Sniper Elite 3

Sniper Elite 3

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GotItFromEbay Sep 24, 2014 @ 11:36pm
Bullet Ballistics
So did they actually consult anyone who has fired a rifle before when they did the ballistics for this game?? Like seriously. If a dude is 100 yards away, why do I have to aim up like 6-8 tick marks? Are those tick marks on the scope just for show?
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Showing 1-15 of 15 comments
triplanesubs739 Sep 25, 2014 @ 12:43am 
There isn't a single weapon in this game that requires you to aim "8 tick marks" to hit a target in this game.Unless your refering to the Authenic level of this game,which is totally screwed up,because,if you are going to use a REAL SNIPER RIFLE,in a REAL LIFE scenario,with a REAL SCOPE,you would be able to set your basic aim points on your rifle - scope combo to achieve the best accuracy over 100 meters,200 meters, and so on,which game DOESN'T ADDRESS !!!
Knonfoda Sep 25, 2014 @ 1:14am 
Personally I think its probably more of a design decision on gameplay than anything to do with not consulting experts. Most of the game's combat takes place around 200-300 metres distance, at that range any bullet drop from a rifle would be negligible to non-existent. My guess is that to simulate that particular feature, while taking into account the short range, the bullet drop was tweaked to something like say, half a tick every 50m or something like that. It's the best of both worlds. This is a game, naturally not everything will mimic real life. If it did, every enemy shot should kill you instantly, and that would be annoying as hell. A balance has to be found somewhere.
GotItFromEbay Sep 25, 2014 @ 10:24am 
I understand it's a game, but come on. 2 basic principles of marksmanship is the range of your target and the distance your rifle is zeroed for. The fact that this game doesn't even have something to perform stadiametric rangefinding makes the sniping aspect of this game a pain. I know you can tag targets and it tells you the distance, but then how high above them do you have to aim?

If you don't know what stadiametric rangefinding is look here: http://en.wikipedia.org/wiki/Stadiametric_rangefinding


TL;DR: the tick marks in the scope seem to serve no purpose other than aestheics and you must base you shots off of a rough estimate.
FubyDoo Sep 25, 2014 @ 10:52am 
welp..they have turn ballistics off.. and probably the best solution..at least in MP games.. its a game.. its added for those who wish to try and simulate that which can't be simulated at these distances..so its exaggerated. They also have the one shot killl option on and off.. we all know shooting a high powered rifle into a persons foot is not going to instantly kill them.. but it would surely put them out of the snipe and hunt calmly game in real life for 90% of the individuals shot.. so once again.. a "game".. there to simulate that you been taken out of action..

always remember.. its a "game" for enjoyment.. then the lil things aint that frustrating..
GotItFromEbay Sep 25, 2014 @ 11:02am 
And in single player when I have to shoot a guy twice in the chest to kill him... that annoys me a little too. It's like "oh, the first shot didn't hit a lung or anything, but the second one did? What idiot was making my bullets??" Hahahaha! I'm in the military and we have NEVER been taught to aim for the head at distances. Always go for center mass. Oh well. Like it's been said, it's a game. :\
Knonfoda Sep 26, 2014 @ 3:32am 
Oh, I see what you mean - the actual rangefinding ticks for the custom reticles? Yes, I ignore them, and have more or less learned from trial and error how high above a target I need to aim before firing. I do agree they could at least be consistent with the tweaked bullet drop ballistics within the game.
btkh03 Mar 9, 2016 @ 3:48pm 
The biggest problem is not the bullet ballistics, but the fact that they base it off the type of rifle used rather than the cartridge. In reality, there is no difference in muzzle velocity between the M1 garand and Springfield O3A3 because both use the 30.06 caliber. Muzzle velocity depends on the cartridge.

Having said that, there is an easy way to determine your hold position (on Authentic difficulty) at various ranges:

1) In loadout, make sure your scope reticle has tick marks instead of the plain Duplex
2) take that weapon to the static shooting range BEFORE going on mission
3) set scope to highest magnification and take practice shots at each of the 4 distances, noting where the point of aim is in relation to point of impact
4) measure the torso target at 200 yrds with the tick marks; knowing the approx size of your target at 200 yrds at max zoom will make it easier to judge distance while on mission.

I recommend starting authentic mode with one of the so-called "high velocity" rifles before moving on the ones with more bullet drop. The Springfield, 98k, and Type 99 seem to have the least amount of bullet drop to compensate for.
Waggy Mar 15, 2016 @ 10:17am 
I knew the game wouldn't be perfect, but I'm very surprised at how BAD the ballistics are.

I'm extremely disappointed. The bullet drop and wind effect is ABSURD. Tone it down, say, 200% and maybe you'll approach barely realistic figures. The sniping game is a joke, despite the appearance of seriousness.

Change the look and feel of the game to cartoony or airsoft and I won't complain, but as long as it pushes for realism and authenticity the game is nothing but a misleading lie.
Kroden Mar 15, 2016 @ 6:15pm 
Wtf people, it's a game. Nowhere is it claimed to be a sniping simulator.
nAhk1s Jun 14, 2016 @ 8:12am 
Originally posted by SPH Kroden:
Wtf people, it's a game. Nowhere is it claimed to be a sniping simulator.

Yea... Arma isn't a sniping simulation either yet its done correctly there. These games are trying to simulate shooting despite them being games. Even if you want to make the bullet drops like they are atleast fix the scopes so that the mildots have a ♥♥♥♥♥♥♥ meaning.
RFC Rudel Jun 14, 2016 @ 4:21pm 
they could put a basic scope settings...........

Originally posted by btkh03:
The biggest problem is not the bullet ballistics, but the fact that they base it off the type of rifle used rather than the cartridge. In reality, there is no difference in muzzle velocity between the M1 garand and Springfield O3A3 because both use the 30.06 caliber. Muzzle velocity depends on the cartridge.

barrel lenght
powder charge
bullet grains

and garand use gas piston.



PD: I am 308 person (7.62x51), but like to reload for my garand.

Last edited by RFC Rudel; Jun 14, 2016 @ 4:27pm
Chuc Jun 15, 2016 @ 4:26pm 
Originally posted by nAhk1s:
Originally posted by SPH Kroden:
Wtf people, it's a game. Nowhere is it claimed to be a sniping simulator.

Yea... Arma isn't a sniping simulation either yet its done correctly there. These games are trying to simulate shooting despite them being games. Even if you want to make the bullet drops like they are atleast fix the scopes so that the mildots have a ♥♥♥♥♥♥♥ meaning.

Arma also has the big map fir distance. This game just hasn't got the right size maps. Think of each 100 yards in game more like 300 yards irl then it all seems right
rich handsome Jul 17, 2016 @ 9:50pm 
I just want to know how high I have to aim to actually hit somebody... It is just very frustrating. I don't know what Reticle to use because I don't know which one will help me with telling the ticks I have to shoot from...
Macdallan Feb 19, 2017 @ 5:01am 
I was disappointed in the bullte physics in this game, considering it's supposed to be a game about a sniper.

It's not just disappointing, it's a bit b roken. A few minutes ago I was laying prone with my gun around a corner, and whenever I took a shot the bullet hit the wall next to my gun.

There seems to be no way to guess at the wind's effects other than taking several shots and guessing. I was firing straight at someone with a torch next to me. Torch smoke and flame are going straight up which I thought was no wind, but I had to aim about a foot up and to the right of my target to score centre mass hits. There appeared to be no wind elsewhere, as all the fires had smoke going straight up. If the wind can't affect the smoke, it certainly isn't going to alter bullet trajectory.

I've toned it down from authentic to the second setting, bullet drop by no wind effects. It seems much better, but some shots are still missing badly when I'm prone and "empty lung" at short to medium distances (50-100 yards) with the rifle that has the best velocity. For an elite sniper, these shots should be fairly easy.

At least the game is haflway fun, but the enemies don't keep looking for you. You can kill their buddy and they eventually ignore the fact that their friend's head was just exploded next to them. Bit ridiculous.
rich handsome Feb 19, 2017 @ 5:44am 
Originally posted by Macdallan:
I was disappointed in the bullte physics in this game, considering it's supposed to be a game about a sniper.

It's not just disappointing, it's a bit b roken. A few minutes ago I was laying prone with my gun around a corner, and whenever I took a shot the bullet hit the wall next to my gun.

There seems to be no way to guess at the wind's effects other than taking several shots and guessing. I was firing straight at someone with a torch next to me. Torch smoke and flame are going straight up which I thought was no wind, but I had to aim about a foot up and to the right of my target to score centre mass hits. There appeared to be no wind elsewhere, as all the fires had smoke going straight up. If the wind can't affect the smoke, it certainly isn't going to alter bullet trajectory.

I've toned it down from authentic to the second setting, bullet drop by no wind effects. It seems much better, but some shots are still missing badly when I'm prone and "empty lung" at short to medium distances (50-100 yards) with the rifle that has the best velocity. For an elite sniper, these shots should be fairly easy.

At least the game is haflway fun, but the enemies don't keep looking for you. You can kill their buddy and they eventually ignore the fact that their friend's head was just exploded next to them. Bit ridiculous.
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Date Posted: Sep 24, 2014 @ 11:36pm
Posts: 15