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Irish.

The ACOG needs a 2nd optics mode.

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I can barely hit trees with the SKS from 100 + meters.

 

It is ridiculous. Even with perfectly aimed shots, your bullets curve randomly and make every gun unreliable.

 

 

Then you have bullets that hit invisible walls on hills, and it makes it really difficult to have a serious gunfight.

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Therefore I found all the guns equally op.

A Lee Enfield felt just as powerful in my hands as a m4.

LOL... ok.

 

So you're saying that in the mods, you felt a Lee Enfield was the same as an M249? 

 

Now did you ever actually have and use an M249? Because that statement is rather laughable man... it really is.

 

Its tantamount to saying, the crossbow is just as good as the G17. 

 

edit: Oops, I guess we already cleared that up.. :blush:  Nevermind!

Edited by lrish
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acog is useless unless you know the hidden "semi-auto fire" key...

 

most players don't know about this.

 

acog needs proper 4x zoom rather than an alt-magnification setting.

 

my 2 cents peace

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LOL... ok.

 

So you're saying that in the mods, you felt a Lee Enfield was the same as an M249? 

 

Now did you ever actually have and use an M249? Because that statement is rather laughable man... it really is.

 

Its tantamount to saying, the crossbow is just as good as the G17. 

 

edit: Oops, I guess we already cleared that up.. :blush:  Nevermind!

 

Not to mention how powerful the M14 was.

 

God I miss that gun.

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Not to mention how powerful the M14 was.

 

God I miss that gun.

m14 or dmr meant you had won the mod... until you found the as550 thermal scope that is.

 

man i loved those rifles.

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Agreed as well.

 

Actually the first thing I did when I found an acog was hit the num pad /. I was sadly disappointed.

 

It was functional in A2 as well.

 

I'm sure it'll be added in the future though. I assume.

the Acog  is reliable from 100-500m with the tree inside. Anything less than 100m away you should be able to hit without the need of the red dot sight. It would be nice, but having the point for your characters shot reference really makes it useless.

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Was never a fan of the M14, although it was quite good at ambushing unsuspecting cars... but for that the MK Mod 0 was even better. My personal favorite for daytime gunfights was probably the SA-58V ACOG.. It had Single, Burst, and Full auto select fire, an ACOG scope, and did AKM levels of damage (4500 blood?).. So 1-3 shot kill on anyone. I could pick off DMR snipers from 500+ meters with that baby, and it even had backup iron sights for close quarters encounters. The only downfall of the weapon was that you couldn't use NVG's with the scope, which is why I usually carried a M16A3 ACOG instead.

 

 

For those unawares:

 

http://dayzdb.com/database/sa58v-acog

 

Did I mention it looked badass, also?

Edited by Etherimp
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I think that they should fix magnification issues first. The ACOG and PU are heavily undervalued now because their magnification is ~2 times worse than it should be. And if they do the same thing with the PSO-1 scope when SVD will be implemented...

This issue IMO makes it kinda silly to use mid-range scopes, just because they're closer to the red dot ones currently than to anything magnifying.

the magnifications are fine, provided you drop your FOV all the way down.  The issue is that your FOV needs to dynamically react to whether you are ADS or not.

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m14 or dmr meant you had won the mod... until you found the as550 thermal scope that is.

 

man i loved those rifles.

 

Oh man the AS50 was just gay... I am glad that's staying out of the DayZ universe.

 

But yes, the M14/DMR were powerful -- I always liked the FN FAL too, same caliber and excellent iron sights.

 

Was never a fan of the M14, although it was quite good at ambushing unsuspecting cars... but for that the MK Mod 0 was even better. My personal favorite for daytime gunfights was probably the SA-58V ACOG.. It had Single, Burst, and Full auto select fire, an ACOG scope, and did AKM levels of damage (4500 blood?).. So 1-3 shot kill on anyone. I could pick off DMR snipers from 500+ meters with that baby, and it even had backup iron sights for close quarters encounters. The only downfall of the weapon was that you couldn't use NVG's with the scope, which is why I usually carried a M16A3 ACOG instead.

 

 

For those unawares:

 

http://dayzdb.com/database/sa58v-acog

 

Did I mention it looked badass, also?

 

The only type of M4 I carried with my toon on the mod was the silenced version -- mainly because they made the sounds aggro zombie mobs from like 10000m away, even pistols were quite ridiculous... 

 

Once again, I can't wait to rejoice in glory with my M14.  :lol:

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What is kinda lame -- I think -- is that they took out that extra zoom feature that they had in the mod when zooming into either irons, red dots, holographics, etc.

 

I wish they would put it into the SA.

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What is kinda lame -- I think -- is that they took out that extra zoom feature that they had in the mod when zooming into either irons, red dots, holographics, etc.

 

I wish they would put it into the SA.

Im pretty sure that when you add that, to the "mysterious" scope zoom (i.e. instead of 4x its more like 1.8x) that you can conclude the devs did this on purpose.. maybe during testing, maybe for good. 

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We had them in the mods and they were grossly OP.. especially with scopes on them ;)

 

You could put about 200 rounds down range, fairly accurately, in less than 30 seconds. But, hey.. Ill take one if they want to add them :D

 

mmm, yeah, cause in real life LMG arent used to keep people in cover, or else they die from the suppressing fire, right?

 

LMG's are OP as hell in real life, man. I think they should be OP in the game, but the ammo should be REALLY hardcore to get. And by REALLY hardcore i mean "AS50 in 1.7.4 patch" hardcore.

 

The other guns are underpowered in the game, or ridiculously misplaced, like the 800m accurate mosins (AKA XM2010 disguised as wooden stick), or the mental-ill-projectile m4's (that fly in random trajectories if you dont use an magic alien handguard that teaches the right path for the bullets).

 

They should just eat your backpack when you carry them, so they would be realistic enough.

Edited by lipemr

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mmm, yeah, cause in real life LMG arent used to keep people in cover, or else they die from the suppressing fire, right?

 

LMG's are OP as hell in real life, man. I think they should be OP in the game.

 

You're trying to tell a USMC veteran about firearms? 

 

Ok.. please proceed  :rolleyes:

Edited by lrish

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calm down everybody, it was just a joke...

I knew it was a joke.. hence my funny head in the sand picture.

 

But I guess others got all ass rapey type hurt over it :(

Edited by lrish

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I vote realism above all.  I have sitting six inches from my right foot an M4 with an ACOG, a BIS, and a grippod.  There is no variable zoom on an ACOG.  Also, 4x is the perfect magnification for moderate-ranged engagements and accurately hitting targets up to ~400m.  CQB you don't aim down sight, you instinct fire by aiming down your barrel.  With a RDS, you can have both eyes open and simply have to put the dot on target to hit it.  Also, ACOG have a chevron (^) reticule that works phenomenally for gauging where to aim at closer ranges.  The top of the chevron is your 150m target (if zeroed to 300m) and the bottom of the chevron/top of the vertical post is your 25m/300m (same zero).  Bullets are lobbed, not shot straight, after all.  All they need in the game is reliable bullet trajectory and increased sway to balance shooting.  If you add realistic arcing of bullets, zeroing becomes much more vital.  Real life, the bullet will hit roughly the same spot if you aim at the same spot every time (same sight picture, same trigger squeeze, steady position, steady breathing, no environmental factors).  If you add more barrel sway, it becomes much harder to hit a target and it eliminates the need to have spread as it currently exists.

 

You should be able to have a BIS and an ACOG on the same rifle.  I have both on my service weapon.  The thing is, you would have to physically remove the ACOG in order to use the BIS.  If you remove an optic, you just lost the zero.  Even the most precise optics mounts still do not have exact return to zero. 

 

If you want a VERY accurate rifle, I cannot recommend enough the Blaze.  You put that gold front sight post on a target, you're 99/100 gonna hit it.  I was knocking down zeds that I could barely tell that they weren't trees.  It needs some form of optic, but until that comes, this thing is the most accurate rifle I have found.  My hardcore character had one and an entire tactical vest filled with snap loaders.  That was... until he got sniped in a low-pop electro xD  Man, I hate that city...

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If you add more barrel sway, it becomes much harder to hit a target and it eliminates the need to have spread as it currently exists.

 

^ this.

 

God how did they not go with that rather than random spread? ..oh yeah, animations.  

Edited by lrish

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There is still plenty of time.  That's the point of the Alpha:  to find what works and what doesn't work.

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^ this.

God how did they not go with that rather than random spread? ..oh yeah, animations.

Yup the spread is so stupid.

The weapon accessories should only affect a weapons handling not its accuracy.

- bipod should not allow the weapon to be more accurate but instead allow to steady the weapon making sustained accurate fire possible and making sway a non issue in long range shots.

- Magpul accessories should reduce the weapon sway and or bring the weapons iron sights up faster not somehow magically make the gun more accurate.

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Yup the spread is so stupid.

The weapon accessories should only affect a weapons handling not its accuracy.

- bipod should not allow the weapon to be more accurate but instead allow to steady the weapon making sustained accurate fire possible and making sway a non issue in long range shots.

- Magpul accessories should reduce the weapon sway and or bring the weapons iron sights up faster not somehow magically make the gun more accurate.

Exactly!  Sway > Spread

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You're trying to tell a USMC veteran about firearms? 

 

Ok.. please proceed  :rolleyes:

 

and as you can see, i'm not disagreeing with you.

 

i just think this game should run away from "balancing" things if it's supposed to be cruel and unforgiving.

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m14 or dmr meant you had won the mod... until you found the as550 thermal scope that is.

 

man i loved those rifles.

 

Hated them (As and M107), they were ridiculous.

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We had them in the mods and they were grossly OP.. especially with scopes on them ;)

 

You could put about 200 rounds down range, fairly accurately, in less than 30 seconds. But, hey.. Ill take one if they want to add them :D

 

Yeah, I hope they make LMGs available. Even if it's just an RPD.

 

There are ways of balancing it, although, I never thought they were particularly overpowered in the mod. They were trash at range, especially with optics, and bipods did nothing.

 

But, they could make complete belts (for belt-fed weapons) suitably rare, require the player to also find links to assemble the belt, and/or make it have a more prohibitive maintenance requirement than other weapons. Or, LMGs could hamper player movement (whenever they get around to implementing a "weight" system). Especially with the M249 being able to take STANAG mags, it would pretty much be the same as an AR-15 unless one could find a (hypothetically) rare belt of 5.56 for it.

 

I loved rolling around with a Mk 48 in the mod. And, if they implement helicopters ever, something needs to be able to bring them down. Not saying it should be found in every Deer Stand, but helicopters will require a suitable foil when/if they're rolled out.

 

As for those who're dissatisfied about the DMR, AS50, and M107 in the mod... several things. One, these things could be considered overpowered in the mod because they weren't suitably rare. One could find DMR mags in residential-industrial buildings readily. Ammo availability was key in making these weapons into death machines. Likewise, there were no maintenance requirements or weight/mobility restrictions. They also came standard with high-magnification optics.

 

But, also, sniping is INHERENTLY unfair. That's why it's effective. It's designed to be annoying and to maximize individual advantage. So, the ire directed at sniping is EXACTLY WHAT IT'S SUPPOSED TO CAUSE. People need to stop all the "balance" talk around sniping, when it's designed to be an imbalance.

Edited by Katana67

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 People need to stop all the "balance" talk around sniping, when it's designed to be an imbalance.

I generally would agree, in terms of weapon handeling and how ballistics are modeled.  Weapons in this game should strive to be as realistic as possible...  Balance still should be a pivital focus point though, however it needs to be focussed on spawn rates/locations, and rarity of mags/ammo/optics over all else...

 

P.S. No .50 cal snipers, at all in the SA, please...

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I generally would agree, in terms of weapon handeling and how ballistics are modeled.  Weapons in this game should strive to be as realistic as possible...  Balance still should be a pivital focus point though, however it needs to be focussed on spawn rates/locations, and rarity of mags/ammo/optics over all else...

 

P.S. No .50 cal snipers, at all in the SA, please...

 

Agreed on all points. In my opinion, they can include ANY WEAPON inasmuch as it (or the ammo) is made suitably rare, suitably difficult to carry, and/or suitably prohibitive to maintain. I'd agree that they need to balance the ITEMS and not the ways in which the items can be used. Sniping should be robust, and I enjoy the tension in always having to look out for snipers.

 

I honestly don't care either way. If they decided to put in .50 BMG sniper rifles, I wouldn't mind. But as it stands, I don't mind that they're not in either.

Edited by Katana67

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