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Posted: 2007-08-11 04:51
by LeadMagnet
Actually that was my post and the distance was in fact 300m. (LeadMagnet here Viper). Our guys definitely had it down to an art form at the end of the tour. I'd simply point out the door where I'd scoped timmie running into and they'd drop 1 or 2 203's into it while I watched for effect.
Posted: 2007-08-11 11:57
by nedlands1
None of this guessing where to aim... It does have a sight, albeit a magic floaty yellow thing, which works if you know how to use it. To aim the thing you need to know the range and what change of range each of the yellow lines signify. Starting from the top it is 20m through to 70m in 10m increments. Isn't it meant to able to aim at stuff at like 400m you may ask? Well to do that you move the bottom of the sight to the former top position of your original 70 aim then resume counting notches in 10m increments. I have hit targets at ~ 350m using this method. It's not fast and the grenade deviation does make it a bit of a hit and miss affair but it can yield some awesome kills. At short ranges this range guide works best when standing but at long range it is best when prone or crouched.

Where to aim your reticle if you know the range to your target and it is more or less flat. To aim beyond 170m just continue counting notches.

Posted: 2007-08-11 12:19
by nedlands1
I also had a quick look in the USRGL_M203.tweak file which is where certain information regarding such things as deviation, projectile speed, damage etc is stored and under the speed section it has the speed of the round as being 50 m/s whereas various sources on the internet state it to be 76m/s out of the barrel. This may be the dev's way of somewhat approximating the loss of velocity the round would experience IRL (which btw can't be done in the BF2 engine to my knowledge). I also notice that the explosion radius is set to 4.5m whereas in real life the grenade has a "causality radius" of 5m.
Posted: 2007-08-11 12:42
by Jaymz
nedlands1 wrote: I also notice that the explosion radius is set to 4.5m whereas in real life the grenade has a "causality radius" of 5m.
Don't worry, those are EA/Dice meters and aren't quite full meters so it probably works out to a realistic 5m.
Posted: 2007-08-11 13:11
by nedlands1
Maybe some of this range/elevation data should be in the guide. I also noticed that the AT weapons have various zero markings, which most people are totally oblivious of as well. For instance when the AT4's centre post is raised by it's own height it correlates to a range increase of 100m.
Posted: 2007-08-11 13:28
by ZaZZo
I really like the Panzer somthing in OPK, had really good sights where you easily could find the perfect shot for various ranges.
Posted: 2007-08-22 15:32
by nidpants
I'm gonna bump this 'cause I was gonna post a thread identical - i.e. tried search!

Looking around (according to GlobalSecurity, FAS, and the US Army), the M203 is supposed to be able to hit a POINT target at 150m, and an area target at 350m. As it is, I have trouble reliable getting a grenade into a doorway 25m away (whatever that translates into "real" meters) due to the incredible deviation - and that's the minimum arming distance of the grenade IRL! This is something that desperately needs addressing.
Posted: 2007-08-22 16:22
by Leo
you have to let the sight settle before shooting
Posted: 2007-08-23 13:01
by Long Bow
Is it just me or do the GL have more range in 0.6? I was playing with the PLA kit last night (first time I managed to get some time with it, looks great

) I found that what I would normally elevate for a couple of hundred yard shot was to high, consistantly. I found I didn't need to lob the shot as much.
For me aiming is all about the bottom of the yellow sight. That plus a bit of elevation over a target depending on range is accurate almost all the time. I never bother firing it at close range though.
Posted: 2007-08-23 13:22
by Outlawz7
Think, the grenade goes way over the top of the yellow sight, I found out, that you need to aim with the top side straight forward, if you want to shoot something 50-100m in front of you.
Posted: 2007-08-23 13:26
by EagleEyeLG
Yesterday playing on Jabal I was MEC with a grenadier kit for a little. USMC had an APC on the bottom level of the damn so guys were spawning like crazy. I went to the North end of the topside of damn and started lobbing grenades down, but I had to aim REALLY high up to get them in there, and it seemed about maxed out on the range.
Posted: 2007-08-23 13:37
by nidpants
After playing around with the M203 on a private server, maximum reliable range is about 240-270m if you have an ammo source. Unlike nedlands1, I find that placing the bottom of the yellow sight on the target will hit a target ~90m, two sightlengths up will hit ~170m, and three will hit ~240m.
The deviation, even after waiting a few seconds before AND after raising the sights (and regardless of stance) is still essentially random. At ~125m the grenade will usually land probably 15m or so from the intended target in all different directions (i.e. NOT point target range), and after firing about 30 grenades (standing on the back of a HUMVEE) I couldn't get a single one into the window of a bunker from 40m - but they did scatter pretty evenly between both sides and above.
Posted: 2007-08-23 17:04
by VipersGhost
nidpants wrote:After playing around with the M203 on a private server, maximum reliable range is about 240-270m if you have an ammo source. Unlike nedlands1, I find that placing the bottom of the yellow sight on the target will hit a target ~90m, two sightlengths up will hit ~170m, and three will hit ~240m.
The deviation, even after waiting a few seconds before AND after raising the sights (and regardless of stance) is still essentially random. At ~125m the grenade will usually land probably 15m or so from the intended target in all different directions (i.e. NOT point target range), and after firing about 30 grenades (standing on the back of a HUMVEE) I couldn't get a single one into the window of a bunker from 40m - but they did scatter pretty evenly between both sides and above.
This is exactly my experience as well with these things. The Dev's said it was like 350yds maximum range...not sure if that was due to BF2 meters being longer/shorter than RL meters though.
Posted: 2007-08-23 20:11
by jackal22
it can reach quite far, on the pr toruney i was in a brit squad defending a river bank and the chinese were just gling us like mad from their side.
So we set up a motar spot i was spotting them and we managed to get a good 12 rounds over the other side of the river and took most of them out.
but yeh the deviation is really sucky im sorry but judging the range without a spotter is hard enough let alone it veering left or right madly.
it odd i find it easier to hit far away targets, when ever i use it under 100m it always hits the wall to the left of the guy or to the right giving me away.
Posted: 2007-08-23 23:24
by VipersGhost
We gotta get rid of that deviation! I wouldn't mind a little more range too...not a big deal in comparison to the deviation though.
Posted: 2007-08-24 02:11
by nedlands1
A M203 is mean to be able to hit a point target at 150m. That means with the 5m kill radius that the round has, the round can land a maximum distance of 5m to either side of the target. This translates to a deviation of +/- 1.91 degrees.
Posted: 2007-08-24 02:16
by Zybon
The problem is that the deviation takes effect before it even leaves the barrel, so it ends up behaving extremely unrealistically at close ranges or when firing from confined spaces.
Why do we need deviation anyway, I thought the whole point of having indirect fire was to rely on user uncertainty to do the job.
Posted: 2007-08-24 02:34
by IronTaxi
because for those of you who dont remember the m203 was the sniper rifle of choice up until deviation was added..
we may have some kind of help for that comign down the pipe though..now that i think about it...
ill mention it in the DEV forums..
Posted: 2007-08-24 03:42
by EagleEyeLG
[R-DEV]IronTaxi wrote:because for those of you who dont remember the m203 was the sniper rifle of choice up until deviation was added..
we may have some kind of help for that comign down the pipe though..now that i think about it...
ill mention it in the DEV forums..
I think you all should keep deviation, but not to that degree, but definitely longer range.
Posted: 2007-08-24 09:00
by DOAW
FSgt.Lang |3-5| wrote:Actually that was my post and the distance was in fact 300m. (LeadMagnet here Viper). Our guys definitely had it down to an art form at the end of the tour. I'd simply point out the door where I'd scoped timmie running into and they'd drop 1 or 2 203's into it while I watched for effect.
Leaf sights or quadrant sights?