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All about snipers

Posted: 2006-05-30 05:06
by [T*Co]StudMuffin21
Ok, so being a sniper is all I ever do. It's my absolute favorite job.

This mod is AWESOME! It's EXACTLY what I've been looking for in a first person shooter game such as this.

However, there are three major problems with the snipers.

One:
The ghillie suits. They still don't blend in good enough. They really need to be adjustable (per map) to the surroundings better.

Secondly: And MOST importantly
All sniper rifle scopes are not nearily powerfull enough. X5 magnification is not nearily high enough. They really need to be variable (if possible). If not possible, the best would be arround X15.

Third:
It would be VERY nice if the binoculars/scope had a intergrated range finder. That would just add immensely to the realism of the game.

The binoculars are an awesome addition to this kit. It works to allow two snipers to work together. One as a spotter, the other as a shooter.
But the binoculars need to be more powerfull than the scope for the rifle.

Doing these two simple things would GREATELY increase the effectiveness and fun of the sniper kit. The only kit I use.

Once again, GREAT job on this mod.

Posted: 2006-05-30 05:46
by Andrew_Kirk_25
Actually, the right magnification would be 10X. But the rangefinder would kick ***.

Posted: 2006-05-30 07:03
by Eden
What I would love to see is adjustable magnification on the Sniper Scope.

Posted: 2006-05-30 07:03
by [T*Co]StudMuffin21
Is there any way you could make it adjustable (ie. up and down arrow)??
Or is that just too much work?

Posted: 2006-05-30 08:19
by Shining Arcanine
Eden wrote:What I would love to see is adjustable magnification on the Sniper Scope.
That would be sweet.

Posted: 2006-05-30 08:53
by [k]MuffinMaster
The rangefinder is allready ingame!
SpecOp class!
I think they should add wind to the game... would make sniping more challenging.

Posted: 2006-05-30 10:55
by mavit
probably impossible but e good if you could change your camo to suit your enviroment so you dive into a bush hold use key of sumtin little bar comes up you wait maybe 2 mins realisticly take ages but gotta be fun and not borin then voila you have different colour camo and different leaves on the suit thing then you run over to a huge green bush and change it again makes it even harder to find a sniper...i dont know if there is but a glint on the lenses of the nocs and sniper scope would be cool make it easier to locate snipers and anyone with nocs......so then the sniper has to look out for sun direction and so on.....maybe the sniper can dig one of those holes that they do and camo it over and just camp there all round picking off people for 500 m i dunno jus ideas last one i doubt can be done :-D :roll:

Posted: 2006-05-30 13:46
by Campez
sniper crews is cool :P thats all i have to say :D

Posted: 2006-05-30 13:56
by Malik
I think the DEVs need to publish a huge library of BF2 engine limitations to prevent more threads like this.

If you want to post a list of "things that would be cool", you're best doing it in the off topic section, these things are just inpractical.

Sorry to sound harsh, but it's impossible to add dynamic skins and models to players. It's impossible to "dig holes". It's impossible to add "wind". It's impossible to add controls, the DEVs can only change existing controls, and by this I mean assigning keys to changing a zoom is not possible without taking away other stuff.

Increasing the zoom in real life isn't such an easy task, it takes a lot of adjustment and snipers don't do it in the field so often. The current zoom is fine. It makes sense keeping the binoculars on their current settings because it means you can scan the surroundings with your binocs then switch to the high powered zoom on the M24 when you see something you can shoot.

I'm not keen on the scope having a rangefinder, it'll just be distracting and really won't help. I seriously don't get what people are planning to do with it, but if anything just give the snipers the rangefinder the Spec Ops class has instead of their binoculars.

Posted: 2006-05-30 13:59
by the.ultimate.maverick
The problem is going to be the British having the 4x op zoom SUSAT - this makes a sniper worthless IMHO, the sniper needs a better zoom and more realistic accuracy

Posted: 2006-05-30 14:06
by Malik
Just because you can see further does not mean you're more accurate. The deviation of the L85A2 will be slightly better than the M16, but it'll just be easy to pickup targets.

If you've spent some time mastering the sniper on 0.3 you'll realise it is super accurate. No longer can you pick it up and score kills, it does require a few minutes practise which is still obscenely low, but either way it's lethal. If you carefully pick off your targets you can easily get one hit kills, so really it's perfect at the moment. And anyway, the teams the UK will face are the PLA and MEC who have the semi auto snipers anyway, they'll be fighting the UK with shear force.

Posted: 2006-05-30 19:40
by Burning Mustache
"Adjustable" zoom would be unrealistic in my opinion.
A real sniper rifle has a scope with a fixed magnification, and snipers don't change the scope during battle.
I think the zoom itself is fine with most sniper rifles, especially the M24, as you usually can't see a lot farhter than 300 or 400 meters in-game anyway.
There's no need for a 15x magnification scope if you're not going to shoot targets at ranges of 1km or above.

What I would REALLY, REALLY like to see are scopes which actually "work" like real life scopes in regards to range-adjustment.
First off, give the sniper class range-finder binoculars, like the spec-ops has, to determine the distance of the designated target from your own position.

Now modifiy the scopes of the rifles so that the horizontal "dashes" on your scope represent distances, kinda like that:

Code: Select all

          |
          -
          |
          -
          |
-|---|----|---|---|-
          |
          -   100 m
          |
          -   200 m
          |

Where each dash represents a certain distance that correlates with the bullet-drop of the rifle, so you can actually adjust your aiming to the real distance of your target, and you don't have to "guess" the bullet-drop with each new target.
This would actually enable you to make one-shot kills without alerting the enemy with a "test" shot as to where you bullet lands.
It's the entire point of a sniper to take out unsuspecting targets with a snigle shot.
If I'd have to make a few "test" shots to determine where my bullets would land, I could just aswell take an assault rifle.

Also, make the lines of the crosshair A LOT slicker, the fat, bulky lines can sometimes cover your entire target.
There is NO reason for the crosshair's lines to be broader that one pixel.

Posted: 2006-05-30 20:06
by Malik
I like this a lot. At present the lines have no relevance. The vBF2 M95 though, actually worked for bullet drop which was a nice feature. The only problem with this is that the DEVs will have to do a fair bit of testing to get this calibrated, I believe they tweaked the zoom of the scopes from vBF2 which would be a problem. The chinese tank has bullet drop calculation which is great for firing the tank shells, you can use the rangefinder to see where your target is then aim up on the right line and hit dead on.

Hope this works, will make long range sniping a lot easier. ;)

Posted: 2006-05-30 20:11
by Burning Mustache
I'll volunteer to test this, 24 hours a day, for weeks, if we can get it to work in the end :D

Posted: 2006-05-30 20:15
by the.ultimate.maverick
It wouldn't be hard to do I don't think, just someone needs to get in game, and fire horizontally. Measure how far below the centre of the scope the bullet hits at 50, 100, 150, 200 metres etc in mms. Then translate that to pixels, c.f. that to your resolution vs. screen size and there you go.

I bet someone could write code for that, but a community wide data collection would work fine I think :P - or you could use the physics engine in game to figure out drop over x metres and correlate that to markings on the scope!

Posted: 2006-05-30 20:22
by Malik
All it takes is a tester to make a mini mini mod without deviation who can fire horizontal with extremely vibrant tracers from set locations with the same weapon settings as the PRMM M24. Then, they just have to mark out the location on their monitor and create that crosshair. I still have the acetate sheet that came with my monitor to keep the dust off, I still use it with a bit of masking tape and some board markers so I can "draw" on my monitor if I ever need to. And no, I do not use it to create a crosshair for PRMM. :D

If I knew where the mod files where I could do that myself, but I doubt it's that hard to put together, just change a few values here and there and create a blank map with a wall in the middle. It'd probably help if a temporary rangefinder was added to the scope as well, so the tester just has to move in front of the wall at interval distances and do the testing.

Posted: 2006-05-30 20:23
by the.ultimate.maverick
Isn't that what I said....and Malik you have to know resolution and screen height for it to work....

Posted: 2006-05-30 20:26
by Malik
I know, I was just being more detailed. ;)

Yeah, that'd be the only problem, but it's all dynamic I think so it always stretches to fit. Am I right in thinking you'd have to do it on the highest resolution and it'd automatically scale down for all lower resolutions?

Posted: 2006-05-30 20:27
by Szarko
It is possible to have multiple levels of zoom. You can set it so that if you right click once it goes to lets say 5x then right click again and it will go to 8x or what ever you set it to. I have seen a tutorial on how to do this somewhere, but I totaly forget where.