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The different ranges of the weapons

Posted: 2008-12-30 21:02
by Sample246
I found myself in a ****-tastic situation yesterday. I'm no PR vet by any stretch of the imagination, but I play from time to time. I found myself in a medium/long range gun fight with an enemy in one of the desert maps (forgot which). We were both on two different mountains. I was equipped with the ACOG scope. If I'm not mistaken, there is bullet drop in the game right? I couldn't hit the guy for the life of me. I waited about 3 seconds in between each shot to ensure my stability was maxed. It seemed the enemy was having the same trouble as I was as this gunfight lasted a good solid minute of neither of us moving, just taking shots at each other. I tried aiming above his head more and more, and just couldn't hit him.

Basically my question is what are the ranges of the weapons and am I correct in assuming there is bullet drop? Surely I'm not expected to memorize a bunch of different numbers because there's a LOT of weapons in this game, and I need to be able to react quickly. How do I measure how much above someone's head I am supposed to aim if the range is too great?

Re: The different ranges of the weapons

Posted: 2008-12-30 21:13
by Jigsaw
With a scoped rifle, you are unlikely to hit anything beyond 300m no matter how well you space your shots or compensate for bullet drop.

The truly effective range for a scoped rifle is around 200-250m max and this varies between weapons too with the MEC G3 being more effective at range as it has greater stopping power than an M16 for instance.

As for bullet drop im not aware of any bullet drop for any weapon other than sniper rifles, just deviation.

Re: The different ranges of the weapons

Posted: 2008-12-30 21:16
by Sample246
I see. How might I measure the range of an enemy if I don't have the proper equipment or attack commands?

Re: The different ranges of the weapons

Posted: 2008-12-30 21:37
by ostupidman
From what i understand all the weapons do have "bullet drop" but not till their "sighted in range" assault rifles is what something like 400m? So in game the bullet flies completely straight till it gets to that point then you have to compensate. With current deviation its not surprising you couldn't hit the enemy. You can settle for 10 minutes and still miss because of the randomness. Next version is supposed to be more accurate after settling sufficiently.

Re: The different ranges of the weapons

Posted: 2008-12-30 22:00
by Jigsaw
Sample246 wrote:I see. How might I measure the range of an enemy if I don't have the proper equipment or attack commands?
Experience, pretty much. After playing a while you should be able to estimate fairly accurately.

As a guide name tags on friendlies disappear after 50m. You can run 100m over flat terrain with 1 full bar of stamina etc etc

Re: The different ranges of the weapons

Posted: 2008-12-31 05:17
by Sample246
Wow, I can't believe it. Today just made me throw up my hands in disgust. I couldn't hit ANYBODY! I swear, one guy must've been 20 yards from me, MAX, with my reticule on him (I was US Army Medic with the standard scope) and I couldn't hit him for ****. He takes one shot at me and DEAD. I like learning how to play games, and getting better at them, but this is seems like it took the realistic-ness and made it UNrealistically difficult. I know in real life I could've made that shot no sweat. Why should the trained soldiers in this game have the shooting ability of a 12 year old girl? It's just not fun.

Re: The different ranges of the weapons

Posted: 2008-12-31 05:32
by Psyko
This is an ongoing subject. The deviation in the next version is much more reliable imo.

@ Sample...Every version is different, this is a Project, and each version is like another experiment in the project. Unfortunatly in the current version the deviation is less than perfect, but it was damn near close. next version (0.850) will be coming out real soon, so chill and wait for it. as allways it brings remarkable improvements.

Re: The different ranges of the weapons

Posted: 2008-12-31 21:03
by Guardian[]B()b
Sample246 wrote:Wow, I can't believe it. Today just made me throw up my hands in disgust. I couldn't hit ANYBODY! I swear, one guy must've been 20 yards from me, MAX, with my reticule on him
I have more times like that than not, drives me nutz sometimes too. Then there are times it all goes my way. Recently I got 2 close quarters head shots on the same map - shooting from the hip ! and one of them I was strafing left and the enemy was prone with just his head sticking up over the dune. Doesn't make sense but the engine is limiting and Devs do all they can with it.

Re: The different ranges of the weapons

Posted: 2009-01-01 06:24
by Sample246
I guess it's a bit unfair of me to complain when I'm getting all this for free. I apologize. I suppose as my own constructive criticism, I feel it would be very necessary to cut down on the aiming difficulty. I understand how we're going for realism here, and realistically, you can't blast from the hip and get headshots all the time. But I feel the little slider bar (metaphorically of course) has kinda been pushed TOO far to the other side here, to the point of these soldiers seeming as if they've never touched a rifle in their life. I have to say though, other than the actual combat itself, the mod is a gigantic orgy of fun. The total reliance on team play and mature community (for the most part) and that greater sense of "I must stay alive." Gotta say thanks to the developers for the awesome job they did here. I just sorely hope that in v.85, the close quarters combat aiming will be toned down a bit.

Re: The different ranges of the weapons

Posted: 2009-01-01 12:40
by Sabre_tooth_tigger
I think its been done this far on purpose to downplay the ability of just one guy alone who has a good ping, etc
You will miss, die, need others to take that shot you could not and revive you and so a diverse squad who moves properly should always be better off

I agree the m16 acog is incredibly inaccurate at anything over medium range. Try the G3 for better long range shots.

The range info for the guns should be in the game files somewhere if you were determined to find out. I remember being told last version the pistol definitly gets reduced in damage done earlier then a normal round and g3 has more range then the m16 bullet, etc


From last version, some explanation:
{R-CON}nedlands1 wrote:The rounds have a damage drop off based on range. I shall illustrate this with an example. Here is the bit of code which governs the damage of the 5.56x45mm rounds that the full sized rifles use.

Code:

ObjectTemplate.damage 36
ObjectTemplate.minDamage 0.4
ObjectTemplate.DistToStartLoseDamage 200
ObjectTemplate.DistToMinDamage 1000

The first line is the base damage from which the rest of the damage calculations are based upon. The second line is the multiplier for the damage at the distance which minimum damage is done and beyond. In this case the damage would be 14.4 at 1000m+. The third line is the distance the damage starts to drop off. The final line is the distance where the damage reaches the minimum value. I am under the impression that the damage drops of linearly from the "DistToStartLoseDamage" range to the "ObjectTemplate.DistToMinDamage".

Weapon Damage v2 - Google Docs

Re: The different ranges of the weapons

Posted: 2009-01-01 21:12
by Sample246
Sabre_tooth_tigger wrote:I think its been done this far on purpose to downplay the ability of just one guy alone who has a good ping, etc
You will miss, die, need others to take that shot you could not and revive you and so a diverse squad who moves properly should always be better off

I agree the m16 acog is incredibly inaccurate at anything over medium range. Try the G3 for better long range shots.

The range info for the guns should be in the game files somewhere if you were determined to find out. I remember being told last version the pistol definitly gets reduced in damage done earlier then a normal round and g3 has more range then the m16 bullet, etc


From last version, some explanation:
I see what you're getting at here, but making individuals' aim retarded to incourage teamplay is not realistic. There's plenty already in the mod to encourage team play. I feel that it IS realistic that if I'm waiting on the flank of a building by myself, and a whole enemy squad passes by without noticing, that I should be able to take out at least THREE of them if my aim is decent (which seems impossible at this time). What this situation USUALLY becomes is I fire at the squad that I'm ambushing and miraculously, every shot seems to go at a 90 degree angle out of my barrel and they turn around and rape me, making me look like a fool. Difficult, yes, but not realistic.