Sniper kit frustration

General discussion of the Project Reality: BF2 modification.
Dirty Berd
Posts: 33
Joined: 2010-07-14 08:31

Sniper kit frustration

Post by Dirty Berd »

I like using the sniper kit. The problem is, is that it gets frustrating when trying to support the squad. First thing is that the amount of time you have to wait to be accurate is too long. I cant count how many times I have focused on a target only to have it move at the instant I was about to fire. This is especially frustrating on targets inside 600 meters. Also the amount of time it takes to pull the scope up to your eye is too long as well. I feel like an 90 year old when I'm playing. The other problem is the scope. If they could Increase the field of view it would make it a little more functional. Then there is the binoculars. For me, the zoom is way to strong and the field of view is too narrow. If they could add an additional zoom that would allow you to switch back to a lesser zoom with greater field of view then it would make it more functional. The kit is limited as it is as far as it's availability goes. 32 players and 2 sniper kits. Increasing it's functionality would make it that much more enjoyable as well as having greater effectiveness in game.
DevilDog812
Posts: 491
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Re: Sniper kit frustration

Post by DevilDog812 »

1+2. this is done to prevent CoD style sniping and to represent setting up your rifle
3. done. look up 3D scopes
4. not going to happen, search it. they used to have 2 powers of zoom, but it is just 1 now. i forget why
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WhatMan
Posts: 128
Joined: 2010-01-30 22:13

Re: Sniper kit frustration

Post by WhatMan »

Why just not get rid of the sniper kit all together if your just gonna remove all the core feature of a marine sniper
Dirty Berd
Posts: 33
Joined: 2010-07-14 08:31

Post by Dirty Berd »

DevilDog812 wrote:1+2. this is done to prevent CoD style sniping and to represent setting up your rifle
3. done. look up 3D scopes
4. not going to happen, search it. they used to have 2 powers of zoom, but it is just 1 now. i forget why
1+2. I understand why they wanted to slow the game down.. I'm not talking about turning it into an arcade type sniper rifle. I totally agree with the initial mechanics of setting the gun up when you first select it. But after you have the gun selected and then pull the scope from your eye and then pull it back up it's too slow. All I'm saying is It would feel more realistic to speed it up by half.

3. I know about the 3d scope.. And I don't have a full opinion until I try it. I just hope it doesn't have a negative affect on what you can see through the scope. I hope they can increase the field of view of the scope it's self and not so much what you see in the area around you.

4. I don't remember the 2 zooms, I'll look that one up.
WhatMan wrote:Why just not get rid of the sniper kit all together if your just gonna remove all the core feature of a marine sniper
"?" I don't understand
Last edited by Jigsaw on 2010-08-03 23:30, edited 1 time in total.
Rudd
Retired PR Developer
Posts: 21225
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Re: Sniper kit frustration

Post by Rudd »

I think I actually agree to an extent

I think its this?
ObjectTemplate.deviation.setTurnDev 1 .01 .01 .05
once set up I would like the penalties for the sniper's moving the rifle to be about half of now, as moving targets are so much harder to hit because of the deviation, the movement of the person, the Lag on a server, the hit detection etc.
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DevilDog812
Posts: 491
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Re: Sniper kit frustration

Post by DevilDog812 »

[R-CON]Rudd wrote:I think I actually agree to an extent

I think its this?



once set up I would like the penalties for the sniper's moving the rifle to be about half of now, as moving targets are so much harder to hit because of the deviation, the movement of the person, the Lag on a server, the hit detection etc.
does using the mouse affect deviation? i heard that only WASD keys did
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Silly_Savage
Posts: 2094
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Re: Sniper kit frustration

Post by Silly_Savage »

Dirty Berd wrote:I like using the sniper kit. The problem is, is that it gets frustrating when trying to support the squad. First thing is that the amount of time you have to wait to be accurate is too long. I cant count how many times I have focused on a target only to have it move at the instant I was about to fire. This is especially frustrating on targets inside 600 meters. Also the amount of time it takes to pull the scope up to your eye is too long as well. I feel like an 90 year old when I'm playing. The other problem is the scope. If they could Increase the field of view it would make it a little more functional. Then there is the binoculars. For me, the zoom is way to strong and the field of view is too narrow. If they could add an additional zoom that would allow you to switch back to a lesser zoom with greater field of view then it would make it more functional. The kit is limited as it is as far as it's availability goes. 32 players and 2 sniper kits. Increasing it's functionality would make it that much more enjoyable as well as having greater effectiveness in game.
Literally all of the problems you've described can be remedied by simply using the designated marksman kit instead of the sniper.
The problem is, is that it gets frustrating when trying to support the squad.
The designated marksman kit is the ideal weapon for long-range squad support. It is able to put accurate rounds down range much quicker than an ordinary rifle.
First thing is that the amount of time you have to wait to be accurate is too long.
Depending on the range of your target, you can either go into an undeployed or deployed mode. Undeployed is useful for targets that are close and need to be dealt with quickly, while deployed is for targets at range which would normally be too difficult for a regular rifle to engage. Once you've let your rifle settle in the deployed mode, the amount of time it takes between shots to reach maximum accuracy is minimal.
This is especially frustrating on targets inside 600 meters.
Again, the designated marksman kit shines at ranges between 0 - 600m.
Also the amount of time it takes to pull the scope up to your eye is too long as well.
Depending on what firing mode you're in, the time to pull the scope up to your eye can vary. While in undeployed mode, you bring up the scope quite quickly. However, in deployed mode, it takes a bit more time.
Then there is the binoculars. For me, the zoom is way to strong and the field of view is too narrow.
The marksman kit is issued ordinary binoculars, making it much easier to track a target.
The kit is limited as it is as far as it's availability goes.
There can be up to three designated marksman kits in play at one time.
Last edited by Silly_Savage on 2010-07-27 23:01, edited 1 time in total.
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Dirty Berd
Posts: 33
Joined: 2010-07-14 08:31

Post by Dirty Berd »

Silly_Savage wrote:Literally all of the problems you've described can be remedied by simply using the designated marksman kit instead of the sniper.
The marksman is another great weapon to use for close support. But It's not as accurate as the sniper rifle.....That's why I use it over the marksman rifle.
DevilDog812 wrote:does using the mouse affect deviation? i heard that only WASD keys did
Yeah the mouse dose affect it but it all depends on how fast you move it. If you hit your strafe keys to move in a direction then you have to wait the full 8 seconds. I thing the best way to see this in action is to look at the hat kit. If you watch the
( ) when your on a target and then move you will see them spread ( ) and as you stay still they will return to ( ) showing that you have 100% accuracy. I cant say if this is the case for sure but I've tested it and it takes a full 8 seconds to return to normal after you move. So it's a good visual representation IMO.
Last edited by Jigsaw on 2010-08-03 23:29, edited 1 time in total.
Excavus
Posts: 539
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Re: Sniper kit frustration

Post by Excavus »

Dirty Berd wrote:Yeah the mouse dose affect it but it all depends on how fast you move it. If you hit your strafe keys to move in a direction then you have to wait the full 8 seconds. I thing the best way to see this in action is to look at the hat kit. If you watch the
( ) when your on a target and then move you will see them spread ( ) and as you stay still they will return to ( ) showing that you have 100% accuracy. I cant say if this is the case for sure but I've tested it and it takes a full 8 seconds to return to normal after you move. So it's a good visual representation IMO.
No, you're wrong. Deviation was changed in the .9 patch so moving for a second only affects it a little.
Amir
Posts: 167
Joined: 2010-03-10 19:35

Re: Sniper kit frustration

Post by Amir »

Take usual kit
Stick up with squad
????
PROFIT !

OR

Buy CoD:MW2
Shoot snipers without any kind of deviation/realism
????
PROFIT !

Personaly I love the idea behind the sniper/marksman thing. It's kinda cool if trying to stay alive as much as possible and focus on important things of the game and spotting/lazing targets. I'd rather to stay a whole round alive with 1 kill and 0 deaths then 10 kills and 20 deaths. And the sniper-kit is designed for long accurate shots for important targets.
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Rudd
Retired PR Developer
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Re: Sniper kit frustration

Post by Rudd »

Excavus wrote:No, you're wrong. Deviation was changed in the .9 patch so moving for a second only affects it a little.
excavus is correct

you move for 1 second, you wait for 1 second

you move for 2 seconds, you wait for 2 seconds, and so on.
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Dirty Berd
Posts: 33
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Re: Sniper kit frustration

Post by Dirty Berd »

Excavus wrote:No, you're wrong. Deviation was changed in the .9 patch so moving for a second only affects it a little.
I don't get exactly what you mean by I'm wrong.. Anyways this is from the April 29, 2010 Project Reality 0.91 Manual, Page 16.


Sniper rifles are used to engage high-priority targets at long ranges. Their
rate of fire is slow since they operate using bolt action. The player's stance
does not influence the sniper rifle's accuracy. Bullet drop compensation is only
needed at ranges exceeding 600m. Maximum accuracy is obtained by waiting
for about 8 seconds after movement and 4s after shooting. The "switch fire
mode" key (default 3) can be used to activate a breathing sound which lasts for
about 8 seconds. This sound can help you estimating the time needed to regain
accuracy. Keeping the fire button pressed after shooting will allow you to track
your shot before rebolting the rifle.
Kits: sniper, insurgent SMLE No.4 (pickup kit)

If I'm wrong then they need to change the manual.
CallousDisregard
Posts: 1837
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Re: Sniper kit frustration

Post by CallousDisregard »

WhatMan wrote:Why just not get rid of the sniper kit all together if your just gonna remove all the core feature of a marine sniper
Yes, get rid of it completely and so many will rejoice.
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goguapsy
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Re: Sniper kit frustration

Post by goguapsy »

[R-CON]Rudd wrote:excavus is correct

you move for 1 second, you wait for 1 second

you move for 2 seconds, you wait for 2 seconds, and so on.
And some guns suffer > or <, juts not sure which ones.

I think HAT suffers > penalty for moving
And deployed MG suffers < penalty for moving, I could be wrong though.

Pistol = < penalty
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

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Zegel
Posts: 95
Joined: 2008-07-21 18:43

Re: Sniper kit frustration

Post by Zegel »

I don't believe the downloaded manual has been updated in a long while now. The forums are your best bet for info like that. The way I understand it (I may be wrong) is it takes 5 seconds of WASD movement to reach full deviation. One second of movement means you're out 1.6 seconds until you're at min dev again.

But seriously, I'm fighting the urge I feel to hijack and turn every "make the sniper rifle kit more effective" thread into a"remove sniper rifle kits" thread.

Also, this talk of the DM kit being interchangeable and solving all of the original poster's problems makes me queasy. DM kit's are meant to be run in 6 man squads, not by snipers in smaller 2km maps.
danger01
Posts: 71
Joined: 2008-01-08 18:20

Re: Sniper kit frustration

Post by danger01 »

sniper rifles have always been used for taking out high profile targets, officers, medics, anti tank etc, it is not supposed to be for taking out full squads on the move or rapidly killing every target you see.

The primary mission of a sniper in combat is to support combat operations
by delivering precise long-range fire on selected targets. By this, the
sniper creates casualties among enemy troops, slows enemy movement,
frightens enemy soldiers, lowers morale, and adds confusion to
their operations.

Sniper Training Field Manual 23 10
nir0
Posts: 70
Joined: 2009-11-08 05:29

Re: Sniper kit frustration

Post by nir0 »

sniper kit is not made for support purpose, read manual
Chuc
Retired PR Developer
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Re: Sniper kit frustration

Post by Chuc »

Zegel wrote:Also, this talk of the DM kit being interchangeable and solving all of the original poster's problems makes me queasy. DM kit's are meant to be run in 6 man squads, not by snipers in smaller 2km maps.
OP was using the sniper kit in a squad support role, which the DM kit works much better in.
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Dirty Berd
Posts: 33
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Re: Sniper kit frustration

Post by Dirty Berd »

Zegel wrote:I don't believe the downloaded manual has been updated in a long while now. The forums are your best bet for info like that. The way I understand it (I may be wrong) is it takes 5 seconds of WASD movement to reach full deviation. One second of movement means you're out 1.6 seconds until you're at min dev again.

But seriously, I'm fighting the urge I feel to hijack and turn every "make the sniper rifle kit more effective" thread into a"remove sniper rifle kits" thread.

Also, this talk of the DM kit being interchangeable and solving all of the original poster's problems makes me queasy. DM kit's are meant to be run in 6 man squads, not by snipers in smaller 2km maps.
Well they took the time to put
April 29, 2010 Project Reality 0.91 Manual, in the manual. Maybe someone could post a link to the thread that gives a definitive answer. And why not remove the hat kit and the sniper rifle? Oh wait... why not remove the tank and the lav as well?
Ratha
Posts: 17
Joined: 2010-07-19 08:24

Re: Sniper kit frustration

Post by Ratha »

Is there any plan on making the breathing sound a default sort of sound when you move, or giving some form of visual indication such as scope sway to display the deviation modifier since we dont have very good feedback on it as a general rule, including normal soldiers as well? Cant count how many times i thought i was steady, when in fact my bullets were still shooting at a 45 degree angle to my position.

Sorry to ask two slightly unrelated questions, but this one too is mildly related. When 'deployed' with the designated marksman rifle, or the automatic rifle, is it still considered a cheat to not be laying prone or up against an object when deployed? I forget where i read it (in the manual maybe) that it was considered bad mannered and or a cheat to do so.
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