Re: Sniper Range
To answer the OP question ...
There is no maximum range for any of the infantry hand held weapons in this game. Maximum range is dictated by View Distance AND Fog. These are measured from your own point of view into the battlefield.
View Distance and Fog are different for every map in the game for several reasons. The most important one being; to help out the low-end computers people have by keeping framerates up by decreasing what the computer has to draw on screen for you. The second one is to prevent certain weapons from gaining dominance over all other weapons in the game. The fog/view limits those weapon to a certain extend.
I made 2 Summaries some time ago about said Fog & View ...


The World Record for the farthest shot is held by dont_be_ss of the WOoKie - Clan. He made a 595m on Kubra Dam. I couldnt find any footage, but I still have a previous long range kill he made --> 554 meter - Dalian Plant. Notice the correction for bulletdrop + the compensation for firing from a lower position than the target. More on that later.
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Before I post about bulletdrop I would like to point out something one of the guys from WOoKie, ScoutStrike, recently found out. Source: 1280x1024 sniper scope dots - ScoutStrike
Most Snipers in this game probably know that the center of screen doesnt match the center of the reticle of your scope. The center of the screen is what the game-engine uses for reference in determining if you are on target.
However the information on the discrepancy between center of screen and reticle was only taken from testing in a 1024 x 768 format. Recent testing done by ScoutStrike showed an entirely different story for 1280 x 1024. Check the pictures below for the differences ...





The reason for choosing a square to depict the center of the screen is the following;
The coordinate system runs from x = 0-1023 and y = 0-767 (which gives 1024x768 pixels)
The center is actually located at x = 1023/2 = 511.5 and y = 767/2 = 383.5, but since there is no pixel at that exact coordinate, the best approximation would be to draw a square around x = 511-512 and y = 383-384. The hit point is the middle of the square.
The same goes for the 1280 x 1024 pictures.
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For short range sniping (up to distances of 150 meters) the effects of the reticle not being accurate are minimal. Most of the times headshots are quite feasible and bodyshots are no problem at all. Beyond short range sniping however it does begin to have an impact. One pixel to the left or right might translate into a miss of 1 meter or more of the target.
All handheld weapons in BF2 have a Deviation added to each round fired from that weapon. Its the way EA/DICE were trying to create a more realistic battlefield experience. They are different for each weapon, although Sniper Rifles have the least Deviation of all (when Zoomed). You can check the deviation in a table here ... Weapons Chart , Source:BF2 Weapons Chart - [DUCKS]Black_Duck_1. They are listed as Min Dev, which stands for Minimum Deviation. Thats the basic deviation of that weapon without factoring in other stuff.
The Minimum Deviation is influenced by the position from which the weapon was fired; standing, crouched or prone. In the Weapons Chart they are listed as Dev Stand, Dev Crouch and Dev Lie. The best firing position, in terms of which will have the least influence on deviation, is the Prone position.
Moving forward or sideways also has an impact on Deviation. They are listed as Dev Forward and Dev Strafe respectively.
Finally the use of the Scope or not adds to the Deviation. In the Weapons Chart listed as Dev Zoom. As you can see this number is very small (0.01 / 0.005), especially when compared with all the other weapons listed in that chart. If you fire without using the scope (unscoped) you will get the Minimum Deviation as a base (5).

EDIT: posting more later on
TO DO:
- compensation for lower/higher elevation shots - including the math behind it
- damage per round armored/non-armored target
- in depth calculations of deviation on rounds fired
- techniques for finding the correct range on a target
- sound produced by the various Sniper Rifles
- difference between Accuracy and Deviation
To answer the OP question ...
There is no maximum range for any of the infantry hand held weapons in this game. Maximum range is dictated by View Distance AND Fog. These are measured from your own point of view into the battlefield.
View Distance and Fog are different for every map in the game for several reasons. The most important one being; to help out the low-end computers people have by keeping framerates up by decreasing what the computer has to draw on screen for you. The second one is to prevent certain weapons from gaining dominance over all other weapons in the game. The fog/view limits those weapon to a certain extend.
I made 2 Summaries some time ago about said Fog & View ...


The World Record for the farthest shot is held by dont_be_ss of the WOoKie - Clan. He made a 595m on Kubra Dam. I couldnt find any footage, but I still have a previous long range kill he made --> 554 meter - Dalian Plant. Notice the correction for bulletdrop + the compensation for firing from a lower position than the target. More on that later.
~~~~~~~~~~~~~~~~~~
Before I post about bulletdrop I would like to point out something one of the guys from WOoKie, ScoutStrike, recently found out. Source: 1280x1024 sniper scope dots - ScoutStrike
Most Snipers in this game probably know that the center of screen doesnt match the center of the reticle of your scope. The center of the screen is what the game-engine uses for reference in determining if you are on target.
However the information on the discrepancy between center of screen and reticle was only taken from testing in a 1024 x 768 format. Recent testing done by ScoutStrike showed an entirely different story for 1280 x 1024. Check the pictures below for the differences ...





The reason for choosing a square to depict the center of the screen is the following;
The coordinate system runs from x = 0-1023 and y = 0-767 (which gives 1024x768 pixels)
The center is actually located at x = 1023/2 = 511.5 and y = 767/2 = 383.5, but since there is no pixel at that exact coordinate, the best approximation would be to draw a square around x = 511-512 and y = 383-384. The hit point is the middle of the square.
The same goes for the 1280 x 1024 pictures.
~~~~~~~~~~~~~~~~~~
For short range sniping (up to distances of 150 meters) the effects of the reticle not being accurate are minimal. Most of the times headshots are quite feasible and bodyshots are no problem at all. Beyond short range sniping however it does begin to have an impact. One pixel to the left or right might translate into a miss of 1 meter or more of the target.
All handheld weapons in BF2 have a Deviation added to each round fired from that weapon. Its the way EA/DICE were trying to create a more realistic battlefield experience. They are different for each weapon, although Sniper Rifles have the least Deviation of all (when Zoomed). You can check the deviation in a table here ... Weapons Chart , Source:BF2 Weapons Chart - [DUCKS]Black_Duck_1. They are listed as Min Dev, which stands for Minimum Deviation. Thats the basic deviation of that weapon without factoring in other stuff.
The Minimum Deviation is influenced by the position from which the weapon was fired; standing, crouched or prone. In the Weapons Chart they are listed as Dev Stand, Dev Crouch and Dev Lie. The best firing position, in terms of which will have the least influence on deviation, is the Prone position.
Moving forward or sideways also has an impact on Deviation. They are listed as Dev Forward and Dev Strafe respectively.
Finally the use of the Scope or not adds to the Deviation. In the Weapons Chart listed as Dev Zoom. As you can see this number is very small (0.01 / 0.005), especially when compared with all the other weapons listed in that chart. If you fire without using the scope (unscoped) you will get the Minimum Deviation as a base (5).

EDIT: posting more later on
TO DO:
- compensation for lower/higher elevation shots - including the math behind it
- damage per round armored/non-armored target
- in depth calculations of deviation on rounds fired
- techniques for finding the correct range on a target
- sound produced by the various Sniper Rifles
- difference between Accuracy and Deviation

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