Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Nothing jumps out for me, as a matter of fact it essentially correlates with my anecdotal observations. I felt the .243 and .270 were the best performing rounds as we talked about before, and that the .30-.30 was below expectations.
Since returning a month or two ago from a months-long break, I did start to feel like the .300 was not performing as well as I'd expect. There are so many variables, and my observations were just along the lines of 'that shot should have done more'. Enough that I switched to the .338 for class 6. But your table has it smack on 100%.
You are very kind, thank you. My next two 'episodes' will be on energy retention and bullet drop, I just need to pretty the spreadsheets up a bit. It's no spoiler, but we will see that the devs have departed from total reality in these two areas.
I am still scratching my head on if there is a way to approach terminal ballistics methodically; if anyone has any good ideas, please let us know.