Re: Accuracy of M24
Posted: 2009-05-06 19:57
This whole deviation thing is really stupid, not just for M24. Even M16s have 3-4 MoA which means ~0.01m deviation at 100m - 0.5m is 50 times less accurate than reality! Of course in reality you won't make such an awesome grouping most of the time, but that's because you're not going to be successful in properly aligning the sights and placing them dead on target - you'll be a bit off, depending on your skill and the kind of sights you're using. Instead of absurd random deviation values, implement something that will make pointing the weapon at the target more difficult, especially at crouch/standing it is very hard to stabilize the weapon properly and as a result beyond 100m you're not going to hit anyone if you're standing up. Not because of random deviations, but because you couldn't point the barrel at the target.
As for the M24, it takes slightly longer to "sight" it due to the heavier weight, larger size and to a lesser degree due to its 10x scope. It's very hard to stabilize in the "standard" standing firing position (though it is possible to stabilize it more using a different standing firing position, it takes too long and thus is never trained nor used outside of competitive (=non-military) shooting). In crouch it's not very different than M16 regarding stability, though it still takes longer to get into firing position and aiming due to the weight/size/scope. When prone, though, it's much easier to stablilize - mostly due to the bipod but also a bit because of the weapon design. As a side note, prone/crouch really need to NOT be instant actions and aiming should be "canceled" when you switch stances so you have to re-aim after every stance switch.
Adding proper breathing effects plus some proper inertia effects plus proper recoil effects* (but not over-doing them), will make it harder to aim while still allowing you to keep deviations low. Right now I just feel like I'm playing Soldier of Fortune 3 with how the weapons spread even when sighted.
*yes recoil effects are in already but they could be made more realistic, as the direction of "muzzle climb" actually depends on the weapon and firing position (standing/crouch/prone) as well as whether or not you have it supported by a bipod.
EDIT: Sorry, just noticed it's a 3-year-old-thread, I suppose google does have disadvantages.
As for the M24, it takes slightly longer to "sight" it due to the heavier weight, larger size and to a lesser degree due to its 10x scope. It's very hard to stabilize in the "standard" standing firing position (though it is possible to stabilize it more using a different standing firing position, it takes too long and thus is never trained nor used outside of competitive (=non-military) shooting). In crouch it's not very different than M16 regarding stability, though it still takes longer to get into firing position and aiming due to the weight/size/scope. When prone, though, it's much easier to stablilize - mostly due to the bipod but also a bit because of the weapon design. As a side note, prone/crouch really need to NOT be instant actions and aiming should be "canceled" when you switch stances so you have to re-aim after every stance switch.
Adding proper breathing effects plus some proper inertia effects plus proper recoil effects* (but not over-doing them), will make it harder to aim while still allowing you to keep deviations low. Right now I just feel like I'm playing Soldier of Fortune 3 with how the weapons spread even when sighted.
*yes recoil effects are in already but they could be made more realistic, as the direction of "muzzle climb" actually depends on the weapon and firing position (standing/crouch/prone) as well as whether or not you have it supported by a bipod.
EDIT: Sorry, just noticed it's a 3-year-old-thread, I suppose google does have disadvantages.

