The Antimateriel Rifle .50 M ammo

Post » Tue May 10, 2011 6:28 pm

Sorry if this is a rehash -

Is it just me, or is the AMR a lot less accurate with the Match ammo loaded? It says it reduces spread, but I swear I miss more with Match ammo than with regular .50, AP or IN loaded. Is the .50 M ammo bugged or am I just imagining things?

-TH

PS - I'm talking about the PC version
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Richard
 
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Post » Wed May 11, 2011 1:17 am

I don't do match ammo and I don't have the PC Version, so I can't help you
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Lucky Boy
 
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Post » Tue May 10, 2011 2:28 pm

I rarely miss with any of the available ammo types. And in my experience, the Match tends to hit closer to where I'm aiming, based on "number of missed Deathclaw heads at barely-visible range." :shrug:
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Stacey Mason
 
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Post » Tue May 10, 2011 12:38 pm

Match ammo seems to work fine for me on PC. Four rounds expended for four hits so far on my current character and the last character fired off 100+ rounds and only missed moving Legion guys.
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Antonio Gigliotta
 
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Post » Tue May 10, 2011 9:17 pm

It all looks fine in the GECK.

Keep in mind though that the AMR has a base spread of 0.03, and the Match Hand Load reduces that by 35% to 0.0195. Which is only a difference of 0.0105, a fairly tiny amount.
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RAww DInsaww
 
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Post » Tue May 10, 2011 5:02 pm

Don't forget to adjust for target movement, wind, drop, and at extreme ranges: coriolis effect. <_<
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Fiori Pra
 
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Post » Tue May 10, 2011 6:05 pm

Don't forget to adjust for target movement, wind, drop, and at extreme ranges: coriolis effect. <_<

Fixed for you this is only a video game after all.
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Tamara Primo
 
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Post » Tue May 10, 2011 5:40 pm

"> use humor on l v"
"The Lord Vukodlak seems to be immune to your humor. It attacks! You take 4 damage."
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NAtIVe GOddess
 
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Post » Tue May 10, 2011 5:21 pm

Wow, I just googled coriolis effect. Never thought checking my thread would take me 2 hours!

So anyway, I guess I am imagining things. Thanks!
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Lucky Girl
 
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Post » Wed May 11, 2011 3:01 am

Wow, I just googled coriolis effect.

So anyway, I guess I am imagining things. Thanks!

learned about it through an episode of the simpsons.

you know one of the older ones, where Bart moons Australia.
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priscillaaa
 
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Post » Tue May 10, 2011 2:55 pm

Yeah you know it's a longshot when you have to account for the curvature of the Earth...

Edit: As well as the rotating of the Earth.
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A Lo RIkIton'ton
 
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Post » Wed May 11, 2011 12:16 am

lol yeah. I'm glad they didn't program that in. If this were Operation Flashpoint or even STALKER, OK, but Fallout? :)
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Laura Samson
 
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Post » Tue May 10, 2011 11:18 pm

lol yeah. I'm glad they didn't program that in. If this were Operation Flashpoint or even STALKER, OK, but Fallout? :)


I don't know. I'm kinda torn about it. I like how I don't have to do much thinking about combat but at the same time, adding things like the Coriolis Effect, bullet drop, air resistance, thermals, etc to the long range combat would be pretty sweet.

Maybe make it a hardcoe mode thing.
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STEVI INQUE
 
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Post » Tue May 10, 2011 9:54 pm

Yeah you know it's a longshot when you have to account for the curvature of the Earth...
Spin, not curvature for the Coriolis effect. Curvature comes into play with gravity drop.
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Dorian Cozens
 
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Post » Tue May 10, 2011 9:39 pm

I don't know. I'm kinda torn about it. I like how I don't have to do much thinking about combat but at the same time, adding things like the Coriolis Effect, bullet drop, air resistance, thermals, etc to the long range combat would be pretty sweet.

Maybe make it a hardcoe mode thing.

No it wouldn't, it make long range combat svck. Including all that would make sniping a game completely independent on fallout which with all the tracking meters would resemble a golf game.
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Lyndsey Bird
 
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Post » Tue May 10, 2011 3:46 pm

Spin, not curvature for the Coriolis effect. Curvature comes into play with gravity drop.


I added the Coriolis effect to my comment but you'd still need to account for the curvature in some cases. I wasn't referring directly to the Coriolis effect anyway. Thanks for adding that however.

No it wouldn't, it make long range combat svck. Including all that would make sniping a game completely independent on fallout which with all the tracking meters would resemble a golf game.


You do realize that I was merely stating my opinion. Much like you were stating yours by saying it would svck. I would prefer it as an option anyway, so people would have no reason to complain regarding long range combat.

I'd welcome the change because the sniper combat is stupidly easy...
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Natalie J Webster
 
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Post » Tue May 10, 2011 10:28 pm

It could be solidly argued that long range combat in F:NV is too easy. The effective range of some of many of the rifles is far beyond the AI's activation radius, and the stupidly overpowered mechanics of sneak attacks means you can end any fight with one shot. A bit of difficulty enhancement might help the game. Just a thought.
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Chenae Butler
 
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Post » Tue May 10, 2011 6:21 pm

I'd definitely be OK with bullet drop and an AI overhaul. Poor creatures and raiders don't stand a chance when you use suppressed weapons. I remember in FO3, when WMK (which added weapon suppression beyond the pathetic silenced 10mm pistol), I thought to myself "well, the AI wasn't really programmed with a suppressed sniper rifle shot from 5 cells over in mind." I was hoping, since powerful, suppressed weapons and the means to make them were in vanilla FNV, that the AI would be made aware of such things. Sadly... but AI is quite challenging to make (well, good AI is, at least), so its up to the modding community to enhance the game! Like we've been doing since the day after launch! :D

All of the other stuff - coriolis, curvature, etc., is probably too much for the aged Gamebryo engine to handle.
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Kill Bill
 
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Post » Tue May 10, 2011 9:36 pm

I'd definitely be OK with bullet drop and an AI overhaul. Poor creatures and raiders don't stand a chance when you use suppressed weapons. I remember in FO3, when WMK (which added weapon suppression beyond the pathetic silenced 10mm pistol), I thought to myself "well, the AI wasn't really programmed with a suppressed sniper rifle shot from 5 cells over in mind." I was hoping, since powerful, suppressed weapons and the means to make them were in vanilla FNV, that the AI would be made aware of such things. Sadly... but AI is quite challenging to make (well, good AI is, at least), so its up to the modding community to enhance the game! Like we've been doing since the day after launch! :D

All of the other stuff - coriolis, curvature, etc., is probably too much for the aged Gamebryo engine to handle.


It would be nice to need to adjust for drop at least. You're right that changing it to simulate sniping would be excessive and probably too much for the engine to handle though hehe.
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Daniel Holgate
 
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Post » Wed May 11, 2011 1:29 am

Would kind be neat to have range based on ammo too and bullet speed as well.
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David Chambers
 
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Post » Tue May 10, 2011 2:53 pm

It would be nice to need to adjust for drop at least. You're right that changing it to simulate sniping would be excessive and probably too much for the engine to handle though hehe.


Bullet drop should be trivial; games having been taking that into account for years (E.g., in Thief you had to arch your arrows). It is interesting that Boone was supposed to be able to spot for you just like a real sniper works with a spotter, but most of his comments have been pretty much unintelligible to me while playing. If you could actually have him tell you where you missed and by how much that would be fun and easy to play, but since you can't really hear him I wonder if that was a pie-in-the-sky idea the game developers had that went nowhere.
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Undisclosed Desires
 
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Post » Tue May 10, 2011 4:21 pm

Bullet drop should be trivial; games having been taking that into account for years (E.g., in Thief you had to arch your arrows). It is interesting that Boone was supposed to be able to spot for you just like a real sniper works with a spotter, but most of his comments have been pretty much unintelligible to me while playing. If you could actually have him tell you where you missed and by how much that would be fun and easy to play, but since you can't really hear him I wonder if that was a pie-in-the-sky idea the game developers had that went nowhere.


Yeah... Just me getting my hopes up. I'm just one of those crazy folks that actually knows how hard it is to fire an accurate shot from a rifle (hunting). Moving targets are a pain as well. Extra challenge would be nice is all.

Bullet drop is fairly easy to do though, which is why I think many games that aim for more realistic shooting include it (Operation: Flashpoint comes to mind). Now my ultimate dream for sniping in Fallout would include Boone's spotting enhanced as well as bringing in some more realistic shooting elements. However, it is an RPG after all so I don't think any of those ideas would be implemented.

Oh well... :shrug:
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Destinyscharm
 
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Post » Tue May 10, 2011 2:48 pm

I think it would throw in too many factors. Essentially, the game assumes you take into account things like range estimation, sight adjustment, etc.

Games that state they have 'realistic' weapons effects, with ranged fire effects, tend to have a big fail due to not providing sight adjustment, or having low engagement ranges...in many cases, and I'll use STALKER as an example, the engagement ranges are generally so close that for rifles any effects they factor in are irrelevant.
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CYCO JO-NATE
 
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Post » Tue May 10, 2011 8:06 pm

I think it would throw in too many factors. Essentially, the game assumes you take into account things like range estimation, sight adjustment, etc.

Games that state they have 'realistic' weapons effects, with ranged fire effects, tend to have a big fail due to not providing sight adjustment, or having low engagement ranges...in many cases, and I'll use STALKER as an example, the engagement ranges are generally so close that for rifles any effects they factor in are irrelevant.


True on many levels. One in particular is that I don't think the engine could handle it. However, one thing this game does get right is long range engagements at least. I've fought many enemies in the open where the distance between me and my target was large enough to have a measurable impact on accuracy (if physics got a hold of the bullet that is).
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Amy Cooper
 
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Post » Tue May 10, 2011 5:11 pm

Eh, the game doesn't even model the time it would take to make long range shots, much less involve the player with the setup time to make the shots. A sniper does not simply pull out their rifle, sit down and aim for 3 seconds before shooting some guy in the head way the heck out there. A truly accurate long range shot can take *minutes* of preparation: determining the distance to be covered, determining the amount of wind at various points along the bullet's path, adjusting the scope, adjusting the rifle, observing the target, relaxing, and finally firing. If you don't want to involve the player with the minutia, then you should at least force them to slow down to a sensible pace. Currently the game makes long range combat trivially easy, without any real down side. The way it should work is that to score hits at such long ranges that you pretty much automatically win without contest, requires an investment of time, skill, or effort on the player's part.

At least that's my opinion.
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Guinevere Wood
 
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