrive](https://battlefieldforum.co/u/Rev0verDrive)\
**Post date:** [September 9, 2018, 5:48am UTC](https://battlefieldforum.co/t/gunplay-feels-in-a-way-more-casual-than-ever/253943/21 "2018-09-09T05:48:00Z")

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> [@Borges1091](#):
>
> Ok I understand most of that. Makes sense since yes battlefield uses projectiles and not hitscan. My example was given in a hitscan environment but was unsure how projectiles worked exactly but with a rough idea. You explained my hitscan example client/server side with theory basically. It gets more complicated with projectiles.

I work with Unreal Engine 4. I can show you from in engine how projectiles and hitscan work. I can even show you replication interleave in real time.

Projectile hit detection isn’t complicated in the slightest way.

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