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>> No.4885332 [View]
File: 258 KB, 960x1248, 00-main-snarl-750-rocket-launcher-set-daz3d.jpg [View same] [iqdb] [saucenao] [google]
4885332

>>4885072
>>4885209
Also in FPS games like this there's no need for an actual sniper rifle. The Rocket Launcher works just fine for engaging targets at long range. If there's a Railgun then there you go, youll not get a flatter trajectory than that. And barring those some kind of Particle Beam or High Focus Laser could be arranged.
> mfw IRL anti-tank rockets are often used to take out snipers that a squad cant accurately pinpoint, despite the cost per round its worth it to eliminate that fcker.

Doom rockets regardless of their appearance are basically 25mm grenades with a flat trajectory, and at least ingame their rocket engine never burns out (we could say due to advanced propellants it might have a flat trajectory out to 500 yards, gyroscopically stabilized)

Usually long range targets sit in the same spot or you can peg the same area with a few rockets and one of them will nail the offending revenant.

>>4885214
Not anymore, its a lost technology.
They might look goofy but being shot with that .223 is more like being shot with a .338 Lapua, just with half the penetration of a .338. Supercavitators work like a snow plow shoveling tissue out of the way as it goes instead of just pushing through. It causes big permanent wound channels.
> Some newer bullets like leighigh defense work this way but it seems they designed it specifically to avoid penetrating ballistic vests while still having the antipersonnel effect, whereas these original designs give not a single fuck about that.
According to the info that goes with them they do alright ballistically, there's no downsides. But because of the effectiveness of transferring energy, and in the case of these, the low bullet mass, im going to guess that they rapidly lose velocity and power and 200yd is more like 300yd for this bullet type.

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