#make snipers use mil dots

1 messages · Page 1 of 1 (latest)

quaint raft
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edit ( remove bullet trails first the compensation is low so this is a better and less harsh nerf for snipers ) add a diagram for each of the scopes mil-dots, this would make sniper battles require more skill, or make zeroing more of a chore somehow, idk WAR THUNDER gets sniping right (yes i know war thunder is not a good basis but at around 3.0 to 6.7 battle rating the sniping is pretty good even though the game is balnced very poorly the sniping is one mechanic it gets right) . Maybe add a timer for the range finder like 5 seconds or something, i dont main sniper but i think this might be a good change encouraging better aim and sniper battles being fun rather than point and click.

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the dots are mildots btw

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they are aligned with different ranges

cosmic cedar
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OKI PLS

near gorge
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It would need to model each scope for each sniper rifle. Sounds like something they would have on a backburner and would come waaay later

quaint raft
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snipers are forced to go far away due to the new updates, making snipers use mil dots will bring them closer and more killable and mil dots will make sniper battles more about skill and estimating ranges if the rangefinder has a timer of sorts.

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im sure you can use a calculation of sorts to adjust the mildots to different sniper rifles, as well.

scenic dust
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yeah keep nerfing recons further into the mud please

quaint raft
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its not a nerf its just using a feature in game thats already added but barely used

scenic dust
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there is no need to further turn new players away from recon, adding nonsense timers to ADJUSTING your zero?? are you fuckin serious?????

ripe umbra
scenic dust
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what if you're an active sniper following battles? do you just have to wait every time you want to see a range when in heated fights?

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what if you see a glint wayyy far away but you just got a range somewhere else, do you have to wait to see the far away new threat?

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there's no reason for this junk, and if you think bullet pathing will be removed i would consider not having any hope of that

quaint raft
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even sniper elite does fffs

scenic dust
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i don't think you understand what you're suggesting

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or you didn't word what you were thinking properly

near gorge
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Yeah, after all the changes this would add too much complexity to the class. Not only it would require Larry remodel every scope for each gun but then it would have to have a variant for every attachment that changes the velocity. Completely unnecessary change that only makes game harder

toxic cargo
scenic dust
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i don't think trying to answer that is going to be helpful

quaint raft
scenic dust
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here's a tip that will basically solve your issue. don't. stop. moving.

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only heal/reload in hiding spots, under rocks/in bushes/trees/in shadows/behind buildable cover

ripe umbra
scenic dust
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stop standing still in the open and you won't keep getting picked off as easily

quaint raft
toxic cargo
scenic dust
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seriously, not trying to pick on you

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but your particular issue is indeed, a skill issue.

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and that is okay

quaint raft
toxic cargo
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Also even with the m200 + silencer I'm pretty sure travel time is still significant when long distance shooting, worse with other rifles.

scenic dust
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if you want to use the recon class, but want to have more fun, try being a more active player while using recon

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use short or medium scopes, stay close (but behind) larger battles

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even with all the fuckin nerfs oki has shit onto us recently

quaint raft
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so instead of having it zeroed in like this

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have them compensate a bit

hollow onyx
scenic dust
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and stop using long range scopes what are you doing

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use medium scopes

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m125 is the best one

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people also like the tri

hollow onyx
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for you it might be, other people have other preferences, you do realize this, right?

hollow onyx
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that changes nothing about what I said, I use 8x regularly

scenic dust
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oh you're referring to that

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yeah sure, it's objectively worse, but yea some people probably like long scopes

quaint raft
scenic dust
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no dude it doesn't

fickle pecan
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do people even think about what this would actually mean?
every scope would have to be adjusted in a way where the bullet trajectory matches up properly
not to mention the differences between the sniper rifles
this idea is a good one in theory, just a really dumb one in practice

scenic dust
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you're basically saying make velocity not work sometimes

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or you're just saying adjust all long scopes to have proper mil dots for every weapon depending on velocity

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the latter would indeed be helpful to people, i don't know how difficult that would be

quaint raft
scenic dust
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okay that's what you're suggesting

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you're saying:

make long range scopes have proper mildot ranges for every weapon according to it's velocity

quaint raft
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sniper rifles are quite high velocity as well, like there is no compensation at 100 to 200 m

scenic dust
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correct

scenic dust
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well, for the m200

fickle pecan
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just fix the velocity and snipers are more difficult to use overall
adjust them to clear roles as well and then they are balanced, easy as

scenic dust
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velocity is fine

hollow onyx
quaint raft
fickle pecan
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no need to put dev time into meticulously figuring out how the mildots have to be for every sniper with differing velocities due to barrel attachments HyperXD

hollow onyx
fickle pecan
scenic dust
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are yall saying bolt rifles need to be slower?

hollow onyx
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.50 BMG out of a Barrett M82 goes roughly 850

hollow onyx
scenic dust
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oh fuck off

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lol

hollow onyx
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drastically? not native

scenic dust
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go away

quaint raft
fickle pecan
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m200 irl goes at about 920m/s

scenic dust
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there's no need to further recon's banishment

hollow onyx
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The current sniper bullets are faster than Aim 120 C missiles being shot at M0.9 at 30k ft, that should make you think...

scenic dust
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oki is doing that well enough

quaint raft
fickle pecan
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and it's no secret that all sniper rifles, except for maybe the ssg, have too fast of a velocity to them
they should be buffed and differentiated in other ways but the velocity needs to go

hollow onyx
fickle pecan
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the trail should stay but only fade in after 300m or so, it's quite handy for long range sniping (actual sniping lmao)

hollow onyx
fickle pecan
hollow onyx
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im contemplating booting up DCS just to see how much slower amraams actually are

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assuming 1250 km/h = mach 1, at 1400 m/s the bullets go mach 4, mach fucking 4

toxic cargo
hollow onyx
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again, sniper velocity should be velocity * 0.6

sly harbor
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I feel like this would need to be exclusively implemented on the m200. Then give long range scope users binos with longer range zoom as an additional default gadget, for medium range users a pickaxe.

If you removed zeroing or nerfed velocity from say the l96, the dmrs would become insanely oppressive in the meta.

ruby mango
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Mk20 AP muzzle velociity is infact 1100. m200 would match that, though AP ammo might also have a higher muzzle velocity for it. so they don't always seem to pull the numbers out their butts.

grand wharf
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FFS more nerfs??

quaint raft
ruby mango
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its a stupid nerf is what it is.

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mil dots are always supposed to be secondary,

quaint raft
ruby mango
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I.e secondary.

fickle pecan
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bro all the scopes will need to be adjusted
and that for all sniper rifles
it would be much easier if

  • velocity got fixed
  • trail would only slowly fade in past 300m or so
  • they all got their own unique role
    and looking at what's happening currently (well it's holidays duh but still)
    snipers and other balancing don't seem to be up for debate
ruby mango
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other than the m200, all the snipers have proper muzzle velocity funnily enough

quaint raft
ruby mango
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that defeats the point of mildots.

quaint raft
ruby mango
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if you actually played sniper, you would know that mildots are in fact used.

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becuase you range a target and then use mildots to compensate.

quaint raft
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literally everybody uses zeroing

ruby mango
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yeah, and guess what

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it goes by hundreds

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so you have to compensate with your scope

quaint raft
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let me go into the shooting range rq

ruby mango
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the is bud.

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but of course you are talking about within 300 meters most likely

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not realising most guns don't need to range to that to be near spot on.

quaint raft
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let me just show you some screenshots from the shooting range to show you the compensation

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ill be using the lowest velocity sniper

ruby mango
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at what velocity.

quaint raft
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900m/s

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amount of compensation at 400m, you said you need some compensation at 100m, this is 4x the distance and the compensation is quite small, this is why i want mildots to be used more, the compensation is small so its not as big of a nerf as bullet trails, and the zeroage is at 0m, it doesnt affect mid range sniping that much unlike bullet trails.

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if i move to 800m

ruby mango
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I said at 300 there is little to no compensation

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and that is true for most primaries

quaint raft
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still not much compensation, i just want zeroing to be in increments of 400 since the compensation is so low, then mildots will be useful

ruby mango
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yeah that would honestly just be stupid

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and of course

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would not work because varying degrees of velocity.

quaint raft
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this is the compensation at 1km, and i can still headshot the target there

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but it is much harder

fickle pecan
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with a 4x 💀

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use a 15-40x and then see how "little" you have to compensate there

ruby mango
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not gonna see the fucking target lol

quaint raft
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yes its the 40x

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max zeroage in game is 500 though

ruby mango
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that's for the ssg no? pretty sure some guns get zeros out to a thou

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but as it it is. trying to do this would mean you would not hit shit

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people move too quickly and too often to only use mildots at range

quaint raft
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with max zeroage on the ssg69

quaint raft
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let me demonstrate with the intervention

ruby mango
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stop them from shooting people just point and clicking?

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mother fucker that would change nothing

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if your sitting in an open window for more than a few seconds you deserve to get shot.

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hell most of the time you will, even by non-snipers.

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and again

quaint raft
ruby mango
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have you heard that is worthless in this game?

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as I was saying. people already use the mildots and scopes ranging features. and have learned it with their preferred rifle.

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all this would do is just make sniping unfun to do, which I guess is your actual plan.

quaint raft
ruby mango
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the 20 people that die over the course of 45 min likely don't care.

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this would change nothing, be alot to implement, and simply be a worse nerf than the trails could ever be for no reason other than "I don't like dying to snipers that snipe"

quaint raft
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the compensation is small and barely noticable, it isnt that big of a nerf

ruby mango
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shows over half the scope being worthless

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sure buddy

fickle pecan
# quaint raft is it fun to kill people form 1km? i dont think so

yes
because it's different to
"imma zoomy zoomy mouse spasm through the enemies"
or
"i'm do thiccc to effectively move but i got a lot of bullets...
||oh whoops a lot of bullets don't really matter in this game if your mobility is non existent and your guns are worse ars with bigger mags, shit happens||"

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it's relaxing for once

quaint raft
# fickle pecan it's relaxing for once

ok i understand but i think snipers should be a bit closer like 400m - 200m away should be encouraged instead of 1km as snipers 400m to 200m away can only get killed by people with very good aim or by people that flank and mines can sort out the flankers, and if they shoot them you should be able to hear that.

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most ars can even hit 200m or 400 for that matter

ruby mango
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people are going to sit as far as possible because they want those long range kills. they never kill alot of people. the problems people have with those people are that they are worthless to the team because they hardly get kills, and they are not on the points.

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they are never a problem to anyone but those challenging them, or stopping in the open.

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most snipers are at most going to be 400 hundred out, becasue that is far more reliable.

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even then you'll find them 150-300 usually.

fickle pecan
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the only times i died to someone over 600m was either because i was sniping and fucked something up or because of my own incompetence

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it is the epitomy of skill issue if you get got by a long range sniper on your way to an objective...

woven trench
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What’s funny is I have no issue just sniping these long range snipers with a 4x since they barely move. I don’t even zero

hollow laurel