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Showing results for tags 'range'.
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After watching numerous videos of the new amazing artillery and other options implement in Beta 17, please tell me it's not final. The range on damage they do is absolutely not enough. Infantry can seemingly run away while these big ass rounds are landing around 40 feet away from them. I'm no military expert, but, doing a small amount of Google'ing and multiple sources - 50m kill radius(150 feet) and 100m casualty radius(300feet) Yet the artillery in this game, people can run around just fine and no shrapnel, seemingly nothing seems to affect them. The only way people are affected are if they are smack dab right next to where it lands or within 5 feet of it. It reminds me of the MORTAR situation, as well as the HE on vehicles that still isn't fixed. I've seen and heard multiple complaints that HE has hit people and done no damage.
Why is it that when I go into the firing range and choose the squad leader kit, I cannot pull up the squad leader menu by pressing T? When I am in an actual game it works fine but when I want to practice at the range, it does not work.
Hello, I have some suggestions regarding FOB information for SL. 1. On the map, each FOB placed by your team would show 2 mildly colored circles. One would display a 400m radius around the FOB, so all SLs would know where they can plant additional FOBs. The 2nd would display a 100m(?) radius around the FOB, allowing SL's to know where they can deploy emplacements (such as ammo crates/50cals etc) around it. 2. When pressing the 'T' key (SL menu), the 2 circles mentioned above will show up on the SL's map, thus providing him the information he needs in order to know about his intended FOB radius of effect. 3. Possible addition: allowing SL's to place a special marker of the map for future fobs that all other SL's can see, along with the radius info (radius would only be displayed when you mouse over it). I think these improvements would make SL's lives much easier and enhance the game experience. Thanks and have a lovely day!
a little suggestion for the shoting range add new paper targets with rings or a cross. when you are on this shooting range with the papertargets. can you see your current target on a monitor PIP on a corner from your monitor. so you can easy see where the impacts are. and the second - scope adjustment for your own weapons. the paper target range you can use vor adjusment your scope or sights. the adjustment is stored for the weapons later in the game. short and nice :D
TzeAzzazino posted a topic in QuestionsI don't really know how to explain this correctly but every time I get engaged with someone at long range I just can't seem to put my ironsights or crosshair on my scope exactly on them. it's like the game doesn't react properly to my mouse movement. it's always whenever i move my mouse 1 pixel to the right i am missing the target just a little bit to the right and when i move my mouse 1 pixel to the left i will be missing the target too far to the left of it. I never had this problem with games like Project Reality. If someone could please explain to me why it currently is as it is i would be really thankful
ZtotheD posted a topic in QuestionsJust wondering if you were able to practice on firing range with others.
Scope 'Markings' Serving Their Purpose Many optical sights include markings used for Range Finding for the sake of accuracy. It would be a good feature for a game which heavily leans towards military realism & interesting gameplay (essentially meaning you aim accounting for bullet drop or running/leading the target). Scopes with calibrated range finders include: ACOG - Commonly seen on American Weapons. Range is found by the width of the targetPSO-1 - Used on SVD sniper/marksman rifle. Has a range finder based on height of the targetPGO-7 - For RPG-7. Used to be rarely seen in combat, but these days due to the ammount of conflict it isn't so rare anymore Range finder is based on height of target. Not many people know it but the PGO-7 can also work well on an AK47B10/Recoiless Rifles/SPG 9 have optics with range finders Previous Game Examples (The Good & The Bad) Good, Operation Flash Point: Cold War Crisis. In the instruction manual it is noted that the SVD and American scope have a system for range finding. To Synch realism with militaristic gameplay they adjusted bulletdrop to be unrealistic so that the scope could be used for range finding with their own range system.Bad, PR: PSO scope markings mean nothingGood, PR: Recoiless Rifle/B10/SPG 9 markings work well.Bad, ArmA: Technical Recoiless Rifle/B10/SPG 9 is the most 'vanilla' sight you would ever come accross in a game. It is not useful for accurate ranged fire. I'm unaware of the game design mechanics regarding this except that units should fit based on their unit within markings at a distance (obvious).