Jump to content
Sign in to follow this  
Hashisx

M4A3 CCO Question.

Recommended Posts

No shit sherlock? But seriously I can't really descripe in words what was happening other than using the SD rounds.

To those who are wondering why I am using SD rounds. They dont aggro zombies like normal stag rounds.. I guess this is a glitch in the coding, Probably should restrict SD mags to SD guns.

Oh really? they are quieter than normal rounds? Fun thing to try... not sure if that's worth the accuracy loss though.

Share this post


Link to post
Share on other sites

What the guy was trying to describe in the drawing is that if a weapon is Zeroed for 300 meters, bullet strike will be high at any range closer than 300 meters, and low at an range farther than 300 meters, that's just the way it works because a bullet travels in an arc from the muzzle of the weapon, not a straight line. In the OP you said that you had to aim at the crotch to hit your target, so i'm guessing you were firing at a target that was much closer than 300 meters.

Not all the time though. I dont think we need to discuss this anymore since we found out the cause of the problem.

I know how zeroing and bullet drop works....

Edited by Hashisx

Share this post


Link to post
Share on other sites

Oh really? they are quieter than normal rounds? Fun thing to try... not sure if that's worth the accuracy loss though.

Yeah it does work. I always kill the 1 or 2 that are agrrod on me usually takes 2 rounds per but never get aggro. Should be fixed imo

Share this post


Link to post
Share on other sites

Oh I see, so from what I understand, you're saying that the effect of the raised bullet strike is more pronounced when using SD magazines?

That makes sense. Like you said earlier, an SD round (Subsonic ammo) would decrease the effective range of the weapon. Therefore, to be zeroed at 300 meters, you'd be aimed even higher at shorter ranges than you would with normal ammo.

I don't really know how realistic bullet drop is modeled in this game, and i'm not a ballistics ammo, but based on what general knowledge I have it makes sense at a glance to me.

Also, I think something is wonky right now with zombies aggroing because of weapons being fired. My group ended up firing off an M4 with normal Stanag ammo, an FN Fal, and a Revolver all within 50-60 meters of a large group of zombies without aggroing everything. This was after one of those zombies saw me crouched, still, behind a tree, and ran over to say hi :/

Edited by Lapua Lupo

Share this post


Link to post
Share on other sites

I don't understand people saying that you should just used unsuppressed mags on a suppressed weapon. I have never been able to do that.

i read that the zeroing for some weapons cannot be affected by pushing the button, it's a king of issue with arma2 engine or so..

Only the AKM and L85A2 are coded to be zeroed. If there are any others, they aren't implemented in DayZ

Share this post


Link to post
Share on other sites

I was using this pre-1.7.2 so its been there for awhile.

I just think its a coding error and that is why the accuracy is so off with the SD mags in a non-sd gun. I am at work so I cant

confirm if its user error or game mechanics.

edit: by coding error i mean that you shouldnt be able to use SD rounds.

Edited by Hashisx

Share this post


Link to post
Share on other sites

I don't understand people saying that you should just used unsuppressed mags on a suppressed weapon. I have never been able to do that.

Only the AKM and L85A2 are coded to be zeroed. If there are any others, they aren't implemented in DayZ

I have a suppressor on my USP 45 CT, you can use any ammo you want in it. However "suppressed" ammo is loaded in such a way that muzzle velocity does not exceed the speed of sound. Any 230 grain ammo basically keeps it under that. If you use 190 grain or lighter ammo, the sound signature is much larger.

Same deal with rifles. You CAN use unsuppressed ammo but it will be much louder.

There are two parts to "suppression". Slowing the gasses down to reduce the "pop" and the second part is slowing the bullet down to eliminate the sonic boom. 1 part is the suppressor itself, the other part is the ammunition.

There's no reason you shouldn't be able to use standard ammo in the gun but it should definitely make it much louder.

  • Like 1

Share this post


Link to post
Share on other sites

In my experience the only gun that does not seem to register shots is the M9SD. I have shot zombies point blank and either have not hit them or the shots didn't register. After blowing 6 to 10 shots they finally drop.

Share this post


Link to post
Share on other sites

In my experience the only gun that does not seem to register shots is the M9SD. I have shot zombies point blank and either have not hit them or the shots didn't register. After blowing 6 to 10 shots they finally drop.

I've had that experience with just about any gun I pick up. It's probably desync issue though, who knows. But I sure as hell have had to fire 6 3-m shots out of the revolver just to kill one damn zombie. And then, next one drops only in one bullet.

Share this post


Link to post
Share on other sites

I know the effect range is 300m.

What I don't understand is why i have to aim at the crotch/stomach to get shots to land.

To me it seems the redot is terribly off.

help would be appreciated

The sights of your gun are modelled the same way real life gun sights are.

It will be "zeroed" for something like 200 meters. That means your straight line of sight through the sights has to intersect the bullet at 200 meters.

When you aim your gun, depending on where the sights are zeroes, you are actually aming the gun upwards and the bullet leaves the barrel on an upwards trajectory. It follows an arc, and starts to fall, the point in the fall where it comes across your line of sight is the zero.

If you are fiing CLOSER than the zero, the bullet will be travelling above your zero point. If you are firing FARTHER than your zero the bullet will be below.

Here is an example graphic

http://dryfiregun.com/Physics%20of%20Firearms.htm

Share this post


Link to post
Share on other sites

The sights of your gun are modelled the same way real life gun sights are.

It will be "zeroed" for something like 200 meters. That means your straight line of sight through the sights has to intersect the bullet at 200 meters.

When you aim your gun, depending on where the sights are zeroes, you are actually aming the gun upwards and the bullet leaves the barrel on an upwards trajectory. It follows an arc, and starts to fall, the point in the fall where it comes across your line of sight is the zero.

If you are fiing CLOSER than the zero, the bullet will be travelling above your zero point. If you are firing FARTHER than your zero the bullet will be below.

Here is an example graphic

http://dryfiregun.co...of Firearms.htm

Keep in mind bullet drop on most rifle rounds is only about 1-4 inches in the first 200 meters. At 300 it gets dicey, like 12 inches. The sighting difference between 0 and 200 meters is incredibly minimal. 300 however... aim a foot low in close quarters.

Share this post


Link to post
Share on other sites

The sights of your gun are modelled the same way real life gun sights are.

It will be "zeroed" for something like 200 meters. That means your straight line of sight through the sights has to intersect the bullet at 200 meters.

When you aim your gun, depending on where the sights are zeroes, you are actually aming the gun upwards and the bullet leaves the barrel on an upwards trajectory. It follows an arc, and starts to fall, the point in the fall where it comes across your line of sight is the zero.

If you are fiing CLOSER than the zero, the bullet will be travelling above your zero point. If you are firing FARTHER than your zero the bullet will be below.

Here is an example graphic

http://dryfiregun.co...of Firearms.htm

did you bother to read the thread?

because if you did you would realise this has been discussed.

Edited by Hashisx

Share this post


Link to post
Share on other sites

OR, you could just switch to regular STANAG mags. Problem solved.

This is a bug, that's not about zeroing or anything. There's no zeroing on that weapon. If you want to hit further, aim higher.

SD Mags are bugged, even though logically they would be slower and thus hitting too short but it's the opposite because of a bug.

Edited by Tyrog

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×