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#21 |
![]() Join Date: Nov 2007
Location: Vancouver
Posts: 1,866
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why is it some of us dont get the glowing? it just seems to be well...a red dot
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#22 |
![]() Join Date: Jun 2009
Posts: 518
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To view links or images in signatures your post count must be 1 or greater. You currently have 0 posts. Before you ask: this is from the anime called Utawarerumono. Furry ears + tails = <3 |
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#23 | |
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PR Contributor
![]() Join Date: Jan 2007
Location: Portland, Oregon
Posts: 2,804
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Quote:
Most red dot sights allow the user to manually adjust the brightness level, some auto adjust -- and then the real crappy ones don't allow you to adjust the brightness. I know from experience that even the best auto adjusting sights will flare in near pitch black conditions -- while most manual systems will allow you to adjust for this. The downside being, if you're operating in a near-blackout condition (unlit building / windowless building) and then quickly transition to a sunlight outside area, you will either have to adjust your sight or find it rendered useless. In reality, the M68 CCO is a manually adjusted sight, unfortunately I don't believe we can represent this in-game. Having the sight too bright for some occasions is far preferable to having it wash out constantly. As I've stated before, I've had no trouble teamkilling mouthy Frenchmen at 250m with the Aimpoint. -REad | |
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#24 |
![]() Join Date: Aug 2007
Posts: 961
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Iv done some testing and with a 24 inch monitor with a few tweaks iv done, the effective range of a iron sight is about 150m prone, after that it gets tricky.
With the dot points your only going to get 70m's because beyond that the target is smaller then the dot and it becomes obscured. chucks fixing the dot point's hes making them so you can place the dot over targets at 150m's plus. so are winging has pay'ed out. though in hind sight. the improved dot point are probably not going to make reflex sights more popular. the majority of players hate not having a zoom. |
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Last edited by RHYS4190; 08-26-2009 at 10:32 AM..
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#25 |
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i didnt even know you guys made another aimpoint...
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In-game name: #BillSL
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! 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. |
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#26 | |
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* Also Waiting for new acog * [Acogs aren't like in cod4 were the tip is the killzone, it's the red line that the killzone] | |
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#27 | |
![]() Join Date: Apr 2009
Posts: 1,417
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Quote:
Oh, and I think it's for the best to have the aimpoint moved back as far as possible. Lets you see more of where it matters. Put the dot dead-center of the optic, the dot doesn't move when you zero an optic anyhow, I believe the entire view shifts instead. Make the dot about 1.5 inches big at 100 yards, and make it nice at bright. | |
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#28 |
![]() Join Date: Aug 2007
Posts: 961
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If you make the dot point sit forward a bit more, it will alleviate the Dot flare quite a lot i would think.
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#29 | |
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#30 |
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Well a good reason to have that sight is for CQC. Outside of buildings in your typical firefights for me the dot is just too large to get an accurate bead on someone. The dot ends up obscuring the enemy you're shooting at. If I know I am going to have to clear alot of buildings (i.e. Ramiel) I bring along the M68.
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