sniper question

General discussion of the Project Reality: BF2 modification.
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Garack
Posts: 624
Joined: 2006-05-04 07:20

sniper question

Post by Garack »

So i read the manuel.. :)

When i snipe with sniper rifles (not marksman) my shot goes way to high.

Is it because pf recoil?

In the manuel i read that i prone wait 5 seks and under 600 metres i can shot and hit at the crosshair. i can correct my position (so i can move sideways in prone and got no more deviation, right?)

or when deployed its better not to move..

but shot always go higher..
BabylonCome
Posts: 709
Joined: 2008-03-30 02:31

Re: sniper question

Post by BabylonCome »

aim lower then..... lol
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Elektro
Posts: 1824
Joined: 2009-01-05 14:53

Re: sniper question

Post by Elektro »

Garack wrote:In the manuel i read that i prone wait 5 seks and under 600 metres
You must hold the rifle still for eight seconds and then fire, after your first shot wait another 4 seconds and then shoot again, you must hold it steady or move it very slow.

If you are engaging a target which is +600 meters distant, you will have to aim slightly higher because of the bullet drop
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: sniper question

Post by goguapsy »

If you move, you DO get deviation. It's proportional: the longer you move, the longer your deviation takes to settle.

And remember, when you go prone, click the button again (ex. the deployed M24 once more) to activate a breathing sound which plays for 8 seconds, the necessary time for the deviation to settle for your first shot.
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Tahanatos
Posts: 272
Joined: 2009-01-21 06:18

Re: sniper question

Post by Tahanatos »

bullet drop should be taken into account from 400 meters
but it is still possible to hit stuff at 800 meters
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goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: sniper question

Post by goguapsy »

Tahanatos wrote:bullet drop should be taken into account from 400 meters
but it is still possible to hit stuff at 800 meters
I thought it was 600m?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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hellstorm91
Posts: 9
Joined: 2010-02-03 22:21

Re: sniper question

Post by hellstorm91 »

Garack wrote:So i read the manuel.. :)

When i snipe with sniper rifles (not marksman) my shot goes way to high.

Is it because pf recoil?

In the manuel i read that i prone wait 5 seks and under 600 metres i can shot and hit at the crosshair. i can correct my position (so i can move sideways in prone and got no more deviation, right?)

or when deployed its better not to move..

but shot always go higher..
hold it for 8 too 10 seconds if that dont work strat aiming lower or higher
ConscriptVirus
Posts: 489
Joined: 2006-12-18 04:02

Re: sniper question

Post by ConscriptVirus »

instead of counting the time, just hit the "3" button or w/e slot # ur sniper rifle is under and you'll hear urself breathing. after the breathing sound goes away, ur ready to fire.
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SarafanPriest
Posts: 41
Joined: 2010-02-05 15:00

Re: sniper question

Post by SarafanPriest »

Extra Tip: Always have a spotter if you are using Sniper Rifle!
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: sniper question

Post by sniperrocks »

wait did you deploy your sniperrifle? (not sure if sniper has deployed mode, I know marksman does)
Having it deployed would make a HUGE difference too
Garack
Posts: 624
Joined: 2006-05-04 07:20

Re: sniper question

Post by Garack »

ok thanks, but prone is best for deployable weapons?
sniperrocks
Posts: 258
Joined: 2009-11-25 01:38

Re: sniper question

Post by sniperrocks »

Yup, Exiled is right
Apparently the new version of PR makes it so all stances are equally accurate :P which I have no idea how it's reality but.. : )
Bob_Marley
Retired PR Developer
Posts: 7745
Joined: 2006-05-22 21:39

Re: sniper question

Post by Bob_Marley »

sniperrocks wrote:Yup, Exiled is right
Apparently the new version of PR makes it so all stances are equally accurate :P which I have no idea how it's reality but.. : )
Its an engine limitation. It would be more realistic to have a weapon resting system (like in Red Orchestra) but that can't be done, so the current system is used. While it can be used unrealistically, it is generally more realsitic as it allows the simulation of resting the weapon on, say, sandbags or a windowsill. If deployed mode didn't work like this it would be very difficult to use sniper rifles/LMGs/DMRs/whatever from such positions effectivly.
The key to modernising any weapon is covering them in glue and tossing them in a barrel of M1913 rails until they look "Modern" enough.
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USMC_Cook
Posts: 89
Joined: 2008-01-04 20:43

Re: sniper question

Post by USMC_Cook »

I love the new system, and it's perfectly realistic for snipers. Snipers generally have a tripod with them to be used as a support for non-prone shooting positions (i.e. sitting). Also, the standing allows snipers in-game to shoot from deep inside rooms, which simulates an urban hide. It just makes the kit a lot more realistic and useful in-game. I was just a cook in the Marines, but I knew a sniper or two, so take my word for it ;-)

Granted, the system can be taken advantage of, but the benefits far outweigh the costs.
Northwest Fresh
Posts: 46
Joined: 2009-02-06 04:39

Re: sniper question

Post by Northwest Fresh »

I have the same thing, and I have no idea what causes it. The best you can do is aim for the shoulders/neck area and it will register as a headshot.
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Garack
Posts: 624
Joined: 2006-05-04 07:20

Re: sniper question

Post by Garack »

ok but when aweapon is deployed, then the movement penalty is harder, right?
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