The grenade launcher in "Jedi 2" is a very fun and powerful weapon in the game. If you want to use a grenade launcher, you need some skills, that is, master some curved shooting trajectory. First of all, the grenade launcher has a unique parabola, ballistic delay, and rebound effect. If you only use it as a direct shooting weapon, it will reduce its unique advantages and fun.
How to use the Jedi Scout 2 grenade launcher
I like various curved-fire weapons. The grenade launcher has unique parabola, ballistic delay, and rebound effects. If you only use it as a direct-fire weapon, it will reduce its unique advantages and fun. Therefore, I will first summarize some curved-fire skills and experience of grenade launchers.
The content is all subject to repeated personal testing and data reference, and it has great limitations. You are welcome to correct your mistakes.
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1. Three characteristics of grenade
[High-altitude Ballistics] It can directly blow up to the blind spots of direct ballistics such as high platforms, enemy team centers, and target heads.
[Delayed ballistics] The ballistic flight time is long, and it has the effects of running when you release, concentrating two rounds of firepower, and attracting attention.
[Rebound ballistics] Can rebound and produce jumping ballistics, which is mainly reflected in unexpected rebound leading to suicide. Understand the material of the rebound surface and be able to judge and utilize the rebound effect.
Being familiar with the three characteristics can exert a variety of effects and facilitate combat.
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2. Measurement and aiming
[Vision Mark] The distance of the visual mark does not take the character as the origin, but uses the camera behind the character as the origin.
When you aim right, aim with a mirror, squat down, or lie down, the camera will move, causing the mark distance to change.
Depending on the wide angle of viewing angle, the distance from normal to aiming posture will be reduced by 1-4m, and the distance from aiming posture to open the mirror will be reduced by 1-4m, and the distance error from open to normal will be reduced by up to 8m.
When calculating the distance of visual marking, it is necessary to keep the perspective used when marking. For the convenience of communication, it is recommended to use a normal standing perspective, and try to keep the marking and the character height consistent to reduce height error.
[Map Measurement] The grid of the small map is divided into five small grids, with 13m and 65m in size; the diagonal grid is 18m and 90m in size. The map cursor can display the exact distance and can be used to roughly judge the shooting distance and environment. This distance will not be updated at any time. When moving, you need to open the map repeatedly to refresh the distance. The distance is based on the character as the origin.
[Use HUD marks] It is difficult to observe objects when looking up for curved shooting, so that the sight and the target mark are aligned longitudinally, and the triangle marks on the compass HUD are aligned with the centers of the color marks
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3. High angle curved
Shooting from a 40m range of horizontal direct shot starts with a shooting angle.
The range is 50-115m, and it is most recommended to shoot at distances of 50m and 115m. Shooting at these two distances basically does not require additional calculations.
At an elevation angle of 115m, raising and lowering the angle will shorten the distance, with the flat shot below 115m and the curved shot above 115m.
★【50m curved shooting】Release the viewing angle to the highest when squatting and standing, the ballistic time is about 8 seconds, with the longest delay. Can be used for bombing before entry point. After firing the air and changing the bomb, the flat shot of the target can be combined with the first wave of curved shots and blow up 20 grenades at a time.
★【115m curved shot】 When you lie down horizontally, raise the viewing angle to the highest. At this time, the viewing angle is limited to about 40 degrees, the range is the farthest, and the ballistic time is about 4 seconds. Suitable for long-distance support, the advantageous targets are broadcast towers, spore gushing insects, screaming insect nests, insect eggs, and perceived interference towers. They can also work part-time to fight cannon turrets and mortar positions.
[Elevation Angle Measurement] When bending, the viewing angle is all the sky, and there is no reference. A protective cover can be used to generate a repeater. The spherical surface is just used to measure the angle. The flat ground is backed by the generator and there are 12 uneven hexagons from horizontal 0 degrees to vertical 90 degrees (do not use the half grid column). The hexagons are divided equally into 4 parts, which can be used to alternate and memorize the angle of curved shooting. Don’t turn on the flashlight at night to test. The wireframe map (12 grids) and reflective map (15 grids) of the shield are inconsistent, and serious errors will occur. I strongly welcome any better measurement methods.
40m: Flat shot 1 grid
50m: Flat shot 1.25 grid curved shot 9.5 grid (highest)
60m: Flat shot 1.5 grid curve shot 9 grids
70m: Flat shot 1.75 grid curve shot 8.5 grid
80m: Flat shot 2 grids, curved shot 8 grids
90m: Flat shot 2.25 grid, curved shot 7.25 grid
100m: Flat shot 2.5 grids, curved shot 6.5 grids
110m: Flat shot 3.25 grid curve shot 5.75 grid
115m: 4.5 grid
Height factor, halves when you lie down and ejaculate
When there is a significant difference in height, the launch distance needs to be increased or decreased appropriately, and the high is reduced or increased. The initiation of the screaming insect nest needs to be reduced by about 15m, and an elevation angle of 115m is used at 100m.
No specific data cannot be particularly accurate, please refer to it
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4. Low angle water wafting
After hitting the ground within a 12m safety fuse, rebounding will produce a jumping ballistic shooting, which will produce different rebound distances depending on the [material] of the rebound surface. The rebounding close-range curve can cross small obstacles and is generally used to supplement the blind spots of direct and curved shooting. It is highly recommended to use it on leveling the ground.
Can be used to safely bomb enemies in front of you, enemies on the downhill, enemies behind obstacles within 50m and other close-range targets. Randomness occurs based on the edges and corners of the surface.
[Soft Surface] Snow, sand, etc. cannot rebound, and they will almost blow themselves up. After being blown up, they will turn into a rough surface.
★【Rough Surface】10-15m, hard soil, small gravel, etc., commonly used short-range rebound, can avoid being affected when bombing the enemy in front of you, and it is excellent in attacking the enemy downhill. It can blow the butt of the insect in front, and quickly dig holes. It is recommended to use.
[Hard surface] 20-30m, gravel roads, paved roads, etc., the effect is similar to flat shooting, and it becomes a rough surface after being blown.
[Hard surface] 40-50m, rock, metal, ice surface, airdrop warehouse, concrete, etc., the more difficult-to-predict long-distance rebound is replaced by direct shots most of the time. Teammates killers, unexpected long-distance rebounds often happen.
Depending on the posture, the ejection angle is also different. When lying down, the incident angle on the ground is the smallest and the rebound distance is the farthest.
When a rebound demand is generated, it will look around for reliable ground, allowing players to interact with the environment, personal favorite shooting.
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