as evidenced by the fact that it takes 250,000 bullets to kill an insurgent even with today's modern weapons.
Source [http://www.independent.co.uk/news/w...se-250000-for-every-rebel-killed-508299.html]
In world war 2 there were firefights, exchanges of fire, battles lasted for hours with only hundreds of men. The fact is people are not that accurate with weapons in battlefield conditions.
The ingame accuracy has nothing to do with the actual weapon accuracy of the modelled weapons. It is the shooter who provides the accuracy. The whole argument over whether accuracy is realistic or not is a fallacy.
Some soldiers would have been good shoots some would have been terrible.
Personally i think if it was made a little more difficult to hit targets it would make the gamaplay more interesting. (this would be neither more or less realistic)
Obviously this is referring to firefights and not ambushes on targets which brings me back to my question, if it's so easy to hit them why not wait until they pop up and shoot them then instead of wasting rounds in a fire fight?
Obviously this is referring to firefights and not ambushes where you shoot someone who doesn't know you're there. which brings me back to my question, if it's so easy to hit them why not wait until they pop up and shoot them then instead of wasting rounds suppressing in a fire fight?
The bullet still doesn't rise.
Golden- the guy who thinks that because someone can shoot a dime from 200m while sitting on a chair in complete safety and having all the time in the world to aim means we should be able to do the same in a split second in a wargame simulating one of the most intense battles in the history of the world is lecturing somebody else about first-hand experience. Just golden.
I guess you missed my addendum
The majority of fighting on the European front in world war two and even the wars taking place in Iraq and Afghanistan are primarily urban combat where suppression fire is even more important since troops lack cover and engagements take place in short distances.
[Source] [url]http://www.csmonitor.com/2004/1109/p01s01-usmi.html[/URL]
[url]http://www.tradoc.army.mil/pao/Web_specials/GWOT/modernmout.htm[/URL]
[url]http://www.globalsecurity.org/military/ops/mout.htm[/URL]
[url]http://www.northwestohio.com/news/news_story.aspx?id=94192#.TmUz3Y5ENPE[/URL]
[url]http://www.armytimes.com/news/2008/08/ap_oregon_training_082708/[/URL]
Also I say you're an arm chair/gun nut b/c you claim to know how things would work in a combat situation when all you have ever done is fire guns at a target in a controlled enviroment so you lack first hand combat experience. Despite evidence that it takes a **** TON of bullets to kill someone you go on saying how easy it is to shoot at another human being and kill them.
in b4 you claim to be in the military and say you fought in some obscure battle somewhere.
also how convenient that you suddenly can't produce any evidence.
Finally we're not claiming everyone has aimbot, we're claiming they have a modicum of skill that the people who play counterstrike
And actually evidence beats first hand expirience, FYI. If you want someone to believe you then it's kind of important.
and no the majority of fighting does take place in urban areas. The majority of the world population lives in urban ares and marines spend more time training in Urban areas than any other kind of conditions. Urban areas are the best staging places for insurgents as they are always at an advantage, the marines risk hitting civilians, and cities hold tactical importance. Even in so called "rural" areas insurgents will will fight in clusters of buildings forcing the marines to be in relatively close ranges. How dumb do you think they are that they would stand around in the desert getting shot from miles away? also how do you flank someone who is in cover when you're 500 yards away? do you propose to walk another 500 yards to get on their flank?
And what that article proves is that EVEN IN URBAN COMBAT YOU SPEND A CRAP TON OF BULLETS B/C OF SUPPRESSION FIRE. Even more so than long range combat. So this goes back to the heart of it that at close ranges it's hard to outright hit someone and you require a ton of bullets to suppress people and flank them.
I answered your question. We suppress to limit their ability to hit us. The enemy does the same thing to us, they just aren't as coordinated. Not to mention we have a firepower advantage.
You can find released videos, and helmet cam footage, that shows insurgents running away while firing on full auto. Their intent is to keep our heads down while they make their escape. It's usually met with a 5.56, .50, or a 40mm. Can't knock their ambition though.
I have a wife and a child, do you think I'm seriously going to sit in an over watch position in the thick of a firefight and wait for the ONE target I'm sighting in on to expose himself? I mean, SGLI pays put it ain't that much.
-Paas
Accuracy in a shooting range = accuracy whilst in combat with people shooting at you?
Something about that logic just doesn't seem right. I would be ****ting myself if I was forced into real combat.
that doesn't really answer the question tho. if you are worried they will hit you then by extension hitting them before they can fire isn't as easy as you make it out to be.
This is a binary choice. Either A: hitting insurgents is easy so waiting until they expose themselves is a non issue since they can be shot so easily.
or B: when they pop up there's a good chance you will miss before they can fire and hitting them isn't as easy as you say it is.
if your position is that the warfare in red orchestra 2 is realistic where it consists of waiting until someone exposes themselves to pop them in the head instead of suppressing and flanking then why is warfare not conducted in this way?
If it is realistic then warfare is conducted in this way, if it is not realistic then warfare is not conducted in this way.
So is warfare conducted the same way it is in red orchestra 2?
I answered your question twice now. It seems like you just want the answer you want.
I'll humor you though. Yes, it's very easy to hit the target I want. It's also very easy for the target I don't know about, has not been identified yet, and who might have a scoped hunting rifle, to put one through my Kevlar. I'm not willing to risk my wig getting split, my command is not willing to risk losing a man, so we show overwhelming fire superiority. While this is going on we have another element get to the enemies blind spot, where it's relatively safe, and put them down.
All of this does not change my ability as a expert on the service rifle. I can **** rip they guys head off.
-Paas
If you ask me, all we really need is a slight sway at first, then let it smooth out to where it is now.
That way people can't immediately bring up their rifle and have a perfect sight picture.
I like this, don't really care if a very trained rifleman could fire as accurately and as quickly as you can in RO2 either, I'm sure there were plenty who couldn't in the battle.If you ask me, all we really need is a slight sway at first, then let it smooth out to where it is now.
That way people can't immediately bring up their rifle and have a perfect sight picture.
If you ask me, all we really need is a slight sway at first, then let it smooth out to where it is now.
That way people can't immediately bring up their rifle and have a perfect sight picture.
The biggest problem is that hitting Shift magically makes all the sway of your weapon go away, which is completely unrealistic. The general lack of sway is a problem, but the shift zoom which magically makes your gun a railgun enhances the issue.