I can't hit shi?

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vascrats

FNG / Fresh Meat
Apr 17, 2008
13
0
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This is the ultimate in noob questions but I can not hit ANYTHING at any kind of distance. The times I do connect, I am sure are all by chance. Can anyone point me to a tutorial on using iron sights? Sounds dumb but that's where I'm at! Do you cover your target with the end sight or do you put your target at the peak of it? Also, is there anything in a practice type mode that is like a gun range :D. Is the aiming in Darkest Hour the same as RO?

Any help would be greatly appreciated. I take the rifle role so more experienced players can use the more tactical roles but I can't shoot my own foot with the rifles:(

Thanks for any suggestions!
Phil
 

Floyd

FNG / Fresh Meat
Feb 19, 2006
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Waterproof
www.ro50pc.net
Get a Mosin Nagant and aim it exactly as you would in real life. I say Mosin because its sight is more typical of what you might be familiar with (especially if you've shot pistols).


Within 100 meters you can pretty much consider the point of impact on a stationary target right at the very top of the front post. At long ranges, you will have to compensate for bullet drop and aim a bit higher.

If the target is moving, you have to account for three things:
1) his movement speed
2) his distance from you
3) your ping


Just like shooting birds or ducks with a shotgun, you have to lead your target depending upon its speed and distance from you. Your ping is an added factor, but pretty soon you'll learn how to compensate for that, too.

Can't speak for DH as I don't play it much. I would imagine the Axis rifles are the same, but I don't know how accurately they've done the Allied weapons and their sights.


RO aligns the sights for you. In otherwords we don't have to worry about aligning the front post with the back sights and have equal space on either side of it.

This is the only pic I could find quickly on the internet, but it shows what I'm talking about. If this were your sight picture at the range in which the weapon is zeroed in, the bullet would impact dead center of the the bullseye. Right at the very top of the front post. (Not where the white dot is, btw.)
correct-sight-alignment.jpg
 
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vascrats

FNG / Fresh Meat
Apr 17, 2008
13
0
0
Thanks Floyd,

That was exactly what I needed to know. So what you want to hit is right at the top of the front post (at 100 meters or less as you say). DH is the same as RO in the respect of the front and rear sight allignment I believe.

Thanks also Moe, if I still can't do better knowing how I should be aiming, I will have to look for a target practice map.

I was just getting frustrated as I would get off three shots or so not hitting my target and finally they see where I am firing from and hit me right away. Makes me feel dumb as heck! It was even more frustrating not knowing if I was even shooting correctly or not!

Thanks again all!
 

oldslowguy

FNG / Fresh Meat
Nov 23, 2005
758
26
0
AZ, USA
Just throwing this out there, if you already knew this, sorry! You know how to rest the rifle barrel against objects for no sway, that a crouched position reduces sway, and a prone position with rifle barrel rested is the most accurate/no sway? (BTW there are, or at least were, videos on the redorchestragame.com site, which I can't access from here at work :{ to give the link, demonstrating this) I think it's great that you had the courage to even ask, the internet can be a cruel place, and kudos to the helpful responders! TWB*SlowBull
 

Oldih

Glorious IS-2 Comrade
Nov 22, 2005
3,414
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Finland
I think you could probably get started with these thumb rules:

1. Rifle bullet travels around 700-800m\s, or around 2800-3000 feet per second.
2. SMG bullet is easily half of that, or closer to 350m\s or around 1200 feet per second.
3. Bullet drops pretty much at same rate you would drop a battery from your hand and let it fall down.

Now keeping those in mind, while it's very rough thumb rule and estimating distance in RO can be tricky most of the time you're shooting at 5-150m ranges in most maps. After that in mind:

-At range, aim slightly above the centre of the mass with rifles. Chest is pretty good target reference. At closer range you can aim slightly below it to keep beter track of your target.
-Using 700m\s as thumb rule, it will take around 0.2 to 0.25 seconds for bullet to travel around 150m distance. With SMG it's closer to a half a second. Of course accounting latency is pretty handy thing to do. Now if your target is moving where it's going to be after 1\3rd of a second relative to the direction and speed it's moving? Wink wink.
-Accounting bullet drop using that thumb rule is also sort of easy, with rifles you need to only aim slightly above the target most of the time at such ranges. With SMGs you need to easily aim
 
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vascrats

FNG / Fresh Meat
Apr 17, 2008
13
0
0
Thanks Oldih for the detailed explanation. Hopefully now that I know to put the target at the proper spot on the sight and to try to learn to adjust for some drop at longer ranges I'll have a chance to improve. I have tried propping the gun on a surface but did not know crouching helps as well. I thought my effectiveness would increase when I changed from dial up to cable modem as I figured I was likely missing more than normal due to 'lag'. I guess my shooting just blows (for now) :D.

Thanks again and hopefully I will have some time to practice.

:IS2: - Because it's cool
 

timwhistler

FNG / Fresh Meat
Dec 3, 2009
39
7
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Washington DC
I agree that you did the right thing asking and that it's great to see nobody flamed you as a noob, way to go team! just wanted to point out that there is an icon on screen at lower right which tells you when your rifle/SMG/whatever is against a solid object (door jamb, wall) and will not sway, giving you optimal accuracy. The icon also turns from grey to white, if I recall, as you stabilize fully; it looks like a machine gun bipod sort of and is described better in the game guide.
We'll see you on the field of honor!
-Bernhart
 

vascrats

FNG / Fresh Meat
Apr 17, 2008
13
0
0
Thanks again guys for all the great advice. I just love WWII history and playing RO and DH is a great way to get into the history even deeper. It will be even better when I can be of some benefit to my squad.

It does mean a ton to be treated nice. After all, we were all newbies once I guess.

(Here are a couple pictures to give a pinch of an idea how much I love WWII history. One picture is of my 1/32 armor collections (with other things). The other is my 1943 Ford GPW 'jeep'. The MG is a replica so keep your pants on:D.)
 

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JoMac

FNG / Fresh Meat
Jan 22, 2011
209
200
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United States - Va
Vascrats,

All of these are valid points:

- Weapon trajectory at range ( not only bullet drop, but bullet deviation left-right-up-down slightly ). Like mentioned, find a target range to get a feel of different weapons at different ranges, and at different postures including resting on object ( you will notice a resting icon in your HUD which reduces sway for several seconds ).

- How tired you are affects sway ( I believe the more tired you are the more sway )

- Your posture and how long you hold your weapon at aim affects sway ( Standing=more sway, Kneeling=less sway, prone=even less sway for several seconds ). The longer you hold your weapon the worst your sway gets...Sway generally start at around 10 seconds or, and gets worse the longer you have your weapon at aim.
My suggestion; Every 10 seconds or so rest your weapon then bring it back up to aim again as this will reset the sway. Ofcourse, try and becareful how you do this as it can give away your position ( if attempting to remain stealth ).

Keep in mind, In WWII there were several thousand rounds of Small Arms Ammo expended per casualty...I always thought casualties in RO were to high.
So, dont feel bad if it takes you a clip or more to hit someone.
 
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Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
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3. Bullet drops pretty much at same rate you would drop a battery from your hand and let it fall down.

Yeah, the difference occurs because the faster an object is going through any medium the thicker it will act. So the faster your bullet is going, the slower it actually falls in the vertical. We're talking minute differences here though :)
 

Mormegil

FNG / Fresh Meat
Nov 21, 2005
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Nargothrond
Yeah, the difference occurs because the faster an object is going through any medium the thicker it will act. So the faster your bullet is going, the slower it actually falls in the vertical. We're talking minute differences here though :)

Technically, they fall at the same rate, but a faster bullet reaches it's target earlier, so it doesn't fall as far as it had less time to do so.
 

Unus Offa Unus Nex

FNG / Fresh Meat
Oct 21, 2010
1,809
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Technically, they fall at the same rate, but a faster bullet reaches it's target earlier, so it doesn't fall as far as it had less time to do so.

Hehe, only almost, cause there is a slight difference.

Compare it to how long it takes a bowling ball to fall from 5 meters high in air and then how long it takes for it to sink 5 meters in water. The difference ofcourse isn't that big between a bullet dropped from the hand and then one going 700 m/s, but there is a difference simply because of the speed at which one of the bullets moves through the air.

The reason is that the faster you move through any medium, be it air, water or gravy :p , the thicker it will act. That's why it gets harder and harder to counter air resistance the faster you go.

For ex. it only takes 350 hp in a sports car to achieve a top speed of 300 km/h, but to go an extra 120 km/h faster (420 km/h) takes another 650-700 hp. That's because air resistance, or drag, increases four times for every time you double the speed.
 

Actin

FNG / Fresh Meat
May 19, 2009
1,453
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Netherlands
Hehe, only almost, cause there is a slight difference.

Compare it to how long it takes a bowling ball to fall from 5 meters high in air and then how long it takes for it to sink 5 meters in water. The difference ofcourse isn't that big between a bullet dropped from the hand and then one going 700 m/s, but there is a difference simply because of the speed at which one of the bullets moves through the air.

The reason is that the faster you move through any medium, be it air, water or gravy :p , the thicker it will act. That's why it gets harder and harder to counter air resistance the faster you go.

For ex. it only takes 350 hp in a sports car to achieve a top speed of 300 km/h, but to go an extra 120 km/h faster (420 km/h) takes another 650-700 hp. That's because air resistance, or drag, increases four times for every time you double the speed.


Never considered those things, Thanks for the explanation:D
Learned something today!
 

jolorulz

FNG / Fresh Meat
Jul 18, 2011
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Manila
LOL I was gonna ask about rifles in RO1 when I stumbled upon this post.

Anyway, Hi to all you guys here. I'm also a (sort of) newbie to the RO craze and have wanted to get into alot of the discussions around this forum for some time now. I was about to make a post about the Kar98k and the Mosin Nagant rifles, but I thought it'd be better to just ask questions here than make another redundant thread.

My question is about the accuracy of the (In Game) Kar98k vs the Mosin Nagant. I've always preferred to play axis in most cases, and have taken a liking to the rifleman class. But to tell you honestly, the Kar98k hasn't really been quite as impressive as its been worked up to be compared to the Mosin Nagant. I often times found myself picking up fallen MN's to exchange with K98. IDK much about rifles, other than the fact that, at least in game, the MN has been much more effective in combat than the K98. Any thoughts about this and whether the game accurately depicts both rifles as they were in real life?

Thanks in advance!