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

Feb 23, 2020
Hey, what's up guys? I wasn't planning on doing a full video on this, as I have a ton of footage of my work backlog, but given a recent discussion that myself, other content creators, and Nikita had about a recent developer podcast, a stream that was seen by about a hundred and fifty thousand people live at the time, it was clear that the amount of confusion about some ideas I proposed, and more importantly how the game

works

today, was too deep not to talk about. About the man, you should have seen the hate I felt in the chat and also in my DMS and Twitter discord and on Instagram.
zeroing works differently than you think escape from tarkov in depth testing guide tips
So what is all this drama about? Well, it's all about this magic number. I'd be willing to bet that's not the case. means what you

think

it means, but by the end of this video I hope it's clear what this number means and how I personally

think

the features surrounding this number can be improved for those of you who want the shortest TLDR possible on This is my summary for you. Zeroing in Escape from Tarkov is very similar to any other first-person shooter. Zeroing is something most of us are familiar with, with one important caveat: the varieties of the different bullets for each caliber in the game because of this nuance there are tons of valid, although not very common, cases in the that the zero setting can be significantly misleading.
zeroing works differently than you think escape from tarkov in depth testing guide tips

More Interesting Facts About,

zeroing works differently than you think escape from tarkov in depth testing guide tips...

Now we need to make it clear that this issue is not the same as fov errors or errors with specific weapons or errors with specific calibers. In reality, it is the way the game behaves and the current design intended by the developers. I will explain how almost no one knows about this system, how it

works

and because of how it was implemented and not communicated anywhere, Canon has caused tons of confusion and misunderstandings between the two. Community members and content creators, please watch this video if you are interested in hearing how and why, and in more

depth

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

zeroing

as it stands today on how, in my opinion, it's not realistic or optimal from a gameplay or discoverability standpoint and also how anyone thinks it actually works.
zeroing works differently than you think escape from tarkov in depth testing guide tips
I should make it clear that while I think the current system may be problematic, it is not currently a groundbreaking problem, but I foresee this problem only getting worse and I want to share what I have learned with the community so we can discuss and give feedback in hopes of Avoid more confusion and problems in the future for those of you who want to understand the nuances of this discussion. I'm going to provide as much of that detail as possible without diluting anything, and I'm also going to avoid going off on the largely irrelevant tangents that these discussions often go on.
zeroing works differently than you think escape from tarkov in depth testing guide tips
This video is intended to be a comprehensive discussion on some very specific topics, so I apologize for those who don't care about this sort of thing, I hope the TLDR provided was helpful and I guess I'll see you in the next one, good to all those who are stuck with us for so long. I'll give a quick overview of a few. of the history related to the topic, some recent topics that have been the talk of the town in Tarkoff recently and then I will explain the current state of

zeroing

and delve into Tarkov exactly why I think it is not only a problem currently but It will only get worse.
As new players come to the game and more weapon optics and ammo are added, I will then discuss how zeroing works most commonly in real life and use that as the basis for a gameplay change that I believe will simultaneously accomplish six different objectives. . things will remove ambiguous and misleading information from the game does not imply a total reworking of the current system but in principle requires minimal changes makes some combinations of weapons and ammunition that today are unusable or at least extremely annoying to use actually usable and consistent with others More common combinations will make the game more realistic, does not sacrifice the fun or convenience of the gameplay for new and experienced players and, last but not least, makes the planned addition of countless new weapons and optics to the game along with a series of planned improvements. mechanics related to spent suppressors, subsonic ammo and other rounds with drastically different muzzle velocities than normal, easier to integrate,

testing

and use, over a year ago I made a fairly detailed video explaining what at the time was an issue quite important: the loss of As we were noting, in relation to a handful of pistol optics and different field of view configurations, there have always been a number of factors that have affected aiming with different optics and at the time the biggest offender was the configuration of the player's field of view.
I talked about some. theories on how this bug may have been implemented and shared them with the Battle States development team less than a week later, the bug is now fixed. I'm not sure if my hypothesis was correct or if it just shed more light on the problem that caused them. to debug and fix it, but either way I consider it a success in all aspects, now this solution was not perfect and there were still some inconsistencies with the optics of various weapons and zeroing, but overall it was an improvement now, moving forward Fast forward over a year later and One Peg releases his third episode of his Little Things in Tarkov series titled Fov Makes You Lose.
Now in this video he shares some findings related to existing problems with iron sights and FOVs similar to the problems discussed long ago, although some of these details were news. For me, the resulting tidal wave of questions I received on my stream and the deeper conversations I had with One Peg and Tower, who was responsible for some of the deepest

testing

I've ever seen. in any video game made it clear that a considerable portion of the Tarkov community had a number of misunderstandings about this topic, all the attention this video received along with perhaps a less than stellar understanding, a mix of some previous problems in the research and A bit of the phone game mixed in has led to a lot of people having no idea what to do regarding FOV and all things ballistics.
Now, a couple of weeks later, a promising content creator named Gambit has done a very well done job. video also on the topic of FOV where he went into

depth

into some of the things you should consider when deciding which FOV to use now. I had some minor criticisms about some of the points he raised in that video and we were able to have a pretty fruitful discussion both in his comments section on the video and on my stream in general. It was an informative and fair analysis on the relevant considerations for FOV now, in my opinion the current state of FOV and objective is such that it is imperfect but not worthy. of stressing and should not 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 in all environments, unfortunately this video once again fanned the flames of misunderstanding and the confusion. and the questions came once again, so not being able to avoid the topic after doing a little more research and discussing the topic in more depth with Tower himself, a specific piece caught my attention that I was previously unaware of and in my opinion.
In my opinion, this fact is something that all players should be aware of, and yet almost no one in the Tarkoff community knows about it. It all comes down to this magic number here in almost every first-person shooter I've ever played. It has been seen to have some type of weapon zeroing, such as the GE ARMA Battlefield pub, the zeroing process is quite simple. Each firearm configuration has a default zeroing value and allows you to adjust the ziering in set increments, usually 50 or 100 meters, now that players become familiar with each of these systems in each game, it is usually It's easy enough to get an idea of ​​the game's general distances so zeroing can be used effectively or learn to adjust aiming based on speed and bullet drop with the default settings.
In the game where you can see me doing most of these eclipse pubs here, almost all of these shots were done with pre-zeroing sets and I was simply aiming high using the thousand points provided on the scope to adjust the distance I could 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 are cool, I know that before I explain why it's not so great let me share an excerpt from a development podcast mentioned above a few days ago where I made a proposal for a change in the current system related to scopes;
There's been a big resurgence of all this recently and I had some ideas for when it comes to zeroing and stuff, because there are problems with the fact that we don't know the ranges, so zeroing is a little ambiguous, but that, along with the fact that different bullets have different grades and each rifle is actually technically zero to zero. One of the very specific rounds, like the one you know for the VSS, for example, is SP 5, which not many people use these days anymore. I'm just wondering if it all comes down to having that number there, the 50 or the 100.
To me, the 150 makes more sense to get rid of the number and just click so you can go to your hideout or whatever and in shooting it's low , click, shoot, it's low, click until it matches. up and then you're basically setting the zero for your gun on your scope and then you guys don't have to worry about making it work for all the different resolutions and fo vs and shooting well so for some of you who know might have experience of the real life with firearms and optics, you know, maybe you were in the military or maybe you're just an amateur shooter in your spare time, maybe you hunt or whatever, that probably made perfect sense now that others might be mistaken for one For some reason or another as to what exactly I meant, I'm sure I could have explained it more clearly or succinctly or presented the suggestion with some sort of description of how Tarkoff currently works, maybe that would have been better received, but you get what you get when you're dealing with an impromptu question, we're surrounded by a dozen other people, all part of a discussion, you know, trying to get everyone to try to make a comment or a question and you know at the same time that there is More viewers that literally two entire Gillette stadiums combined stare at you between my less than perfect explanation, a general lack of understanding of how Tarkov Xoring works on the part of most people involved in Nikita, understandably mentally exhausted after hours and hours and hours of quality control, it's not surprising that it has been largely misunderstood, so to better understand what I'm talking about here, let's first delve into how ziering works in real life, there are almost an infinite number of factors that can be considered. when dealing with zeroing and while all of them are very interesting, almost none of them are really relevant to the conversation here, so I'll focus on one of the most common ways you can zero all kinds of sights and optics using a simple two-shot system.
There are actually two things we'll want to keep in mind here and for the rest of the discussion the point of aim and the point of impact or POA Pius I, to make it as simple as possible, the point of impact is the literal point of impact. on the target where the bullet that you already know really hits, compare it with the point of aim, which is where the center of your reticle the sight is placed on that target, the most basic thing is to zero your rifle, as simple as making it These two points are equal to a given distance again.
It means that if you want to zero your rifle at say 50 yards, you'll know your scope is correct if you bolt the gun to the table so it doesn't move an inch, look through the optic, center the scope. at the intended location on the target exactly 50 meters away and when you pull the trigger the bullet will hit exactly where you aimed, that's zeroing in a nutshell, it's a pretty easy and proven method for zeroing like this is shooting at a target at the desired distance, note 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 aligned with the actual point of impact and voila, you are ready to go. , this works with most types of optical sights you know, from magnified sights to iron sights, so there are other ways to get to 0, such as knowing what each of the clicks on the sight knobs represent in terms of Earth minutes or MOA, but in my opinion, these other methods are interesting but in theirMostly irrelevant to the topic at hand and 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 temperature rise. barrel length wind speed Coriolis effects I totally understand the idea that you know if you're zeroing your rifle for 200 yards, you're actually also zeroing it for 50, which actually has its first POA at the intersection of Pui at 50 meters, this is all. cool and it's what I would love to talk about, but for the sake of this video I'm going to leave it out because honestly it doesn't apply to this conversation and just, you know, give me a minute now and I'll explain exactly why, now that we know how zeroing works in most games and you also know how it basically works in real life, how Tarkoff is different in real life, of course you have to configure your own settings, that's up to you and what You know in other games, you can think of it as if your equipment has already been set up for you by some infallible ballistics expert.
You have the responsibility to judge distances and adjust your scope to those known distances, but the scope has already been set to those known distances and if you estimated accurately and choose the right settings, your bullets will land. The real Tarkoff is like other video games except it's also not now that I understand the current behavior every time I take a rifle for my hideout I basically have this kind of scene in my head, well what are you doing in my rap hideout or oh Hello, um, yes, um, you see? I drink too much vodka last night, well get lost on my way home Royals apartment I accidentally stumbled here I noticed this sick piece in your stash so I had to pick it up I took it to your range and tried it.
Unfortunately, I think I dropped it a couple of times at a point where you could hear something. rattling coming from inside the scope you had mounted, sorry but don't worry, I made special sure to reset the zeroing. You know exactly where you left it, which is a hundred meters, yeah, a hundred meters, yeah, yeah, a hundred meters, uh. What bullet did you set it up with? Was it a t56? Was it 995? Listen man, I'm not good at math, but I shot a couple of bullets with the, you know, brass, brass is shiny, yeah, yeah. and then I won, simply and did not decide, I do you the favor and make the scope much simpler.
I always see all those, all those, all those notches and I get confused, so I crossed out all the numbers in your scope, it was very confusing. Very confusing indeed and you can take me later my friend, I take the pencil and put some lines on the viewfinder, where should you set it for each set of 50 meters? And trust me, that's me, it's okay anyway. see you later imagine you're handed a rifle with a scope and they tell you it's set up for a particular distance but they don't tell you what bullet it's set up for and we're limited to just a handful of settings imagine there are dozens of bullets you can choose from Within the same caliber, muzzle velocities can vary greatly, something that will alter ballistic performance.
Some rounds are super fast, others are heavy and slow. Imagine all the scenarios you might find yourself in, needing to use ammo found in the environment or scavenge. of dead friends or enemies around you, wouldn't you like to be able to configure your weapon for that situation? Don't you think he should have the tools at your disposal to be able to adjust your equipment if necessary? 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 details. Each rifled

tarkov

has a coded bullet that is calibrated for now.
Tower has done it. some extensive testing so you know the best you can to determine which round is the default for each firearm and I will post a link in the description to all of their work I am referring to here except the zeroing number they gave you for Your current rifle and scope are based on this default round, which means that using this default round should produce the expected results, but it also means that using a round with a higher muzzle velocity than the default will result in the Bullets fall higher than expected and on the other side. using a round that is slower than the default will cause your bullets to drop lower.
Now I have no problems with differences in trajectories based on exit velocity. It's realistic. It makes a lot of sense. What I have a problem with is the damn reset number that the game gives you. Now I understand that this distinction is a little confusing and many people miss it, so let me give you a little metaphor to explain this. Most ballistic situations are like those old algebra problems you had in high school, where you had to solve for X given a bunch of other values. Let me create a completely false equation out of thin air to use as an analogy.
Here take the equation D minus Z times V equals D represents the distance to the target Z represents the distance for which your optic is currently zeroed V represents the speed or speed of the bullet and a is what you are trying to solve here represents where you should aim your rifle to hit the target and you can look at each shot in the game as one of these metaphorical equations like most of these math problems when you're solving something like a in this case you should have all the rest of the information that you need to solve that missing variable you need to know what bullet you are 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 optics are zeroed and if you don't meet all of these three parameters and put them in this magical equation, you will get your shot right.
Here is an example of how this theoretical equation would work. Shoot this K with PS master seven six. I know that the muzzle velocity is 700 meters per second. I know my optics. is from zero to 50 meters and I know that my targets are hundreds of meters away, so when you know that appears under my false formula, my experience tells me that the solution is to aim a little 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 when setting my zeroing to one hundred meters, it should technically be set to the same distance as the distance to My objective. you know, the right side of the equation, which is where I'm going to aim my gun and at that point the answer I get should be that I'm dead on with my aim right in the middle of the target, so that works, what's wrong ?
Well here the problem comes when you realize that the equation that your teacher gave you is actually misleading shooting the same ak with some other ammunition that your friend gave you let's say it's us master you already know the muzzle velocities 300 meters per second the game tells me my optics are from zero to 50 meters. I know that my target in this case is 50 meters away, so plugging all that into my trusty formula tells me that the solution is to aim right at the target in the center of my crosshairs and that I should hit it perfectly.
That's a try, wait, what just happened, where did the bullet go, uh, uh, maybe it's just a fluke, let me go back to where I was before and try the 100 meter shot again, let's try it, so, what? What's going on here? I made a mistake. I knew all the inputs, but they never really gave me all the information I needed to solve the equation. Now my teacher told me that Z represented the distance of my optics at zero currently, but they didn't tell me. that in reality there is another variable hidden there and that is that for which bullet, when your system is correctly zeroed for a given distance, many things are taken into account in this game, in this case the relevant factors are the weapon, the optics and the ammunition you use.
I just assumed it was for the current weapon, current optics, and current ammo since that worked for you in the past when you had the PS it port for you, but it turns out you were lucky that the zeroing distance provided was in fact. for your current weapon and your current optic, but it was actually for a default mystery bullet that the game doesn't tell you with a very specific muzzle velocity, so since the velocity of your first bullet was pretty close compared to the second bullet in the second case was very far away and that explains why your results were so different, but think about that for a moment, the zeroing setting they gave you is not an arbitrary number, it is a literal distance value , any reasonable person would assume the game is telling you that. are set to 100 meters, it's not unreasonable for you to assume that, as we mentioned before, that's what every other game you've ever played has told you, in this case, instead of the equation being something simple like 2 plus 3 is equals x ok solve for teacher, which in this case is Tarkov said yes, that's good enough and you were able to achieve your goal, so you thought you were right all along, but it turns out you didn't and this is where the problem arises that in the future there will be in my opinion that more variables there is a lot more variation in speed and you know the distance for the shots, different calibers and stuff, so once you start adding more variables, I think the open views of the disc here in our understanding they will become much clearer, so my proposed solution is to simply redefine what that variable means so that the players know that it is a variable do not give them the false security of incomplete information do not tell them that it is 50 meters when in actually it's not necessarily 50 meters at this point I proposed changing the system we're currently on is limited to a few settings like 50 100 150 and 200 to something more like 10 to negative 10 where you have a click between each number holding right now most oscilloscopes default to 50 meters, let's say I propose we keep the current default setting on. all weapons as 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 and aim the way it looks now with 50 meters versus 0. 0 clicks means the default has no adjustments so from here the player can adjust their range one click at a time, you know, 10 up or down and you would have something like 20 different settings which would be a range realistic reset, perhaps from the same point. -blank up to 500 meters or so.
Don't know. The details don't matter. This is kind of an example. I'm not really trying to come up with exact ranges or increments. This is just kind of a starting point. For feature discussion, in principle this system will be implemented in exactly the same way as the current system, but what it allows for is more detailed adjustments and a wider range of settings so you can be more precise with your settings if You want it and you need to take into account the various nuances of your situation and the kit keeps the default settings working perfectly fine for most common ammo and site combinations, so if you don't want a zero or you don't need to. zero or you are new and don't know how to zero most of the time you won't need it, but it also allows for more drastic adjustments in the rare case that you need to take very long shots or use ammo that is much faster or slower than the default, you don't need to be an expert to know that the US ammo in my K last time I used it worked great on the negative 4 setting or that most shots between 50 and 200 meters work with zero. as a setting just the default, you know, maybe one or two clicks, but either way, all I need to do is like a milling one, maybe to adjust, you know, some variations in between, but I know that if I change it to plus ten, I can Actually, it will be pretty accurate if I ever want to shoot at 34500 meters with this gun and it will actually be possible that IRL snipers have confirmed kills at over 3,000 meters or something I was reading before, that's a crazy, now I don't see it.
This kind of thing will happen in Tarkoff in the near future just because of the size of the maps, but let's take a look at when Pestle emai made that thousand one hundred meter shot and see how he had to aim for this shot to work even at a thousand. Meters, which is actually not the strangest thing in military history. Now I highly doubt that snipers can hit shots of thousands of meters. These types of distances had aiming strategies for employees like the ones Pegle II did to hit them. They are not pointing at the sun.
You know, pressing like a catapult,They're around, you know, miles away. He would be willing to bet that they were able to configure their equipment to at least place their target within the field of view of their optics. My solution really allows Cool and Crazy like this, all you need to do is add clicks and you will know one direction or another and the developers won't actually need to know the specific distances and then test them so that every combination of everything in the game is perfectly accurate . before they can release it, this method will be easier to implement and expand in the future, will be more flexible so that players can experiment and test as they wish, and will not mislead them in any way.
Imagine being a new player to Tarkov who literally doesn't understand any of the ballistics concepts in general, you have no idea what the different bullets are, how they are alike, how they are different, all of the things that you have probably experienced with other games like pub G. and battlefield games where each weapon has a caliber and one bullet per caliber and the number that the game tells you your weapon is zero is actually accurate. Forget about things like height, overboard penetration chance versus armor class, armor damage versus armor material fragmentation chance, everything. Those things, they don't get any information outside of a few

guide

s, the wiki and the My Battle Buddy mobile app, which you can download now for free on Android and iOS, there will be more if it arrives soon, interesting enough as a unique piece of information. that they might be familiar with the game's unique mechanics, that they might think they understand how many meters 0-2 are compared to the distance to their target, that they might behave so

differently

from your expectations and experiences that it will confuse and They will completely frustrate you. how does Tarkov work nowadays, as some of you might be saying, well I have no problem with zeroing, it works for me, you know what I'm right about, they largely go with you when I use normal meta ammo from the beginning of cleaning. at the end of the game when I face targets at normal and 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 giving it such a big deal then because she has limited resources like most development teams but in terms The development workforce and the QA workforce are probably smaller than most of these systems in the game are complex enough that there aren't many people who I assume have very deep knowledge not only how they are programmed and how they are intended to behave, but also. The biggest effect these systems have on long-term gameplay for new and veteran players, and what makes it more difficult is that, honestly, it's quite likely that the owners of the products who design and describe how these systems are supposed to behave characteristics, most likely Nikita.
In most cases, the people who actually have a deep understanding of how these systems are actually implemented and the masses who test, experiment and formulate opinions on the actual behavior of the game, both when it's working and when it's not, don't really have a lot of overlap, all these different disjoint groups of people are almost never the same people, we all have different perspectives on what is expected, what is supposed to be and what is now, there are many cases where the community has shared the results of testing with the developers who have led to the actual changes in the game, an example is my fov video mentioned above and then when my video came out it proposed a hypothesis for a possible cause of the problem, not to mention describing and defined exactly what the problem was, six days later, on November 23.
A patch was released that aimed to fix a bug where the FOV affects the effective range of a weapon. Now I can't say that I'm necessarily right in terms of the hypothesis that I shared then or even that the solution was necessarily related to my video or you know the conversations I had with Nikita, but the timing seems right so I feel pretty good because at At least it shed some light on the problem and helped point them in the right direction to solve it, but as far as I'm concerned, I don't think they really understood that this problem was in the game until they were informed in a concrete way and constructive, so I see this as another problem that, if left unnoticed or unchecked, can potentially lead to more problems in the game. development cycle in the future or gameplay as they add new mechanics and advantages to the existing suppressors and subsonic variants, calibers and bullets and all these things in general that affect the ballistic behavior of the game now based on the resulting discussion that occurred in the podcast after my In the initial comment, my actual proposal and the related topic I mentioned seemed to have been completely missed and then the discussion started to focus on explaining why a bunch of unrelated bad ideas were bad, which almost everyone was on okay, but unfortunately those unrelated bad ideas were bad.
Then many attribute it again as my original ideas. I'm going to have to take some of the blame because, you know, maybe I wasn't as clear as I could have been. I'm not trying to give any of these guys a hard time or anything like that. All of them are amazing content creators who I have great respect for and am a fan of all of them, but I guess I just want to clarify my point so we can shift the conversation back to the actual topic at hand so it can be considered by the community. and to the developers fairly, I beg you guys, don't criticize anyone 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'm begging you. You don't criticize anyone in the comments. I am not pointing out these confusions. You know, I should try to point the finger at no one. I'm trying to make clear the points I tried to make to shift the conversation back to my original point. I don't want to say that someone was wrong and I'm right, let's go over so I can respond briefly to some comments along the way that I didn't have a chance to necessarily respond to in a particular way and basically share all the things that were going through my mind, which you may or may not be able to tell on my face as the discussion went on and you know you could have a magazine with half SP, six and a half SP, five and a half something else, so it's like, yeah, but You are also describing a problem very unique to the VSS and the valve, so as I was able to show you, this is not a problem unique to the VSS or the Val or the rounds they shoot, it's actually less of a problem.
A problem right now with those weapons compared to most other weapons because the options you can choose with those weapons actually have very similar muzzle velocities because for all the other calibers in the game there is almost no drop 308 five five six those things drag ass I mean, but you have the valve at the highest speed, the lesson is exactly like that, the bullet drop is not the problem and having faster bullets does not solve the problem if tomorrow they added a bullet that was three times faster than the 995 that that bullet would have. It would also be completely broken because it would shoot too high if it were set to hit a target at, say, 200 meters away, but the optics were based on a bullet that was more than three times slower.
The core of the problem comes down to relative issues. differences in bullet velocities for the same caliber, not absolute velocities like bullets that are above or below a certain threshold, but it will say that they are used only at ranges below a hundred meters, so again this problem is not it is limited to you knowing only the things that happen under 100 meters or over 100 meters or over 300 meters or whatever, it is a problem that is not limited to any distance, caliber or specific weapon or bullet, it is a problem fundamental with the system in general, but what a plague you are about to say. it's absolutely correct and I'll let you finish if in real life you zero at 100 meters you get to the same point at 300 on most guns you actually zero the chamber and the bullet and everything you're shooting fine, The bullet keeps getting closer. the upward trajectory usually at 100 meters and then at 300 meters actually comes down towards Jerry, so you can hit a target from zero 300 perfectly in the crosshairs, while in the tackle you shoot the tiger at 300 meters and aim As if you didn't.
Don't change the zero at all, you have me like a meter or two above his head, which is an absolute head for anyone who is actually ex-military or still serving, yeah, it's a bit strange, so what you just said say is totally correct. I wish the game worked like this. You already know this, but it's a topic for a completely different day and I'm not really convinced that some people have said this is the case, but with everything that's going on lately with these things it's very difficult to prove it and I guess until we have rangefinders or until other problems are solved, but I would love for the bullet trajectory to, you know, start as an upward trajectory.
Yes, but again, I'm not necessarily convinced that this is the case, but the problem. It's just that, as far as I know, it doesn't work that way and that's what I wanted to come back to here. I guess I want to say that I agree with you. I felt bad. I jumped here. I didn't want to cut. Nikita, but honestly, this was literally the only topic I was able to bring up during my time on the podcast and I really wanted people to understand the problem and discuss solutions because, honestly, these are the things that I think would be really interesting. people if they knew what the details were, but most people just don't know now, of course, watching this again makes me feel pretty bad, since I clearly cut them off here, I feel bad about that, but at the same time It's time for you guys to realize what it's like to sit on a discord call with a dozen people from all over the planet with all the delays and everything and the comings and goings and everything that happens, you know, We all want to share our opinions when you want to comment in one of these discussions, you basically have to wait for someone to finish speaking and enter, otherwise you'll never get the chance to comment.
There's just no other way to do it, so you know sometimes you're You can see that someone else wants to talk and make a comment. You know, you can wait or two people start talking to each other for a second and then you know one will stop and let the other talk or whatever. I was pretty determined to try to get everyone to understand my perspective that kept getting confused, and honestly, I didn't even see Nikita trying to intervene here, you know, but luckily he's a good sport, you can see him rolling his eyes. Well, maybe I'll get a chance to respond, it's a problem, the problem with some of the other rifle calibers, but I mean, it's very difficult to try to explain, especially to gamers, when I have a rifle that's served in a one hundred and I shoot someone who is at one hundred and the bullet drops too low, how do you explain that it is almost a combination of the eye relief plus the FOV and also you were using this bullet that has a different trajectory?
Basically, at this point I thought I needed to try to make the simplest, clearest non-contentious statement I could and try to focus on this issue, if there's land a hundred meters away and someone was exactly a hundred meters away, they should go halfway. the target is correct, otherwise what's the point of even having zeroing? So again I tried to make it very clear that if I target 100 meters the game tells me it's 100 meters and I aim, I hope it's on target. I wanted everyone to do it. Basically, I say yes, this is how it should work so I can drop the bomb on them and say well, that's not how it works and then make this kind of nuance, you know, which is based on you know, a blah, blah, blah, blah, but that guy. fizzled out like my you know, kind of a discussion tactic, so here we go, you know we can zero the scope, like for the round, you have any camera, but it's not going to be realistic at all because it's going to be a simplification that this needs . to be like, understand it, understand it yourself and yes, shoot correctly, since Nikita said that this idea is not realistic and would be completely broken and honestly, I wanted to leave it behind because no one was proposing that at all.
Imagine what would happen if you had a You know, we're two different rounds with drastically different muzzle velocities. You know, alternating in a magazine, your site would go crazy moving back and forth and back and forth and people wouldn't hit anything and it doesn't make any sense. that's something I of course considered and very quickly throughout my brainstorming, but again he didn't touchexactly the idea I was trying to get at, you know, but at that moment Cotton jumped in some of this is what gives Tarkoff the mystique in discovering all this, you know, so they cut you off there, but what he basically said is that this is the mystique of Tarkoff discovering that kind of heavy realism again, the way the game works today, in my opinion, is not realistic.
It is not part of something you already know about mystique or realism, there is nothing to cite, discover it here as if it were a neat mechanic that must be discovered or learned by experienced players. He now he basically he was going to explain how it wasn't realism at all. and then in my opinion you're also bringing in FOV bugs and things that you don't want to recalibrate, like if you know the game is actually just based on a bug, let it fix the bug. first then maybe it's ok, as i said before this problem has nothing to do with fov.
I wasn't asking to change the game based on the fov bug and I actually didn't want to change it based on a bug at all. I wanted to change Based on what I considered poor design, the current intended behavior is problematic and confusing and it seems like the developers don't realize it and the player base doesn't realize it and many content creators don't realize it again. without errors, it is something that I think needs to be improved because clearly there are a lot of misunderstandings about how it actually works, so to have something like in real life, of course, the ziering and radicals of the scopes are designed and are similar products produced for the specific round for a specific caliber mostly and if you know what it is like a gear, this particular one was made for five five six like issued ammunition so you can use this ammunition and have the perfect conditions, you can shoot like use the As radical as without an Uzi ring, you can really only shoot with the help of a reticle, so in real life you can't just attach a scope 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 is a specific rifle, you still need to do at least an initial setup before you can be sure you can use it accurately.
I would be very surprised if there was 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 reliable that it will hit a target at any reasonable distance accurately without any configuration that may exist, no I'm sure, but I'm just a hobbyist: I have guns, rifles, I've tried all kinds of different optics. I am by no means an expert, but of course I have enough experience and have spoken to enough people who have been deployed overseas as snipers and marksmen that they are all with me on this, you would be a little crazy if you wanted to take your rifle out into battle. without at least having an idea of ​​what kind of precision you have. you're going to be waiting 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 it's set up for in this.
In my opinion the game doesn't have some problems like it will never be as simple as the player programmed like once it will be like in real life for example even if you have your gun zeroed at 100 meters and you should hmm like the 50 meter target, the cockpit will go a little higher because, like ballistics, the bullet rises higher and then falls to 100 zero, it is a similar position and all this must be as a guest and now, if we had the tools and data, a smart and experienced enough player could and would be able to do this, but we don't have the right tools and data to be able to reasonably solve these things in every situation, as it is now, most of the time we just is near.
Enough that it's not a problem, but if we really had the tools and data, I think it would be much more obvious that something is wrong. Think about the equation example I gave earlier if we could know exactly what one hundred meters are. then people would know the weight, the scope says one hundred, the distance is one hundred, why when I'm shooting, when these two numbers match, the target doesn't match, now they would obviously know that something is wrong, the problem is that most of the People don't really know distance and don't think much about exit velocities, so they just assume that you know the game is buggy or that they're making a mistake and need to adjust, which could be true. but again we don't have all the information we need to make those determinations to have some magic button that will zero your rifle like in the, you'll be sure okay, I'm shooting at 100 yards with this ammo and I'll do it. getting 100% of the goal here is not realistic.
I think I now agree that it is unrealistic to have a magic button that will zero your rifle and now everyone knows that is not what I or anyone else was proposing, but unfortunately this at this point. is what most people think I was discussing, this idea has now been assigned to me as what I was proposing. I want a single button that says it's accurate for me now and unfortunately, that's where we are and that's part of the reason I'm making this video is to say that's not even remotely close to what I had been arguing and that there are some problems like different types of bugs even with the range shaders and stuff, and that needs to be fixed and in general the game has changed the ballistics, we have a really higher bullet drop, like it was much higher than in real life just for your similar gaming purposes and eventually everything will be changed so ballistics is the advanced ballistics because of that module. will fix all the problems and we will try to have as realistic an approach as possible so that eventually everything will change in a fantastic way, but this is also another big reason why I am discussing this because I want to make sure that you consider these things with the current system and with the future system so that they don't make the same or similar mistakes in the future because, as I said, I'm not sure everyone really agrees on how things work or should work.
I really want to clarify these things so you know that we won't end up having the same discussion a year from now, well, I mean, if you're 100 to 300 and it's 100% accurate, like what, there aren't that many opportunities for you. even dropping your gun or even throwing a bullet because it's not like you're not seeing people that far away all the damn time, yeah there's usually fog, there's trees, let's say 9 times out of 10 it's 100 meters away. Again, as I mentioned and demonstrated, the problem exists within 100 meters, at no point was I talking about it being limited to super far shots, so if you're going for super realism, man, it's almost like simplifying it a little. work, that's why I was against the idea, it feels like we're informalizing a little, but at this point, I would be very surprised after at least everything I've explained to you now that I hope none of you.
I think what I'm proposing here in some ways is to simplify or informalize the game, but here I keep saying this, I guess I feel like maybe it could have been confusing because what I'm saying actually involved players leaving. and they need to set up their equipment and figure it out for themselves now there is literally no rangefinder so you just shoot and then the number is 50 or a hundred right the numbers don't make sense because it doesn't actually mean the distance so yes you should being able to choose your weapon, being able to choose the bullet and setting it up, so this is the only case where I think giving a specific example could have been confusing and didn't quite match up. with the actual literal game mechanics I necessarily had in mind, I wish I had said yes.
I had mentioned that you could go to your hideout and set it up. I wasn't saying that you should have to go to your hideout and set it up, but yeah, a lot of people took this as me saying that you know you need to zero your weapon and your scope every time and that's not what I'm advocating, that would be really annoying in my opinion and honestly it's too much what I'm proposing is that most optics on most guns with most ammo should behave exactly as they do today, pretty much spot on for most ranges you know within reasonable amounts with a bit of normal variation between distances in calibers, you know that's realistic and expected on the off chance that you end up in a situation where you have trouble with accuracy, maybe you'll run out ammo and you are using salvaged ammo that you got from boxes, it may not be the best ammo. maybe you're asking a friend, you can't choose your ammo, in that case you might not be very familiar with ballistics you know, so having clicks like in real life would allow you to adjust the range and the ammo you use currently to be accurate at a known distance given the current setup, allowing an experienced shooter to use their knowledge and experience to make their equipment work better for them and combine it with things like knowing muzzle velocity and other ballistic information to adjust to all the times you have to alter your aim based on those differences in distance, elevation speed and stuff, there's really no way to make it intuitive, accurate, realistic and at the same time have a good user experience For all levels of players, in my opinion, there is absolutely a way that Tarkoff can make the zeroing system intuitive, accurate and realistic while still providing a good user experience for players of all levels. levels. have a rangefinder, you are right, you need it.
I like to have a rangefinder or two. Perfectly guess the ranks in the game. Actually, it is like that, but P is so radical that you can really like to understand and get this distance, so aim, but the game will have rangefinders and there will be scopes with rangefinders again. Having a rangefinder would just let us all know that this system. It's broken I mean that's my point, what the current system does is punish players for knowing or guessing the range because the numbers and their range are misleading as we play and learn the areas around Tarkov we all get We will familiarize ourselves with the different ones. distances between common points of interest, allowing us to measure and estimate distances with increasing precision if we estimate the distance perfectly or in the future we are given a distance measuring tool, you know, with a rangefinder or whatever.
What I maintain is that if they give If you do this and then you will be able to correlate it with the number they gave you for the zeroing range, then we will all know that they do not match in any way, what I am saying here is that if we estimate the distance perfectly Because of our experience or we were given some distance measurement with something like a rangefinder, I'm arguing that if the game gives you a zero number for the range you're using and that matches the range you're estimating or given that your shots they shouldn't hit the target today, that wouldn't be the case and it's not the case, otherwise in my opinion it shouldn't give you a scope at all and this is like in real life, actual target acquisition and aiming to targets like principles like in real life, it is not an easy task to shoot and have a perfect understanding of how the bullet will go, you need to be an experienced sniper like a shooter and we can give all the instruments to a player to level up.
In that direction we would like to have this advantage, but again we don't want too casual eyes, so we better add more tools, more like practical principles and the most realistic thing is that it will be like a sniper or a target. Acquisition is easier for you if you know the drill and so an experienced sniper would know how to set up his rifle and could adjust it on the fly and would know how to do it if he needed to, the current system does not. Let my proposed idea do it. At this point I felt pretty defeated and decided to just cut it and shut up, reading all the hate in the chat and watching how, time and time again, no one understood what I was doing. saying I basically got frustrated, none of my points got and yes I basically quit at this point again.
I'll take the blame for not communicating it clearly enough. I guess maybe I should have come up with a better prepared example or maybe I should have. I kept it to myself. I'm not too sure, but I hope this video did a better job of conveying my ideas to the community and educating some new and experienced players on how the game really works today. We can all improve our skills and maybe improve the game thanks for all the love guys. I really appreciate you sticking with me in the end. You know and it means a lot to me that if you send me a sub on YouTube, I came for the stream said hello I would love to meet you all I'm live every day see you around

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