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FreeFire

Aiming Guide

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FreeFire's Deadeye Guide

Welcome to all,

This guide was made mainly by me, FreeFire, with the support of my fellow community members.

There already are some guides out there but i found most of them lacking detail and as they always say:

"If you don't like it, do it yourself!" and that is exactly what I did.

Because ACE 2 changes a lot (if not all) balistics and optics in ArmA 2, I thought it would be nice to know how to use all these optics.

So in this guide all infantry weapons and mines are listed, their sight references and how to use them.

Also some changes made by ACE 2 for sight adjustment, set range and more are explained.

YOU can help!

-If you find any incorrect information? -> PM

-Missing weapons? -> PM

-Want to see something added? -> Post it on this forum so it is up for discussion and we will think about it.

-Want to make a translation? -> PM, note that i will contact you again when i update the guide.

-Want to host the guide? -> PM, and i will keep you updated

Guide is available for download at:

http://www.mediafire.com/?zmy2zm3qkmm

http://rapidshare.com/files/328427094/6th_Sense_Deadeye_guide_ver_1.7.pdf

http://arma.bssnet.dk/6th_Sense_Dead...de_ver_1.7.pdf (thanks to BossMan_DK from the 6th sense community, this one should have the best bandwith)

I can only guarantee the quality of the English version.

Russian Version (thanks to Boevik):

http://www.mediafire.com/?zyd4jtmf4cy

http://rapidshare.com/files/333131536/6th_Sense_Deadeye_guide_ver_1.7__RUS_.pdf

http://arma.bssnet.dk/6th%20Sense%20Deadeye%20guide%20ver%201.7%20_RUS_.pdf (thanks to BossMan_DK from the 6th sense community, this one should have the best bandwith)

Italian Version (thanks to Koguar):

http://www.mediafire.com/?qy22iyhohgz

http://rapidshare.com/files/33371610...1.7.__ITA_.pdf

http://arma.bssnet.dk/6th Sense Dead...1.7. _ITA_.pdf (thanks to BoSSMan)

Hungarian Version (thanks to BigBoss):

http://www.mediafire.com/?ecdeckzzrjm

http://rapidshare.com/files/334322053/6th_Sense_Deadeye_guide_ver_1.7__HUN_.pdf

http://arma.bssnet.dk/6th Sense Dead... 1.7 _HUN_.pdf (thanks to BoSSMan)

As ACE is constantly updated the guide will not always include the newest weapons, but i do my best to keep up with the updates.

Current Version: 1.7 (Updated 31/12/2009)

(Early New Year present for you guys :cool: )

Ver 1.7:

-RPG-7: all ammotypes listed

-M136 AT-4 CS/RS added

-Ranging for all scopes (the ones that have the option)

-Kestrel 4500 windmeter (Sniper madness ;) )

-Static Weapons

-Grenade (best CQB weapon, but so underrated, I hope to change this.)

-... (stuff i forgot)

(no vehicles yet because the targetting computers are still under development)

I would like to ask admins to please NOT move this thread to the ACE 2 thread as it gets lost in the huge amount of posts there and people will be unable to find it again.

Edited by FreeFire

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Thanks FreeFire, very nicely done! Will be definately recommending this to our guys!

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Something I noticed, so I might just as well say it out loud :)

M136 CS is missing. I haven't tested it for backblast yet, but afaik it should be much less of a problem than regular launchers. Also, I'm not sure if it has any changes to the warhead.

SMAW: I have "no problems" hitting targets out to 500m, but at that point you might want to spend more than a single tracer round in order to find a good mean hitpoint due to the weapons dispersion. You might not hit with every round, but probability is high enough to warrant the shot, imho. Official distance is also listed as:

Maximum effective range (Tank-Sized Target) 500 meters

RPG-7. The "old rule" for PG-7VR is to double the distance compared to the "normal" rocket, whatever "normal" means (7V or 7VL?). Meaning, if your target is 100m away, adjust sight to 200m if shooting a tank with PG-7VR. But that rule doesn't work well with ACE (and no ballistics in vanilla Arma2 whatsoever). For PG-7VR, don't expect hits above 75m (in real life, iirc). Hit rate at 300m is quite low, but yes, that is what is listed. But 300m without an optical scope? Not likely it would be attempted.

RPG29 might have its rather special scope explained.

For all missile launchers (not rocket launchers): Player should always consider getting missiles loaded into a vehicle, and better yet, team up with at least one other person to carry a spare missile. One missile available doesn't make you really combat efficient.

Note about SD mags. When you're carrying a silenced weapon in ACE, doesn't mags automatically change to SD? Just wondering.

ACOG: Explain how you can do distance measurements with it. I'm guessing many don't know this. It's not a good measurement due to resolution limitations (which is probably why the field of view is to huge to begin with), but allows for a quick guestimation.

XM8 Scope: Explain how you can do distance measurements with it. I don't know how to do this. :)

QBZ are probably over accurate as in not adjusted to ACE standards but vanilla standards. I'm only guessing here naturally. Players should be warned that messing around with TI and NVGs might result in undesireable optical effects due to them "getting out of sync" (i.e. noise when everything is off).

Any SD based assault rifle, I would recommend a maximum effective distance of about 100m-150m. Otherwise you'll waste bullets and/or fire too frequently for the suppressor to handle. These things get hot.

It should be mentioned that (if I'm correct) the M249 is normally the better choice over a scoped M249 Para M145 or nonscoped M249 Para due to its increased accuracy.

DMR/Mk12 (and all sniper weapons in general) have the possibility to adjust the sight. But the mil dot system could be referred to by all these and explained further down in the document (together with the sight adjustment explanation?). The Mk12 being based on 5.56 is not really a good distance weapon. Maybe it overlaps ACOG-DMR if it is more accurate and have adjustable sight, but not in stopping power.

Maybe hand grenade throwing should be covered, and the throwing modes?

If you're really into it, how about vehicle scopes and various reticules? :D

Great guide btw, loving it.

Edit: Yes, I had a hell of a time trying to grab an earlier version from mediafire. This time I got it on first try, but the "service" doesn't seem to work well for me.

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JESUS!!! 400M zero for the CCOs?

just FYI, currently the Army is using 200 meter zero... thats what I zero'd and qualified with, so if you can change that from 400 to 200, it'd be more realistic... not sure what USMC does though, altough I dbout its 400 as we don't really shoot that far out often

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Nice guide! Just a suggestion though - how about a short appendix with pictures showing units at various ranges to help with distance estimation?

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@jasonnoguchi

Any mirrors please? I can't download from mediafire :(

If you know any other free hosting websites i will put them on these sites aswell.

M136 CS is missing. I haven't tested it for backblast yet, but afaik it should be much less of a problem than regular launchers. Also, I'm not sure if it has any changes to the warhead.

Backblast is indeed less, i have yet to test how much of a difference there is between the power of the normal warhead and the CS version, i will include this in the next version.

SMAW: I have "no problems" hitting targets out to 500m, but at that point you might want to spend more than a single tracer round in order to find a good mean hitpoint due to the weapons dispersion. You might not hit with every round, but probability is high enough to warrant the shot, imho. Official distance is also listed as:

Maximum effective range (Tank-Sized Target) 500 meters

I never said it would be impossible to hit beyond 300 meters, but at 300 the chance for a hit is almost maximum, after 300 chances are that you will miss due to spread.

RPG-7. The "old rule" for PG-7VR is to double the distance compared to the "normal" rocket, whatever "normal" means (7V or 7VL?). Meaning, if your target is 100m away, adjust sight to 200m if shooting a tank with PG-7VR. But that rule doesn't work well with ACE (and no ballistics in vanilla Arma2 whatsoever). For PG-7VR, don't expect hits above 75m (in real life, iirc). Hit rate at 300m is quite low, but yes, that is what is listed. But 300m without an optical scope? Not likely it would be attempted.

I assume you are talking about RL here but i just wrote down my experience in the game (can't do anything with the RL stuff if it doesn't work in the game), 300 meters for non-scoped might be a bit overestimated, but on a non moving target with the 'set range' option it is possible without to much problems. I might include the other rockets for the RPG7 but i don't want it to get confusing (range set at 300 meters to hit a target on 75 meters with the PG-7VR, this is confusing).

RPG29 might have its rather special scope explained.

What more explanation would you like? I wrote that the ranges are marked on the scope, explaining how to lead a target with it is just way to complicated, even i do that on 'gut'-feeling.

For all missile launchers (not rocket launchers): Player should always consider getting missiles loaded into a vehicle, and better yet, team up with at least one other person to carry a spare missile. One missile available doesn't make you really combat efficient.

This is more something for a strategy guide like TTP, The Deadeye guide is just a guide on how to use the weapons, it's up to you fit it in your strategy.

Note about SD mags. When you're carrying a silenced weapon in ACE, doesn't mags automatically change to SD? Just wondering.

If you take a silenced weapon out of a crate you should immediatly carry SD mags, however ACE allows using several types of magazines in each weapon. (like the G36 mags in the M16) so it is possible that you accidentially brought the wrong magazines (non SD). The sound of the rifle will be silent but the 'crack' of the supersonic bullet is still there.

ACOG: Explain how you can do distance measurements with it. I'm guessing many don't know this. It's not a good measurement due to resolution limitations (which is probably why the field of view is to huge to begin with), but allows for a quick guestimation.

Might implement this, but most of the time you don't engage beyond 400 meter with the ACOG so you can fire pretty straight.

XM8 Scope: Explain how you can do distance measurements with it. I don't know how to do this.

I have to do research on this but i think it is impossible, there are no sight references only a red laser dot. Maybe it was supposed to have a laser rangefinder implemented, but if i remember correctly the XM-8 project was cancelled.

QBZ are probably over accurate as in not adjusted to ACE standards but vanilla standards. I'm only guessing here naturally. Players should be warned that messing around with TI and NVGs might result in undesireable optical effects due to them "getting out of sync" (i.e. noise when everything is off).

ACE has only just implemented this so i think they have yet to tweak the ballistics (they look very vanilla).

Any SD based assault rifle, I would recommend a maximum effective distance of about 100m-150m. Otherwise you'll waste bullets and/or fire too frequently for the suppressor to handle. These things get hot.

I would agree for non-scoped versions, however there are ACOG versions and it is possible to hit targets on 300 meters without to much problems, bbut this is really the maximum range. I would totally disagree for Sniper rifles, they don't have the same range as non-SD but can still fire over a formidable distance, especially the TAC-50.

It should be mentioned that (if I'm correct) the M249 is normally the better choice over a scoped M249 Para M145 or nonscoped M249 Para due to its increased accuracy.

Accuracy is indeed better (longer barrel) seems like i forgot to mention that. But then again it is not so easy to hit something at 600 meters through an ironsight.

DMR/Mk12 (and all sniper weapons in general) have the possibility to adjust the sight. But the mil dot system could be referred to by all these and explained further down in the document (together with the sight adjustment explanation?). The Mk12 being based on 5.56 is not really a good distance weapon. Maybe it overlaps ACOG-DMR if it is more accurate and have adjustable sight, but not in stopping power.

Not sure what you mean here. Sight adjustment is explained, so is the sight (This is when the sight adjustment is on DEFAULT!). I'm not going to talk about stopping power in the guide, maybe i do it in later version, but for now i keep it focussed on the Aiming.

Maybe hand grenade throwing should be covered, and the throwing modes?

I am going to include this, for my trusty forum readers i already got a tip (you can also find this on the ACE features website, listed at the end of the guide). Use Shift+H to switch between different throwing modes. This goes from a long throw to a roll and even dropping it at your feet.

If you're really into it, how about vehicle scopes and various reticules?

I might do this later on, but rumor goes that some vehicles will get targetting computers in the ACE mod.

Edit: Yes, I had a hell of a time trying to grab an earlier version from mediafire. This time I got it on first try, but the "service" doesn't seem to work well for me.

Read the answer at top of the post ;)

---------- Post added at 01:14 PM ---------- Previous post was at 01:12 PM ----------

Nice guide! Just a suggestion though - how about a short appendix with pictures showing units at various ranges to help with distance estimation?

For sniper teams a lasermarker or vector is a must-have. I might include this idea of yours, but it is also possible to judge distance with optics. And experience always helps of course ;)

---------- Post added at 01:16 PM ---------- Previous post was at 01:14 PM ----------

JESUS!!! 400M zero for the CCOs?

just FYI, currently the Army is using 200 meter zero... thats what I zero'd and qualified with, so if you can change that from 400 to 200, it'd be more realistic... not sure what USMC does though, altough I dbout its 400 as we don't really shoot that far out often

400? Guide says 300-350 for all non-scoped assault rifles.

---------- Post added at 02:27 PM ---------- Previous post was at 01:16 PM ----------

For those who asked a new mirror: file is also available at rapidshare. Also submitted on Armaholic, I am waiting for confirmation from them.

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With the RPG7 stuff, I meant that it is in general quite hard to hit with, and grasp the concept of aiming, with all those warheads. So if you find any good "rules of thumbs" (real or not) on how to compensate, that would be handy.

I agree on the SD stuff, that is going slightly into the tactical aspect. And what I was talking about also touches the stopping power issue. Even a non suppressed M4 starts getting into troubles at around 300 meters distance. With 5.56 SD, scoped or not, managing to drop someone beyond 150 meters can start getting difficult. That means more shooting, and more heat on the suppressor. Hmm, getting an ACE idea here :)

As for ACOG ranging, ranging can be useful for other things than prior to shooting. Map marking etc :)

DMR/Mk12: I mean a description on how to use the mil dot scope for ranging.

Sniping: Typically in real life one would measure up some fixed reference points and do on-the-fly adjustments based on guestimated distances from these. During shooting, spotter would be in his spotter scope (binocs). Throw some dust up after the first shot, and you have an instant counter sniper device if the spotter uses his laser to range targets :) I doubt however, that many play these roles to that level of realism, nor their movement speed :D

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Downloaded At Last!

At least now I know why I always miss with a VSS! Geez, never knew its bullet drop is that severe!

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With the RPG7 stuff, I meant that it is in general quite hard to hit with, and grasp the concept of aiming, with all those warheads. So if you find any good "rules of thumbs" (real or not) on how to compensate, that would be handy.

I'll see if I find some good rules for the other warheads. But if it might get complicated, guess i'll find out once i start testing.

DMR/Mk12: I mean a description on how to use the mil dot scope for ranging.

Ok gotcha, i will look into it.

Sniping: Typically in real life one would measure up some fixed reference points and do on-the-fly adjustments based on guestimated distances from these. During shooting, spotter would be in his spotter scope (binocs). Throw some dust up after the first shot, and you have an instant counter sniper device if the spotter uses his laser to range targets I doubt however, that many play these roles to that level of realism, nor their movement speed

Best sniping I have seen so far was this: Sniper-Spotter team, move stealthy into good firing position. They provide recon marking targets for main infantry group. After main infantry attacks they start taking out important targets like officers, MG, ... . Spotter had Vector 21 (laser rangefinder) giving ranges and angle for the sniper, spotter also constantly checked his Kestrel 2000 windmeter for the right windage values. This team managed to take out 11 targets in about 15 minutes of combat, all targets were of high value (MG, TL, ...) I don't think you will be getting anything better than this :)

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This is a great guide and a big help for guys like me who have no military experience and don't know much about these weapons. May I suggest that if you have the time or the gumption, including a little blurb about some of the sight markings that you don't cover due to complexity and what they are used for would make for good reading. I understand you don't want to write a whole chapter on leading targets with the horizontal markings on some of the scopes, and that makes sense. But if there is ever a time where you could imagine someone who doesn't know much about these guns wondering "hey, I wonder what that is for or how it is used", maybe just including a few sentences on what that stuff does or maybe a link to a wikipedia article or something. Anyway thanks a lot for putting in your own personal time to do this. It helps guys like me a lot.

Another thing that would be cool is if you could point out any significant differences between using the weapon in ACE and in real life. The little tidbit about the Chinese rifles perhaps being more accurate in ACE than they probably are in real life, or just the fact that suppressors heat up a lot in real life and I'm guessing you could damage the weapon or injure yourself if you continued to fire a suppressed rifle when it was getting too hot. Those little bits of information are really fun to read.

Edited by node_runner

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This is a great guide and a big help for guys like me who have no military experience and don't know much about these weapons. May I suggest that if you have the time or the gumption, including a little blurb about some of the sight markings that you don't cover due to complexity and what they are used for would make for good reading. I understand you don't want to write a whole chapter on leading targets with the horizontal markings on some of the scopes, and that makes sense. But if there is ever a time where you could imagine someone who doesn't know much about these guns wondering "hey, I wonder what that is for or how it is used", maybe just including a few sentences on what that stuff does or maybe a link to a wikipedia article or something. Anyway thanks a lot for putting in your own personal time to do this. It helps guys like me a lot.

Another thing that would be cool is if you could point out any significant differences between using the weapon in ACE and in real life. The little tidbit about the Chinese rifles perhaps being more accurate in ACE than they probably are in real life, or just the fact that suppressors heat up a lot in real life and I'm guessing you could damage the weapon or injure yourself if you continued to fire a suppressed rifle when it was getting too hot. Those little bits of information are really fun to read.

About the leading of targets: I think the only way to learn this is by doing it (a lot), maybe there are systems for it but depending on how far the target is, whether it is running or not, crouched or not, etc. all these factors have an impacting on leading a target and it will get very difficult, if not impossible to make a system for it. You can't start calculating how far to shoot in front of a running infantry contact, because when you are finnaly done the target will be in cover or changed direction. Leading = Practice. A very useful tool for practice is Kronzky's moveable firing range, the link to it can be found in the introduction of the guide.

About the RL vs ACE: I'm not in the army and have never been, all the stuff in the guide is ingame expierence or research. I could start writing heaps of information about how accurate a real M16 is and how many bullets it can fire before it gets overheated (ACE has overheating btw). But this will flood the guide and it not information you need to get your shot on target in ArmA 2, the only thing that i sometimes include is a little explanation such as why an M4 is less accurate than an M16 (shorter barrel). The Chinese rifles that are way to accurate was a little remark from me, to get your attention to this fact. As ACE is still WIP it is quite possible that it will be changed.

I might include requests in my guide, I am open for sugestions and CONSTRUCTIVE critism. But remember that it is my guide i get to decide whether i include something or not ;) .

Just for those who like to know: A new version is coming up with several new features and tweaks such as: Grenade throwing, RANGING (this is important now that ACE removed our beloved spacebar that gave us the range if we looked at something), M136 AT-4 CS/RS, All rockets included for RPG and more. I am also working on a bigger update, listing the weapons with their Pro's and Con's.

Edited by FreeFire

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:yay:Update Ver. 1.7 :yay:

Get rid of your old version guys, here is version 1.7.

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Thanks a lot! This guide has been extremely useful when used in conjunction with the VECTOR bino! I now have the ballistics of my most commonly used weapons on a note stuck to my monitor! hahhaha! downloading now and happy new year!!

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Thx for all the good replies people, seems like i got almost everything covered that is available atm. Gonna add crewserved weapons and targetting computers when they are ready.

Just realised something horrible, You guys can use this against me in PvP :eek: !

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Can I tell you that this guide is very well made?

I really like your efforts.

Since you got all of that covered, it would be cool

if you could show us, how to aim with a small

selection of community made weapons as well,

because I always seem to miss.

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Can I tell you that this guide is very well made?

I really like your efforts.

Since you got all of that covered, it would be cool

if you could show us, how to aim with a small

selection of community made weapons as well,

because I always seem to miss.

This whole guide consists of community weapons actually (ACE mod) :). If you are requesting that i go and test some other mods, then sorry. I'm not going to get a whole new list of weapons, I don't have any use for it myself (i play at the 6th sense community and we only use ACE added weapons no other weapons) I keep all the weapons that we use up to date, not other ones. This guide was first of all for our community but i released it to the public after ACE was released because of the new balistics and be cause i am such a nice guy :D .

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One of my fellow community members offered another mirror, it is available now and should have better bandwith than the free hosting mirrors.

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Thanks Gnarly, good to see everyone likes it.

I found out a little issue (will be corrected in the next version):

VSS Vintorez is missing on the printer friendly version.

The URL for the ACE Features has been changed into: http://ace.wikkii.com/wiki/Main_Page

Also i have good news for our Russian comrades ;) , Boevik has offered me to translate the guide into Russian, soon it will be available in this thread.

Edited by FreeFire

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