Sniper Elite V2 Remastered

Sniper Elite V2 Remastered

Nedostatek hodnocení
Sniper Elite V2 Remastered Scope Distance
Vytvořil: dlpvapor
In this guide, I'm creating a helpful tool for snipers who want to understand quickly how to snipe in the hardest difficulty, whether your starting for the first time, or trying to understand how someone else views a certain rifle and scope. I hope this guide will help if you don't know anything in this game or you haven't played this game in along time and want to be more confident in what rifle you want to pick. I believe that every rifle in this game is useful for certain purposes and not favoriting a certain rifle over others. I will walk you through every rifle with its scope describing its features and what I used it for and its effectiveness. In order for this guide to be accurate, you would have to use the scope in full zoom and focus in order for the bullet to land in its point of impact using number estimation. This guide will also go through range estimation using target's average height and apply bullet drop reading the reticle.
   
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The Wind Meter
For the purposes of this guide I'm using decimal base numbers to understand the wind meter. The units used in the wind meter are in Knots(KN) which is a unit of wind speed. The numbers on the elevation reticle (longitude, vertically) are in meters. Now the numbers on the windage reticle ( latitude, horizontally) are not in inches but in knots (KN) for this guide purpose.

Now compensating is like knowing where the bullet will hit along with its spin drift which is the bullet catching the effect of the wind due to the barrel spinning the bullet clockwise or counter clockwise having a more steered point of impact to the right or more bullet drop if wind was blowing from the right(bullet spin clockwise). Compensating is like if you were having a target at like 100m and if the wind is blowing 2 KN doesn't mean you have to aim at the 2 KN minute mark. At 100m the wind pushing the bullet constant 2 KN of force over a 100 m time of flight is gonna be like at 0.9 or 1.0 KN mark because the wind constant is not enough to send the bullet's acceleration and momentum at that 2 KN mark due to the velocity of the round the rifle delivers. At further ranges the weight of the bullet like a bigger caliber bullet head(not all the time) would lose more momentum than a smaller caliber or thus a lighter round. So bullet drop for example is like a 250m target and a 2 KN wind coming from left to right, the 250m mark on the reticle would be placed just a little higher and at 2.1 or 2.2 KN wind increment because at that range the bullet has more effect at a bigger time of flight and the constant wind, gravity and spin drift would lead the bullet to lose its momentum more through flight.

This is just brief summary don't take it as an exact answer because there's merely a ton of alot of factors that the bullet is affected by temperature, barometric pressure, internal powder amount, internal chamber and barrel temperature, external bullet temperature, barrel vibrations, coriolis effect, humidity at 1000m effect, copper fouling, etc.

Remember that hitting Vitals will highly negate hitting a second soldier due to deflection or absorption from the organ. Also hitting a soldier at their gut increases the chance of incapacitation but hitting at the gut then following a hit at a second soldier to their waste or their a leg is an instant kill no matter what sniper rifle I think since it works even with a M1 Carbine in this game.

Power is hard to tell in this game since I have already tried killing multiple enemies like 2 birds with 1 stone but didn't make any difference because every gut shot is a high chance of incapacitation but every waistline and below is an instant kill with any rifle towards the second enemy. I tried distance but I still manage to kill every rifle in the same manner distance even with a M1 Carbine resulting in a gut shot kill. Bullet velocity does not necessarily mean more power in the game since M1 Carbine being the smallest rifle can achieve similar speeds at long ranges. I guess this game means power as in less bullet disperse from the center of the reticle.

For the purposes of this guide I'll define estimated distances with names as in short, medium, long, very long, and extreme ranges as follows:
short : 0m - 150m
medium : 100m - 200m
long : 150m - 250m
very long : 200m - 300m
extreme : 300m - 400m

There will be about 3 pictures per rifle description:

The first picture is the same picture as if you were about to deploy on the load out screen before mission starts.

The second picture is information about the rifle's bullet drop at those distances. This information is valuable once you know the enemies distance, then apply the increment numbers where the marks are describing vertically the meter(m) drop distance and horizontally wind speed of knots(KN).

The third picture is about measuring distance or finding out the distance of your enemy using average human height. Some rifles don't have bigger reticle size but I figured out a way to measure distance on those enemies with their belts.
Springfield M1903
This rifle is probably the most powerful rifle in the game due to its large amount of cartridge and size weight that marks great stopping power. It's scope zoom is low powered like second least zoom even though the game doesn't tell us what power it is, but the reticle design aims for having close and far shots as in having an average balance between the two. The rifle's barrel has the model 1MB4 which is like suppose to define the barrel's length which is 610mm and is chambered for the .30-06 Springfield (7.62x63mm). Now the bigger the caliber doesn't mean its gonna be more powerful or higher velocity doesn't mean its gonna hit with more power, but this rifle has pretty high pounds per foot of force with a high velocity making it a deadly rifle, having one of the fastest rounds in the bolt rifle class. The recoil is pretty good despite having a big caliber. It's a bolt rifle which means bolt actioning is required between shots having an average actioning speed into battery and reload speed 5 rounds per clip. Compensation starts 150m or more and is mostly focused on bullet drop that the wind has towards the time of flight. Due to the momentum of the round having high potential and high muzzle velocity further range, the bullet wont steer itself a lot by the wind but will affect more on bullet drop by 10 meters or so where the bullet will truly land. At extreme distances say 250m or more, bullet drop would be like 50m difference in holding aim from actual range measuring close to 300m mark and .5KN bullet steer due to wind blowing like 1KN value consistently. This rifle is mostly used for long to very long ranges but is limiting to extreme ranges.


The markings on the scope is where you need to estimate for bullet drop. These distances spin drift doesn't affect the point of impact vastly so the effect is minor but will still have a significant difference at extreme distances. High velocity from medium to long range is mostly negligible so compensating is minor (50m - 150m).

The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


I've also added a quick chart of approximating a range estimation below using the Springfield scope only at full zoom and focus! A tip on killing an enemy and showing distance kill description: when you know you've killed a enemy saying at 200m with a consistent 1KN wind force, the true scope holdover is not exactly at the 200m minute mark because of spin drift that the bullet receives from the wind. For this example, you would be aiming at perhaps 230m mark for bullet drop because of the constant wind. What about wind? The time of flight is affected by constant wind so perhaps 1KN of constant wind force would make the bullet land close to 1.1KN or 1.2KN wind mark estimating. Also angle makes a difference in how bullet drop will show in your reticle. For an example if you know a target's full range is 100m but you were looking at it at 25 degrees approximately, the the only thing you do is shoot it at the 90m mark but will show in description that it was a true range 100m distant kill. How can you measure angle in this game? Is way highly unlikely that you can't in this game but it something also to take into account. Angle only affects bullet drop but wind and all other environment factors towards bullet ( humidity, temperature, time of flight, spin drift, coriolis effect, etc.) affect the trajectory range calculation like the 100m distance. So environment factors are affected by 100m but bullet drop is less since shooting at a 25 degree angle is around 90m for example(100cos(25) = 90). Measuring a soldier at an angle makes the soldier look shorter so compensate for it too. Remember that shooting from winds blowing left to right make the bullet steer more with barely bullet drop and winds blowing from right to left make the bullet steer exact or little less with more bullet drop. Right to left winds at 250m or more from Springfield is about 25m of bullet drop more.

To use the chart below, you zoom fully and use focus entirely and measure the enemy by how many marks he covers in your reticle from the top of his head to bottom of his toe. So one mark is from the center crosshair to the first minute mark vertically. Measure the enemy vertically.

Gewehr 43
This rifle is the most powerful out of the semi-automatic rifles due to its round being the 7.92x57mm and is customized in the game. The clip in real life is actually a 10 round magazine but in the game they've lowered it to 7 rounds because they changed the barrel's length longer than the original in real life making it a higher velocity round at further ranges. The original barrel's length is 550mm but in the game is 57mm ls. This means this customization allows the round to have slower acceleration exiting the muzzle having longer rifling grooves in the barrel allowing it to have more stable and faster velocity at longer ranges. The barrel's longer length makes the bullet have faster velocities at certain longer range making it more powerful up to that point before losing momentum. The recoil is not that bad but since they made the barrel longer it helps. That's why they lowered the clip making tweaks to balance the rifle's performance with other rifles. This rifle has a pretty fast firing rate compared to the other semi automatics and you will find enemies using this rifle all the time which makes up for good ammo supply; the reload speed is average too. One of the best parts of this rifle is its scope zoom which is like the second most zoomed powered out of all the scopes. The increments in the scope also mark for even further ranges which is located at the bottom reticle. However though when your shooting this rifle, the wind against the bullet has a some compensation needed that comes into play. It's starts to be major at 250m or more, spin drift needs to be accounted for the right amount of added bullet drop and bullet steer when aiming through scope. I wouldn't complain if this happens with this rifle because its a semi automatic shooting far distances with not bad consistency. It increases exponentially small and starts to add like 50 meters more and .65KN of holdover more if shooting at 350m which is like extreme ranges at this game. This is probably the only semi-automatic rifle in the game that I will use for range estimation at long ranges.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


This chart is useful for using range estimation with this scope but its only useful using full zoom power and focus or it will not work. Start by measuring the top of the soldiers head to the toes vertically using the marks. So one mark is from the center to the next line. I recommend using the highest vertical top mark from the reticle aligned at the head so you have plenty of space to see the feet of the soldier. This scope does not have the same calculation at the bottom reticle, changes have been made to appropriate decimal points. Bullet compensation from winds either direction will drop the bullet around 20m. Winds at these distances say of 1KN of force may require you to holdover to 2KN mark. It's something to be precarious about but its good for being a large caliber in a semi-automatic.

Mosin Nagant
This rifle is pretty powerful at a certain time of flight due to its acceleration leaving the muzzle making it a deadly weapon. The speed of the round is affected by increasing the barrel's length and thus increasing pressure inside making it fast at longer distances. The longer the grooves in the barrel make the bullet have better stability and slow spin momentum (clockwise) for longer range purposes. It's also good to use this rifle if you have multiple enemies running around so you can easily compensate their movement. This rifle is chambered for 7.62x54mmR so its the third smallest cartridge out of all the rounds demonstrated in the game. What makes this rifle deadly is having a caliber push its limit at further distance and having some sort of easier penetration due to its caliber size. The barrel length is 730mm long making it the longest length out of all the rifles. This bolt rifle has a 5 round clip and the bolt actioning is pretty fast in the bolt class and in spite that you will face some Russian snipers that use the Mosin too for ammo pick up. The scope has a little better zoom power than the average scope and the increments are different from other scopes cause this scope is based by twenty numbers. The wind meter and the scope are different measurement values so you have to aim in between if you you want to get a specific value but its not a problem in this rifle because spin drift is mostly negligible below 200m. Aiming higher distances with this rifle say 200m or more, wind values by 1KN of force would start to noticeably have bullet steer rather than bullet drop. Compensation is could be problem if winds are high and fluctuating but a really good very long range rifle peaking at 300m. A good rifle for most mission use purposes and for starters having to learn consistent point of impact. Compensation would be required if you start shooting around 200m having winds of 1KN or more which would make the bullet steer around .20 KN more on the reticle mark and have like no difference in bullet drop. I think this rifle has a little more potential but since its only limited at mostly long to limiting very long ranges, I would blame the scopes design for not sufficient markings but is not a bad scope entirely.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


The Mosin rifle is definitely different from other rifles to measure distance. In order for this chart to work you have to measure from the top of the head to the belt silver belt buckle of the soldier ( look at the bottom picture to see). Remember in order for this to work you have to fully zoom and focus for it to work. This is the best way to measure a consistent value because the scope doesn't have big minute marks to measure head to toes. As for sniper enemies, they still have a belt but its less visible ( look at picture below too). The max I was able to shoot this rifle was around 330m but this rifle is more for long to limiting very long range ( look at pic below).




Karabiner 98k
This rifle is really good if your patient with it because even though it has pretty slow firing rate and a slow impact recoil, it will make a great impact in the field if positioned well. This rifle has a barrel length of 600mm and is about the third most fastest round in the game having that caliber size. Just about average reload speed, this rifle was made to be shot at extreme ranges due to its scope zoom. The rifle's scope has the most zoom power out of all rifles and has wind increments only referring to the right, which is the only problem with this rifle. The rifle is chambered for the 7.92x57mm Mauser round which is kinda the biggest caliber along the .30-06 Springfield. This rifle is pretty powerful at a certain distance before losing momentum due to its caliber size. It's cartridge gets its power from its size weight and added powder increasing pressure leaving the muzzle thus making it a different type of recoil. With it's big zoom power it could be a lot easier to estimate but it takes more compensation due to more focus on zoom. The wind force on the bullet has little effect on bullet drop and bullet sway by wind but won't throw your point of impact drastically. When using this rifle I recommend positioning yourself where there is no wind or wind blowing from left to right even thou its not terrible if its blowing from right to left since most rifles in the world have a clockwise rifling making the bullet spin to the right not affecting sway that much. This means if wind blows from right to left, the bullet will not steer to the left that much so that's why the left increments are missing on the scope. The rifle was made more for like stealth use wise since its not for ambushing but more for clearing out outposts or like helping a sniper buddy to infiltrate while you back him up sniping; even the actioning is pretty silent. Now the increment numbers are a proximate and not exact but I worried more about how far an enemy was in my sights using this rifle so I wouldn't miss and reveal my position. Constructed and built for very long and extreme ranges, this rifle has a really good drop if there's consistent wind below 1KN. The thing that would make the bullet steer drastically would be if you shot right before the wind changed from .5KN to 1KN and making hard to aim more accurately since the zoom is high. Shooting conditions that are .5KN or below is also good for shooting from right to left winds since you can use bullet drop markings as a holdover. What makes this rifle interesting is that though it may have low bullet velocity, shooting at very long distance make the bullet very fast so when shooting walking soldiers, compensation for time of flight is almost negligible. Bullet drop starts to take its toll if winds are around 1KN or more.


The scope's minute or mil-dot mark increment shows how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN), reading the top meter which has two small and two large notches.


In order to estimate a range using a soldier's height with this scope markings, you must fully zoom and focus for it to work. You start measuring by having the highest mark on the scope at the top of his head and start counting towards the bottom by one's. The longer markings are counted by 4's, the center crosshair marking is 16, and the last long marking is 24, all vertically measured from soldiers head to toe. Since zoom is very high, you have to be very careful measuring angled shots because it would make the soldier seem smaller through the reticle markings but you have to assume the soldier is a bit taller making the shot shorter. I've also added two wind markings on the bullet drop increments approximately to compensate for winds blowing from right to left but only useful if wind is below 1KN or around .5KN of force.

SVT-40
This rifle has received a lot complaints throughout history but to me is a pretty good consistent rifle up to certain distances. Its like the third most powerful rifle in the semi-automatic class. This rifle is consistent at acceleration towards velocity and having sufficient amount of power to fulfill it's purpose is exceptional. The barrel length is 625mm long and the recoil is not bad but it can feel like it can be improved. The firing rate is decent but there's a slight delay if you need that quick follow up shot. This rifle has surprisingly high velocity close to the Mosin for just being a semi-automatic rifle. Reload speed is average though it holds a good amount of 10 rounds. The scope itself has probably the lowest power zoom but it's made with increments evenly spaced closely so minimal scope movement is required. The idea of the rifle is that is like light and maneuverable for ambushing or support. Although throughout history this gun had many problems with weight and cleaning maintenance and vertical alignment shooting, it improved with newer models and with modifications.This gun is really good at incapacitating enemies if you shoot them at the gut but not hitting them at their vital organs. This rifle is chambered for the 7.62x54mmR round so it has some serious bullet velocity that can be shot at a long range adequately. The scope increments took me a while but they are really consistent if you don't pass the limit around 200m. Compensation or spin drift is required around 200m because you will start "like" hitting enemies ears at that distance and above. The bullet doesn't drop significantly but windage will be accounted more. If shooting further distances of just add like .15KN of wind force more and you should be dead on accurate. An approximate would be like a 250m distance and constant wind of 1KN would be adding like .5KN more on windage.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


In order for range estimation to work, you need to have scope fully zoomed and focused for measurements to be accurate. I've created two charts separately for preference but they are pretty much the same thing. Where the line draws that is where you place soldiers top head and measure his plated belt buckle location. Both charts are closely measured to the plate belt buckle.

Lee Enfield Mk.III
This rifle is really effective if you want to combine power of a bolt rifle and speed of semi-automatic rifle. This rifle is chambered for the .303 British or 7.7x56mm round which is a little bigger than the Russian caliber and could deliver just a little more stopping power with some penetration. Even though this rifle shoots the least velocity out of the bolt class, it shoots persistent no doubt.This rifle has really good recoil for a larger caliber and also has the fastest rate out of all the bolt rifles. The bolt actioning is also the fastest. This rifle's purpose is also to help with the most clip size in the bolt category holding 10 rounds max. The velocity of the round is not the fastest but it serves a purpose in having a good recoil since the barrel is 640mm long which accounts for its size of caliber and distance drop. The scope is pretty decent since it's used mostly for closer range but it still shows increments for longer range purposes in case you run into a sniper far out. The scope markings can be useful if used properly, the rifle is useful at longer ranges if the wind is consistent and blowing around 1 KN or less without fluctuating conditions because compensation would be really hard due to no marking showing consistency on the crosshairs and the bullet having a significant spin drift as in bullet steer around 150m or more. The Bullet drop seems lower through distance but the increments are fixed to a certain distance. Scope itself is still useful because using this scope has a trick to it. If the wind is blowing 1 KN or 1.25 KN or .75 KN at further ranges, you can use other bigger lines at their ends to measure around 1 KN, 1.25 KN, or .75 KN. The smaller line ends are always 0.5 KN. So far with the zoom power is kinda average from the bolt class rifles. This rifle was mostly intended for medium ranges and a long range problem solver. This rifle can shoot at most
limiting to very long ranges with low wind conditions due to compensation worsening and having a lot of holdover precision. Right around 150m or more, wind will affect the bullet to steer around .25 KN of more more holdover with out bullet drop required. I wanted to make a range estimation chart for this rifle due to the fact that the caliber being bigger than the NATO and the Russian cartridge, and the scope having more markings than some scopes, It can still deliver power at very long ranges at most. If shooting at ranges from 250m or higher with wind conditions of 1KN, your gonna need to compensate adding like .50KN of wind mark more cause it bullet steers quite a bit. This rifle can also penetrate the side of a tree and kill.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


In order for this range estimation chart to work you have to fully zoom and focus for accurate results. You measure soldiers top head with the flat center crosshair, then count towards his feet. Each line marking is one, and each in between is .5.

M1 Carbine
This rifle would suprise anyone what it can do this little baby. This rifle is capable of shooting even at 250m far with power...I mean .30 carbine (7.62x33mm) power at its best. Yes it's the smallest round in the game but it doesn't mean it can't kill even after a ricochet. Due to its small caliber this rifle can bring rare occasions of damage. The rifle has a short barrel because it's from a different original model but in a carbine build having a barrel length of 460mm and making an effective close range maneuverable rifle. The muzzle velocity is not fast but its not slow that you can't catch a running soldier. The recoil is not that bad at close range but further could be a disadvantage otherwise and especially the magazine being the best in the game holding 15 rounds. Despite capable of having a far distant kill, is a semi-automatic that delivers instant vital kills but not easy to achieve incapacitations. It takes about 3 or 4 shots to kill at further distances at the abdomen. The scope zoom power is similar to that of the Springfield, it has increments that describe even far range distances too. The part of this rifle is that you have to compensate the most out of all rifles since fluctuating winds will throw the point of impact by an inch of your target like a miss. Compensation is usually used most at 150m or more. If your using this rifle at 200m or more you have to add like 10m more for bullet drop if the wind is blowing like 1 KN, and .25 windage increments is added more from bullet steer. You'll become accurate if you get use to looking at the small lines through time. Compensation at 250m or more with winds of .5KN would make the bullet steer like to the 1KN mark or more.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


In order for range estimation to work you have to full zoom and focus for calculation to work. The center crosshair is not evenly placed in the reticle which miscalculated before I made this chart so I sticked with measuring the top head from the first mark pointed at the picture below. Top of soldiers head placed on the first mark measuring where his toes meet and that number gives you an estimated range. If measuring a soldier from an angle far away say 250m, then measuring has to be precise even though the description kill would say something higher from what you measured but the shot less dropped because of the angle gravity has on it.




M1D Garand
This rifle in real life is originally chambered for the .03-06 Springfield ammo but they used a variant which was presented as chambered for the 7.62x51mm NATO round. It's suppose to replace the older model Springfield M1903 with faster reload and firing rate for CQB roles. This rifle is amazing even though the power is less and more focused on closer range for consistency. Velocity is decent and above average for a semi-automatic but will lose potential at very long distances. The consistent
fast firing rate it gives has a major advantage over other average semi-automatics, the reload especially is the best out of all rifles. The rifle also carries 8 rounds per clip which is not bad but reload speed takes care of it with hearing a nice "ting" sound once the clip is released out of the chamber. Shooting the rifle gives an amazing recoil despite having a decent muzzle velocity. The barrel's length I assume is the same for NATO round; 609.6mm long. The scope itself has a little more power zoom than a standard scope. What surprises me about the rifle's scope is that all other scopes are minute marks which pair nicely with the imperial system using yards but this scope is using similar marks of a mil-dot scope which pairs nicely with the metric system. The increments are easy to understand once you have it zoomed in. Compensation is required passed 200m but is not bad at all, more focused on bullet steer by the wind. Bullet drop wont be affected that much at these distances but wind will if wind was blowing around 1KN or more makes the shooter have to compensate adding 0.25 KN of mark. This rifle is intended for balance, mostly medium ranges and able to shoot long ranges with good power delivery and velocity as to not worry about reload speed.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


In order for this to work you have to fully zoom and focus to measure proper calculations. This chart uses measurements from the top head to the plated belt buckle (refer to Mosin section for pictures). The center of the diamond shape or close dot shape is where to place to mark on top of his head and measure where the center plated belt buckle lies. The hard part of this rifle is when an enemy is walking at a long range and compensating for time of travel of the projectile is much more complicated than it looks, I would practice running enemies with this rifle.


Type 99
This rifle is amazing at consistent smooth shots even though is chambered for 7.62x51mm NATO. This means this rifle is more of a conversion model by a civilian sport mod because it was originally a replacement for the Type 38 rifle with a bigger caliber; Arisaka 7.7x58mm cartridge. Though in real-life there were issues with accuracy from changing the barrel sometimes; liking this rifle is all about smooth accuracy and crisp consistent shots. The rifle has pretty high velocity due to the round being smaller than the Arisaka and in dimensions on a different barrel that makes it go fast at medium ranges and long but suffer wind conditions at very long ranges. This rifle is preferred if you want small and fast bolt rifle. In the game they still put the barrel's length at 657mm long. The rifle has average reload speed and actioning but the firing rate is just a little below average from all the bolt rifles in the class. The muzzle velocity though is really good in this rifle for just being a 7.62x51mm NATO round itself. The rifle has decent power and velocity. Shooting it has good recoil but above average muzzle velocity that will give good penetration due to its longer barrel length at further distances. The rifle is pretty consistent and shoots very crisp compared to other bolt rifles. Shooting this rifle at 250m or more starts to have spin drift effects on the bullet and some wind steer needed. The compensation needed at 120m or more is like adding estimated imaginary 10m mark differences for bullet drop. The scope uses minute marks at certain distances without sacrificing guessing much. The zoom power in this scope is pretty high powered among all scopes due to its purpose for mostly medium and long ranges but very limiting at very long ranges due to its customized barrel pushing a NATO round to its limit at high velocity. Compensation is smooth and crisp throughout most ranges making it a stable rifle. The standard 5 round clip makes an average bolt class stand out good. The only thing that bothers me is the end of the reticle which makes it hard to see the wind marks, but not a big problem. This rifle can be shot at a very long range but some compensation would be required when wind comes into play. If winds are 1KN of force or more, then bullet steer starts to have a pretty high amount of additional holdover needed. The distances that is affected the most is around 250m and would require like .5KN of windage mark added for compensation. The scope describes the trajectory well meaning it drops exponentially for just being a NATO round is really good.


The scope's minute or mil-dot mark increment how the rifle will have its bullet drop in meters(m) and how much wind effect will steer the bullet in knots(KN) reading the top meter which has two small and two large notches.


In order for this to work you have to place soldiers top head with the highest mark and measure where his feet are placed. This can only work if you are fully zoomed and focused to measure properly range estimation. This one is harder to estimate because there are less tick marks and is more instinct. The bullet drop numbers don't match invisible markings like 100m 1 tick mark, 200m 2 tick marks, etc. So I have to squish markings and make it visible to the eye.


Conclusion
This is just a small briefing of the scopes in the game but if there is a mistake in this guide feel free to comment and I will fix it. I will add more in the future like how 60 bpm (beats per minute) is your best friend for holding your position against waves of enemies like in kill tally mode. Positioning is crucial in the game cause you would want to locate yourself in a way that they see you but its really hard for them to land a shot at you because if you always go behind cover they will come swarming you and they might flank you or ambush you which is like death pretty much. They have to see you while you apply pressure and bullet suppression. If you receive small hits you will lose around 3 to 5 bpm making it harder to focus and lose time, so the trick also works is compensating without focus mode and shooting enemies closer the center of the reticle to apply constant suppression pressure. Another trick would be to incapacitate enemies shooting their stomach but not hitting their vital points because that will kill them. Another problem you will encounter is they will all pop up behind cover and shoot at the same time which is like a instant death, so what I do is tend to place dynamites kinda close to each other like upstairs and downstairs in and outside of a house for example and shoot it to cause a chain reaction of explosion which will grant you a 4 to 1 kill. You can see all the smoke explosion in the house. One dangerous thing to do is put a dynamite or any other explosive thing below or above you because it can hurt your life and heart beat especially dynamite which are explosive enough to kill you 2 story floors kinda. I used a land mine and a dynamite together below two stories which cause a big explosion but I think I also got shot by a panzer while it happened so I'm not saying is totally true just a heads up. Another thing is you can shoot the front of a panzer warhead to make an explosion kill and to kill nearby enemies too.