
Private First Class
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Posts: 138 |
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Joined: 20 Oct 2003 |
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Posted: 18 Apr 2004 18:27
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Here's an original idea ( i searched the forums for similar posts). In America's Army, they should give the fireteam leaders B and C binoculars with a range finder. With the sniper rifle's, they have a knob to adjust the power ( range ) of the scope in increments or decrements of 100 meters. This would add more realism to the game. If the Dev's are putting in bullet drop, this would be a necessity.
Any thoughts?
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Sergeant First Class
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Posts: 1121 |
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Joined: 03 Nov 2003 |
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Posted: 18 Apr 2004 21:12
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| SAW master wrote: |
Here's an original idea ( i searched the forums for similar posts). In America's Army, they should give the fireteam leaders B and C binoculars with a range finder. With the sniper rifle's, they have a knob to adjust the power ( range ) of the scope in increments or decrements of 100 meters. This would add more realism to the game. If the Dev's are putting in bullet drop, this would be a necessity.
Any thoughts? |
This was covered before, but I think it never made it over somehow when we upgraded the forums. This was widely talked about when we originally got snipers, and then eventually got binoculars.
Your idea is indeed realistic however is not applicable to the world of AA at this time because:
1) The dedicated "spotter" and "medic" per fireteam tend to never stay with their team. The spotter class is actually the second man in bravo and delta teams for most maps. They aid the sniper by increasing their CEM due to their rank and using their binoculars.
2) The sniper class in AA is not a sniper in real life, so they don't neccessarily follow the whole spotter + sniper concept. The guy you play in AA for regular Army maps is the designated marksman.
3) Real life spotters obviously spot the targets for the sniper, as well as calculate range and windage for the sniper. However in AA, all bullets travel in a straight trajectory. In other words, wind and gravity do not affect the bullet. There is no reason why one would have to adjust the scopes range settings when there is no bullet drop.
Another thing to consider is the fact that to get the range on a target the target shouldn't be moving too much. Since many of the players do move around in AA, the sniper must rely on range estimates. The time it takes for the spotter to set up, identify a target would take too long for fast moving maps, such as BCSE, BC, etc. They may have more time on SF Recon but other than that, there isn't much use for a spotter to do all that.
Last but not least, how is the spotter going to communicate with the sniper on where the target is. Do you expect him to type everything out? Or have a set of communication binds for EVERY range possible, not to mention every location possible. The ONLY way to do this adequately is through voice communications. Considering many players in AA may not have a microphone, or don't even speak english (or english well) this may also be a problem for those that want to play this position.
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Private First Class
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Posts: 239 |
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Joined: 29 Aug 2003 |
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Posted: 18 Apr 2004 22:17
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see that would be a good idea if you could actually regulate discipline and a code of conduct. see, in AA, nobody listens and everybody does their own thing. so having a spotter would be useless because its just chaos. pure chaos. you dont know whats goin on.
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Private First Class
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Posts: 237 |
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Posted: 19 Apr 2004 03:13
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I think is is enough sniper-spotter teamwork if the leader sticks with his snipers and increses his CEM. I play sniper-teamleader regularly and this means I travel with the large sniper rifle... if you want to really act as a Sniper-Spotter Team, then set up voicechat to your sniper pal, whip out the binoculars and begin... it is quite funny, I can tell you and it is awesomely effective. At least I experienced that ob Bridge SE with large sniper rifle covering 3 windows and I tell him, where he is, where enemy comes and cover the sniper's rear. Give it a try: the large sniper is extremely effective if a leader is close. The sniper will kiss your feet if you stick around.
Schmusehase
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Sergeant
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Posts: 480 |
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Joined: 15 Jun 2003 |
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Posted: 19 Apr 2004 04:53
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Try telling most snipers that you are close to them to give them support and they will tell you that there is insufficient cover and you are going to bring down RPG fire near enough to their position to kill them and that they would appreciate it if you would move somewhere else. Only they don't usually put it that way!
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Private First Class
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Posts: 211 |
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Joined: 26 Dec 2003 |
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Posted: 19 Apr 2004 14:50
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First Sergeant
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Posts: 2431 |
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Joined: 15 Sep 2002 |
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Posted: 19 Apr 2004 17:22
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| DocNartman wrote: |
Another thing to consider is []the time it takes for the spotter to set up, identify a target would take too long for fast moving maps, such as BCSE, BC, etc. []
how is the spotter going to communicate with the sniper on where the target is. Do you expect him to type everything out? Or have a set of communication binds for EVERY range possible, not to mention every location possible. The ONLY way to do this adequately is through voice communications. |
There is another way (Again, this is not new to the forums).
Provide a "Report Target" bind for the spotter. When looking through the binoculars, the spotter hits a button which generates a message to himself and "his" sniper along the lines of "Enemy Spotted, NE, 250 Metres". Where the game automatically generates the text for which direction he's looking, and calculates the distance (based on the point of intersection of a ray from the centre of his view direction with the ground). The direction rounded off to 8 or 16 values, the distance to the nearest 25 or 50 M .
It'd be fast. There's little language difficulty. It'd be useless if the Sniper and Spotter weren't in reasonable proximity, thus encouraging the pairing.
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Private First Class
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Posts: 187 |
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Joined: 21 Dec 2003 |
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Posted: 19 Apr 2004 19:53
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This again is where knowing the map helps. I enjoy playing as a spotter because I know where the opfor can ambuse the sniper and set up there.
The first thing I do is dump 2 nades off at his feet then head off telling him I'm watching his back.
Not to hi-jack the thread, But I hate it when i then get votekicked for not rushing 
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Private
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Posts: 29 |
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Joined: 29 Nov 2003 |
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Posted: 19 Apr 2004 20:46
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| Slow Dog wrote: |
| DocNartman wrote: |
Another thing to consider is []the time it takes for the spotter to set up, identify a target would take too long for fast moving maps, such as BCSE, BC, etc. []
how is the spotter going to communicate with the sniper on where the target is. Do you expect him to type everything out? Or have a set of communication binds for EVERY range possible, not to mention every location possible. The ONLY way to do this adequately is through voice communications. |
There is another way (Again, this is not new to the forums).
Provide a "Report Target" bind for the spotter. When looking through the binoculars, the spotter hits a button which generates a message to himself and "his" sniper along the lines of "Enemy Spotted, NE, 250 Metres". Where the game automatically generates the text for which direction he's looking, and calculates the distance (based on the point of intersection of a ray from the centre of his view direction with the ground). The direction rounded off to 8 or 16 values, the distance to the nearest 25 or 50 M .
It'd be fast. There's little language difficulty. It'd be useless if the Sniper and Spotter weren't in reasonable proximity, thus encouraging the pairing. |
not that i'm any sort of judge or authority, but i have read alot of "game improvement" ideas. most of them, IMHO, take from the overall realism of the game.
however, this is one idea i believe has merit. also, if i'm parsing the
| Quote: |
(based on the point of intersection of a ray from the centre of his view direction with the ground). |
correctly, there would be margin for error. IE, if your center of focus were too high, the range report would be long, if the center of focus were low, range report would be short.
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Staff Sergeant
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Posts: 707 |
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Joined: 29 Sep 2002 |
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Posted: 19 Apr 2004 21:16
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Slightly off topic, but i think The sniper weapons move to much on occasion...a relaxed shooter doesnt move as much as this game portrays... What we need is a CEM that allows for better accuracy with the sniper weapons...And more KILLING power would be nice in the sniper weapons like we USED TO HAVE!...like one shot kills with m24 in heart lungs hit and with the SPR...A person needs like 15 chest shots, but a 3-5round burst of a m4 will take them 
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Sergeant First Class
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Posts: 1121 |
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Posted: 20 Apr 2004 00:24
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| FocusedWolf wrote: |
Slightly off topic, but i think The sniper weapons move to much on occasion...a relaxed shooter doesnt move as much as this game portrays... What we need is a CEM that allows for better accuracy with the sniper weapons...And more KILLING power would be nice in the sniper weapons like we USED TO HAVE!...like one shot kills with m24 in heart lungs hit and with the SPR...A person needs like 15 chest shots, but a 3-5round burst of a m4 will take them  |
Actually the SPR is not a sniper weapon per se. Its a special purpose rifle:). Anyway, based on both of those points, it does the same damage as an M16, which means it takes 3 hits in the chest to take down a person.
The slow rate of fire is of course a balancing issue, since considering it is based off of the M16, it should fire at least nearly as fast as one. Also, since you're playing on the lag prone SF Hospital most of the time with this weapon, your shots tend to deviate due to connection/server issues.
Really, as many have pointed out, the snipers for the regular Army maps, should be designated marksman, NOT snipers. Or maybe one 2-man sniper team and a designated marksman. The designated marksman probably gets an M16A4 or something with a 4x ACOG. Would be cool.
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Private
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Posts: 29 |
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Posted: 20 Apr 2004 08:52
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actually, i think even hospital is too close quarters for the spr. unless you are doing something like rooftop to building. for anything else in hosp, i'd rather have my m4 sopmod.
recon. yea. i love the SPR on recon...
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Private First Class
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Posts: 237 |
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Posted: 20 Apr 2004 09:02
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| Tatsfield wrote: |
Try telling most snipers that you are close to them to give them support and they will tell you that there is insufficient cover and you are going to bring down RPG fire near enough to their position to kill them and that they would appreciate it if you would move somewhere else. Only they don't usually put it that way! |
Hi !
This might be true for very good snipers who hit a target regardless of a leader being close to them. But I made the experience that novice snipers (especially with the large sniper rifle) are thankful for the reduced breathing effects and the increased CEM.
The assumption that 2 targets close to each other make a good target applies mainly to bad spotters and snipers, I guess. The snipers and I am not 203ed significantly more often, than I would have been playing on my own
Schmusehase
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First Sergeant
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Posts: 2431 |
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Joined: 15 Sep 2002 |
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Posted: 20 Apr 2004 17:02
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| [TSI]shad0h wrote: |
if i'm parsing the
| Quote: |
(based on the point of intersection of a ray from the centre of his view direction with the ground). |
correctly, there would be margin for error. IE, if your center of focus were too high, the range report would be long, if the center of focus were low, range report would be short. |
Yes. I don't know what would happen if you were looking at the sky, which might happen accidently if looking at enemy coming over a hill crest.
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Staff Sergeant
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Posts: 674 |
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Posted: 20 Apr 2004 19:28
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Speaking of which, why don't we have bullet drop for snipers. I could see that the algorithms for bullet drop would take up too much processor currently for a m4 or SAW, but with a sniper firing roughly 2 shots per second, I think the momentary hit would be acceptable.
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