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Old 2011-09-09, 23:33   #21
Hitman.2.5
Default Re: The Definitive Guide for PR Snipers

Quote:
Originally Posted by Ub3r313 View Post
Actually, once it hits the 600 meter mark it will start to drop.
if you think about it he is actually right, when u zero something your effectively raising the rear of the scope so that if you were to look at the target through the bore you would be looking above the target slightly and more adjustments for further ranges the higher the barrel so with that logic the round drops as soon as it leave the barrel
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Old 2011-09-09, 23:33   #22
-CAL ACO-
Default Re: The Definitive Guide for PR Snipers

this is slightly off topic as far as this guide goes...
but can any one give me any tips on managing and estimating horizontal lead when using sniper or marksmen kits.
how much lead should you give a target in order to compensate to bullet flight time and target movement at say 400m, 600m and 800m?

thanks
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Old 2011-09-23, 16:36   #23
Mikemonster
Default Re: The Definitive Guide for PR Snipers

Quote:
Originally Posted by James_D. View Post
@Mikemonster : I can tell that I have do both, first in the hill when I wasn't a good sniper, at the begining, then in the buildings ( especially the "T" buildings, I love them ) and I can tell you that I have made many more round without being killed in the buildings than in the hills.

Hills = good for spotting, but also very spotable ( exept if there is a lots of trees around (cf : operation archer ), in this case you can hide youself pretty quickly, and a very looong exit way if spotted.

Buildings = less sight, but lots of cover ( if you are being spot you can change stair so they can think you are more than one in the building ), good and covered exit way.

The buildings also protect you better against the vehicules because when you are spot and shoot on a hill, you'll have to run for a long time to hide youself, and sometimes it is not enought because the vehicule just only to move 50 meters and he can engage you again... This kind of things doesn't happend when you're in a building. If you are spotted, and if you are not killed by the first shots xD, you can run away by several ways, stairs, if specialist in the squad you can use the graplin, you can jump from the first stair ( it will hurt but you'll still alive, it saved my life one time. The guy tried to flank me but I jumped and he realised I was behind him only when I shot 5 pistol bullets in his chest =D ), you can also hide youself in the building and hopping that the vehicule will think he kiled you...
Hi James, I understand what you mean and agree that you have a 'proper' way of doing it. However PR is a game and as such in Muttrah it makes far more sense to just go to the top of a hill and then get lots of kills for each of your deaths than it does to be secret and see/kill less of the enemy.
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Old 2011-09-23, 16:40   #24
TheComedian
Default Re: The Definitive Guide for PR Snipers

Quote:
Originally Posted by -CAL ACO- View Post
this is slightly off topic as far as this guide goes...
but can any one give me any tips on managing and estimating horizontal lead when using sniper or marksmen kits.
how much lead should you give a target in order to compensate to bullet flight time and target movement at say 400m, 600m and 800m?

thanks
It would be impossible to hit any moving target at more than 200m. Best not give away your position.
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Old 2011-10-02, 18:01   #25
<|90Viper90|>
Banned
Default Re: The Definitive Guide for PR Snipers

Good guide, it's made me want to be sniper a little bit more. Last time I sniped it was on the hotel in Al Basrah and that was mainly reconnaissance, apart from when I took out an Arty IED guy on a bike - with the order from the Commander. If I'm ever sniping I would ALWAYS be on mumble or at least keep in frequent contact with the commander - if it's a good one who speaks english and has a mic
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Old 2011-10-09, 00:40   #26
mattnett1
Banned
Default Re: The Definitive Guide for PR Snipers

You should make a video, that would be recommanded.
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Old 2011-10-18, 20:39   #27
Mikemonster
Default Re: The Definitive Guide for PR Snipers

Out of interest, does the sniper rifle's bullet travel as straight as a lazer for 600m and then start to arc, or does it have an arc that intersects the sight at 600m range?

If it is 'zeroed' in in the true meaning of the word, the user would have to aim the sight down to hit closer targets, as the sights would be allowing for too much drop.

I presume it's the former because of this. Straight as a lazer for 600m then begins an arcing descent/trajectory.
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Old 2011-10-18, 20:42   #28
mockingbird0901
Supporting Member

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Default Re: The Definitive Guide for PR Snipers

Quote:
Originally Posted by Mikemonster View Post
I presume it's the former because of this. Straight as a lazer for 600m then begins an arcing descent/trajectory.
AFAIK, this is the case

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Old 2012-02-21, 04:49   #29
RealKail
Default Re: The Definitive Guide for PR Snipers

Original post has been updated with new information in regards to hitting a moving target. See section IIId-1
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Old 2012-02-21, 04:52   #30
RealKail
Default Re: The Definitive Guide for PR Snipers

Quote:
Originally Posted by Mikemonster View Post
Out of interest, does the sniper rifle's bullet travel as straight as a lazer for 600m and then start to arc, or does it have an arc that intersects the sight at 600m range?

If it is 'zeroed' in in the true meaning of the word, the user would have to aim the sight down to hit closer targets, as the sights would be allowing for too much drop.

I presume it's the former because of this. Straight as a lazer for 600m then begins an arcing descent/trajectory.
Yes, the rifle isn't really zeroed in the true sense of the term. The bullet will fly straight as a laser towards the center of the crosshairs out to 600m, and then it will drop.
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