I have often taken out a machinegunner at 60+ meters with a submachine gun (not usually all that accurate in real life) or even with a pistol! Generally in real war even rifle men had a hard time doing that, unless they were [SIZE=-1]Sergeant [/SIZE]York. The trouble is the color, while nice, is not true to life and the cartoon nature of the picture makes spotting a man hunkering down behind a rock or in a window too easy. Second the real field of fire is somewhat abbreviated since only a fixed amount of pixels exist in any scene - where as in a real visual scene you'd need more like several billion pixels to build a wide scene.
One way around this is to automatically reduce the aiming ability of small arms players beyond 25 meters. Not sure if this is done now, but the way I hit guys at great distances makes me think it is not. A scaled random factor should be introduced the further you aim. Because it is so easy to shoot snipers and machinegunners at great range it makes defensive points almost worthless, and makes a sniper little better than a submachinegunner. I know the tanks have some trajectory built in to their shells, but I haven't noticed all that much in hand guns. all I know is I can too easily kill snipers behind good defenses at long range. I used to do a lot of hunting and target shooting and in Red Orc I find I can hit small targets just too easily.
It would greatly improve the battle realism if this problem was fixed.
I should point out that in real shooting your gun's accuracy changes because of the build up of burnt powder, barrel heating, wind, and the fact that no two bullets are 100% identicle*. The further your target is the more these factors show effect.
*note: while some brands of modern civilian manufactured ammo is of good quality - in WWII both the Germans and Russians had many arms factories churning out ammo. A soldier would often have ammo made at several locations, where at times corners were being cut in production. Just like cars, quality would depend on what day of the week your ammo was made Monday or Thursday, and what shift and whether it was slave labor or free. The upshot is that ammo was less likely to be the same quality as high priced ammo used today.
One way around this is to automatically reduce the aiming ability of small arms players beyond 25 meters. Not sure if this is done now, but the way I hit guys at great distances makes me think it is not. A scaled random factor should be introduced the further you aim. Because it is so easy to shoot snipers and machinegunners at great range it makes defensive points almost worthless, and makes a sniper little better than a submachinegunner. I know the tanks have some trajectory built in to their shells, but I haven't noticed all that much in hand guns. all I know is I can too easily kill snipers behind good defenses at long range. I used to do a lot of hunting and target shooting and in Red Orc I find I can hit small targets just too easily.
It would greatly improve the battle realism if this problem was fixed.
I should point out that in real shooting your gun's accuracy changes because of the build up of burnt powder, barrel heating, wind, and the fact that no two bullets are 100% identicle*. The further your target is the more these factors show effect.
*note: while some brands of modern civilian manufactured ammo is of good quality - in WWII both the Germans and Russians had many arms factories churning out ammo. A soldier would often have ammo made at several locations, where at times corners were being cut in production. Just like cars, quality would depend on what day of the week your ammo was made Monday or Thursday, and what shift and whether it was slave labor or free. The upshot is that ammo was less likely to be the same quality as high priced ammo used today.
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