bascule42 10 Posted August 12, 2009 Me? I hate it, and belive it should be removed, destroyed and then stamped on by each member of the nearest battalion, the pieces the rolled under a handy tank, then all those bits swept up, placed in a small can, taken to 30,000ft in a c30, then scattered over the atlantic ocean. Twice. Share this post Link to post Share on other sites
TechnoTerrorist303 10 Posted August 12, 2009 ummm ok... and what would you like to have on those weapons that have holo sights in rl? Share this post Link to post Share on other sites
bascule42 10 Posted August 12, 2009 Iron sights a are infinitely better. ACOG isn't too bad. My view, whats the point of fixing a sight that doesn't magnify. I do use iron sights a lot, so I'm not saying it should be x20 magnification or anything daft like that. Its just that, for me, the Holo sight fills too much screen, obscures the target, and with night vision actually makes the view a lot more..."clouded"? Share this post Link to post Share on other sites
TechnoTerrorist303 10 Posted August 12, 2009 In every shooter I have played the red dot/reflex/holo/whatever is the king of kills for me. So much better than the iron sight (probably why it was invented in rl let's face it). While I don't think it's the best implementation of this by any means I don't think it should be consigned to room 101 just for looking rough. Needs to stay. I find it most useful when I'm moving through a town full of hostiles and engaging at 0 - 50m, you don't need magnification at that range... If you do then you clearly need glasses as well. Share this post Link to post Share on other sites
DaSquade 0 Posted August 12, 2009 Hm? the Holo sight fills too much screen, obscures the target -> I do use iron sights a lot So you are saying the Holo (aimpoint or eotech or bought?) fills too much screen AND obscures targets? Ok, i don't play that much anymore, but afaik ironsights block almost everything near your target but has a more open FOV around the ironsight. Where with the eotech and aimpoint, the target and near zone is as open as it can, but it blocks a bit your FOV. Imho i prefure the eotech/aimpoint... We are taking about CQB sights, so i need my direct FOV instead of an overall awareness sight. Please enlighten us... Voted 'couldn't care less'. Share this post Link to post Share on other sites
mcvittees 0 Posted August 12, 2009 Holo/aimpoint are far more usefull than iron sights when close in. Point and shoot! Share this post Link to post Share on other sites
Bad Pilot 0 Posted August 12, 2009 If you read the manual you'll see that different sights are levelled at vastly different ranges, and I think this may influence how people perceive the sights and the weapons they're on. If you know where the zero is, you can point and shoot with a greater variety of weapons. I printed out this page and keep it on my desk for reference during play Share this post Link to post Share on other sites
Master gamawa 0 Posted August 12, 2009 I have noticed that the eotech scope doesn't work right in silenced weapons. You actually have to aim lower to hit a target...which doesn't make any sense. I don't know, maybe it works like that in real life to compensate for the reduced speed? I played last night and I had to use the upper part of the aiming circle instead of the dot in the middle. The bullet impact appeared just behind the top of the holo reticle. Can anyone test this and cofirm or explain it? Share this post Link to post Share on other sites
7 0 Posted August 12, 2009 I have noticed that the eotech scope doesn't work right in silenced weapons. You actually have to aim lower to hit a target...which doesn't make any sense. I don't know, maybe it works like that in real life to compensate for the reduced speed?I played last night and I had to use the upper part of the aiming circle instead of the dot in the middle. The bullet impact appeared just behind the top of the holo reticle. Can anyone test this and cofirm or explain it? How close was the target? Share this post Link to post Share on other sites
11aTony 0 Posted August 12, 2009 If you dont like eotech just take m4a1 with gl and acog or normal m4a1. What is the problem here? Share this post Link to post Share on other sites
echo1 0 Posted August 12, 2009 I think part of the problem here is that the holographic reticule isn't simulated correctly, which makes the advantages of the EoTech less obvious. Share this post Link to post Share on other sites
bascule42 10 Posted August 12, 2009 So you are saying the Holo (aimpoint or eotech or bought?) fills too much screen AND obscures targets? That exactly what I'm saying. The sight covers up to much screen and the reticule obscures the target. Your right about the M4 iron sight obscuring the target too though - (Avtomat Kalashnikova is king for me on that point). If you dont like eotech just take m4a1 with gl and acog or normal m4a1. What is the problem here? Well, yeah yer right, thats the best thing to do. The choice isnt allways there though. ======================= OK, most seem to have it that these holo/aimpoints are for close range. I just cant see the point of them. I've tried to use them, I really have, but I say again, I favour ironsights. Well, I actually favour medium range fighting (150m - 300m), this might explain why I dont like these sights. Now, IF BI implemented a system where I can remove sights etc in the field if I am playing amission without the choice of changing your gear, then, I wouldn't have a problem. As tony says, just dont use em, but as it is, I start a mission, and arrrggghhh feckin Holo sights. So do I modify someones hard work, (which I havn't done yet - it just dont seem right), or do I not play the mission, or play it and grumble at the sights until I can grab a weapon off a dead guy. Of course things have changed slightly now though, cause with the AI nerf, sometime you have to walk up and tap the enemy on the shoulder to get his attention. Theh shoot him. With iron sights. :) Share this post Link to post Share on other sites
manberries 0 Posted August 12, 2009 Both the eotech and kobra sights have weird zero ranges. I will take a shot at a 50m target down the eotech and it misses quite badly. After this I adjust, up down left right, none of it really seems to get a good shot in. Shooting via the ingame cross-hairs suddenly improves the hit ratio 10 fold. The Kobra sight seems very strange when engaging a target at about 100 meters. I cannot put my finger on it, but there is something wrong with these sights. Perhaps resolution and monitor set ups off set the center of the reticule from the actual bore line? Share this post Link to post Share on other sites
desertjedi 3 Posted August 12, 2009 My friends and I pretty much hate any kind of aimpoint (red dot) sight. Not sure about Arma 2 but in Arma it was pretty much the default sight. If I liked a mission, I would edit the default loadout or if I had to, throw a weapons crate near the initial spawn point. I greatly prefer the ACOG sight and am way more effective with it. It's interesting though to be forced to use an iron sight every now and then. You really have to pick up your game quickly when you get stuck with them upon respawn. Share this post Link to post Share on other sites
r71 0 Posted August 12, 2009 Loved it in cod4 single player. The sun glare kills it most of the time in this game. :( Share this post Link to post Share on other sites
Master gamawa 0 Posted August 12, 2009 How close was the target? Does this really matter? I had to aim lower. Not higher. Ok it was in the 50-100m range. I was trying to shoot a dude and the impact appeared much higher than it should. So I adjusted my shot and fired lower, with the dot aimed about a cm below his feet and got him. the Aimpoint scope works fine. It's spot on in close range and as distance increases you have to aim higher. Share this post Link to post Share on other sites
manberries 0 Posted August 12, 2009 Actually, there is a time during a bullets flight path that the bullet is higher than the site. However, reflex sights should be have a zero point so close that the maximum distance between the sight and the apogee of the bullet path should be totally negligible. This also makes me think the eotech is sighted for a much farther range than it should be. Share this post Link to post Share on other sites
frederf 0 Posted August 12, 2009 I despise the aimpoint and eotech sights in ArmA2. They are always set to maximum brightness, way to thick and opaque, and are simply painted on the optic glass. In ArmA1 the aimpoint was zeroed at 100m so I assume that it's the same in ArmA2. Share this post Link to post Share on other sites
DaSquade 0 Posted August 12, 2009 Hm i don't follow anymore... First it is the 'FOV' that is crappy and now it is the accuraty that is the problem. An other useless poll? Nah, seriously. Although i haven't played much, one really needs to learn his weapon (zero points of each individual type of weapon/sight) and the ballistics or the bullet types. I do agree about your point that since the beginning that BIS integrated the aimpoints red dot..it was always too thick. Maybe for once ( :p ) BIS got it correct as in RL it is a diameter of 4 MOA, but ingame this size is often only usefull at very close ranges. That was why i tried to make my eotech 553 holo center dot as small as possible (and used the small reddot mod for the aimpoints). Anyway, we need a proper sight adjustment mod for each and every weapon that in RL can be adjusted. A custom preset (zero at your own prefured range) should be a nice bonus. Share this post Link to post Share on other sites
scruffy 22 Posted August 12, 2009 I don't like them and try to avoid them because they don't work properly. The problem is that with ironsights I find it way easier to notice when the sights are misaligned, it's not as easy to notice the sway with the holo sights and because they are only "crayontechs" they too show the wrong point of impact. Added to the stance sway, breathing sway and misalignment because of moving is also that bothering animation when kneeling. The issue with the G36C SD is something different, not the sight but the ammo. It has a very steep trajectory and so at ~100m you have to aim with the upper end of the eotechs circle. It can be easily observed with Kronzkys target range and the slowmo bullet cam. I think all SD ammo behaves like this. Share this post Link to post Share on other sites
frederf 0 Posted August 12, 2009 Lol crayontech. I love it. Share this post Link to post Share on other sites
hamis 0 Posted August 13, 2009 Well,possibly a bit offtopic but OFP(addon) kobra,aimpoint etc reticles didn't grow up if you increased zoom level.In arma(1) they do which is really bad,what about Arma2?What makes OFP reticles different in this regard? Share this post Link to post Share on other sites
galzohar 31 Posted August 13, 2009 They *should* increase in size when you zoom. After all zooming is purely reducing your FOV, making everything in the center bigger. If something (other than HUD) doesn't get bigger then something is wrong with the game. Though it'd definitely be nice to be able to set the dot's brightness on sights that allow it. SD weapons seem to be using some made-up 5.56SD ammo (or maybe it exists but I've ever heard of it, subsonic 5.56 is simply wouldn't provide the punch), which is why they have such a whacked trajectory and don't work for long ranges. They should really let us use non-SD ammo with our SD weapons and pay the cost of our bullets having a supersonic crack. Also MP5SD uses the same ammunition but gets the bullets to subsonic speeds (which is just a tad slower than standard MP5 velocity) by bleeding a tiny amount of gasses through holes in the barrel. Share this post Link to post Share on other sites
NewfDraggie 10 Posted August 13, 2009 They're for illumination, try using black iron sights in the nighttime. Share this post Link to post Share on other sites
echo1 0 Posted August 13, 2009 They're for illumination, try using black iron sights in the nighttime. Ever try using them in night time without NVGs? The reticule is well illuminated alright, you just may have a problem trying to see anything :) SD weapons seem to be using some made-up 5.56SD ammo (or maybe it exists but I've ever heard of it, subsonic 5.56 is simply wouldn't provide the punch), which is why they have such a whacked trajectory and don't work for long ranges. They should really let us use non-SD ammo with our SD weapons and pay the cost of our bullets having a supersonic crack. Also MP5SD uses the same ammunition but gets the bullets to subsonic speeds (which is just a tad slower than standard MP5 velocity) by bleeding a tiny amount of gasses through holes in the barrel. Due to the way the game engine works, the ammunition for silenced weapons has to be of a separate type to the kind used by nonsilenced guns. IRL, weapons like the M4 use regular ammo with the suppressor attached to obscure the source of the sound. The AKs have subsonic ammo available for them, but it doesnt generate enough gas for the gas system to reload the next round, so it has to be used as a bolt action rifle. Share this post Link to post Share on other sites