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Old 2013-03-15, 11:27 AM   [Ignore Me] #1
Rolfski
Major
 
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Suggestions for improving the VR shooting range


I love the new VR room, it's great for players (testing) and SOE (purchases) alike.

Some suggestions on the middle lower shooting range. I assume it's there for testing bullet groupings with different weapons and attachments. There are some issues that prevent it from effectively taking that role though. The problem is that the characteristics differences in some weapons and attachments like the fwd grip become only apparent at longer ranges.

For that we need better bullet registration. Bullet marks should show when shooting from longer distances as well and should stay on the wall for a longer period to allow for comparison with different load-outs. I'm playing on high settings btw.

Also that range needs to be stretched longer and could use clear distance markers in meters (main shooting range could use clear meters marking as well).
Finally, the wall where the bullets land needs a lay out that shows the bullet marks better against the background.

Hopefully we see some changes to this range so that we can finally stop shooting at walls to compare groupings
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Old 2013-03-15, 11:30 AM   [Ignore Me] #2
Koadster
Sergeant Major
 
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Re: Suggestions for improving the VR shooting range


Make any Inf resources not actaully take away from your inventory.. I was having fun with 5 AT mines blowing shit up... Til I was at 0/40... I was actaully using up real mines and not VR ones!! Same with all explosives and thats gotta change!
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Old 2013-03-15, 12:02 PM   [Ignore Me] #3
ThatGoatGuy
First Sergeant
 
Re: Suggestions for improving the VR shooting range


Originally Posted by Koadster View Post
Make any Inf resources not actaully take away from your inventory.. I was having fun with 5 AT mines blowing shit up... Til I was at 0/40... I was actaully using up real mines and not VR ones!! Same with all explosives and thats gotta change!
Did you not read the patch notes? They warned you about it. They said they would make it so it doesn't affect your resources in a later patch. In the long run, I think that it's stupid how they didn't throw this in in the first place. Pretty stupid if you ask me.
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Old 2013-03-15, 02:26 PM   [Ignore Me] #4
CraazyCanuck
First Sergeant
 
Re: Suggestions for improving the VR shooting range


Perhaps adding in sliding targets.
Unlimited ammo so you don't have to keep going back to the terminal.
A range that implements elevated tiers.
Clusters of targets to test splash dmg.
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Old 2013-03-15, 02:28 PM   [Ignore Me] #5
CraazyCanuck
First Sergeant
 
Re: Suggestions for improving the VR shooting range


Koadster your sig rocks. "Eat a dick sandwich TR" always makes me chuckle :P
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Old 2013-03-16, 06:15 AM   [Ignore Me] #6
Emperor Newt
Second Lieutenant
 
Re: Suggestions for improving the VR shooting range


Platoon and individual VR
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Old 2013-03-16, 10:46 AM   [Ignore Me] #7
Ghoest9
Lieutenant Colonel
 
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Re: Suggestions for improving the VR shooting range


The main problem with VR is you cant do a controlled test because someone else always starts shooting at your target.
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