dilavni 10 Posted October 29, 2010 (edited) Please delete this post if it's a duplicate. Love the game, not bitching, just suggesting. Make the grenade launcher sights / zeroing in work. The under barrel for mk16 for example has a nice red dot for this purpose, but it's locked to 200m or something. Make it zeroable in, so that one can change the distance it's pointing to like in real life. I know BI is prolly just too busy and that has been the plan all along.. I'm just telling you to hurry up please :P As I understand it, none of the sights for grenade launchers work in this game. [i retract this statement. The problem is not with f.e. M203 with leaf sights] other things (suggestions and fixes) : - fix or alleviate the multi-player long distance warping issue. - "zeroing in" missing for many guns that should have it - bullet impact : I know shots don't always kill, but it looks silly when the enemy sometimes just keeps standing there like nothing happened. - the bullet impact smoke : it looks ok, but it's too late. There is too big of a delay between the bullet hitting the object and the puff of smoke coming out. It makes it look as if the bullet travels longer than it really does, makes aiming with lead more difficult for beginners. Am I wrong? Shouldn't it be instant? - it seems the hud for a-10 has no assists for the bombs like it's suppose to. one has to guess, feel and "use the force" to drop the proton torpedoes.. I mean bombs. - being able to shoot out the windows of hummers like in "generation kill" would be cool Edited October 30, 2010 by dilavni Share this post Link to post Share on other sites
Gunter Severloh 2546 Posted October 30, 2010 As I understand it, none of the sights for grenade launchers work in this game. On an M203 only thing that dont work is the flipping up and down of the sites, but otherwise it works, I'm not totally getting what Assault rifle gernade Launchers are supposed to do that you are failing to do yourself, no pun intended, i mean I use m203 alot when ingame with friends on coop missions and most of the time my rds are close to almost dead on to where I want them. All I really do is raise or lower the gun based on the sites of the gun for the m203 and the rd goes there accordingly, what else is there? I'm asking and honest question here of course. Share this post Link to post Share on other sites
Nutlink 10 Posted October 30, 2010 It works fine on the M4/M16s with the leaf sights, but on the Mk16/17 where it's a static red dot, you have to either rely on crosshairs or guesswork. Since it can't be zeroed in, it makes it extremely difficult to accurately fire rounds from the launcher. Share this post Link to post Share on other sites
dilavni 10 Posted October 30, 2010 (edited) I retract the statement that ALL g-launcher sights are non-working. M203 seems fine. The problem is pronounced with mk16 under-barrel launcher, like I and BOTA already said. The Mk 19 seems non-working too, but haven't tested that much, not sure. It's not about not being able to adjust. The sights should work like they do in real life? Sure I can learn to shoot grenades without the sights, but arma 2 is better than that. I think it's a pretty reasonable suggestion. Edited October 30, 2010 by dilavni Share this post Link to post Share on other sites
no use for a name 0 Posted November 1, 2010 (edited) You can't adjust other red-dot/EOTECH sights, so why should the M203 be any different? They are already sighted for a pre-determined distance before you even go on a mission IRL. I believe the red dot for the m203 is sighted at 150m IIRC (maybe 200). However, the m203 leaf sight does not work as it should; but really after you use them enough it gets easier to lob them "from the hip". Edited November 1, 2010 by No Use For A Name Share this post Link to post Share on other sites
WingmanSR 10 Posted November 12, 2010 You can't adjust other red-dot/EOTECH sights, so why should the M203 be any different? They are already sighted for a pre-determined distance before you even go on a mission IRL. I believe the red dot for the m203 is sighted at 150m IIRC (maybe 200). However, the m203 leaf sight does not work as it should; but really after you use them enough it gets easier to lob them "from the hip". Incorrect, the "red dot" on the EGLM underbarrel grenade launcher is adjustable in the field in real life, it's called a "quadrant sight". The operator turns the sight up or down to match the range of the target. there are range marking on the sight for ranges from 50 to 400m, in 25m increments. A picture can be found at this link. How this works is, for example, you have a target at 200m. You turn the sight to 200m, now when you aim the red dot straight at the target, the weapon is tilted at the correct angle upwards to launch the grenade that distance. I think the problem with this ingame is animating the weapon to tilt upwards independently of the unit/player looking at an upward angle, which in my opinion, could be done with a 2d overlay when you go into sight-mode with the GL selected. 3d shouldn't even be that hard, the small dev team for america's army 3 made the 320(not a misspelling of 203, 320 has an integral leafsight, like the one on BAF weapons. 203 uses the front sight post of the rifle) leaf sight work perfectly, and that game is free. Just make the rifle tilt, BIS! I don't even care if it's floating in midair in front of me. Regardless, the ACE 2 addon has a decent work around for this. You simply use the GL ironsight, select a range like using a sniper rifle, aim the front sight post at the target and fire. BANG, first round hit. That works for me. Share this post Link to post Share on other sites