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Showing results for tags 'binoculars'.
Found 11 results
As the title says. Having binoculars on every unconventional force class- as it is in PR- would give them a significant edge in their planning and tactics given the fact they have very limited access to optics and durable armor. Each player being able to see how an enemy squad is positioned allows them to easily traverse around the kill zone and ambush/flank. I feel it would also make the unconventional forces even a more considerable Ambush/CQB force to be reckoned with if they had access to three grenades for riflemen, 2 for each other class besides medic (still no frags), and more smokes for positioning and denying enemy lines of sight.
In my opinion Squad can get quite boring when defending without encountering any action for several minutes. My suggestion is to give everyone, or at least most classes, binoculars in order to have an interesting extra occupation, to observe the surroundings and spot enemies when not in close range combat. This would also make it more important for squads to move in a concealed way. This gameplay style is lacking in my oppinion. Just imagine having the team split up into squads just begging for attention and stealth/ under the radar squads. :ph34r: Both squad types would compliment each other greatly when communicating efficiently between each other. I know most of you won't know this game but Mount and Blade: Napoleonic Wars (clans) has this form of teamplay working very well. So far, if you notice an enemy squad well in advance before it spots you, most of the time, it is simply because you got lucky. More binoculars on each squad would make this more interesting.
Hello, Because of the dire need of binoculars in such an opened world, vast map kind of gameplay. I suggest that each squad (or only one, that can be designated as a field intelligence squad( in a 100 player server might work nicely)) will be able to build a portable observation post, with a built in, static, 15X80 binocular set, pretty basic. If you like the general idea as a whole, I have a lot more to suggest on the matter, being a field intelligence veteran. This is the only game I've ever seen that might include an efficient and beneficial Look-out post. Cheers
Smee posted a topic in Feedback & SuggestionsWith the SL binoculars can we reduce the sway. Or at least remove it when couched or laying down. Feels a bit like a drunken sailor at times. Can understand sway with a weapon that's heavy, but binoculars ain't a LMG. Or give an option to turn it off. Like motion blur. Even a marksman can steady his rifle. Cheers
With last update we got a new model of binos for russian forces, so I decided to write about binos in general. Lets start with russian ones. In-game russian binoculars are heavily based on commercial (just look at amount of markings in English) BPOs 10x42 "Baigish" made by "Kazan Optical-Mechanical Plant". This model was never adopted by russian military. Additionaly, magnification of model doesn't match with actual in-game magnification of these binoculars. Next: US binoculars. In-game model is based on 7x50 M22 Binoculars (M22 is a type of reticle actually), made by Steiner Optics and adopted in 1985. First Gulf War (1991) showed a bunch of issues with this model and Steiner bunoculars were quickly replaced with model made by Fujinon and distributed by Northrop Grumman based on 7x50 FMT series. This model is standard-issue binoculars for today, while Steiner model is being phased out since 1991. And Fujinon replacement: As lighter and more compact addition, in 2002 US Military got 7x28 M24 binoculars, based on Fujinon KF series, this model quickly became the most popular among US servicemen due to decent view and easy handling. Insurgency/Militia binos are 6x30 Bi-6 model made by "Kazan Optical-Mechanical Plant" in 1946. As you see, all real prototypes of in-game binos have different magnification, while in-game binos have the same one. I think that matching stats of in-game binos with real ones could be not only realism, but gameplay feature as well. For example, if Militia will get current russian 10X BPOs, it would compensate their lack of optical sights with better observation possibilities. US model is outdated for Squad timeline (at least for Army, Marines love vintage). Russian military has tons of mil-spec 7-8X binoculars, implementing of one of these models would be nice both gameplay and authenticity addition. Legendary B7x30 "Secunda" B8Mx30: B7x35: BPSh8x30
Hi, forum This is my first post, I tried to search for topics like this one but did not really find anything, so I went ahead and made a thread. First off i really like the role of binoculars in the game, as I mostly play medic, it gives me a role out of combat. -Is it an "alpha-issue" that binocular vision is just a "zoomed" view? I would like to see through a hole or an oval, as it looks in real life, with bad periphial vision - it shouldnt be too hard to implement either. - I would like a distance recorder / laser on the binoculars! (maybe just the SL's, or if a Sniper-team role is ever implemented, for the spotter to have good binoculars, with distance measurement.) -Will there be zooming on snipers? I have only tried the SVD, but I think it's a pretty weak zoom... personally I have an 2-8x scope just for playing hardball, so it should be possible to zoom more, and hopefully also change the zoom. also a fun mechanic for snipers to have to do a little tweaking when putting people to rest. -The grenade launchers, or even sniper scopes should be able to be changed - to fire on different ranges (by rolling your mouse 3) to correct for bullet/grenade drop. I haven't felt any ballistics too much in the game(if at all), and honestly I don't know how much they effect real life shooting, but I think it would add to the fun, and its not like one wouldn't have the time to change the sights before enganging an FOB fx. This would also give the laser/distance viewer a nice role in-game, and enforce communication further. thanks for reading :)
I know this is going to take some heat but I think having binoculars/monoculars would be a really helpful item for players. In a game where intel is everything, being able to actually see whats going on in the distance, where fire is coming from, where TO fire; these would all help to improve the QOL in the game. No, i dont care if its unrealistic for insurgents to have binoculars. They will still have iron sights only but at least they will know where to point the gun when under fire from soldiers with ACOG sights. Plus, i dont fire it hard to believe that insurgents could acquire such things seeing how they are pretty low tech as it is. I dont care that it's a squad leader item. Give squad leaders range finders then. To reiterate, a lot of this game is long rolling hills and mountain sides. It becomes more of spotting the 1pixel in the distance kind of game. Binoculars would add another element to the game. Confirming kills at long range, identifying squad leader, and scanning for FOB's. It's a trade off too because having your binoculars out means your less ready for an engagement. Your trading lethality for vision.
Hey, Maps- I think the map UI currently diminishes the immersion during gameplay by being displayed like battlefield. It would be cool if the map was viewed/used like bringing a weapon/item up. The only example in a game that has something similar to what I imagine is observing a map in Minecraft. Also the players model would show them holding a map. From the map viewer perspective if the map was to be zoomed in it would cover more of the field of view as real life. I don't think this would have to be shown on the players model. Binoculars- A range finder would be cool. A more advanced idea would give the Squad leader the ability to mark points on the map by using the binoculars, with maybe the medic also having this but with without the command orders. This would make the medics role as a spotter more important. This change would make the binoculars a more powerful tool but if viewing a map was to become like a weapon/item I think this could be balanced. Here's mock ups of what I was thinking https://twitter.com/...419873400209408 https://twitter.com/...419914890264576
Hey, It's me again. This time I would like to address on the issue of zooming. When you ADS, you press shift, you would be able to zoom slightly to see enemies clearer. However, it is only a slight zoom. For players playing on poor monitors like 720p monitors like mine, it is very hard to see enemies more than 100m away. I would like to suggest having zooming same with the ACOG distance, and for acog users to be able to zoom also but only abit. Or scratch that entirely and go for binoculars for every player. probrably weaker binoculars compared to the Squad leaders. Thanks
First I apologize if this is already a thread After playing the "Deploy Now" Option for 20 minutes to explore the mechanics of the game i finally played as squad leader i went through all gear. When i hit the binoculars and tried to use them there was no animation just a dramatic zoom in. I think it would be nice to have an animation of the binoculars going up to the eyes of your player.
Did a search on binoculars and zooming nutin came up.... I hope a character will have this capabilty to zoom in from afar using spotting binocular range finding set. Would be cool asset and it would be bigger and see farther than just a rifle scope.