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Post by goolybooly on Feb 22, 2010 17:55:32 GMT -5
Hey guys,
Could someone come up with some sort of chart/diagram for rough bullet drop on snipers? I know it's alot to ask, but you guys seem to come up with alot of useful information, so I figured I may as well put that out there.
Not sure if this counts as a first post because I've posted in other boards, but whatever. You are my bro, bro.
Editied to scrap the killspots question, just saw the picture in the Charts topic.
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Den
He's That Guy
Posts: 4,294,967,295
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Post by Den on Feb 22, 2010 17:58:51 GMT -5
As far as it is known right now, the only body part that alters damage is the head.
At point blank range, the M24 delivers 100 damage. ANY body part will be a kill.
After six meters and on to twenty four meters, the damage decreases to 75. Only a headshot will be a kill.
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Post by zuluzuluzulu on Feb 22, 2010 18:11:21 GMT -5
Assumption: you were talking about bullet drop in height due to distance, not what Den answered.
I don't know how easy it would be to create a chart for what you're asking for, if for no other reason than you don't get a rangefinder in scope.
I think it comes down to familiarity with the maps, frequent sniping spots, and what ranges have what drops to them. I normally use "between the first and second marker" on the M24's mildot scope for shots from 1st base construction site to sniper hill, then a little higher for anything beyond that.
Watching movies actually helps with this skill as well because they may show the appropriate drop from a frequent spot so you don't have to do the guesswork.
If you fire, and get an "X" on a shot, usually just a smidgen above that will get their head (assuming they're silly enough to stay put).
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Post by w4gasm on Feb 22, 2010 21:27:22 GMT -5
Ive done quite a bit of sniping in the demo and all i can really say is that it just comes down to feel.
It takes a split second for the bullet to actually reach the target depending on distance and what is do is to try and visualize how far an object from my elevation would fall in that short period of time. I still think that this effect might be exaggerated in the game, but im not a real life sniper so i cant really say for certain.
But it would make sense that weapons with a lower exit velocity would have bigger drops over a distance.
its a classic physics problem
Position(drop) = V*t - .5gt^2 where V is the vertical velocity component of the bullet and t is time in the air
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Post by mw0swedeking on Feb 22, 2010 23:46:18 GMT -5
I've noticed that the drop generally isn't a whole lot... I would guess you could test by shooting at a wall in the distance and seeing how much lower it hit than where you were aiming... But I don't know if the drop is (math words evading me) a straight line or curved (you know, steady drop over distance or some sort of squared relationship so at extreme distances theoretically it would practically stop moving forward compared to it's downwards motion.
Hmmm... I need to take another physics class.
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Post by scubasteve on Feb 23, 2010 15:13:42 GMT -5
I've noticed that the drop generally isn't a whole lot... I would guess you could test by shooting at a wall in the distance and seeing how much lower it hit than where you were aiming... But I don't know if the drop is (math words evading me) a straight line or curved (you know, steady drop over distance or some sort of squared relationship so at extreme distances theoretically it would practically stop moving forward compared to it's downwards motion. Hmmm... I need to take another physics class. Bullets would drop at 9.8 m/sec^2.... gravity. I doubt it;s comparable in the game.
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Post by kof on Feb 23, 2010 17:38:52 GMT -5
You could make a graph out of bullet drop, but it would only be good for comparing the different sniper rifles for which has the least bullet drop.
So you'll just have to go through trial and error. My tip: After firing, hold down your firing button to stay scoped and you'll see where the bullet lands. Then you'll be able to correct your aim for your next shot.
If you feel unsure of how much you should correct your aim at a specific distance, aim for the top part of the head and you'll have higher chance of getting a headshot.
Let's assume you're in a construction site - sniper hill scenario (with you at the construction site of course, because sniping at the sniper hill doesn't help anything with the defenders having infinite tickets). If you see a still sniper, try to aim one "head" above his, and correct your aim if needed. This of course is dependant on the angle you're firing from, so it's not a very good tip.
Also try the SV98 (the second bolt action, if I recall it correct), I've heard it has less bullet drop (can't confirm) and the game also says so.
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Post by woundedbyravens on Feb 24, 2010 4:31:53 GMT -5
I've noticed that the drop generally isn't a whole lot... I would guess you could test by shooting at a wall in the distance and seeing how much lower it hit than where you were aiming... But I don't know if the drop is (math words evading me) a straight line or curved (you know, steady drop over distance or some sort of squared relationship so at extreme distances theoretically it would practically stop moving forward compared to it's downwards motion. Hmmm... I need to take another physics class. Bullets don't drop in a linear fashion (straight) but it's height decline occurs in a curved line. It goes fairly straight before dropping off horribly towards the end as velocity declines. No need for a physics class hopefully. Are bullets effected by wind in this game? Then I'll be playing non-stop sniper. I miss my days on the gun range.
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Den
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Post by Den on Feb 24, 2010 5:59:22 GMT -5
No windage. Anyway, the sniper rifles' gravity affected rounds. Simple test using the Tracer Dart and Rocket Launcher range finder to get range. At a 105-110m range here on Valdez, by the Helipad against the mesh fence. Shooting one of the large cargo crates from the fence by the silos, the shot fell about halfway between the crosshair and the first mil-dot down. Taken to an extreme, a 315m shot from the four story building next to the helipad, fired at the Attacker's truck in the previous base. Shot landed immediately under the first dot. By the way, this is using the default scope. By the by, the subtle up-down idle of the scope makes exact pinpointing of the shot off a teeny bit.
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das147369
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Post by das147369 on Feb 24, 2010 10:04:51 GMT -5
I remember in BF2 a big help in sniping was to make yourself a squad leader and then use the map's squad attack order to mark the area you were targering. This would give you a HUD waypoint with the range to the exact metre from your position. Is this possible in BFBC2? Also are the scope's mil dots purely cosmetic, or can they actually be used for estimating range, e.g. metres = 1000 x (1.7M man's height / dots). Ohh and I'm sure Dice properly represented the real world ballistics and bullet drop for EACH of the different rifle calibers in the game: 7,62NATO, 7,62Russian, 5,8 Chinese, 9x39, .338, and 50BMG
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Post by Flubadoo on Mar 5, 2010 13:37:43 GMT -5
I remember in BF2 a big help in sniping was to make yourself a squad leader and then use the map's squad attack order to mark the area you were targering. This would give you a HUD waypoint with the range to the exact metre from your position. Is this possible in BFBC2? Also are the scope's mil dots purely cosmetic, or can they actually be used for estimating range, e.g. metres = 1000 x (1.7M man's height / dots). Ohh and I'm sure Dice properly represented the real world ballistics and bullet drop for EACH of the different rifle calibers in the game: 7,62NATO, 7,62Russian, 5,8 Chinese, 9x39, .338, and 50BMG I'm pretty sure that the bullet drop would be hard to use in mil dots because i think that the bullet drop increases with distance. for example: 100 meters=1mil-dot 200 meters=3mil-dots and so on.
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