Page 1 of 1

RPG-7V2 optic woes and tutorial

Posted: 2014-02-15 07:59
by hvymtal
I had the mixed pleasure/pain of using the RPG-7V2 with the PG-7VR Tandem warhead (fix the name of the warheads, i think it was PG-7VM in game) warhead today on co-op Opfor Pavlovsk (Vet gaming), and I have got to say it was a ***** to use. I managed to take out two humvees, an AAV, and an Abrams. It is an excellent kit, but for god sakes something NEEDS to be done about the zeroing on the PGO-7!

I know that it is center-zeroed on the VM 300/VL 150 mark, which is workable by me, but it really needs to be fixed so that it is bore sighted to the cross. Sure, the VR warhead has ridiculous drop IG and IRL, but it should be at least useful to use the cross since all warheads can hit that at 50m.

BTW, here's how an RPG-7's PGO-7 3x optic IRL works since it can be so confusing. The pic is taken from A2 ACE2, but there is no difference between the PGO-7 in ACE and the PGO-7 IRL. I have no idea how the lead markers work, m/s maybe??

Image

Actual zeroing, again, is the VM 300m and VL 150M

Warheads:
PG-7VM: Updated version of PG-7V standard 85mm HEAT. Works more like HEDP functionally
PG-7VL: Better but heavier 93mm HEAT warhead, a proper anti-tank rocket with more penetration
PG-7VR: Tandem-warhead 105mm HEAT rocket designed especially to kill MBTs. Short range and very heavy

Hope this clears up some confusion people have about it, i know i nearly killed myself firing it the first time since the zeroing is off (FIX IT!!!). I might do some stuff with the other launcher optics if people want

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-02-17 07:21
by Bringerof_D
yes, all AT weapons need to be properly zeroed, especially true for the ones with ranging optics such as this one.

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-02-20 21:19
by Tarranauha200
I just pick the unscoped version and get close. The sight is so bad I rather not use it.

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-02-22 12:07
by TopeH
I see nothing wrong with the scope once you get used to it, but I tend to get close to the enemy armor when i'm using AT kits so I always take the unscoped kit.

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-02-24 05:06
by =MeRk= Morbo5131
As far as I can tell, the sight works pretty much as in the OP, what's the problem exactly?

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-02-25 01:35
by Mongolian_dude
I can think of no LAT weapon in PR that does not have functioning sights or optics, as depicted IRL.


...mongol...

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-03-17 23:38
by Roque_THE_GAMER
[R-MOD]Mongolian_dude wrote:I can think of no LAT weapon in PR that does not have functioning sights or optics, as depicted IRL.


...mongol...
some sights does have a working scale, will be quite useful some time since you cant get a distance like the squad leader binoculars.

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-03-19 16:56
by mockingbird0901
Roque_THE_GAMER wrote:some sights does have a working scale, will be quite useful some time since you cant get a distance like the squad leader binoculars.
And that is when you use the power of teamwork and ask SL for the range :D

It's that or guesstimating it.

Posted: 2014-03-19 17:45
by Portable.Cougar
I don't mind the scope. My issue is that the Tandem and LAT use opposite side of the scope. The Tandem using the bottom half and the LAT using the top half.

I'm sure there is some realism there, but perhaps some similarity would allow the learning curve to be lowered.

Re: RPG-7V2 optic woes and tutorial

Posted: 2014-03-19 17:56
by Roque_THE_GAMER
mockingbird0901 wrote:And that is when you use the power of teamwork and ask SL for the range :D

It's that or guesstimating it.
considering most of the time the squad leader don't give a shit or just prefer to still whit hes hands on the Rifle or if you are insurgency you don't have such technology.