Rifle Range is too short

I would like to know why all the rifles in this game and in THCOTW have such a short range. After the 400 to 500 yard range the bullets in these 2 games just disappear. Is this a limitation of the Engine? Or was this a conscious decision? If it is a limitation, can you fix it please.

A .243 round has MoA of 20 at 700 yards, Which is can easily be ranged in on the fly using mil dots.
Not to mention the 50bmg. You can 0 out a 50bmg rifle directly on the crosshairs of the 12x scope and have no issue. Since I doubt we would be able to 0 out our weapons. At least let us use bullet drop and Mil Dot calculations to fire our weapons.

The Invisible wall that exists at the 400 to 500 yard mark needs to go away in both games. Especially this one due to the extreme accuracy required and danger of the machines

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I too would like to see a decreased bullet drop rate for rifles and thus a greater effective range.

ā€œbullet drop rateā€ doesn’t really exist in the game, for long range shots the bullets actually travels upwards for some people and not down! Not sure if it does that for everyone or not. Definitely something that doesn’t work and needs addressing :slight_smile: Thanks for the feedback

Its not really drop rate. I play THCOTW as well and I see this. There is no bullet drop, there is an invisible wall at around the 350 to 450 meter range and bullets do not fly past that point. Some of the animals and some of the machines in this game dont react when you shoot at them from those ranges. I use those opportunities to test and see if its true. I shoot at the enemy/animal using ever increasing elevation and none of them hit. It is honestly a deficiency with the engine. It renders the NPCs at that range but you cant interact with them until within the magic radius.

One other thing as well while on the topic of weapons. Machines instantly knowing where you are when you snipe them from 300 meters with a silenced weapon is BS. That needs addressed as well.

There’s bullet drop. My current longest kill was done with the .270 Hunting rifle at almost 400 meters of flat terrain (a lake), which I made by estimating the bullet’s drop and firing above the target, which was a Runner’s fuel tank. The game does stop rendering any hit detection at those ranges, but the bullet will hit it’s mark.

Try it with a Shotgun loaded with birdshot. At a certain range the shot will hit the ground instead of continuing forwards.

I’m not sure what invisible walls you guys are referring to but an RPG round fired straight ahead will keep going for a long while unless it hits something, and eventually drop to the ground.

It seems the ā€˜inverse bullet drop’ isn’t any issue for everyone, but still for some people. It really is annoying having to aim beneath your target when its at longer ranges :slight_smile:

It may not be an actual wall, but a case of the bullets going so far off into the weeds that the guns are effectively unusable. I’m one of those dealing with the inverse bullet drop issue, and I literally can’t hit anything with the Meuser beyond about 450m without the terrain being just right because the curve on the bullets is that bad.

Somewhat ironically though, at least the .243 seems to be performing better for me than it should be in terms of accuracy at ranges from 100-300m (other than the inverse bullet drop thing).

render distance is also a issue when raising the scope , i’ve seen this argument before , bullet drop and environment issues like wind etc would also add to the equation.

Hmm, not a very good combo, limited render distance and simulated ballistics. I’ve seen it sort-of working in games like Battlefield, but even those games draw distant terrain and assets differently at certain ranges so it can be wonky at times. I’d love to see how the Apex engine works with this.