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Re: shooting range

Posted: 2008-09-20 17:21
by space
The targets disappear at about 90m so unless they are recoded its hard to use them for longer ranges. Also as others have mentioned the damage doesn't show up at long ranges, so theyre pretty much eye candy. Something could possibly be done with triggerables, but it would be alot of hassle for very little gain.

Re: shooting range

Posted: 2008-09-20 17:22
by Pariel
This is actually a REALLY good idea.

Aren't sniper/marksmen kits "zeroed" at 600m though Johnny? Meaning 430m would not quite be enough (although I do realize that few shots are made above that distance).

It would be nice to have a dedicated training map with the ideas youm0nt suggested:
youm0nt wrote:I don't care if the map looks nice, just give me a flat map with targets and every single kit for each faction that respawn after picking them up and I'm good.
Things I'd really like to use at the range:
-RPGs
-Grenade launchers
-Snipers/DM rifles

Although clearly having all the kits would be the best option.

Re: shooting range

Posted: 2008-09-20 18:21
by Tazz
Jonny wrote:Nope, the distance is anything upto ~430m. Which on almost all maps is all you need.
I set up attack markers as you can see. They show 58m (screenshot one) and 38m (screenshot two).
I mean the distance to the shooting targets :D

Re: shooting range

Posted: 2008-09-21 10:52
by Smegburt_funkledink
Jonny wrote:No rifles are currently zeroed in PR. At all. Not one of them.
I think you hit a nerve there Pariel.. lol

J/K

This'd be a nice addition to the training mode, if each main base had a firing range.

Even nicer if there was no tracer bug getting in the way of Jonny's work.