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Zeroing Works Differently Than You Think || Escape from Tarkov In-Depth Testing / Guide / Tips

Zeroing Works Differently Than You Think || Escape from Tarkov In-Depth Testing / Guide / Tips
hey what's up guys so I wasn't planning on doing a full-blown video on this as I have like a ton of footage of my backlog as it is but given a recent discussion that myself and some other content creators and Nikita had on a recent developer podcast a stream that was watched by something like a hundred and fifty thousand people live at the time it was clear that the amount of confusion over some ideas that I proposed and more importantly how the game

works

today was way too deep to not talk about man you should have seen the hate that I got in chat and also on my DMS and Twitter discord and Instagram yikes so what's all this drama about well it's all about this magic number I'd be willing to bet that it doesn't quite mean what you

think

it means but at the end of this video I hope that it'll be clear what this number means and how I personally

think

that the features surrounding this number can be improved for those of you that want the shortest possible TLDR on this here's my summary for you

zeroing

in

escape

from

tarkov

is very similar to every other first-person shooter game was

zeroing

in it that most of us are familiar with with one major caveat the varieties of the different bullets for each caliber in the game because of this nuance there's tons of valid albeit not super common cases where the

zeroing

settings can be significantly misleading now we need to make it clear that this issue is not the same as fov bugs or bugs with...
zeroing works differently than you think escape from tarkov in depth testing guide tips
specific weapons or bugs with specific calibers it's actually the way that the game behaves and it's the current intended design by the developers I'll be explaining how almost nobody knows this system how it

works

and because of how it's been implemented and not communicated anywhere canon has led the tons of confusion and misunderstanding among both community members and content creators this video if you're interested in hearing how and why and more

depth

should clarify what BSG is intended behavior for the site's and

zeroing

is as it stands today in how in my opinion that it is not realistic not optimal from a playability or discoverability standpoint and also not how anyone

think

s that it actually

works

I need to make it clear that while I

think

the current system can be problematic it's not currently a gamebreaking problem today but I foresee this issue only getting worse and I want to share what I've learned with the community so that we can discuss and give out feedback in hopes of preventing any more confusion and problems in the future for those of you that want to understand the nuance to this discussion I'm gonna provide as much of that detail as possible without watering anything down and I'm also going to be avoiding getting off into the largely irrelevant tangents that these discussions often get into this video is meant to be a comprehensive discussion on a few very specific topics so I apologize for those that don't...
zeroing works differently than you think escape from tarkov in depth testing guide tips
care about these sort of things I hope the TLDR provided was helpful and I guess I'll see you in the next one all right for everybody that's stuck with us this long I'm gonna give a quick overview of some of the history related to the topic some recent topics that have been the talk of the tarkoff town recently and then I'll explain the current state of

zeroing

and

tarkov

dive into exactly why I

think

it's not only a problem currently but will only get worse as new players flocked to the game and more guns optic and ammo are added and then I'm gonna discuss how

zeroing

most commonly

works

in real life and use that as a basis for a change to the game that I believe will simultaneously accomplish six different things it will remove ambiguous and misleading information from the game it does not involve a total rework of the current system but in principle requires minimal changes makes some combinations of guns and ammo that are arguably unusable today or at least extremely annoying to use actually usable and consistent with other more common combinations will make the game more realistic does not sacrifice playability fun or convenience for new players and experienced players and last but not least it makes the planned addition of countless new guns and optics to the game along with a host of planned mechanics related to used suppressors subsonic ammunition and other rounds with drastically different muzzle velocities than the normal easier to integrate...
zeroing works differently than you think escape from tarkov in depth testing guide tips
tests and use alright so back over a year ago I did a pretty detailed video explaining what was at the time a pretty major issue that loss of us were noticing related to a handful of optics guns and different field of view settings there's always been a number of factors that have affected aiming with different optics and at the time the biggest offender was the players field-of-view setting I discussed a few theories for how this bug may have been implemented and shared them with battle States dev team less than a week later the bug was fixed now I'm not sure if my hypothesis was correct or if it just shed more light on the issue that prompted them to debug and fix it but either way I count that as a success all around now this fix wasn't perfect and there were still some inconsistencies with various guns optics and

zeroing

but overall it was an improvement now fast forward more than a year later and one peg releases his third episode of his series little things in

tarkov

titled fov makes you miss now in this video he shares some findings related to existing issues with iron sights and FOV similar to the issues discussed way back when although some of these specifics were news to me the resulting tidal wave of questions that I've received on my stream and the more in-

depth

conversations I had with one peg and Tower who was the guy that says responsible for some of the most in-

depth

testing

I've seen in any video game made it clear that a considerable...
portion of the

tarkov

community was under a number of misapprehensions on this topic all of the attention this video got coupled with perhaps some less than stellar comprehension a mixture of some previous issues in research and a bit of the telephone game sort of mixed in together has led to a ton of folks having no idea what to do regarding fov and everything related to ballistics now a couple weeks later an up-and-coming content creator named gambit made a very well-done video also on the topic of fov where he dove into some of the things that you should consider when deciding which fov to use now I did have some minor criticisms of a few of the points he made in that video and we were able to have a rather fruitful discussion both in his comments section on the video as well as on my stream overall it was an informative and fair analysis on the relevant considerations for fov now in my opinion the current state of fov and aim is such that it's imperfect but not worthy of stressing out over and shouldn't be used as an excuse for why you miss your shots in the vast majority of cases given how minor the inconsistencies are across the board at all settings unfortunately this video once again stoked the flames of the misunderstanding and confusion and the questions came pouring in once again so being unable to avoid the topic after doing some more research myself and discussing the topic more in

depth

with tower' himself one specific piece of was brought to my...
attention that I was previously unaware of and in my opinion this one piece of information is something that every single player should be aware of and yet almost nobody in the tarkoff community knows about it all comes back down to this magic number here in just about every first-person shooter I've ever played or seen that has some form of a weapon

zeroing

such as pub GE ARMA Battlefield the

zeroing

process is pretty straightforward each firearm setup has a default

zeroing

value and allows you to adjust the ziering by set increments usually 50 or 100 meters now as players become familiar with each of these systems in each game it's usually pretty easy to get a feel for either the general distances of the game so the

zeroing

can be utilized effectively or learn how to adjust your aim based on the speed and drop of the bullet with the default settings in the game which you can see me doing most of these pubs eclipse here nearly all of these shots were made with

zeroing

sets of the default and I was simply aiming high using the you know the provided mil-dots in the scope to adjust for the distance that I was able to estimate for all intents and purposes the

zeroing

system in

escape

from

tarkov

is identical to all these other games from a high-level perspective

zeroing

- different preset meter increments cool right well know before I explain why it's not so cool let me share an excerpt from a previously mentioned dev podcast a few days back where I made a proposal...
for a change to the current system related to scopes there's been a ton of resurgence of this whole thing coming up recently and I had a few ideas for when it comes to like

zeroing

and stuff because there's there's issues with the fact that we don't know ranges so

zeroing

is a little bit ambiguous but that coupled with the fact that different bullets have different laws and every rifle is actually technically zero to a very specific one of the rounds like you know for the VSS for example it's SP 5 which are not that many people actually use these days anymore I'm just wondering if like it all comes down to having that number there the 50 or the 100 of the 150 to me it makes more sense to get rid of the number and just have it be clicks so that you can just go into your hideout or whatever and in shoot is it low do a click shoot is it low do it click until it matches up and then you are basically setting the zero for your gun in your scope and then you guys don't have to worry about making it work for all the different resolutions and fo vs and I roll alright so to some of you who you know might have real-life experience with firearms and optics you know maybe you were in the military or maybe you're just a you know an amateur shooter in your free time maybe you hunt or whatever that probably made perfect sense now others might be confused for one reason or another as to what exactly I meant I'm sure I could have explained it more clearly or...
succinctly or preface the suggestion with sort of a description about how tarkoff currently

works

perhaps that would have been better received but you get what you get when you're dealing with an off-the-cuff question we're surrounded by a dozen other people all part of a discussion you know trying to everybody trying to get in a comment or a question in edgewise and you know at the same time there's more viewers than literally two full Gillette stadiums combined watching you between my less than perfect explanation a general lack of understanding about how

tarkov

xoring

works

by most of the people involved in nikita having been understandably mentally drained after hours and hours and hours of QA it's no surprise that it was largely misunderstood so to get a better understanding for what i'm talking about here let's first dive into how ziering

works

in real life there's nearly an infinite number of factors that can be considered when dealing with

zeroing

and while all of them are super interesting almost none of them are really relevant to the conversation here so I'm gonna focus on one of the most common ways in which you can zero all sorts of sights and optics using a simple two shot system there are really two things that we're gonna want to keep in mind here and for the rest of the discussion the point of aim and the point of impact or POA Pio I for short put as simply as possible point of impact is the literal point of impact on the...
target where the you know bullet actually hits compare that to point of aim which is where the center of your reticle the crosshair is placed on that target at is most basic

zeroing

your rifle as as simple as making these two points the same at a given distance again this means that if you want it to zero your rifle to let's say 50 meters you'd know that its sight properly if you bolted the gun to the table so that it wouldn't move an inch look through the optic put the center of the crosshair on the intended spot on the target exactly 50 meters away and when you pull the trigger the bullet would hit exactly where you aimed that's

zeroing

in a nutshell it's pretty easy and tried-and-true method of

zeroing

like this is to take a shot at a target at the desired distance observe where the point of impact was and without moving the gun at all adjust the settings on the scope so that the point of aim is in line with the actual point of impact and voila you're pretty much good to go this

works

with most types of optics sights you know from magnified scopes to iron sights so there are other ways to 0 as well such as knowing what each of the click on the knobs of the scope represent in terms of minutes of Earth or MOA but in my opinion these other methods are interesting but mostly irrelevant to the topic at hand and sort of the point I'm trying to make as are all sorts of other real life factors that again I find interesting but aren't really relevant...
like elevation temperature barrel length wind speed the Coriolis effects I totally understand the idea that you know if you are

zeroing

your rifle for 200 meters that you're actually also

zeroing

it for 50 that it actually has its first POA in Pui intersection at 50 meters this it's all cool and it's all I'd love to talk about but for the sake of this video I'm gonna leave it out because honestly just doesn't apply to this conversation and I just just you know give me a minute now and I'll and I'll get to why exactly so now that we know how

zeroing

works

in most games as well as you know how it

works

basically in real life how does tarkoff differ well IRL of course you have to set your own up that's on you and you know it in other games you can

think

of it like your gear has already been set up for you by some infallible ballistics expert you are given the responsibility to judge distances and adjust your scope to those known distances but the scope has already been set up to those known distances and if you estimated accurately and choose the correct settings your bullets will land true tarkoff is just like other video games except it's also not now that I actually understand that the current behavior every time I pick up a rifle for my stash I basically have this sort of scene run through my head well what the are you doing in my hideout rap or oh hello um yes um will you see I'll I drink too much vodka last night good get lost on...
my way home from reales apartment accidentally stumbled in here noticed this sick piece in your stash so I had to pick it up took it over to your range and I gave it a try I unfortunately

think

I dropped it a couple of times in the one point you could hear some rattling coming from inside that scope you had mounted sorry about that but don't worry though I made extra sure to set the

zeroing

back to you know exactly where you left it that it's a hundred meters yes a hundred hundred yes yes yes hundred meters uh what bullet did you set it up with what like was it a t56 a one was it 995 listen man I'm not good at the math but I did shoot a couple rounds with the you know the the brass the brass is shiny one yes yes and then I won I just and I I didn't decided I do you favor and make that scope much simpler it I always see all those all those all those notches and I get confused so I scratched off all the numbers on your scope was very confusing very confusing indeed and uh you can take me later on my friend I grab the pencil and I uh I put a few lines on the scope where do you need to set it for every 50 meter set and trust me that's me it's good to go anyway see you later imagine being handed a rifle with a scope told that it's setup for a particular distance but not told which bullet it's setup for and we're limited to only a handful of a few settings imagine that there are dozens of bullets you can choose from within the same caliber the...
muzzle velocities can vary wildly something that will alter the ballistic performance some rounds are super fast others are heavy and slow imagine all the scenarios you can find yourself in what you need to utilize ammo found lying around the environment or scavenge from dead friends or foes around you wouldn't you want to be able to set up your gun for that situation as well don't you

think

that he should have the tools at your disposal to be able to adjust your equipment should the need arise let's take a look at a quick visual representation of what I'm talking about I'll use some generic example data to make my point before getting into some specifics every rifling

tarkov

has a hard-coded bullet that it's calibrated for now Tower has done some extensive

testing

to do you know his best to determine which round is the default for each firearm and I'll post a link in the description for all of his work that I'm referencing here but the

zeroing

number that you were given for your current rifle and scope is based on this default round that means that using this default round should yield expected results but also means that using a round with a higher muzzle velocity than the default will result in your bullets landing higher than expected and on the flip side using a round that's slower than the default will result in your bullets landing lower now I have no issues with the differences in trajectories based on muzzle velocity that's...
realistic it makes perfect sense what I have issue with is the damn

zeroing

number that the game gives you now I understand that this distinction is kind of confusing and is lost on a lot of folks so let me give you a little bit of a metaphor to explain this most ballistic situations are like those old algebra problems you had in you know middle school where you had to solve for X given a bunch of other values let me just create out of nothing a totally fake equation to use as an analogy here take the equation D minus Z times V equals a D stands for the distance to the target Z stands for the distance that your optic is currently zeroed for V stands for the velocity or the speed of the bullet and a is what you're trying to solve for here stands for where you need to aim your rifle to hit the target and you can look at every shot in the game as one of these metaphorical equations like most of these math problems when you're solving for something like a in this case you should have all of the rest of the information you need to solve for that one missing variable you should know what bullet you're using and as such you should have the velocity based on experience you should be able to estimate the distance to the target and you should be aware of how your optic is zeroed and if you don't all these three parameters and toss them into this magic equation you'll be accurate with your shot here's a an example of how this theoretical equation would work...
shooting this a K with PS amo seven six - I know the muzzle velocity is 700 meters per second I know that my optic is zero to 50 meters and I know my targets are hundred meters away so when you know popping that under my you know fake formula my experience tells me that the solution is to aim slightly higher than the target to hit like an algebra equation I can also change one of the parameters on the left side of the equal sign and that should change the resulting value on the right side so by setting my

zeroing

to be a hundred meters so it's the same distance as the distance to my target technically that should adjust the you know right side of the equation which is where I'm gonna aim my gun and at that point the answer I get should still be that I'm spot on with my aim right in the middle of the target cool so that

works

what's wrong here well the problem comes when you realize the equation that your teacher gave you is actually misleading shooting the same a k with some other ammo that your buddy handed you let's say it's us amo you know the muzzle velocities 300 meters per second the game tells me my optic is zero to 50 meters I know my target in this case is 50 meters away so pumping all that into my trusty formula tells me that the solution is to aim right on target in the center of my crosshair and that it should hit perfectly let's give that a try wait what the just happened where did the bullet go uh uh maybe that's just a fluke let...
me back to where I was before and try the 100-meter shot again let's let's let's give that a try so what's going on here where did I go wrong I knew all the inputs but in reality I was never actually given all the information I needed to solve the equation now my teacher told me that Z stood for the distance of my optic is zeroed for currently but they didn't tell me that there's actually another hidden variable in there and it's that for what bullet when your system is properly zeroed for a given distance it takes into account a lot of things in this game in this case the relevant factors are the gun the optic and the ammo you just assumed it was for the current gun the current optic and a current ammo as that's worked for you in the past earlier when you had the PS it port for you fine but it turns out that you were just lucky the provided

zeroing

distance was in fact for your current gun and current optic but it was actually for a predetermined mystery bullet that the game doesn't tell you with a very specific muzzle velocity so given that the velocity of your first ball it was pretty close compared to the second bullet in the second case was way off that explains why your results were so different but

think

about that for a moment the

zeroing

setting you're given isn't some arbitrary number it's a literal distance value any reasonable person would assume that the game is telling you you are set up for 100 meters it's not...
unreasonable for you to assume that as we mentioned before that's what every other game has told you that you've ever played so in this case rather than the equation being something simple like 2 plus 3 equals x ok solve for X it's actually 2 plus y equals x solve for x it just so happens that most of the times the value that you guessed for Y we're close enough so the answer you got was right enough that your teacher which in this case is

tarkov

said yeah that's good enough and you were able to hit your target so you thought you had Y right all along but it turns out you didn't and this is sort of where the problem comes in where in the future there's gonna be in my opinion more variables a lot more variance in the speed and you know distance for shots different calibers and stuff so once you start adding in more variables I

think

the disk opensees here in our understandings are gonna become a lot more clear so my proposed solution is simply to redefine what that variable means so that the players know it's a variable don't give them the false security of incomplete information don't tell them it's 50 meters when it's not actually necessarily right now 50 meters I proposed changing the system we're currently it's limited to a few settings like 50 100 150 and 200 to something more like negative 10 to 10 where you have one click in between each hold number right now most scopes default to 50 meters let's say I propose...
we keep the current default settings on all the guns the way they are when you look through the scope and the default setting is let's say 0 whereas today it would say 50 there should be no difference between where you shoot where you aim in the way it looks now with 50 meters versus 0 clicks 0 meaning the default no adjustments so from here the player can adjust their scope one click at a time you know 10 up or down and they would have something like 20 different settings that would be you know a realistic range of

zeroing

maybe from like point-blank all the way up to 500 meters or something I don't know it the specifics don't matter this is kind of an example I'm not trying to actually like propose exact ranges or increments this is just sort of a starting point for the discussion of the feature sort of in principle this system is going to be implemented exactly the way the current system is but what it allows for is more fine grained adjustments and a wider range of adjustments so it allows you to be more precise with your settings if you want to and need to be to account for the various nuances in your situation and equipment keeps the default settings still working perfectly fine for most common ammo and site combinations so if you don't want a zero or don't need to zero or you're new and don't know how to zero most of the time you won't need to but also allows more drastic adjustments in the rare event that you either need to take...
super long shots or use ammo that's much faster or slower than the default you don't need to be an expert to know that US ammo on my a K there last time I used it it worked really well around negative 4 the setting or that most shots between 50 and 200 meters they work with zero as the setting just the default you know maybe one or two clicks but either way all I need to do is like one milled out maybe to adjust you know for some variances in between but I know that if I change it to plus ten that I can actually be fairly accurate if I ever want to make a shot at three four five hundred meters with this gun and it's actually gonna be possible IRL snipers have confirmed kills over like 3,000 meters or something I was reading before that's nuts now I don't see this sort of thing happening in tarkoff in the near future just because of the size of the maps but let's look back at when pestle emai that eleven hundred meter shot and and look at how he had to aim to make this shot work even at a thousand meters which realistically isn't the rarest thing in military history now I highly doubt that snipers hitting you know thousand meters shots that these sort of distances had the employee aiming strategies like pestle II did to hit their shots they're not aiming at the Sun you know lobbying like a trebuchet they're round you know miles away I'd be willing to bet that they were able to set up their equipment to at least get their target inside of...
the field of view of their optic my solution actually allows for cool and crazy like this all you need to do is add clicks and you know one direction or the other and the developers won't actually need to know the specific distances and then test them for every combination of everything in the game to be perfectly accurate before they can release it this method is actually going to be simpler to implement and extend upon in the future it's gonna be more flexible for players to be able to experiment and test with to their own liking and it doesn't mislead players in any way imagine being a new player fresh to

tarkov

who has literally no understanding of any of the ballistic concepts in general no idea what the different bullets are how they're the same how they're different all they likely have experienced with other games like pub G and battlefield games where every gun has one caliber and one bullet per caliber and the number that the game tells you your gun is zero to is actually accurate forget about things like height overboard penetration chance versus armor class armor damage versus armor material fragmentation chance all of that stuff they aren't given any of that information outside of some

guide

s the wiki and my battle buddy mobile app which you can download now for free on Android and iOS is gonna be more if it's coming soon interestingly enough the one singular piece of information that they might be familiar with the singular game...
mechanic that they might

think

they understand the number of meters they are 0-2 compared to the distance to their target just might behave so

differently

from their expectations and experiences to make them completely confused and frustrated that's how

tarkov

works

today as some of you might be saying well I have no problem

zeroing

it

works

for me you know what I'm actually right they her along with you to a large extent when I use normal meta ammo from the beginning of the wipe to late-game when I engage targets at normal reasonable tarkoff distances I almost never have to zero and when I do it's good enough most of the time so why the hell am I making such a big deal about it then because she has limited resources like most dev teams but in terms of dev manpower and for QA manpower probably smaller than most most of these systems in the game are sufficiently complex enough that there aren't really many folks who I guess have a really deep understanding of not only how they're programmed and intended to behave but the larger effect that these systems have on the long term gameplay for new and veteran players and what makes it more difficult is that it's honestly pretty likely that the product owners that design and outline how these features are actually intended to behave which is most likely Nikita in most cases the folks that really have a deep understanding of how these systems are actually implemented and the masses that test and experience and...
formulate opinions about the actual behavior of the game both when it's working and when it's not don't really have a ton of overlap all these different disjoint groups of people are almost never the same people we all have different perspectives on what's expected what it's supposed to be and what it is now there are many cases where the community has shared

testing

results with the devs that has led to actual changes in the game one such example is my previously mentioned fov video and then when my video came out proposing a hypothesis for a potential cause of the issue not to mention describing and defining exactly what the issue was six days later on November 23rd a patch was released that claimed fix a bug whereby fov impacts the effective range of a weapon now I can't say that I'm necessarily you know right in terms of the hypothesis that I shared then or even that the fix was necessarily related to my video or you know the discussions I had with Nikita but the timing seems right so I feel pretty good that it at least shed some light on the issue and helped point them in the right direction of resolving it but as far as I'm concerned I don't

think

that they really truly understood that this issue was in the game until it was brought to their attention in a concrete and constructive way so I see this as another issue that if left unnoticed or unchecked may potentially lead to more issues in the development cycle in the future or...
playability as they add new mechanics and advantages to suppressors and subsonic variants existing calibers and bullets and all these things in general that affect the ballistic behavior of the game now based on the resulting discussion that happened in the podcast after my initial comment my actual proposal and related issue that I brought up seemed to have been completely lost and then the discussion started to be aimed towards explaining why a bunch of unrelated bad ideas were bad which pretty much everybody agreed on but unfortunately those unrelated bad ideas were then attributed by many as being my original ideas again I'm gonna have to take some blame here for you know perhaps not being as clear as I could have been I'm not trying to give any of these dudes a hard time or anything all of them are awesome content creators I have massive respect for and I'm a fan of them all myself but I just want to I guess clarify my point so we can shift the conversation back to the real issue at hand so it can be considered by the community and the devs fairly now I beg you guys please don't go bashing anybody in the comments again I'm not pointing fingers here and I'm not trying to point out these confusions to make it clear that now please guys I beg you don't go bashing anybody in the comments I'm not pointing out these confusions you know to try to point fingers in anybody I'm trying to make clear the points that I attempted to make to shift...
the conversation back to my original point not to say that somebody was wrong and that I'm right let's go through so I can briefly respond to a few comments along the way that I didn't get a chance necessarily to really are particular respond to basically sharing all of the things that were going through my mind which you may or may not be able to tell on my face as the discussion progressed and you know you might have a magazine with half SP six and a half SP five and half of something else right so it's like yeah but you're also describing a problem very unique to the VSS and the valve so as I was just able to demonstrate to you guys this isn't an issue that's unique to the VSS or the Val or the rounds that they shoot it's actually less of an issue right now with those guns compared to most other guns because the the options that you get to choose from with those guns actually have very similar muzzle velocities because every other caliber in the game there's hardly any drop 308 five five six those things haul ass I mean but you have the valve highly the most velocity the lesson is exactly so bullet drop isn't the issue and having faster bullets doesn't solve the problem if they added a bullet tomorrow that was three times faster than em 995 that bullet would also be completely broken because it would shoot way too high if you were set up to hit a target at let's say 200 meters away but the optic was based on a bullet that was...
more than three times slower the core of the issue comes down to relative differences in bullet velocities for the same caliber not absolute velocities like you know bullets that are above or below a certain threshold but it'll say use only at ranges under hundred meters so again this issue is not limited to you know only things that happen under 100 meters or over 100 meters or over 300 meters or whatever it's it's an issue that is not limited to any distance or any caliber or any specific gun or bullet it's a it's a fundamental issue with the system in general but what pest is about to say is absolutely correct and I'll let him finish if you zero in real life to 100 meters you hit the same point at 300 on most guns in reality zero zero the chamber and round and everything you're firing well the bullet still coming up on the upwards trajectory at 100 usually and then at 300 meters it's actually coming on the down to Jerry so you could hit a target from zero 300 perfectly on point of aim whereas in tackle you shoot tiger 300 meters you're aiming like if you don't change the zero at all you have me like a meter or two above their head which is an absolute head for anyone who's actually ex-military or still serving yeah it's kind of weird so what you just said totally correct I wish the game worked like this you know but that's a topic for an entirely different day and I'm not really convinced there some people that have...
said that this is the case but with all of the that's going on lately with the stuff it's really hard to test it and I guess until we get rangefinders or until some other issues are sorted out but I would love it if if the trajectory of the bullet was you know started as an upward trajectory yeah but again I'm not necessarily convinced that this is the case but the trouble is that it doesn't work that way today as far as I know and that's kind of what I wanted to get back to here I

think

I mean like I agree with you I felt bad I jumped in here I didn't want to cut Nikita off but honestly this was literally the only topic that I was able to bring up during my time on the podcast and I really wanted folks to understand the issue and discuss solutions because honestly I these are the things that that I

think

would be really interesting to people if they knew you know what what the specifics were but most people just aren't aware of it now of course watching this back makes me feel pretty shitty as like I clearly cut them off here I feel bad about it but at the same time you guys have to realize what it's like sitting in a discord call with a dozen people from all over the planet with all the delays and everything and that the popping in and out and stuff that happens you know all wanting to share our opinions when you want to comment in one of these discussions you basically have to wait for a point in which someone's done talking and hop in...
otherwise you'll never get a chance to comment there's simply no other way to go about it so you know sometimes you're able to see that someone else wants to talk and make a comment you know and you can wait or two people start talking over each other for a second and then you know one will will stop and let the other talk or whatever um at this point I was pretty dead set on trying to make everyone understand my perspective that just kept getting muddled and I honestly didn't even see Nikita trying to jump in here you know but but thankfully he's a good sport you can see him kind of roll his eyes like well and maybe I'll get a chance to respond it's a problem the problem with some of the other like rifle calibers but I mean it's really difficult to try to explain especially to do players when I have a rifle you know at that's served at a hundred and I shoot somebody that's at a hundred and the bullet goes way to lower way too high how do you explain that it's almost because of a combination of the eye relief plus the fov plus you were using this bullet that has a different trajectory right so like basically at this point I figured I needed to try to make the simplest clearest non-contentious statement I could and try and focus on this issue if it's dirt at a hundred meters and somebody was exactly at a hundred meters it should hit the middle of the target right otherwise then what's the point of even having

zeroing

at all...
so again I tried to make it really clear if the targets at 100 meters the game tells me it's 100 meters and I aim I expect it to be on target I wanted everybody to basically say yes that's how it should work so that I could drop the bomb on them and say well that's not how it

works

and then make this sort of nuanced you know point that it's based on you know one bla bla bla bla bla but that kind of fizzled out as my you know sort of discussion tactic so here we go you know we can we can zero the scope like for the round you have any chamber but it will be not like realistic at all because it will be a simplification that this needs to be like understand it understood by yourself and yes shooting right as Nikita said this idea is not realistic and would be completely broken and honestly I kind of wanted to move past it because nobody was proposing that at all imagine what would happen if you had a you know us two different rounds with drastically different muzzle velocities snacks you know alternating in a magazine the the your site would go crazy flipping back and forth and back and forth and that you wouldn't people hit anything and it doesn't make any sense that's something that I of course considered and very quickly throughout in my brainstorming but again he didn't exactly touch on the idea that I was trying to get at you know but at that point then cotton jumped in some of this is what gives tarkoff the mystique figuring out all this you...
know so you kind of got cut off there but what he basically said that that this is the mystique of tarkoff figuring out that sort of heavy realism again the way that the game

works

today in my opinion is not realistic it's not a part of some you know mystique or realism there's nothing to quote figure out here as if it's a neat mechanic that's intended to be discovered or learned by experienced players now I was gonna basically jump in to explain how it wasn't realism at all and then that's like in my opinion you're also you're also bringing in like field of view bugs and stuff you're not gonna want to recalibrate how like you know the game actually is just based on a bug let him fix the bug first then maybe okay well as I stated before this issue has nothing to do with fov I wasn't asking to change the game based on the fov bug and wasn't actually wanting to change it based on a bug at all I wanted to change it based on what I considered a poor design the current intended behavior is problematic and confusing and it seems that the developers don't realize it and the player base doesn't realize it and a lot of content creators don't realize it again there's no bugs it's something that I

think

needs to be improved because clearly there's a lot of misunderstanding about how it actually

works

so to have like like in real life of course the ziering and the radicals of scopes are like designed and like product...
like produced for the specific round for a specific caliber mostly and if you know what that like a like a cog this particular a was done for five five six like issued ammunition so you can use this ammunition and have the perfect like conditions you can shoot like use the radical like without an Uzi ring actually you just can shoot with the help of a reticle okay so in real life you actually can't just slap on a sight and have it work there are countless factors that can affect how a scope

works

on a gun even if an optic is designed for a specific round and there's a specific rifle you still need to do at least an initial setup on it before you're gonna be confident that you can use it accurately I would be extremely surprised if there is any scope in the world that you can take out of the box mount on a rifle even if it was designed for the rifle and be totally trustworthy that it will hit a target at any reasonable distance accurately without any setup whatsoever they might exist I'm not sure but and I'm just an amateur - I own I own pistols rifles I've messed with all sorts of different optics I am in no way an expert but I of course have enough experience myself and have talked to enough people that have been deployed overseas as snipers and marksmen that have that they're all with me on this that you'd be kind of insane to want to take out your your rifle into battle without at least having an idea for you know the kind of the kind of...
accuracy you're gonna be expecting at specific distances and then from there you can use things like mil-dots windage you know all that other stuff to know how you need to adjust your aim but at least you have a starting point that you know that it's set up for in this game in my opinion you don't some issues like it will never be as simple as scheduled player like once it will be like like in real life for example like even if you have your weapon zero it by 100 meters and you should hmm like the target of the 50 meters the booth will go like a little bit higher because like the ballistics like the bullet goes higher and then drops to like 100 zero it like position and this all needs to be like guest and now if we had the tools and the data a sufficiently smart and experienced player could and would be able to do this but we don't have the tools nor the correct data to be able to reasonably figure these things out in every situation as it stands now most of the time it's simply close enough that it's not an issue but if we actually had the tools and the data I

think

it would be actually far more obvious that something was off

think

about the equation example I gave before if we were able to actually know exactly what a hundred meters were then people would know the weight the scope says a hundred the distance is a hundred why when I'm shooting when these two numbers match up to the aim not match up they would now obviously know that something was...
wrong the problem is is that most people don't really know the distance and they don't

think

very much about the muzzle velocities so they just assume you know that the game is either bugged or they're making a mistake and they need to adjust themselves both of which could be true but again we don't have all the information that we need to make those determinations to have some magic button that will zero your rifle like in the you will be sure that okay I'm shooting 100 meters with this ammunition and it will I will get 100% target here it's not like realistic I

think

now I agree that it's not realistic to have a magic button that will zero your rifle and by now you all know that that's not what I or anybody else was proposing but unfortunately this at this point is what most people

think

that I was discussing this idea has now been placed on me as the thing I was proposing I want a single button that will say make it accurate for me now and unfortunately that's you know that's where we are and that's part of the reason why I'm making this video to sort of say that that is not even remotely close to what I had been arguing and there is some issues like like different kind of mistakes even with the like the scope shaders and stuff and is that needs to be fixed and overall the game has like like changed ballistics we have like a really increased bullet drop like it's much higher than in real life just for their like gameplay...
purposes and eventually it all will be changed so the ballistics the advanced ballistics because that module will fix all the issues and we will try to have as much realistic approach as possible so eventually it's going to be changed fantastic but this is also another huge reason why I'm discussing this because I want to make sure that they consider these things with the current system as well as with the future system so that they don't make the same or similar mistakes going forward because like I said I I'm not sure that everybody's really on the same page about how things are do or should work I really want to hammer these things home so that you know that we don't end up having the same discussion a year from now well I mean if your 100 to 300 and it's 100% accurate like how much there's not so many opportunities for you need to even drop your weapon at all or even drop a bullet at all at that cuz it's not you're not seeing people that far all the freaking time yeah usually it's foggy there's trees something let's say like 9 times out of 10 it's within 100 meters again as I mentioned and demonstrated the issue exists within 100 meters at no point was I talking about it being limited to super far shots so if you're going for like super realism dude you're almost like dumbing it down a little bit making it work that's why that's why I was against the idea it feels like we're casual izing a little...
bit but at this point I would be really surprised after at least everything that I've explained to you guys now that I hope none of you guys

think

that what I'm proposing here in any way is dumbing down or casual izing the game but but here I go on to say this I

think

I feel like maybe it might have been confused because what I'm saying actually involved players going out and needing to set up their equipment and figure it out for themselves now today there's there's literally like there's no rangefinder so you just shoot and then the number is 50 or a hundred right it numbers meaningless because it doesn't actually mean the distance so if you you should be able to choose your gun be able to choose the bullet and set that up so this is the one case where I

think

me giving a specific example as a for instance might have been confusing and you know didn't quite match up with the actual literal gameplay mechanics that I necessarily had in mind I would like I said I was I had mentioned that you you could be able to go into your hideout and set it up I wasn't saying that you should have to go into your hide up and set it up but yeah lots of folks took this as me saying that you you know need to go zero your gun and scope every single time and that's not what I'm arguing for that'd be really annoying in my opinion and it honestly is is too much what I'm proposing is that most optics on most gun with most ammo should behave exactly...
like they do today pretty damn spot-on on most ranges you know within reasonable amounts with a bit of normal variation among distances in calibers you know that that's realistic and expected in the off chance you end up in a situation where you're having issues with accuracy maybe you run out of ammo and you're using some scavenged ammo you got from boxes maybe it's not the best ammo maybe you're on ask a friend you don't get to choose your ammo in that case you might not be super familiar with ballistics you know so having clicks just like IRL would let you adjust the scope and ammo you currently use so that it's accurate to a known distance given the current configuration allowing an experienced shooter to use their knowledge and experience to make their gear work best for them and couple that with things like knowing muzzle velocity and other ballistic info to adjust for all of the times when you have to alter your aim based on those just based on those differences in distance elevation speed and stuff there's there's actually no way to make it intuitive accurate realistic while also having a good user experience for all levels of players in my opinion there's absolutely a way that tarkoff can make the

zeroing

system intuitive accurate and realistic while also giving you a good user experience for all levels of players to have a rangefinder you're right you need to I like to have rangefinder or two perfectly guess the ranges in...
the game you can do it so actually but there like P is so radical you can actually like understand and to get this distance so target but the game will have range finders and there will be scopes with range finders again having a rangefinder would only let us all know that this system is broken I mean that's my point what the current system does is punish players for actually knowing or guessing the range because the numbers and their scope are misleading as we play and learn the areas around

tarkov

we're all going to become acquainted with the different distances between common points of interest allowing us to more and more accurately gauge and estimate distances if we estimate the distance perfectly or in the future we're given a distance measurement tool you know with a rangefinder or whatever I'm arguing that if they give you this and then you're able to actually correlate that with the number that you're given for the

zeroing

scope then we'll all know that they don't match either way what I'm saying here is that if we estimate the distance perfectly due to our experience or were given some distance measurement with something like a rangefinder I'm arguing that if the game gives you a zero in number for the scope you're using and that matches the range that you're either estimating or given then your shots shouldn't hit the target today that wouldn't be the case and it's not the case so otherwise in my opinion...
it shouldn't give you a range at all and this is like the real life the actual target acquisition and target targeting like principles like in real life it's not an easy task to actually snipe and have like the perfect understanding how the bullet will go you need to be experienced sniper for like a marksman and we can give all the instruments to a player so to level up in that direction like to to have this advantage but again we don't we do not want too casual eyes this thing so we will better we will add more tools more like practical principles and more realistic thing is that will make like sniper or target acquisition more like easy for you if you know the drill and so an experienced sniper would know how to set up their rifle and they would be able to adjust it on the fly and they would know how to if they needed to the current system does not allow that my proposed idea does at this point I sort of felt pretty defeated and decided to just kind of cut my losses and shut up reading all of the the hate in chat and seeing how just repeatedly over and over again nobody was understanding what I was saying basically just got frustrated none of my points landed and yeah I basically just quit at this point again I'll take the blame for not communicating it clearly enough I guess perhaps I should have come up with a better prepared example or perhaps I should have just kept it to myself I'm not really sure but I'm hoping that this video did a better job...
kind of getting my ideas across to the community as well as educating some new and experienced players about how the game actually

works

today so that we can all improve our skills and maybe improve the game thanks for all the love guys I really appreciate you sticking with me at the end you know and it means the world to me that if you guys drop me a sub on YouTube I came by the stream said hello I'd love to meet y'all I'm live every day we'll see you around