erfworm 0 Posted January 28, 2003 I dont know if many have noticed this although Ive been having OFP problems, does anyone here think the engagement ranges for the resistance sniper is to close? The res sniper gets nowhere near the ranges of the regular snipers, and has to get extremly close to fire. If this truly is happing to everyone else is it possible BIS you could tweak his CPP file to make the ranges farther? Thanks Just did a test and the sniper engages at 140 Meters from the target, if you ask me thats a little to close for any sniper. Lata Share this post Link to post Share on other sites
Milkman 1 Posted January 28, 2003 I have hadno problems with the resistance sniper. He seems to be able to shoot the same distance, if not farther than the East or West snipers. For close range, he likes to use his MAC-10 alot in my game. Share this post Link to post Share on other sites
erfworm 0 Posted January 28, 2003 hmmm....I cant get him to shoot until he is 140 meters or closer, even on the desert island. Any others having the same problem as me? Thanks for your post Milkman. Lata Share this post Link to post Share on other sites
PiNs_Da_Smoka 0 Posted January 29, 2003 Hmm.....although i have done no tests or anything like that. I would imagine they did this on purpose. Possibly because of the weapon he uses, or maybe they are trying to point out that the Resistence sniper may have less training or something along those lines. I'm just making an out of hte blue guess. Share this post Link to post Share on other sites
erfworm 0 Posted January 29, 2003 Good point Pins I was thinking about that too...but the standard res grunt engages before the sniper does. Share this post Link to post Share on other sites
JJonth Cheeky Monkey 1 Posted January 29, 2003 I think all the engagment ranges are too small, bar the MG and the Snipers. Id say 400m or soinstead of 190 or whatever it is. Share this post Link to post Share on other sites
Spy17 1 Posted January 29, 2003 I reported this bug a while ago in the troubleshooting section for the latest patch. I hope that they will fix it because I like the new unit but like this it is quiet useless... I do not think that they did it on purpose because for example the FIA machine gunner shoots as good as any other MG gunner in game so the FIA skill should not be the problem. The loud reload sound of that gun at long distance should although be fixed. Share this post Link to post Share on other sites
toadeater 0 Posted January 29, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cheeky monkey @ Jan. 29 2003,23:40)</td></tr><tr><td id="QUOTE">I think all the engagment ranges are too small, bar the MG and the Snipers. Id say 400m or soinstead of 190 or whatever it is.<span id='postcolor'> Somewhat related to this, AI troops need to react when there are bullets ricocheting around them even if they can't see or "hear" who's firing. If you engage them from far away, many times they will just stand there as bullets hit the ground right next to them and will only become alerted once you actually hit them.* * No comments about my bad aim please. Share this post Link to post Share on other sites
OxPecker 0 Posted January 30, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cheeky monkey @ Jan. 29 2003,23:40)</td></tr><tr><td id="QUOTE">I think all the engagment ranges are too small, bar the MG and the Snipers. Id say 400m or soinstead of 190 or whatever it is.<span id='postcolor'> Can you change this with the setviewdistance command in the units init field or something like that? Share this post Link to post Share on other sites
Gaswell 1 Posted January 30, 2003 A lot of the "new" weapons (FN-FAL, Uzi, etc.) have rather shorter AI engagement ranges than similar "old" weapons (AK47, HK, etc.) And since the AI is usually a pretty good shot at up to max engagement range, any AI with a G36 will usually be easy pickings for an AK47-equipped AI. Strange, especially considering the scopes on some of those new weapons... In addition, most of the new weapons lack burst mode, and the AI just doesn't seem to use single-shot very well at average engagement ranges. If BIS really intended the AI to use the new add-ons, why nerf them compared to the original weapons? Seems a bit pointless to me. BTW, the engagement (and detection) range of a max-skilled AI on Desert Island at default time of day and view distance ~1000 seems to be ~250m with an M16. Detection range is ~500m with binoculars - if the AI actually use them (is ordered to, or decides to). Snipers (w/M21) have a detection range of ~500m even without binoculars. Engagement range with the M60 is ~500m, but detection range is still ~250m without binoculars. Engagement range with most of the new guns is ~200m, even less for the Uzi. If I remember correctly, that is. Share this post Link to post Share on other sites
JJonth Cheeky Monkey 1 Posted January 30, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Gaswell @ Jan. 30 2003,12:36)</td></tr><tr><td id="QUOTE">In addition, most of the new weapons lack burst mode, and the AI just doesn't seem to use single-shot very well at average engagement ranges.<span id='postcolor'> Most of these weapons dont have a burst feature and even then its an optional extra esp with the G36 and Mp5. The AK series don't have Burst features in real life so you should feel priviliged. G3s and FALs dont, Hell the Brit version of the FAL did't even have full auto. With any of the M16s there is only enough room on the selector switch for 3 settings, one of these is Safe. You get a choice with the M4 and the M4A1 between Burst or Auto for the 3rd setting. I believe all US military versions of the MP5 don't have a burst feature because of an accident with a SEAL and an MP5 equipped with a burst feature. The Steyr AUG doesn't have a selector switch as it has pressure sensitive trigger (half way back for single, all the way back for auto.) If anything should be done with the burst features, the AKs should have them removed. Share this post Link to post Share on other sites
N.o.R.S.u 0 Posted January 31, 2003 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">In addition, most of the new weapons lack burst mode, and the AI just doesn't seem to use single-shot very well at average engagement ranges.<span id='postcolor'> True, when I put some Resistance soldiers equipped with FN Fals against basic Russian soldiers, Russians usually win. They use the more accurate burst mode when Resistance fighters just use full auto for every mag and miss almost every shot. It's quite odd though that low skill AI machinegunners fire often single shots rather than full auto . I've also noticed that Resistance sniper tends to shoot from ranges too short. But since the weapon kills with one shot almost all the time he can still be quite a threat. Share this post Link to post Share on other sites
Spy17 1 Posted February 5, 2003 The rifle fires tracers (like the Kolicze)! That should be fixed too! Share this post Link to post Share on other sites
Ruskiesrule 0 Posted February 6, 2003 I've been using the snipers as riflemen, i made two squads of russians run at a massive line of snipers, its real cool watching all of them fire at almost the same time! Try it, oh, i also gave them 'this unitpos "up"' command. then i copyed and pasted it! Share this post Link to post Share on other sites