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Croweater

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About Croweater

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    Grunt
  1. Thank you for your service to our country, but you are wrong. If you set your sights to 50M, you will have significant bullet ASCENT after 50M. The developers need to know this.
  2. You're right, I did some shooting at the range, and you are correct, height over bore is simulated. All that needs to be done is a trajectory change from the muzzle to fix the problem. I hope they'll consider it.
  3. It would be very helpful if squad members could mark the map in a way that only the squad leader can see. Then, the squad leader could mark the map for the rest of the team accordingly. Perhaps the marks from squad members could fall off the map after 10 seconds, so as not to clutter the map. It would help squad mates convey needed information to their squad leaders.
  4. I’ve been playing Squad for a while now, and I love the game because of its dedication to realism. However, there has been a major flaw in the physics of projectile trajectories, and it bothers the heck out of me, and I just can’t take it anymore. I need to bring this to the attention of the developers, and you guys need to fix this ASAP! (please) In real life, soldiers only have to zero their rifles to 100 yards in order to hit accurately all the way up to 300 yards. The point of impact doesn’t start to get below the point of aim until after 300 yards. The reason is because of the distance between the bore axis and the sights. When you zero your rifle to 100 yards, the projectile is actually going up a little bit so that the path of the projectile intersects with the line of sight 100 yards away. Because of this, after the projectile intersects with the line of sights at 100 yards, it is still flying up, and the point of impact will be slightly high at 200 yards, until the bullet starts to fall. At 300 yards, the bullet will have fallen enough that the path of the projectile will once again intersect with the exact point of aim down the rifle sights. This happens with ALL firearms, even WW2 bolt action rifles. The severity of the phenomenon is dependent upon how high the sights are above the bore on the rifle, and how fast the projectile is flying. This phenomenon desperately needs to be implemented in Squad and Post Scriptum. We should not need to change the zero on any weapon for any targets between 0 and 300 yards The distances will be different depending on caliber and weapon, but I know for a fact that an AR15 will hit at 100y and 300y. At 10 yards, the holes in the target should be a little low, because the bore axis of the barrel is lower than the sights. At 100 yards, the holes in the target should be dead on. At 200 yards, the holes in the target should be a little high, but not enough to really matter on a center of mass shot. Then, at 300 yards, the holes in the target should once again be directly on point of aim. It’s really annoying in Squad when you expect this realism, but at 200 or 300 yards, you’re hitting dirt instead of your target. Please view the images below to get an idea of the problem. I whipped those up in Gimp, which I don't know how to use very well. Obviously the distances aren't accurately represented on the curves, and I was doing this quickly, so I may have used Yards or Meters.
  5. When crawling, the weapon sways. That's realistic, that's fine. BUT...when I stop crawling, my weapon continues to sway heavily about a second after I've stopped moving. It's maddening. Please fix that ASAP. Thanks.
  6. Make 7.62 Great Again!

    I'm pretty disappointed by how many 7.62 rounds it takes to put down an insurgent. It was explained to me that it was a balancing issue, that U.S. and Russian forces have plate armor which can mitigate damage, but it would be unfair if insurgents took more damage. I say that's some Call of Duty hogwash. Instead, give insurgents more tickets, reduce their spawn time, and allow them to set rallies within 35-40 ft of enemies instead of 50. Then give my my 7.62 NATO and 7.62x54R POWER!
  7. 90 is too high. I think 70-80 is where I'd rather be. Thank you for the great game.
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