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It goes like this. Riflemans -> Marksman -> Sniper
With accuracy/range increasing from left to right. A marksman takes more careful and ranged shots, but Sniper is a different category again. I'm pretty sure I've seen in the 'what will be added' thread that a Sniper will NOT be added.
So next, the bullet dmg seems like a rifle? It IS a rifle. A marksman might use a 7.62 or even a 5.56. It's not the calibur that's special, it's just the optic or the mechanism in the rifle to ensure accurate tragectory. It's not a 50 cal anti-materia rifle or even a .308. If it does the same damage as the other rifles- that's accurate.
As for 3 shots required? Maybe if you shoot the arms. I find 1 or 2 bullets with any weapon in the game does the job. 1 to the head is obviously dead.
The Marksman like a rifle with ACOG? Yeah... I mean that's just about the definition of a Marksman anyway. Is the optic zoomed a bit further? If so, that justifies the difference in class name.
Russian weapons nerfed? I've never noticed that. Maybe you are just missing more without the red dot sight.
And you actually mentioned something key also to Marksman: Scouting. That isn't about killing your target, it's about SEEING them. You are meant to be talking to your team about the enemy, not wasting them from massive range with single shots to their pinkie finger. The optic forfills this role.
More so in the lines of broken hit registry more than anything else.
I've noticed since patch 8.8 or 8.9, players on any factions are able to take in 6 bullets to the chest/back from an AK/M4 10 meters away and are still able to turn and return fire. Same issue with the markman rifles not being able to kill kill the target with more than 2 shots to the chest/back regardless of distance. This issue doesn't happen everytime but regularly enough for it to be a noticeable issue.
Prior to the issue above, i have had no problems in 550+ hours in terms of killing anybody with 2 shots to the chest/back with an AK/M4 or 2 shots to the chest/back with a marksman rifle at any distance.
I've also noticed getting shot and having the sound effect and screen effect come in to play only to disappear a few seconds later and if im encountering this while being a medic...i'm unable to bandage/heal myself because for some reason i'm still at full health as if i did not get shot.
At first i thought this was a latency issue but it's clear it's not. This is all happening on green 10 ping to 150 ping servers.
A number of other people have noticed this and voiced out while playing the game over the last few weeks.
@capt facepalm if you spray and pray ofcourse it happens.. if you shoot the target it will go down (except if u have high ping) i had no problem with what you have and i mostly one bulet one kill anyway (headshot) and have never seen anything like you are describing.
if it looks like you have been hit and you actualy werent.. this is different tick rates but enemy who shot you on his screen he missed you.
At 10 meters, spray and pray?
Haha ignorant and blind.
The Russian, Militia, and Insurgent force's rifles have 2 different chamberings. the AK74 and like variants use the 5.45x39mm round using projectles ranging from 50-60 grains at velocities of ~2,900 fps, resulting in ~1,000 pounds of muzzle energy. The other platfrom is the AKM and variants (AMD65) which is chambered in the classic 7.62x39mm. This uses projectiles ranging from a standard 123 grain up to 154 grain delivered at velocities of ~2,300 fps. Ballistically speaking, the 7.62x39mm hits with roughly 400-500 more pounds of energy resulting in more trauma transfered to the target at similar distances. This is why in Squad you will generally notice ~2 good body shots from the AKM platform will drop a "player" whereas the 5.45x39mm and 5.56x45mm will take about 3-4 rounds. Another one of the rifles in use by I believe the Militia or Insurgents (can't remember which) is the H&K G3. This also uses the 7.62x51mm but generally a 150 grain bullet from a slightly shorter barrel resulting in a less energy imparted to the target. The U.S. force's rifles are chambered in the standard 5.56x45mm NATO. The U.S. military's standard loading is the 62 grain XM855 (SS109) steel core round traveling at ~3,100 fps delivering roughly 1,300 pounds of muzzle energy. So the "main" rifles for all sides do about the same in terms of "damage".
It has to be considered however, that almost all of these bullets are of the FMJ or Full Metal Jacket style, save for the U.S. M118 Long Range (175 grain 7.62x51mm NATO) which is an OTM or Open Tip Match. FMJ bullets do not have what is known as "projectile upset" which is when the bullet mushrooms or expands (like a hollow point). OTM bullets have a slight bullet upset but do not classify as a "hollow point". The open tip is for better accuracy. An expanding bullet will impart more trauma to the target due to what is commonly reffered to as "energy dump" meaning that the projectile significantly bleeds off speed inside the target resulting in hydrostatic shock which is what actually incapacitates or "kills" the target. In order to achive hydrostatic shock without the use of a hollow point bullet, a cartridge must depend on its bullet's mass and speed to impart the energy. That is why heavier bullets at slower speeds will still have this happen (i.e. the 7.62x51mm, 7.62x54mmR, and 7.62x39mm) whereas the faster lighter bullets (5.56x45MM and 5.45x39mm) usually burn through the target very fast and impart minimal "damage". The use of FMJ bullets is due to the Geneva and Hague Conventions agreements for not using ammunition that is intended to maim or further injure the target.
Hopefully tis gives you a better understanding of why the "damage" figures are what they are.