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| PR:BF2 General Discussion General discussion of the Project Reality: BF2 modification. |
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#21 |
![]() Join Date: Jun 2007
Posts: 1,837
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Anticipate movement and let the target fall into the scopes sights.
Marksman is very easy to use, start with that then move to sniper if you really need to engage targets at 1000m Check out the hat kit for a general idea of how it works. |
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#22 |
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nah nah, im not saying its impossible, i do try to do that and it works from time to time, but the point is that a sniper is able to shoot a moving target, making the whole "2-3 second make ur scope still" thing a total bullshit call.
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#23 |
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Banned
![]() Join Date: Jul 2007
Posts: 3,169
Location: Norway
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Hm.. I find it easy to use the sniper kit in 0.75. Tried it out on a Mestia server and i think i've hit everything i aimed at from 400+ meters
But then again, i only shoot when im sure that im gonna hit. So i was shooting stationary targets only |
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#24 |
![]() Join Date: Oct 2007
Posts: 1,033
Location: San Antonio, TX
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. | To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Yay PR! |
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#25 | |
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Retired PR Developer
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Agree with second point, we can use the same turning deviation code that the DMR's have so they can track better in future builds. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "Clear the battlefield and let me see, All the profit from our victory." - Greg Lake
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#26 |
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Former Testing Manager
![]() Join Date: Feb 2007
Posts: 1,383
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. “Without Warning, Sans Remorse” |
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#27 | |
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Retired PR Developer
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That'd be because IRL the sniper would be adjusting windage, his zero and all the rest of it before firing. Those things can't be added in-game (or at least, not easily, and they're not in now) so, there's a long delay to represent that a sniper can't just point and shoot. | |
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. "That's how it starts, Mas, with that warm happy feeling inside. Pretty soon you're rocking in the corner, a full grown dog addict, wondering where your next St Bernand is coming from..." - IAJTHOMAS "Did they say what he's angry about?" asked Annette Mitchell, 77, of the district, stranded after seeing a double feature of "Piranha 3D" and "The Last Exorcism." - To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. |
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#28 | |
![]() Join Date: May 2006
Posts: 1,465
Location: Perth
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Quote:
What should be done for the sniper's turning deviation, IMO, is a system not unlike the H-AT's. In fact, this should probably be done for all handheld weapons. With the H-AT, you can track moving targets. Problems arise when you try to track targets really fast (eg doing a quick 180 and trying to shoot something behind you). This is realistic. You can't do a quick 180 IRL and headshot someone at 200m. You need to steady yourself first. @ralfidude The baseline deviation for the marksmen rifles is 1/10 that of the conventional army's service rifles. The turning deviation (ie the random deviation due to moving the crosshair) is exactly the same as the conventional army's service rifles which is in turn the same as their baseline deviation. This means that the overall deviation, for a marksmen rifle, when tracking a moving target (ie the baseline deviation plus the turning deviation), is 55% that of a service rifle ([1.2+12]/[12+12] = 0.55). You could loosely say that a marksmen rifle is just as effective as a conventional army's service rifle, when dealing with a moving target at double the range (ignoring lead, drop and just thinking of accuracy of course). | |
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#29 |
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i think that the whole thing he said that a gradual movement of scrosshairs should be less than a fast 180 turn deviation, that was a sound idea. But the way it is rightnow is impossible... Snipers were a threat before, and there was a good reason to it, they should be feared, i never actually heard of any complaints about it before, so it shouldnt have been changed so drastically. I dont know, i wanted to know what others thought, this thread is not going to change the Devs mind abotu this and i dont expect them to, but it would be nice if they reconsidered, its rendering the kit rather useless in fearce combat where my squad begs me for help but i cant hit a damn thing...
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#30 | |
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Retired PR Developer
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Until this 'problem' is remedied maybe you should pick another kit to focus your efforts on. I myself stay away from snipers and stick w/ Medic and occasionally Auto Rifleman. I agree snipers are still touchy, but dont get so down as if the DEV's don't care. Just because ten DEV's dont comment doesn't mean they are oblivious to the goings on of the forums. Keep your chin up | |
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| Tags |
| deviation, kits, proof, sniper |
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