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Found 13 results

  1. Pitrek

    Shooting range

    So quests like tarkov shooter pt.4 where you need to level up sniper skills are kinda grindy. Now don't get me wrong, i dont want them removed but i figured that the're should be some kind of combat skills booster. This could be a great way to add levels to the shooting range. For example: 1lvl: none boost/5% boost and normal shooting range that we all know 2lvl: 5%boost/10% boost and some kind of better looking range (meaby with targets that are frarther away) 3lvl 15% boost/20% boost and meaby add a hit counter? I just spat out some numbers with the boosts, im not going to try to balance tarkov. Still i would really like to see some of this things implemented
  2. Hi everyone, As I see there is no other topic about the shooting range leveling, I tried to search it but without success. (or I just messed up ) So my idea is: Shooting range will have 3 leveling options like most of hideout elements: - lvl 1 : The current shooting range - lvl 2 : Maybe ballistic dummies ( Of coures it has demands like bloodset or something red fluid , (maybe a new looting item:) gelatin or something similar, lvl 2-3 Therapist. Furthermore, after we finished with shooting we get a damage feedback like Therapist give us after a raid when we got injured. ( What was the lethal hit, witch body part got bleed or fractured effect, how many bullets caused how many damage). Finally, when we finished with one shooting session just press esc or take some steps backwards (like current version) then you will get the damage feedback and a possibility to repair your dummies (for rubles maybe) . - lvl 3 : Ballistic dummies with head and body armor. There are three options what I can imagine: 1. Like presets you can choose any body armor or head gear depends on your Ragman loyality lvl (for rubles and Ragman lvl 2-4) but you can't use it after that's just for shooting range ( so it's a bit cheaper) 2. Use your collection from your stash and after the shooting session they will remain the same state when you start to use them. ( Requirements: Ragman lvl 3-4, rubles) 3. Like other places in hideout it has item and trader's level requirements. ( Cloths, armor, rubles, Ragmen lvl, etc...) After the shooting : Damge feedback: Each bullet how much damge caused on the armor and if it penetrate how much to the body part. ( or the bullet got recochet) ----- I think it can help a lot to average players. Learn bullet, armor types, where you should shoot, what can't you shoot through with which bullet and so on. ( I think lots of people use EFT wiki or some 3rd party sides for these information and it could reduce them. It could be annoying when you use 2-6 sites for one question "this xy bullet can shoot through xyz armor if yes how much dmg it cause to the armor and body" etc...) I hope my writing includes some good idea and I could help a bit and did something usefull. If not sad but it happens. Have a nice day everyone!
  3. So I've stumbled upon a bug when I can't shoot/fire from any weapon and only fix I've found so far is Alt+f4 and reconnect to the game.. I haven't experienced that before but since last update it's happening almost every 3rd game I play sadly very often in critical situation... and when you die as a PMC and you go back to main screen-hideout you can hear annoying sound of your character like bleeding or moaning,whatever... so I'm not sure if bug or intended to be like that but to be honest it is quite annoying... cheers
  4. DasRightt

    Gun not shooting

    I was in resort on shoreline and a guy was in the corner and I sprinted for a split second when he shot at me and I looked at him in the process and I held down mouse one and my guy just stares at him and doesn’t shoot. Was it because I sprinted and held down mouse one too soon? I’m so confused. Jesus I’m pissed.
  5. FlowmotionFx

    Switching Shoulders - Weapon Shouldering

    Hello EFT development team, I was thinking and one of my favorite aspects from some excellent games is switching firing position between left and right shoulders. This is especially useful when using dead space to cut angles on corners or cover depending on whether you are cycling to the left or to the right. I was also thinking you could add some leveling aspect to this, where you choose your dominant shoulder at character selection and then have to level each shoulder individually. The dominant shoulder you select at character creation would have a significant boost or even start at max capacity. This could also play into which way you free fire your weapon around corners with (LAlt+S). There could even be potential here to implement damaged arms having more weapon sway while ADS and make splinting fractured arms more of a priority. This is very realistic and commonly trained in elite law enforcement and military, so I feel it would compliment Escape From Tarkov's unique mil-sim, RPG gameplay. I hope that you all enjoy this idea also and your consideration is appreciated in advance! P.S. I am not aware if this concept has been submitted prior to me but I can understand the likelihood, thank you anyways if this is old news! Best Regards, Flowmotion Fx
  6. dark2000

    Shooting range

    As in the title. I know that you can technically go offline, but Tarkov lacks in possibility to obtain raw data about certain weapons from the first hand, like effective range, recoil, etc. Shooting range could be a really nice and helpfull addition to the game, especially for new people.
  7. Okay, call me a noob(I'm level around 10 anyway) if you wish but I'm sick of getting sniped from bushes and its friends. Could anyone please tell me what settings should I change to get overall more visibility and smoother gunplay? I'm playing on high graphs. Just turned off the headbobbing, tuned up the FOV and it's way way better but I'm wondering if there is any other things such as this or if lowering graphics helps with visibility. Thanks for the answers.
  8. azsamurai

    Shooting through fence Customs

    There is an NPC behind the main gas station, on a look out perch type thing.. seems to be behind a bullet proof chain link fence. 1 whole 5.45x39 mag, 5 shots of 12 gauge and 1 mag from a P226 and he still stood returning fire to me. Help me understand? Is there a game mechanic i'm not familar with?
  9. derickfoggs

    make shooting through fences do damage

    so my last few games in the beginning of customs i was behind a fence with a tt pistol and shot a guy with no head armor 5 times in the head through the fence and he didn't even slow down. it shows the hit animation and blood that i was indeed hitting him in the head, but there was no desync from what i could tell as he responded appropriately by killing me. this has happened numerous times causing my death.
  10. blancjoker

    Firing Range

    It would be nice to have a place where we could test out new weapons/attachments without having to jump into a game. Just like a little room with cardboard targets or glass bottles for us to shoot at would be awesome! And while I'm here, could throw in a "loot crate" in the shooting range which will have all of your stuff in it, so you can take weapons and mods and keep shooting/practicing.
  11. Dex (Aust)

    How To Hold A High Powered Rifle

    Sorry, I just had to share this video.
  12. jmh1189

    Shooting skills

    First off, thank you for putting so much detail into weapons handling. I have a few suggestions for skill progression. As an avid shooter myself, I think it would bring the realism out in terms of implementing shooting skill. What i mean by this: When a person first picks up a gun and learns the basics on how to fire, reload, clear malfunctions etc. They are generally slow and clumsy. If you could put as part of the skill tree a part dedicated to weapon experience, that would be amazing. A few suggestions for progressive shooting skills. #1: sight picture - For a fresh player, maybe have animation fumble to get the right sight picture when aiming and regaining sight picture after shots. This will keep new players from being able to lay down immense amounts of accurate fire in short periods of time. As the player invests points into their sight picture, they start to be able to aim quicker and pull their gun out of recoil quicker for follow up shots. #2: Weapons malfunction clearing - for a first time shooter getting a stove pipe or another failure to fire, they generally fumble with their gun for a bit trying to figure it out and clear the malfunction. After points are added to this tree, they become quicker at clearing malfunctions and getting back into the fight. Hell, even safeties on certain guns cause delays because of inexperience. #3: Reloading speed and method - im sure this has already been covered. #4: fatigue - people can't shoot forever. When i go a few months without shooting, i noticed i get fatigued much quicker. I can maybe go through a hundred rounds depending on the trigger weight before my fingers can barely pull the trigger. After a while i can shoot far more. Also, as fatigue becomes an issue, accuracy degrades and the hands start to shake. I think these are all things that can be done and would add a very important aspect of realism and create more immersive game mechanics. These types of details if you want to implement them could bring the entire gun community to this game. Any thoughts from backers/devs?
  13. ObsidianCry

    Shoulder Transitions

    I have just seen your video over the in game implemented animation and... wow good work guys... now, only one question, are you planning to add the shoulder transitions for the cover and corner management?
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