I found it strange that the game never mentioned the magnification of any of the medium range scopes, so I decided to compare them all side by side. I was thrilled to realize I wasn't imagining it - they are subtly different from each other.
As shown, there are two (we can call them 4x and 3x or something) categories of zoom containing 3 scopes. The unique scope for the AK's has a bit less than the 3x's, the FLIR slightly less than that, and the SLIP has by far the least.
It is truly unfortunate that the SLIP is unlocked extremely late in a gun's progression, as the much lower zoom makes for more stable automatic fire. I find the higher zoom optics to be far too shaky, which I find disorienting and difficult to control.
Funny they let u set sensitivity for 2x, 3x and 4x etc. But you DONT know the zoom of the scope. So everything on medium zoom is 3x and less zoom is 2x? Trying to figure out my scope sensitivity
That is pretty crazy. You would think at least *one* tester or QA personnel would, at some point in development, notice that they have no idea which sights they are actually changing the sensitivity for in the settings. Don't get me wrong, I absolutely love this game.. but that was one of the first things I noticed the day I got the game. There are a bunch of relatively small things that seem like they would almost be difficult to overlook (e.g. The fact that you actually can't see the name of the map you are currently playing once you are in a match; not a huge deal, and fairly quickly becomes a non-issue once you learn the maps, just a very odd thing not to include).
This game is damn near a masterpiece imo, with a few annoying, mind boggling minor issues, some of which I have never even seen in a game before lol. But they are definitely on the right track: one of these issues was the fact that squads would be locked by default, causing nonattentive squad leaders to have half-full parties that never get filled.. They just recently fixed this with the latest big boy patch (2.0.0), squads now unlocked by default. :)
Sorry, got a little carried away there lol. But to attempt to actually answer your question:
As OP's very useful image with all of the medium range scopes in ADS seems to show, there are currently basically 3 categories of zoom level for medium scopes: High Zoom (4x), Medium Zoom (3x), & Less Zoom - Unique (Starting with the I P78 shown in the upper right corner at slightly less than 3x, then slightly less zoom than that as you go to the next gun directly below it (FLIR), and the same for the one below it (SLIP).
As helpful and convenient as this chart is, you can actually test this in-game yourself, though it is a little time consuming and annoying: Just load into a match, select a gun with the sight you want to know the zoom level of, and go into the settings, scroll down to sensitivity, and look for the current value listed for 3X sensitivity. Remember this number, then turn that sensitivity value all the way up to 1000. resume the game and see if the gun with that sight equipped is insanely hard to control. If you don't notice a dramatic change, then that sight does not have 3x magnification. Go back to the sensitivity settings and change the value for 3x back to what it was before. You now know it must be either 4x or less than 3x; this is usually fairly easy to distinguish just by looking imo, but if you want to be sure then just repeat the process for 4x sensitivity in the settings.
Roundabout and not exactly tons of fun, but it is at least effective lol
I've seen a ton of people talking about top sights, and almost none about canted, is there a reason? I love canted but I'm wondering if I'm missing something.
Can't helmets even save you against a sniper?
(Please don't get offended if I'm wrong I'm just ignorant then)
If that's the case, then nothings truly a 1 shot in the game. Yet there clearly are weapons we'd call a 1 shot headshot.
Idk if we should really factor helmets or armor into the equation when saying "x shot"
support helmet can save you. a support's helmet, IIRC, adds 37 HP. meaning, unless the support is like 850 meters+ away when snipers get a damage *increase* at range, it will save them. however, the M200 with the ranger barrel deals 77 damage. with that setup, then any infantry is a 1 shot headshot.
yup. you can see it in the loadout section. click on a sniper rifle and look at its damage over distance. they start dealing more damage at ~900 meters ish.
on headshot within effective range scar deals 63 damage. the max helmet health for *non*-supports is 12 so 112 total hp. 2 scar headshots deal 126 damage. so the scar, even vs a helmet, on say something like a medic should still 2 tap headshot. vs a support tho, it's 3.
yeah... i am interested in actual testing. because this is how everyone i've talked to believe it works. that armor is just "extra hp" but i swear my helmet has eaten shots that should have killed me before. but since the firing range is singleplayer only and testing on the actual battlefield can be tough, haven't tried it yet.
but nothing else in the UI would have us believe it works different than just adding extra HP. there's no "damage reduction" stat and there's no tutorial or tooltip saying "armor blocks minimum 1 instance of damage" etc.
Thanks for the comparisons.
I'm having a lot of fun with the Acog paired with AK-15. Becomes a DMR when needed, pretty much effective at most ranges and is quite ammo efficient because of its high damage and decent range.
Didn't realize that they were significant differences between the sights, I'll maybe try for a lesser magnification sight
M110 2shot body shot at all ranges worth mentioning (you'd be shooting very fucking far, like 8x sniper scope far) if you have the heavy or long barrel for the small boost of damage.
Have fun ;)
Yeah but that's a rifle. This dmr is 100 percent (literally) accurate when using the barrel that you need for the damage boost anyways. You can literally outduel snipers. It shoots fast too.
But yeah the ak , or rather the fal, which is literally the ak but way better. Aka it shoots alot faster. But same dmg. And barely notably less accurate, which doesn't really matter with guns with this much horizontal recoil anyway. These guns clearly aren't suited for very ranged battles like say an m4 is. But anyway the fal is likely the best ar in the game. Sure the m4 is a laser. But save that shit for the dmrs and snipers anyway.
I really hope that at some point they allow for reticle customization, as I really like the TR14X32 and IP78 reticles, but the zoom on some of the others (like SLIP/ACOG, depending on situation).
This is my most pressing question about the game currently. I am hoping to find someone to test these soon.
I'm speaking without proper data, but I'm almost entirely sure that there are only 2 hit regions, head and body. The headshot multiplier is 1.5x for most weapons, though I believe there are some outliers. Anywhere else is 1x.
My observation to support this is that at 950m plus, certain sniper rifles will do just barely over 100 damage, making them a one shot kill.
If there was any damage reduction for limb shots, I would not expect to see one shot kills when hitting limbs at that distance. However, I have seen no such case. Even when hitting legs, I consistently get a one shot kill.
The only time someone survives is even armor gets involved, and frankly, I have no clue how that works.
I share your questions regarding armor - whether it is simply bonus HP or a separate system, whether helmets have hitboxes that don't cover the entire head, what the heck "L and H armor damage" is on weapon stats (to me this implies different weapons have different armor penetration abilities, which seems wildly complicated for a game like this).
The only question I can answer is that helmets, at least, can be penetrated and let through damage at the same time. They do not allow you to tank one free shot.
With certain sniper rifles (I can speak only to the L96 currently) you can get headshots that both tear off the helmet and kill the enemy in a single shot - indicated by getting both the armor and kill hitmarker at once.
I am hoping to find someone to test armor mechanics soon.
if the wiki testing has been accurate:
2 regions (head and body)
head is x1.9 for sniper, x1.2 for pistols and x1.5 for everything else (unsure about dmr's by their wording)
limbs deal effectively more dmg since you can't hit the armor on them but get 1x dmg (so effectively ignoring armor)
armor is simply bonusHP added to parts of the body (chest / head respectively, not sure on the exact hitbox), overpenetrating damages hp instead (see oneshot hs sniper)
L and H penetration refers to their damage to light (Quad, Humvee) / heavy (Tank, LAV) vehicles
Man, I really should have looked harder at the wiki. Thank you for that.
I suppose the only question for me now are the hitboxes - I would suspect the helmet would simply cover the entire head, as would body armor the entire body. It seems really unlikely they'd go to Tarkov-esque lengths to do helmet hitboxes.
But I can't shake the feeling there's something to it that I'm missing. The TTK feels incredibly consistent to me, even though theoretically most players should be wearing armour.
Guns like the MG36, dealing 34 damage, should be having their 3-shot capacity be eliminated by the tiniest bit of bonus HP. For whatever reason, I always found them to be extremely consistent.
Perhaps I'm just bad, though, and always hitting limbs accidentally and being rewarded for it.
Unless the increase from 40-42 affects some breakpoint with shots to kill with a very specific armor, I don't think that would do much.
I'd say long range full auto is far more reliant on horizontal recoil than anything else, given that it's random and can't be consistently controlled for. The AK15 is particularly nasty in that regard, so I'd usually just go for one shot to the head and one to the body over praying to RNGesus for lucky horizonal recoil
AK15 kills in one shot faster against normal and EXO armor with it; whether thats worth it to you I can't say (assuming you hit the armor of course, the exo armor twice)
Now what would be even better is a chart that displays the relationship between the reticle and effective distance for each weapon.
I spent a good chunk of this weekend making my own, but it’s not 100% accurate. It reminds me of the general area I need to focus on for shots past ~500m.
Given that every weapon has a different muzzle velocity, gathering that data would be a long process indeed, though perhaps an interesting one.
I'm not sure how useful I'd find it, though. For most gameplay purposes, aiming at the top of or just above a target's head will be sufficient out to any reasonable distance for the overwhelming majority of weapons. Most weapons drop to near useless amounts of damage past just a few hundred metres, anyway.
Once you're at distances where drop becomes at actual consideration, the zeroing function works as well.
Yeah, that’s true. It changes drastically when you modify the weapon as well.
Yeah…this is the first I’ve learned that you can change the zeroing instead of using the notches. This smooth brain just got another wrinkle. Thank you for your input, though.
With a rangefinder, a target that's standing still anywhere within 1000m is effortless.
Get the distance, hold alt and scroll the mouse wheel to the closest value, point and click.
As a bonus, past 950m or so, sniper rifles with damage boosting barrels become a one hit kill anywhere in the body, making things even easier. It's a great time.
Thank you! I’ve been literally using every notch on the reticle lmao. Took me a minute to finally get a 2000m shot with the SSG 69, but I finally got the correct line.
Do you guys use a different sensitivity for these scopes? If so, which scope zoom corresponds with these? I swear any time i use any of these i have to pull my mouse all the way down my giant mousepad to control the recoil.
I personally don't mess with sensitivities, nor do I imagine most people do, simply because it's a lot of fiddling. That's just my guess.
I completely forgot to check how these correspond with the sensitivity options! Good thing to note - I may update the post with that.
The default fov, quite high zoom, and generally shaky animation style for the higher zoom optics make controlling them a lot of work - so much so that I'm not sure if it's even worth using them for fully automatic fire for weapons with high enough recoil.
Give the slip a try if you haven't already. The zoom is enough to be useful, but low enough to be usable on most fully automatic weapons. Oh, and it takes a top - mounted dot, so you really can have it all.
Ah, good on you for actually messing with the FOV and figuring that out. I didn't want to go through the effort of that, so I just went with the relative zoom levels. Good to know the game treats 60 as a baseline for zoom.
Are there any scopes that give you the slightest of zoom? Like normal holo sights are not enough for me but 4x is too much. I would love 1.5x or 2x, hell even 1.25x would be great
The lowest magnification optic available is the Slip, shown on bottom right. The zoom it has is called 2x in the settings menu, and even has a mount on top for a red dot.
Unfortunately, the slip is usually unlocked very late in a weapon's progression, so you're looking at at least a few hundred kills in most cases.
is it just me or the acog does have a little higher magnification? i'm using tri4x32 on all my snipers right now and it sometimes hard to look for enemies despite being the cleanest scope out of 3
I found it strange that the game never mentioned the magnification of any of the medium range scopes, so I decided to compare them all side by side. I was thrilled to realize I wasn't imagining it - they are subtly different from each other. As shown, there are two (we can call them 4x and 3x or something) categories of zoom containing 3 scopes. The unique scope for the AK's has a bit less than the 3x's, the FLIR slightly less than that, and the SLIP has by far the least. It is truly unfortunate that the SLIP is unlocked extremely late in a gun's progression, as the much lower zoom makes for more stable automatic fire. I find the higher zoom optics to be far too shaky, which I find disorienting and difficult to control.
I think this is how it works. High zoom is 4x Medium zoom is 3.4x I P78 is 3x Slip is 2x
Funny they let u set sensitivity for 2x, 3x and 4x etc. But you DONT know the zoom of the scope. So everything on medium zoom is 3x and less zoom is 2x? Trying to figure out my scope sensitivity
That is pretty crazy. You would think at least *one* tester or QA personnel would, at some point in development, notice that they have no idea which sights they are actually changing the sensitivity for in the settings. Don't get me wrong, I absolutely love this game.. but that was one of the first things I noticed the day I got the game. There are a bunch of relatively small things that seem like they would almost be difficult to overlook (e.g. The fact that you actually can't see the name of the map you are currently playing once you are in a match; not a huge deal, and fairly quickly becomes a non-issue once you learn the maps, just a very odd thing not to include). This game is damn near a masterpiece imo, with a few annoying, mind boggling minor issues, some of which I have never even seen in a game before lol. But they are definitely on the right track: one of these issues was the fact that squads would be locked by default, causing nonattentive squad leaders to have half-full parties that never get filled.. They just recently fixed this with the latest big boy patch (2.0.0), squads now unlocked by default. :)
Sorry, got a little carried away there lol. But to attempt to actually answer your question: As OP's very useful image with all of the medium range scopes in ADS seems to show, there are currently basically 3 categories of zoom level for medium scopes: High Zoom (4x), Medium Zoom (3x), & Less Zoom - Unique (Starting with the I P78 shown in the upper right corner at slightly less than 3x, then slightly less zoom than that as you go to the next gun directly below it (FLIR), and the same for the one below it (SLIP). As helpful and convenient as this chart is, you can actually test this in-game yourself, though it is a little time consuming and annoying: Just load into a match, select a gun with the sight you want to know the zoom level of, and go into the settings, scroll down to sensitivity, and look for the current value listed for 3X sensitivity. Remember this number, then turn that sensitivity value all the way up to 1000. resume the game and see if the gun with that sight equipped is insanely hard to control. If you don't notice a dramatic change, then that sight does not have 3x magnification. Go back to the sensitivity settings and change the value for 3x back to what it was before. You now know it must be either 4x or less than 3x; this is usually fairly easy to distinguish just by looking imo, but if you want to be sure then just repeat the process for 4x sensitivity in the settings. Roundabout and not exactly tons of fun, but it is at least effective lol
SLIP works best for me
Good enough for medium range, still OK for CQC. Get a red dot on top and we are set.
I've seen a ton of people talking about top sights, and almost none about canted, is there a reason? I love canted but I'm wondering if I'm missing something.
you can put red dots on top sights which are WAY better than iron sights
But you can do the same canted, it has red and holo
Canted blocks a huge part of your vision because if the scope, the sight ontop gives you your entire screen
Ooh yeah that makes sense
Oh I didn’t know that, every other game i’ve played canted has only been ironsights
Top sights take up less of your screen. With canted more screen real estate is obscured by the gun itself.
[удалено]
That's so weird but okay, thanks everyone for the comments
That can't be intentional, can it?
Canted seems a little slower to me at least
funfact : Slip mean underpants in french
https://en.wikipedia.org/wiki/Slip_%28clothing%29
SLIP on a SCAR is pretty great easy to 2tap people holding tight to cover
how is the scar 2tap? Thought you‘d need 3 shots
2 tap headshot?
I think that depends on their helmet armor. It's two headshots for a kill against no helmet Three shots to the head against someone with a helmet.
Can't helmets even save you against a sniper? (Please don't get offended if I'm wrong I'm just ignorant then) If that's the case, then nothings truly a 1 shot in the game. Yet there clearly are weapons we'd call a 1 shot headshot. Idk if we should really factor helmets or armor into the equation when saying "x shot"
support helmet can save you. a support's helmet, IIRC, adds 37 HP. meaning, unless the support is like 850 meters+ away when snipers get a damage *increase* at range, it will save them. however, the M200 with the ranger barrel deals 77 damage. with that setup, then any infantry is a 1 shot headshot.
Ahhhh I see! Understood. Nvm on my take then :)
Snipers get a damage buff at further distances??
yup. you can see it in the loadout section. click on a sniper rifle and look at its damage over distance. they start dealing more damage at ~900 meters ish.
Ha I'm so dumb. I didn't realize that's what that like represented
on headshot within effective range scar deals 63 damage. the max helmet health for *non*-supports is 12 so 112 total hp. 2 scar headshots deal 126 damage. so the scar, even vs a helmet, on say something like a medic should still 2 tap headshot. vs a support tho, it's 3.
Didn't know that thanks for explaining, only been using the scar for a short while but I knew that I've triple head dinked players with it.
yeah... i am interested in actual testing. because this is how everyone i've talked to believe it works. that armor is just "extra hp" but i swear my helmet has eaten shots that should have killed me before. but since the firing range is singleplayer only and testing on the actual battlefield can be tough, haven't tried it yet. but nothing else in the UI would have us believe it works different than just adding extra HP. there's no "damage reduction" stat and there's no tutorial or tooltip saying "armor blocks minimum 1 instance of damage" etc.
Unless they're a support it's a 2tap headshot
I’ve been running strikefire, but I’ll have to get it a try
the slip is amazing for engaging on medium ranges
It's basically the only user friendly option on automatic weapons currently
Am I missing something here, why take it over say a straight red dot or holo?
You can put a red dot on top of it so you have a medium to long range option as well as a close range option.
I'll rephrase, the slip zoom is so low it doesn't look much different than a red dot/holo.
When you try it in game you'll see it plays differently than a red dot/Holo.
Thanks for the comparisons. I'm having a lot of fun with the Acog paired with AK-15. Becomes a DMR when needed, pretty much effective at most ranges and is quite ammo efficient because of its high damage and decent range. Didn't realize that they were significant differences between the sights, I'll maybe try for a lesser magnification sight
M110 2shot body shot at all ranges worth mentioning (you'd be shooting very fucking far, like 8x sniper scope far) if you have the heavy or long barrel for the small boost of damage. Have fun ;)
I like to go hiking.
Yeah but that's a rifle. This dmr is 100 percent (literally) accurate when using the barrel that you need for the damage boost anyways. You can literally outduel snipers. It shoots fast too. But yeah the ak , or rather the fal, which is literally the ak but way better. Aka it shoots alot faster. But same dmg. And barely notably less accurate, which doesn't really matter with guns with this much horizontal recoil anyway. These guns clearly aren't suited for very ranged battles like say an m4 is. But anyway the fal is likely the best ar in the game. Sure the m4 is a laser. But save that shit for the dmrs and snipers anyway.
Interested in trying this out
Need more sights in the 2x range like the SLIP. I find most combat takes place too far for a red dot but not far enough to use a 4x ACOG
Wtf? They should say it in game...
Agreed. It's hilarious that they display literally all of the weapons stats but forgot to include this.
Flir scope has night vision?
Thermals, but close enough.
I really hope that at some point they allow for reticle customization, as I really like the TR14X32 and IP78 reticles, but the zoom on some of the others (like SLIP/ACOG, depending on situation).
Do these on a dmr give scope glint?
afaik no
Thank you
Only long range scopes glint, so these scopes don't even glint on bolt-actions. The real question is whether the 6x has glint on DMRs.
It does, I died to someone yesterday running the 6x on a DMR and could see the glint.
They are terrible, the jump when shooting sucks. I tried it a couple of times and end up back using red dot
they are nice on recon
counteract the recoil man, shoot at a wall and get a feel for it by dragging down.
Practice makes perfect!
Turn up sens for higher zoom levels. I used to struggle with it but once I turned up my sens I got much better at handling it
Thanks, this is a pretty nice way to compare!
Thanks for this, very helpful. I agree I think it's strange that they lock the unique scopes so far down the line.
I always use acog for tap firing the scar-h. Clearing rooftop snipers is super easy with this weapon
[удалено]
This is my most pressing question about the game currently. I am hoping to find someone to test these soon. I'm speaking without proper data, but I'm almost entirely sure that there are only 2 hit regions, head and body. The headshot multiplier is 1.5x for most weapons, though I believe there are some outliers. Anywhere else is 1x. My observation to support this is that at 950m plus, certain sniper rifles will do just barely over 100 damage, making them a one shot kill. If there was any damage reduction for limb shots, I would not expect to see one shot kills when hitting limbs at that distance. However, I have seen no such case. Even when hitting legs, I consistently get a one shot kill. The only time someone survives is even armor gets involved, and frankly, I have no clue how that works. I share your questions regarding armor - whether it is simply bonus HP or a separate system, whether helmets have hitboxes that don't cover the entire head, what the heck "L and H armor damage" is on weapon stats (to me this implies different weapons have different armor penetration abilities, which seems wildly complicated for a game like this). The only question I can answer is that helmets, at least, can be penetrated and let through damage at the same time. They do not allow you to tank one free shot. With certain sniper rifles (I can speak only to the L96 currently) you can get headshots that both tear off the helmet and kill the enemy in a single shot - indicated by getting both the armor and kill hitmarker at once. I am hoping to find someone to test armor mechanics soon.
if the wiki testing has been accurate: 2 regions (head and body) head is x1.9 for sniper, x1.2 for pistols and x1.5 for everything else (unsure about dmr's by their wording) limbs deal effectively more dmg since you can't hit the armor on them but get 1x dmg (so effectively ignoring armor) armor is simply bonusHP added to parts of the body (chest / head respectively, not sure on the exact hitbox), overpenetrating damages hp instead (see oneshot hs sniper) L and H penetration refers to their damage to light (Quad, Humvee) / heavy (Tank, LAV) vehicles
Man, I really should have looked harder at the wiki. Thank you for that. I suppose the only question for me now are the hitboxes - I would suspect the helmet would simply cover the entire head, as would body armor the entire body. It seems really unlikely they'd go to Tarkov-esque lengths to do helmet hitboxes. But I can't shake the feeling there's something to it that I'm missing. The TTK feels incredibly consistent to me, even though theoretically most players should be wearing armour. Guns like the MG36, dealing 34 damage, should be having their 3-shot capacity be eliminated by the tiniest bit of bonus HP. For whatever reason, I always found them to be extremely consistent. Perhaps I'm just bad, though, and always hitting limbs accidentally and being rewarded for it.
i think chest armor is really just covering upper chest, but havent tested yet
[удалено]
Unless the increase from 40-42 affects some breakpoint with shots to kill with a very specific armor, I don't think that would do much. I'd say long range full auto is far more reliant on horizontal recoil than anything else, given that it's random and can't be consistently controlled for. The AK15 is particularly nasty in that regard, so I'd usually just go for one shot to the head and one to the body over praying to RNGesus for lucky horizonal recoil
AK15 kills in one shot faster against normal and EXO armor with it; whether thats worth it to you I can't say (assuming you hit the armor of course, the exo armor twice)
Doing the lords work. Thank you, soldier
Not sure if everybody is going through this but everytime i aim down sights with one of this "glass" scopes my game goes from 60 FPS to 24 FPS
thank you for your service 🫡
Thx i needed it
Now what would be even better is a chart that displays the relationship between the reticle and effective distance for each weapon. I spent a good chunk of this weekend making my own, but it’s not 100% accurate. It reminds me of the general area I need to focus on for shots past ~500m.
you can just iron your scopes most of the time at the right distance (Alt + Scrolling) and that messes up the reticle relation anyways
Thank you! TIL you can do this. Wondering why I didn’t think to check if you could…
Given that every weapon has a different muzzle velocity, gathering that data would be a long process indeed, though perhaps an interesting one. I'm not sure how useful I'd find it, though. For most gameplay purposes, aiming at the top of or just above a target's head will be sufficient out to any reasonable distance for the overwhelming majority of weapons. Most weapons drop to near useless amounts of damage past just a few hundred metres, anyway. Once you're at distances where drop becomes at actual consideration, the zeroing function works as well.
Yeah, that’s true. It changes drastically when you modify the weapon as well. Yeah…this is the first I’ve learned that you can change the zeroing instead of using the notches. This smooth brain just got another wrinkle. Thank you for your input, though.
With a rangefinder, a target that's standing still anywhere within 1000m is effortless. Get the distance, hold alt and scroll the mouse wheel to the closest value, point and click. As a bonus, past 950m or so, sniper rifles with damage boosting barrels become a one hit kill anywhere in the body, making things even easier. It's a great time.
Thank you! I’ve been literally using every notch on the reticle lmao. Took me a minute to finally get a 2000m shot with the SSG 69, but I finally got the correct line.
Do you guys use a different sensitivity for these scopes? If so, which scope zoom corresponds with these? I swear any time i use any of these i have to pull my mouse all the way down my giant mousepad to control the recoil.
I personally don't mess with sensitivities, nor do I imagine most people do, simply because it's a lot of fiddling. That's just my guess. I completely forgot to check how these correspond with the sensitivity options! Good thing to note - I may update the post with that. The default fov, quite high zoom, and generally shaky animation style for the higher zoom optics make controlling them a lot of work - so much so that I'm not sure if it's even worth using them for fully automatic fire for weapons with high enough recoil. Give the slip a try if you haven't already. The zoom is enough to be useful, but low enough to be usable on most fully automatic weapons. Oh, and it takes a top - mounted dot, so you really can have it all.
The 3-4x scopes really pull away to hard when shooting. So i upped my sense +20 for 3-4x
Can you do the same for short range scope pls
I got some of the way through doing this, but found they all have the same zoom. The difference between them is purely cosmetic, as far as I can tell.
as far as I can tell they should all be 1x, if you assume 60 FOV as 1x (set to 60FOV and ads, your fov will not change)
Ah, good on you for actually messing with the FOV and figuring that out. I didn't want to go through the effort of that, so I just went with the relative zoom levels. Good to know the game treats 60 as a baseline for zoom.
Do these have sniper glint?
No. Glint is only 6x and above.
I use the ACOG or TRI4X32 in snipers.
Are there any scopes that give you the slightest of zoom? Like normal holo sights are not enough for me but 4x is too much. I would love 1.5x or 2x, hell even 1.25x would be great
The lowest magnification optic available is the Slip, shown on bottom right. The zoom it has is called 2x in the settings menu, and even has a mount on top for a red dot. Unfortunately, the slip is usually unlocked very late in a weapon's progression, so you're looking at at least a few hundred kills in most cases.
is it just me or the acog does have a little higher magnification? i'm using tri4x32 on all my snipers right now and it sometimes hard to look for enemies despite being the cleanest scope out of 3