Rebellion

MikeyT

Last Activity
Fri, May 17, 2019 8:04 PM
Posts Made
This user has made 9 posts.

Recent Posts

Posted 4 months ago

 Thanks for the reply. Do you know if there are any plans to fix this?  


I’ve wanted to like SEV2 ever since it was released (I sill have my “kill Hitler” keychain), but I can’t get over the fact that it can’t be played at the true SE1 Sniper Elite difficultly level.  If I was re-releasing this game, I would make it the true spiritual successor to SE1 that I assume it was meant to be. 


Thanks again, and good luck with SE5!

Posted 4 months ago

 Hello,

Is the option to turn off the scope zoom during the empty lung included in SEV2 remastered?  I realize that this is a remaster, but the zoom effect ruined the empty lung function in the original game for anyone who wanted to use the mildots to aim, and could arguably be called a mistake rather than a feature.

MikeyT
+1

Posted 2 years ago

 I'd like to see usable mildots. 

Posted 2 years ago

 You're absolutely right. When I read your post title, I was going to say the enemies take too much damage also, but you covered that as well. 


Everyone takes way too much damage, and wounding is nearly impossible. I remember in SE1 where wounding was a reliable tactic to draw others out. Now either a shot is instantly fatal, or it may as well be a nerf dart. 

Posted 2 years ago

 You're absolutely right about the mosin scope. While I appreciate the effort and consideration that went into the mildot zoom, I don't actually use them. 


The closest to an actual useful mildot that I've found in SE4 is the 98k post triangle (same as mosin).  On authentic the zoom and muzzle velocity put the bullet drop at a consistent 100m at the base of the triangle. For 50, 150, 250, etc. shots you aim halfway down the triangle with your range set to  0,100, 200, etc. 

MikeyT
+2

Posted 2 years ago

 I would like the devs to know how much I appreciate how the mildots expand proportionally with the scope zoom. The absence of which was a fundamental shortcoming of the otherwise excellent SEV2.  


In SE3, disabling empty lung zoom basically fixed this problem.  The custom reticles, zoom, and muzzle velocities allowed for a nearly perfect shooting dynamics. 


When I realized that the mildots grew with the scope zoom in SE4, I hoped the "purists" like myself could finally benefit from the empty lung zoom without the aim assist. This was *almost* the case, as the mildots are way too far apart to use at ranges less than 300 to 400m. Could we please have reticles with mildots that mark intuitive bullet drops? Maybe large ticks at 100m intervals and small ones at 25? (Ones that expand with the empty lung zoom.)


Right now the first mildot is about the height of a person at 100m, which is actually a pretty handy ranging tool, but it would be great if they were more closely spaced. Hence, custom reticles seem like a great idea to me. 


Most of all, thanks for an awesome game!



Posted 2 years ago

 Apparently, authentic snipers didn't use a compass either.


Maybe they'll fix the map problem soon. Other than that and the fact that you can't see the item you have equipped, authentic is my favorite mode. 


Btw, the triangle on the post of the 98k reticle is pretty much an exact 100m drop reference. So, if it's set for 100m, the base of the triangle is where the bullet will hit at 200.  Same for any other range setting, as the drop rate is linear. This zoom and muzzle velocity doesn't exist in other modes. It's very handy for those targets in between the range settings. 

Posted 2 years ago

 Yes, I would like to see this as well. I'm trying to figure out why they went to all the trouble of making the mildots expand when you zoom, but spaced them so far apart that they're unusable. 


In the meantime try using the 98k with upgraded muzzle velocity. At 6x magnification here's a 100m drop from the tip of the point to the widest part. That's my best mildot work around so far. 

Posted 2 years ago

 Hello,


I was wondering if anyone else thinks that the mildots are too sparse. They expand when you zoom, which is great, but the first tick is so low on the vertical axis that it you'd only use it for targets at around 400m. 


The re-zeroing is a great feature, but it actually makes the the 400m mildot even less useful, as you now only need the mildots to judge bullet drop past your zero. An example would be setting your zero at 300m for a target at 350m away. Since your zero is at 300, you only need to have a hold over reference for that remaining 50 yards. 


Does anyone else have this problem, or am I just missing something (other than targets at 350m)?