Marksman Help

General discussion of the Project Reality: BF2 modification.
AC_337
Posts: 16
Joined: 2009-04-03 00:55

Marksman Help

Post by AC_337 »

Hi, i have been playing pr for a long time now (since 0.75), and i have never really used the marksman weapons until very recently. I can use the sniper rifle with ease, but am unable to kill anything with the marksman weapons, even though i have seen squadmates take out plenty of people with headshots using them. What do you need to do to be effective with the marksman rifle?
redman0123
Posts: 155
Joined: 2009-02-27 01:25

Re: Marksman Help

Post by redman0123 »

I find that you need to lead your shot a bit more than with the sniper rifle, and shoot in intervals of 4 seconds with an initial 4 second setup. Thats if youre shooting at 200-400m. Also, it's improved a bit in the next version so you might as well save your practice for that :P
AC_337
Posts: 16
Joined: 2009-04-03 00:55

Re: Marksman Help

Post by AC_337 »

Ok thanks, i have also heard some people tell me that they aim just above the head at closer ranges for headshots, can anyone tell me more about this?
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Marksman Help

Post by SkaterCrush »

Yeah aim a bit above the head now, but once .86 comes out the marksmans rifles are zeroed to 600m. I sometimes just aim at the top of the head if possible, because even if the bullet drops a bit, it will still be a headshot
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Seiran
Posts: 156
Joined: 2008-09-08 20:16

Re: Marksman Help

Post by Seiran »

Well the Marksman weapons are "zeroed" ingame for 600m, meaning the round should go exactly where you are aiming within that distance, so you shouldn't have to aim just above the targets head to compensate for drop, but I've also heard of people doing this, and always attributed it to getting a better reaction from the models hitbox.

But I don't know squat about the BF2 engine, so don't take anything I say as gospel. *passes the salt*

When you enter a room full of armed men, shoot the first person who makes a move, hostile or otherwise.

He has started to think and is therefore dangerous.
Charity Case
Posts: 179
Joined: 2008-02-15 22:27

Re: Marksman Help

Post by Charity Case »

In .85, the marksman rifles are using the wrong projectile type, so they're not especially accurate over 250m. They're certainly more accurate than an assault rifle, but not as accurate as they should be. After moving, you need to wait about 5 seconds for the movement deviation to wear off, and there's a 2 second deviation penalty every time you fire.
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Marksman Help

Post by SkaterCrush »

No, they were supposed to be zeroed at 600m, but after some testing some people proved they weren't, and I think the devs fixed that (to my knowledge)
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freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Marksman Help

Post by freeway »

just dont understand y do we need to make the marksman zeroed in at 600 meters ? dont we have sniper kits doing that already ? so that means after 0.86 we ll have 2 pairs of gun that could head shot ppl at 600 meters ? and it is even more deadly cuz the marksman needs only 2 sec for the deviation in stead of 4 sec like the sniper kit . but hey we insurgent just need to hide in a building and wait for nades i gess . zeroed in at 400 meters yeah that is acceptable but 600 man we ll be dead before firing a shot

is it hard enough to get ppl play as insurgents ? now we r talking about increase up to 4 sec deviation and lower the damage for the RPG , increase DOM ? increase range of the marksman ? then have u ever asked yourself who would play insurgent after this ?????????
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol! :mrgreen:
Charity Case
Posts: 179
Joined: 2008-02-15 22:27

Re: Marksman Help

Post by Charity Case »

Just cause it's zeroed at 600m does not mean it's extremely accurate at that range.
redman0123
Posts: 155
Joined: 2009-02-27 01:25

Re: Marksman Help

Post by redman0123 »

Look in real life most of these rifles in marksman kits are capable of hitting targets at around 1000m with a lot of practice and skill. The bullet drop is relatively minimal at 600m anyways so it won't make a huge difference. I've played an 0.86 beta and it feels about right now. Infact, if anything it should still be MORE DEADLY as you can almost always take two rounds from any of the marksman kits before dying. In real life a any of the marksman rifles we have in game would f*cking pwn your face HARD and ruin your day with one round at any distance.

Also, I wouldnt worry about the insurgent class in regards to snipers. If you don't want to get sniped don't be a dumbass and stick your head out when youre spotted. Duh. :P
Mary.au
Posts: 131
Joined: 2009-02-05 23:30

Re: Marksman Help

Post by Mary.au »

I was playing on <name of that oilfield map> the other day as a medic, and got killed then revived with my own kit, forcing me to take the marksman kit for a while. I wasn't to thrilled about it at the time, as I usually cant hit shit with the kit.

Anyway we ran towards the south most flag after a while, when our SL spotted two snipers on two sepetate oil burning things, about 600m out.

We all went prone and opened fire under the sl's orders, and I deiced to treat the DMR as a sniper. To my surprise, I killed the two snipers with 3 rounds using that technique. I then LOLWTFPWN'd another two riflemen, and the driver of a moving truck with another 3 rounds, at 400m range. My brother then jumped on the other PC and I was kicked for lag.

So anyway, the point of the above is they CAN be used accurately at longish range, you just need the patience of a sniper to do so.
freeway
Posts: 118
Joined: 2009-05-20 02:22

Re: Marksman Help

Post by freeway »

redman0123 wrote:Look in real life most of these rifles in marksman kits are capable of hitting targets at around 1000m with a lot of practice and skill. The bullet drop is relatively minimal at 600m anyways so it won't make a huge difference. I've played an 0.86 beta and it feels about right now. Infact, if anything it should still be MORE DEADLY as you can almost always take two rounds from any of the marksman kits before dying. In real life a any of the marksman rifles we have in game would f*cking pwn your face HARD and ruin your day with one round at any distance.

Also, I wouldnt worry about the insurgent class in regards to snipers. If you don't want to get sniped don't be a dumbass and stick your head out when youre spotted. Duh. :P
how manytimes have u played insurgents which side have u played most ? i know in real life it happens but we r in game world for heaven sake , we r fighting in 2 Ks map . how practice would it need in game to kill some1 at 600 with marksman ? 5 sec of waiting or 2 sec ? u dont know what world u r talking about son . and yes i ve played 0.86 beta too and i feel sorry for those who play as insurgents . if u want to know how many shots would take to kill some1 with the marksman see me in game i ll show u dont tell me in real life we could do this do that , and watch your language . . i know u wouldnt worry about insugent class cuz u always choose the other side i am i right mr ??? and how could u kill some1 without sticking your head out ???? staying in a building wait to be naded ? is that a solution here ?
i under stand in RL marksman could kill some1 very far but this is game world and if u play insurgent u understand that it is hard , ppl r playing this mod not for kills but they still dont want to be a practice target in whole game . as u could see when map change to insurgent mao ppl switch side y? dont u ever ask yourself ?
AKA AlexanderK-47
"The sniper is a very necessary person. He serves to remind us that we are war."
A .303 round at +2500 fps will remove a leg if it impacts the mid to lower thigh, thus resulting in death for most circumstances
No word of a lie ever since i downloaded this mod on January, i havent gone near the BF2 icon lol! :mrgreen:
Cheditor
Posts: 2331
Joined: 2009-03-01 14:35

Re: Marksman Help

Post by Cheditor »

While on the subject of long range weapons can anyone explain the what is up with sniper rifles. Sometimes its a one shot kill, sometimes its a 2 shot kill, was on the same target aswell, i understand if it was insurgents would be 1 due to no body armour.
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redman0123
Posts: 155
Joined: 2009-02-27 01:25

Re: Marksman Help

Post by redman0123 »

how manytimes have u played insurgents which side have u played most ? i know in real life it happens but we r in game world for heaven sake , we r fighting in 2 Ks map . how practice would it need in game to kill some1 at 600 with marksman ? 5 sec of waiting or 2 sec ? u dont know what world u r talking about son . and yes i ve played 0.86 beta too and i feel sorry for those who play as insurgents . if u want to know how many shots would take to kill some1 with the marksman see me in game i ll show u dont tell me in real life we could do this do that , and watch your language . . i know u wouldnt worry about insugent class cuz u always choose the other side i am i right mr ??? and how could u kill some1 without sticking your head out ???? staying in a building wait to be naded ? is that a solution here ?
i under stand in RL marksman could kill some1 very far but this is game world and if u play insurgent u understand that it is hard , ppl r playing this mod not for kills but they still dont want to be a practice target in whole game . as u could see when map change to insurgent mao ppl switch side y? dont u ever ask yourself ?
wht u talkin bout son?!1 lol whut r u saying? lollolol
spawncaptain
Posts: 466
Joined: 2009-05-22 20:11

Re: Marksman Help

Post by spawncaptain »

I think that those marksmanship rifles are not too bad in the current version of PR, you just won't be able to use it like a normal rifle with a better scope, though it should be like that. The MEC, PLA and British Army rifles are just different versions of their respective faction's standard rifle. The G3SG1, for example, is a normal G3 with a better scope and slightly better accuracy, according to this website. I think that the the marksmanship rifles' movement and shot deviation should be decreased to the values of the normal rifles.
Wh1tE_Dw4rF
Posts: 119
Joined: 2008-05-06 20:58

Re: Marksman Help

Post by Wh1tE_Dw4rF »

Today I picked up a dead dude his marksman kit and went on some target practice. Seeing I never take marksman/sniper kit for the sole reason that it's a waste and barely used to it's full extent in most of the squads I join. I read this topic yesterday and remember that aiming slightly above someone his head makes for a better shot. So on I went and tried it, and it actually worked quite well. It is a bit difficult to aim properly with the British marksman rifle but since I have most of the graphic settings on low I can just go up a few pixels (lol).
But all in all, you need a bit of feeling of where the bullet will drop to, to increase your hit ratings.

Summery: Hit slightly above the head, body if it's proned, for a almost certain hit.

Just don't give up practicing.
nedlands1
Posts: 1467
Joined: 2006-05-28 09:50

Re: Marksman Help

Post by nedlands1 »

The weapons in Project Reality are not zeroed to any range. The zeroing thing is just the developer's arbitrary way of saying that at that range you don't need to account for bullet drop so much. See my diagram below for how it works. The red line is where you are aiming and the curved black lines are trajectory of the bullet. The weapon used is an MP5-N which is typically zeroed to 25m. Due to the ballistic characteristics of the pistol cartridge the round tends to hit the same mark at around 100m, in real life. The ballistic information was sourced from an MP5 manual.

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With respect to the original question, there are a number of tips to improve your aim. After walking, running, strafing and/or crawling wait at least 5 seconds before firing to ensure the best accuracy. Make sure you go crouched at the very least and use your sights. Don't do massive 180 degree spins because that will throw out your accuracy. Also, wait at least a fraction over 2 seconds between each shot. If you follow that advice you should be able to get consistent headshots up to about 50m when standing, 150m whilst crouched and 190m when prone. When going for a centre of mass shot you should be able to get consistent hits to about 100m while standing, 300m when crouched and 400m when prone. A good way to count the seconds is to count up in 1000's (ie "1000, 2000, 3000...").
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Demonic
Posts: 307
Joined: 2009-04-26 01:52

Re: Marksman Help

Post by Demonic »

freeway wrote:just dont understand y do we need to make the marksman zeroed in at 600 meters ? dont we have sniper kits doing that already ? so that means after 0.86 we ll have 2 pairs of gun that could head shot ppl at 600 meters ? and it is even more deadly cuz the marksman needs only 2 sec for the deviation in stead of 4 sec like the sniper kit . but hey we insurgent just need to hide in a building and wait for nades i gess . zeroed in at 400 meters yeah that is acceptable but 600 man we ll be dead before firing a shot

is it hard enough to get ppl play as insurgents ? now we r talking about increase up to 4 sec deviation and lower the damage for the RPG , increase DOM ? increase range of the marksman ? then have u ever asked yourself who would play insurgent after this ?????????
I actually like the Insurgents better on some maps. I have had quite a few bad sniper experiences like in Op archer when the enemy took the castle they placed snipers in there and at certon locations you couldn't go to or you would be dead in 1 shot before you even knew you were being fired at.

However I don't see why that would pull you away from the Insurgent side. The Insurgent side has unlimited spawn points. Sure you have to wait 20 seconds but it's not like your death effected your team or your victory so I don't really care if I die as a insurgent. I only care if I die with a important kit like a RPG and nobody is around to pick it up.

The Taliban side is easily one of my favorite sides in Insurgency mode. Insurgents not so much but not far behind the Taliban.
barbdwyer22
Posts: 93
Joined: 2009-03-28 02:13

Re: Marksman Help

Post by barbdwyer22 »

A good example of RL vs. PR is the RCO on the US rifles, the BDC (Bullet Drop Compensator) is not actually useful.

It would be sweet if it did, but PR cannot simulate real trajectories apparently.
[img]http://i466.photobucket.com/albums/rr28/barbdwyer22/n999931228_30013837_8327-1.jpg[/img]
USMC Infantry (0341) :d rillserg
SkaterCrush
Posts: 1173
Joined: 2009-04-13 19:07

Re: Marksman Help

Post by SkaterCrush »

spawncaptain wrote:I think that those marksmanship rifles are not too bad in the current version of PR, you just won't be able to use it like a normal rifle with a better scope, though it should be like that. The MEC, PLA and British Army rifles are just different versions of their respective faction's standard rifle. The G3SG1, for example, is a normal G3 with a better scope and slightly better accuracy, according to this website. I think that the the marksmanship rifles' movement and shot deviation should be decreased to the values of the normal rifles.
The Type-88 is definitely NOT a variant of the QBZ-95...
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