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Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.21 23:02:00 -
[1] - Quote
Alcare Xavier Golden wrote:We're talking rail guns here...this is the first time I've done the math... Mach 10 - 15 (3.4 - 5.1 km/s) Travel time to standard effective range of 600m is aproximately .176 to .118 seconds (negating the effects of atmospheric resistance). Assuming a perfectly horizontal shot the effective drop would be 1.72 (Mach 10) - 1.15 (Mach 15) meters. Perhaps theres something to this bullet drop....
I'd like to know what numbers you were using, as the only official number I could find was the muzzle velocity of 2500 m/s for the Sniper Rifle
http://www.shooterscalculator.com/
This is what I used for it.
I used the stats for the 50 BMG for the Ballistic Coefficient and Bullet Weight, because it's a very big gun that shoots very big bullets and that just makes sense in my head. Converted 2500 m/s to ft/s (8202). Set the Sight Height, Shooting Angle, Wind Speed, and Wind Angle to 0. Set chart size to 5K (5468 yards) and Chart Step size to 1. Scroll down to 600 Meters and you'll see that the "drop" is only .28 meters (11 inches), and the round took .26 seconds to reach the target. Most of the shots I see are between 300-400 meters. Which is a "drop" of 0.05-0.11 meters (1.9-4.33 inches) with a 0.13-0.17 second travel time. The most extreme range a Sniper Rifle can reach in this game (that I know of) is with the Ishukune Sniper Rifle. It has a range of 1000 meter which can be bumped up to 1250 meters if you have the Sharpshooter Skills maxed out. So at "maximum range" you have a "drop" of 1.53 meters (5 feet), and a travel time of 0.61 seconds.
Yes there is something to "bullet drop", but it isn't something that anyone will really notice until we get the 5K maps going. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.21 23:17:00 -
[2] - Quote
Jathniel wrote:I see what you did there. That's a nice substitute variable with the 50 BMG. Of course, it's harder to run with those numbers since the sniper rifles in Dust fire flechettes instead of bullets, and the performance and operation of current snipers in Dust, aren't remotely coded to approximate .50s.
True, but I figured it was a close approximation that didn't involve me just pulling numbers out of my ***. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
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Posted - 2013.02.22 00:52:00 -
[3] - Quote
SSBBW Amber wrote:Except we don't use "bullets" in EvE, we use plasma rounds and the speed as which plasma moves would negate the effects of gravity.
We use plasma rounds for the AR and other medium range weapons, but the sniper rifle uses an inert flechette (solid projectile) round so gravity and other such forces would still apply. They just wouldn't apply very much, except at extreme ranges. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.22 01:01:00 -
[4] - Quote
Rachoi wrote:i do agree with you on some points... i think the issue most have is the fact.. well... most snipers like to find the most inaccessible places for anyone but them, or in places where its nigh impossible to counter snipe.
as for being used in close range... i've had idjit fragheads trying to quick scope me, at close range, and i just smack 'em, i dont want snipers close in, i want them far away, but i'd like it if we could see where they fire from... like.. for five seconds after a shot they're lit up like a beacon on the mini map or something. let us know where we're being shot at, since the shot trail doesnt show about 50% of the time
Finding out of the way places to fire from is part of what it means to BE a sniper. It's also a part of why a sniper is so devestating on the battlefield. Remember that, when dealing with a sniper, if he can see you, you can see him. Which means that if he can shoot you, you can also shoot him. Every time a sniper fires his weapon he potentially gives away his position to anyone who is paying attention. Yes we have graphics issues that need to be addressed (like terrain not showing up at range, snipers firing out of their eyes, and the problem of hits not registering when they should), but once those are fixed a lot of the problems we face will go away.
I wouldn't mind snipers popping up on radar every time they fired a shot, but the problem with that is that they are usually far enough away that they wouldn't appear on your radar anyway. I've learned to listen for the telltale snapping sound that means that a sniper has shot at you and missed. It might take a moment to locate where they're firing from, but once you know their location it's over. You either call it in to your team mates, or you hit a Supply Station and switch to a sniper fit yourself, then go hunting. |
Hagintora
Chatelain Rapid Response Gallente Federation
26
|
Posted - 2013.02.22 02:03:00 -
[5] - Quote
vyyres blood wrote:lol so, how about laying down and bipods, opinions? :p
People seem to think that going prone will slow down the game to a halt. I don't personally think so, because the only people who would probably use prone would be Scouts with Profile Dampeners trying to sneak past the enemy, and snipers trying to line up a shot. COD, Battlefield and other FPS games all have prone as an option and it's raare to see soomeone use it who wasn't sniping. I could be wrong, but I haven't personally seen an FPS that used prone having slow gameplay.
As for bipods, they would have to change some things first before bipods became useful at all. Like adding in prone for one. But, more importantly, they would have to add more scope sway for the sniper rifle. Right now, if you crouch, scope sway is reduced to zero even if you don't have any points in Sniper Rifle Operation. Personally I think crouching should only reduce scope sway by 50%, not eliminate it completely. So having level 5 Sniper Rifle Operation, and crouching would reduce scope sway by 75%. Going prone could reduce it by another 15%, leaving only a 10% scope sway. Then bipods could have an actual effect on the game by eliminating scope sway completely, but at the penalty of reduced movement while ADS. So a sniper would have, say, only a 30 degree arc in front of him that he could cover. If he needed to fire outside of that arc, he would have to change position. |
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