Close quarters vs Long range

superhunty
Posts: 357
Joined: 2007-09-23 12:58

Re: Close quarters vs Long range

Post by superhunty »

Ha saw that document posted by Gazz, went downstairs, got a massive mug of tea and 2 slices of cake, then settled down for a good hour to read it. Fantastic!
Nebsif
Posts: 1512
Joined: 2009-08-22 07:57

Re: Close quarters vs Long range

Post by Nebsif »

superhunty wrote:Ha saw that document posted by Gazz, went downstairs, got a massive mug of tea and 2 slices of cake, then settled down for a good hour to read it. Fantastic!
And now Im back!
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: Close quarters vs Long range

Post by goguapsy »

Perhaps we could make another 1-death-only event like TG made some time ago... see how that goes.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

Image[/CENTER]
USMC sniper
Posts: 22
Joined: 2010-07-24 23:25

Re: Close quarters vs Long range

Post by USMC sniper »

CQB is just impossible now a days in PR :roll:
Seamus2010
Posts: 6
Joined: 2010-07-18 07:04

Re: Close quarters vs Long range

Post by Seamus2010 »

USMC sniper wrote:CQB is just impossible now a days in PR :roll:
Says a sniper.
BlackwaterSaxon
Posts: 361
Joined: 2009-07-11 00:02

Re: Close quarters vs Long range

Post by BlackwaterSaxon »

Bellator wrote:In urban (and forest) conditions it isn't uncommon for firefights to occur at very short ranges. The long range firefights (300+ meters) that occur in Afghanistan are probably the result of the prevailing terrain conditions on the ground (i.e. much more open fields that in many places in Europe and so forth). For example, in Finland, things are different: here it is expected that most fights would occur at ranges of 100-200 meters, even less. So here we still use the 7.62x39 round.
That doesn't really make that much sense, surely a smaller round would be better suited for the ranges you specify? Look at the amount of M14s brought back into service for Afghanistan due to the range that soldiers are fighting from, a larger round is better suited for long distance shooting.

Also, do you get many firefights in Finland?
Image
Image
obZen
Posts: 156
Joined: 2008-09-22 21:25

Re: Close quarters vs Long range

Post by obZen »

I disagree with the close quarters thing...But how we do it in PR is incredibly unrealistic compared to how it's done in the real world.

In the real world it's usually wiping out a semi-fortified building...And I can assure you that's not done as easily as firing a LAT or grenade through a wide open window.

I think the main thing it comes down to is no matter how we try to play PR, the average player doesn't have much fear of being shot (or really tries to avoid it) when you have medics and respawns.
dtacs
Posts: 5512
Joined: 2008-12-07 23:30

Re: Close quarters vs Long range

Post by dtacs »

BlackwaterSaxon wrote: Also, do you get many firefights in Finland?
Winter War - Wikipedia, the free encyclopedia

A 7.62 round at close range is going to do serious damage, especially to light body armor. Some Russian troops (maybe not regulars) still use the AKM for its large round in close quarters.
Image
MikeBeehan
Posts: 18
Joined: 2009-07-02 00:06

Re: Close quarters vs Long range

Post by MikeBeehan »

I like CQB :)
Image
Image
Cobhris
Posts: 576
Joined: 2008-06-11 07:14

Re: Close quarters vs Long range

Post by Cobhris »

obZen wrote:I think the main thing it comes down to is no matter how we try to play PR, the average player doesn't have much fear of being shot (or really tries to avoid it) when you have medics and respawns.
I try to avoid getting shot. See, look at it this way: If you get into a firefight and get shot, you lose your chance to kill the other guy. I've found that using cover and staying alive is the best way to get kills in PR, so I try not to stand in the open or put myself in any other situation where I'm guaranteed to get shot.
Image

The Soviets may have only gotten as far as East Germany, but they took the rest of the continent without firing a single shot.

NObama 2012!
Urbanxfx
Posts: 109
Joined: 2009-12-16 00:47

Re: Close quarters vs Long range

Post by Urbanxfx »

I believe rifles should have Zeroeing, like 1000 metres on sniper rifles and adjustible 50-300 metres on assault rifles. All else should be locked at 100m.
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: Close quarters vs Long range

Post by mangeface »

Urbanxfx wrote:I believe rifles should have Zeroeing, like 1000 metres on sniper rifles and adjustible 50-300 metres on assault rifles. All else should be locked at 100m.

Sniper rifles are zeroed to 600 meters, which is pretty accurate. That's about the furthest you can engage anything with the rifle on most maps effectively.

I believe assualt rifles are zeored to 300 meters. Not too sure on that though.
obZen
Posts: 156
Joined: 2008-09-22 21:25

Re: Close quarters vs Long range

Post by obZen »

they shouldn't be zeroed at all because even iron sight weapons require range adjustments.
Pronck
Posts: 1778
Joined: 2009-09-30 17:07

Re: Close quarters vs Long range

Post by Pronck »

The problem with most of the firefights is that people want 1 shot kills, instead of going hip-fire spray, when you use your hipfire more, and spray them under you will win more CQB-Fights. Because when they are bleeding because of a lost bullet, they most of the time fall back which gives you the opportunity to take them out.
We are staying up!
Indistinct0
Posts: 94
Joined: 2010-07-27 21:27

Re: Close quarters vs Long range

Post by Indistinct0 »

Looy wrote:Because at close range everyone stands still for 5 seconds lining up a shot in IRL, right?
... You really wait for max accuracy at >50m?

If iron sight/rds/holographic weapons were given to everyone at the start (With exceptions, like officer would get a scoped weapon) and requestable kits were given scoped guns I imagine the game would play a little bit better on these CQC situations. So squad starts out - Officer gets M4 w/ Acog, Support Gunner gets M249 iron sights, medic gets m4/16 iron sights, specialist gets m4 rds/holo/ironsight, grenadier gets m4/16 ironsight/holo/rds. You get the point, and if the squad was going to be operating at longer ranges they could go to a supply crate and get their hands on weapons fitted with longer range optics, or have people in the squad that could be called upon for these longer range firefights. IMO it would lessen the walking across an open area then medic gets hit by a single bullet, and create more walking across an open area then fired upon, taking fire, get to cover, fix wounded, etc.
Last edited by Indistinct0 on 2010-08-03 06:47, edited 1 time in total.
Post Reply

Return to “Infantry”