This brief guide is meant to give people a better understanding of the types of scope/optic attachments for your weapons and how they affect your recoil, accuracy, handling, and what not. If you want detailed information, wait for the weapons chart to include ADS speeds and such, but those don't make a difference in real gameplay and you can make your decisions based on the info below regardless.
Types of Scopes
Iron Sight - Your basic sights for every gun. Each gun has different sights so you will need to observe the iron sights for the gun and the accuracy/kick. Generally iron sights provides stability and accuracy (due to non-magnification) which suits faster firing weapons. High recoil found on more slower firing powerful weapons will generally not benefit from the iron sight due to the amount of control needed to maintain accurate fire. Furthermore, iron sights can obstruct view depending on weapon. Some examples of crappy iron sights are: AN-94 and I believe the F2000. Either way, you'll end up most likely NOT using iron sights unless you're using a sniper rifle (for fun generally), OR certain weapons like the AEK-971 which has superb handling without optics for fast burst. spray, and single shots.
Red Dot/Kobra - This sight allows for the fastest ADS and open view for close quarters engagement. Perfect for SMGs, and faster firing assault rifles. The larger red dot might make medium to long distance targets difficult to hit however. Adding this sight generally stabilizes your shots on any weapon. The optics itself blocks a minimal portion of the screen but does not destroy peripheral vision.
HOLO/PKA-S - This fast ADS sight has a smaller red dot and a circle configuration that helps you aim at close to medium targets. The smaller red dot helps for longer distance targets over the RDS sight, while the circle allows you to gauge closer range targets, or use this sight for shotguns and other rapid firing weapons at closer range. Though this sight's ADS is slower than the RDS, the difference is minimal and most of the time you can choose based on preference to the gun you are using. I personally use the HOLO for shotguns and medium distance weapons that have long range potential. The optics itself blocks a minimal portion of the screen but does not destroy peripheral vision.
ACOG/PSO-1 - This 4x medium speed optic is great for medium to long range engagements. I prefer the cleaner PSO-1 sight versus the ACOG for the better visibility. While providing good range, one issue is that this optic definitely can increase the recoil due to the magnification causing your previous shooting behavior for the gun to become obsolete. This optic demands burst or single shots more often, and therefore headshots as well to minimize kill time. A grip and heavy barrel are more common attachments for this, though its rare to see this used except on specific heavy damaging, slow firing rifles such as: G3A3, SCAR, MK MOD 0, and so on. The ACOG 4x is also a great scope for shotguns outfitted with slugs (particularly the M870). The optics itself blocks a good portion of the screen and does limit vision somewhat.
M145 3.4x/PK-A - This scope is a cross between the 1x sights and the 4x ACOG in my opinion. Faster ADS than the ACOG, but slower than the HOLO, it provides magnification when needed without sacrificing too much handling at closer quarters. This is a preferred scope for any gun or person who likes to shoot long and short (as its a middle ground), and great for LMGs that have bipod (or grip depending on your style). I don't prefer this on a sniper rifle due to the need to get headshots as far away as possible), but this optic can turn any SMG, AR into a more effective longer range at minimal cost. If you find yourself a shooter who moves at a slower pace, who's in the back more often, this is for you. The optics itself blocks a good portion of the screen but does not limit peripheral vision as much as the ACOG does.
IRNV 1x - The optic thats being debated at TG and on the forums. From what I've seen, it offers its own share of pros and cons. A slow speed ADS, it has slightly longer ADS than the ACOG. The optics itself is similar to a sniper scope in which you have no peripheral vision when sighting. It cannot see enemies through cover (shrub, brush, walls, etc) in which the object is actually obscuring direct line of sight. It has a maximum range of about 125m or so. Anything beyond that is a blur and cannot be accurately hit without luck. The intensity of the highlight decreases the further the enemy is which makes it most effective at closer shorter ranges. There can be slight sway on on the IRNV for different weapons which is countered by the short "steady aim" ability by pressing shift. The benefits are that it can highlight enemies in hard to see places. Sniper rifles using this exchange range and accuracy for better spotting (dependent on sniper ability: those who are good spotters will see this scope as bad, those who are not very good at spotting, will like this, or those who snipe within a certain distance as range is not an issue). It also reduces smoke effect and bloom effects to help you orient under extreme conditions. And finally, it can reveal parts of a soldier behind a bush (which is probably why most people don't like this attachment). This is useful on some weapons but it does not beat out other optics hands down (eg. A shooter with a 8x scope can see and kill a IRNV user before the IRNV person can see them just based on range, or a Red Dot person can kill a IRNV person in most engagements except where they are sitting in a bush with no idea that someone is looking at them, which means they are dead either way). So when you consider using the IRNV, decide on range of engagements (do I bring a 3.4x), speed of engagements (HOLO or a scope), the brightness of the map (is it hard to see people), and the weapon (can this weapon hit well with a dot sight). On LMG's it provides excellent cover for a field of fire, generally depending on position of the gunner with a bipod (but its debatable on whether this is better than a 3.4x mag for long and short distance suppression). Due to most engagements happening at close to medium engagements, the IRNV is proving to be most effective at giving you the extra edge against "in cover" soldiers who are depending on the cover to give them the edge. Screenshot showing what it looks like: http://www.tacticalgamer.com/attachm...2&d=1320613995
Rifle Scope (6x,7x)/PKS-7 - This scope turns your weapon into a sniper rifle. Great for messing around with, getting the headshot when its not necessary, and so on. Good for again, slow firing, accurate weapons, where you have a heavy barrel. Bad for, just about everything else. One thing you can do is put a laser attachment on the weapon rocking this scope so you can hip fire slightly better at CQC. Not much else to be said as this is probably not what you'll see unless you're rolling a USAUCE. Has sniper glint.
Ballistic Scope (12x) - Its 12x, has ballistic sights to compensate for bullet drop. It's used for sniper rifles and is terrible at CQC. Great for sniper rifles, bad for just about everything else (and not available for everything else). The amount of drop you need to calculate changes (based on experience) with each gun you use. The most noticable weapon is the M98B which has less drop than other sniper rifles. The suppressor also makes the drop much more pronounced even at medium distances if you choose to rock a silencer on your sniper rifle. Has sniper glint.
Last edited by Skud; 11-07-2011 at 03:55 AM.
Not trying to start up the whole IRNV thing again, but I noticed my pic got used.
Here is a much better one that shows an identical view side by side and with more depth of objects to make the maximum range more intuitively clear. IRNV_Compare_02.jpg
Combat is very simple, there is a first place and a second place. Second place is laying face down in the mud...sometimes, so is first place.
Addendum to IRNV: What I mean by reducing smoke effects is that on the fringes of smoke, because silhouettes are highlighted, you can see better. This again only applies to the sides of smoke where smoke is already diffusing quickly. The center of smoke and thick smoke will render the highlight of IRNV useless unless people fire out of the smoke, and the flash is seen (no suppressor or flash suppressor).
FROM THE TACTICAL GAMER PRIMER.
3) Support game play in a near-simulation environment. Where the focus of play would not be solely on doing what it takes to win, but doing so utilizing real-world combat strategy and tactics rather than leveraging exploits provided to players by the design of the game engine.
Just like to mention that I haven't seen any of this range limitation on the IRNV. I recently spawned at Caspian's Antenna and looked over at the rocks in the direction of Forest. In the meantime, I spotted soldiers running through the Checkpoint gates on the road to Gas Station. While I couldn't engage them (KH2002s, for all their glory, don't really shoot that far), I could see and spot them from there. Easily. Just thought that would be worth mentioning.
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