All about snipers
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[T*Co]StudMuffin21
- Posts: 13
- Joined: 2006-05-30 04:24
All about snipers
Ok, so being a sniper is all I ever do. It's my absolute favorite job.
This mod is AWESOME! It's EXACTLY what I've been looking for in a first person shooter game such as this.
However, there are three major problems with the snipers.
One:
The ghillie suits. They still don't blend in good enough. They really need to be adjustable (per map) to the surroundings better.
Secondly: And MOST importantly
All sniper rifle scopes are not nearily powerfull enough. X5 magnification is not nearily high enough. They really need to be variable (if possible). If not possible, the best would be arround X15.
Third:
It would be VERY nice if the binoculars/scope had a intergrated range finder. That would just add immensely to the realism of the game.
The binoculars are an awesome addition to this kit. It works to allow two snipers to work together. One as a spotter, the other as a shooter.
But the binoculars need to be more powerfull than the scope for the rifle.
Doing these two simple things would GREATELY increase the effectiveness and fun of the sniper kit. The only kit I use.
Once again, GREAT job on this mod.
This mod is AWESOME! It's EXACTLY what I've been looking for in a first person shooter game such as this.
However, there are three major problems with the snipers.
One:
The ghillie suits. They still don't blend in good enough. They really need to be adjustable (per map) to the surroundings better.
Secondly: And MOST importantly
All sniper rifle scopes are not nearily powerfull enough. X5 magnification is not nearily high enough. They really need to be variable (if possible). If not possible, the best would be arround X15.
Third:
It would be VERY nice if the binoculars/scope had a intergrated range finder. That would just add immensely to the realism of the game.
The binoculars are an awesome addition to this kit. It works to allow two snipers to work together. One as a spotter, the other as a shooter.
But the binoculars need to be more powerfull than the scope for the rifle.
Doing these two simple things would GREATELY increase the effectiveness and fun of the sniper kit. The only kit I use.
Once again, GREAT job on this mod.
Last edited by [T*Co]StudMuffin21 on 2006-05-30 05:15, edited 1 time in total.
I will watch over you like an eagle from afar, making sure enemies are silenced, so that you may encounter little resistance.
"One shot, One kill''
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Andrew_Kirk_25
- Posts: 73
- Joined: 2006-05-14 04:18
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[T*Co]StudMuffin21
- Posts: 13
- Joined: 2006-05-30 04:24
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Shining Arcanine
- Posts: 429
- Joined: 2006-05-29 21:09
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[k]MuffinMaster
- Posts: 172
- Joined: 2006-04-20 17:37
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mavit
- Posts: 248
- Joined: 2006-04-06 17:32
probably impossible but e good if you could change your camo to suit your enviroment so you dive into a bush hold use key of sumtin little bar comes up you wait maybe 2 mins realisticly take ages but gotta be fun and not borin then voila you have different colour camo and different leaves on the suit thing then you run over to a huge green bush and change it again makes it even harder to find a sniper...i dont know if there is but a glint on the lenses of the nocs and sniper scope would be cool make it easier to locate snipers and anyone with nocs......so then the sniper has to look out for sun direction and so on.....maybe the sniper can dig one of those holes that they do and camo it over and just camp there all round picking off people for 500 m i dunno jus ideas last one i doubt can be done

~~~You Think That Is Air You Are Breathing Now~~~


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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
I think the DEVs need to publish a huge library of BF2 engine limitations to prevent more threads like this.
If you want to post a list of "things that would be cool", you're best doing it in the off topic section, these things are just inpractical.
Sorry to sound harsh, but it's impossible to add dynamic skins and models to players. It's impossible to "dig holes". It's impossible to add "wind". It's impossible to add controls, the DEVs can only change existing controls, and by this I mean assigning keys to changing a zoom is not possible without taking away other stuff.
Increasing the zoom in real life isn't such an easy task, it takes a lot of adjustment and snipers don't do it in the field so often. The current zoom is fine. It makes sense keeping the binoculars on their current settings because it means you can scan the surroundings with your binocs then switch to the high powered zoom on the M24 when you see something you can shoot.
I'm not keen on the scope having a rangefinder, it'll just be distracting and really won't help. I seriously don't get what people are planning to do with it, but if anything just give the snipers the rangefinder the Spec Ops class has instead of their binoculars.
If you want to post a list of "things that would be cool", you're best doing it in the off topic section, these things are just inpractical.
Sorry to sound harsh, but it's impossible to add dynamic skins and models to players. It's impossible to "dig holes". It's impossible to add "wind". It's impossible to add controls, the DEVs can only change existing controls, and by this I mean assigning keys to changing a zoom is not possible without taking away other stuff.
Increasing the zoom in real life isn't such an easy task, it takes a lot of adjustment and snipers don't do it in the field so often. The current zoom is fine. It makes sense keeping the binoculars on their current settings because it means you can scan the surroundings with your binocs then switch to the high powered zoom on the M24 when you see something you can shoot.
I'm not keen on the scope having a rangefinder, it'll just be distracting and really won't help. I seriously don't get what people are planning to do with it, but if anything just give the snipers the rangefinder the Spec Ops class has instead of their binoculars.
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
Just because you can see further does not mean you're more accurate. The deviation of the L85A2 will be slightly better than the M16, but it'll just be easy to pickup targets.
If you've spent some time mastering the sniper on 0.3 you'll realise it is super accurate. No longer can you pick it up and score kills, it does require a few minutes practise which is still obscenely low, but either way it's lethal. If you carefully pick off your targets you can easily get one hit kills, so really it's perfect at the moment. And anyway, the teams the UK will face are the PLA and MEC who have the semi auto snipers anyway, they'll be fighting the UK with shear force.
If you've spent some time mastering the sniper on 0.3 you'll realise it is super accurate. No longer can you pick it up and score kills, it does require a few minutes practise which is still obscenely low, but either way it's lethal. If you carefully pick off your targets you can easily get one hit kills, so really it's perfect at the moment. And anyway, the teams the UK will face are the PLA and MEC who have the semi auto snipers anyway, they'll be fighting the UK with shear force.
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Burning Mustache
- Posts: 92
- Joined: 2006-05-15 23:21
"Adjustable" zoom would be unrealistic in my opinion.
A real sniper rifle has a scope with a fixed magnification, and snipers don't change the scope during battle.
I think the zoom itself is fine with most sniper rifles, especially the M24, as you usually can't see a lot farhter than 300 or 400 meters in-game anyway.
There's no need for a 15x magnification scope if you're not going to shoot targets at ranges of 1km or above.
What I would REALLY, REALLY like to see are scopes which actually "work" like real life scopes in regards to range-adjustment.
First off, give the sniper class range-finder binoculars, like the spec-ops has, to determine the distance of the designated target from your own position.
Now modifiy the scopes of the rifles so that the horizontal "dashes" on your scope represent distances, kinda like that:
Where each dash represents a certain distance that correlates with the bullet-drop of the rifle, so you can actually adjust your aiming to the real distance of your target, and you don't have to "guess" the bullet-drop with each new target.
This would actually enable you to make one-shot kills without alerting the enemy with a "test" shot as to where you bullet lands.
It's the entire point of a sniper to take out unsuspecting targets with a snigle shot.
If I'd have to make a few "test" shots to determine where my bullets would land, I could just aswell take an assault rifle.
Also, make the lines of the crosshair A LOT slicker, the fat, bulky lines can sometimes cover your entire target.
There is NO reason for the crosshair's lines to be broader that one pixel.
A real sniper rifle has a scope with a fixed magnification, and snipers don't change the scope during battle.
I think the zoom itself is fine with most sniper rifles, especially the M24, as you usually can't see a lot farhter than 300 or 400 meters in-game anyway.
There's no need for a 15x magnification scope if you're not going to shoot targets at ranges of 1km or above.
What I would REALLY, REALLY like to see are scopes which actually "work" like real life scopes in regards to range-adjustment.
First off, give the sniper class range-finder binoculars, like the spec-ops has, to determine the distance of the designated target from your own position.
Now modifiy the scopes of the rifles so that the horizontal "dashes" on your scope represent distances, kinda like that:
Code: Select all
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- 100 m
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- 200 m
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This would actually enable you to make one-shot kills without alerting the enemy with a "test" shot as to where you bullet lands.
It's the entire point of a sniper to take out unsuspecting targets with a snigle shot.
If I'd have to make a few "test" shots to determine where my bullets would land, I could just aswell take an assault rifle.
Also, make the lines of the crosshair A LOT slicker, the fat, bulky lines can sometimes cover your entire target.
There is NO reason for the crosshair's lines to be broader that one pixel.
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
I like this a lot. At present the lines have no relevance. The vBF2 M95 though, actually worked for bullet drop which was a nice feature. The only problem with this is that the DEVs will have to do a fair bit of testing to get this calibrated, I believe they tweaked the zoom of the scopes from vBF2 which would be a problem. The chinese tank has bullet drop calculation which is great for firing the tank shells, you can use the rangefinder to see where your target is then aim up on the right line and hit dead on.
Hope this works, will make long range sniping a lot easier.
Hope this works, will make long range sniping a lot easier.
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Burning Mustache
- Posts: 92
- Joined: 2006-05-15 23:21
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
It wouldn't be hard to do I don't think, just someone needs to get in game, and fire horizontally. Measure how far below the centre of the scope the bullet hits at 50, 100, 150, 200 metres etc in mms. Then translate that to pixels, c.f. that to your resolution vs. screen size and there you go.
I bet someone could write code for that, but a community wide data collection would work fine I think
- or you could use the physics engine in game to figure out drop over x metres and correlate that to markings on the scope!
I bet someone could write code for that, but a community wide data collection would work fine I think

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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
All it takes is a tester to make a mini mini mod without deviation who can fire horizontal with extremely vibrant tracers from set locations with the same weapon settings as the PRMM M24. Then, they just have to mark out the location on their monitor and create that crosshair. I still have the acetate sheet that came with my monitor to keep the dust off, I still use it with a bit of masking tape and some board markers so I can "draw" on my monitor if I ever need to. And no, I do not use it to create a crosshair for PRMM. 
If I knew where the mod files where I could do that myself, but I doubt it's that hard to put together, just change a few values here and there and create a blank map with a wall in the middle. It'd probably help if a temporary rangefinder was added to the scope as well, so the tester just has to move in front of the wall at interval distances and do the testing.
If I knew where the mod files where I could do that myself, but I doubt it's that hard to put together, just change a few values here and there and create a blank map with a wall in the middle. It'd probably help if a temporary rangefinder was added to the scope as well, so the tester just has to move in front of the wall at interval distances and do the testing.
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the.ultimate.maverick
- Posts: 1229
- Joined: 2006-02-19 23:49
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Malik
- Posts: 1676
- Joined: 2006-04-20 16:49
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Szarko
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