The Foregrip-Bipod attachment allows you to get the benefit of a foregrip and some functionality of a bipod. No other weapon attachment has this benefit. As mentioned earlier, the bipod will be the most effective at reducing weapon sway.
It makes you a still-target so you will have to choose wisely where you wish to set-up because otherwise, you're an easy target. It takes a moment to deploy the bipod and a moment to dismount. The main problems with using a bipod are mobility. Of course, you have the bipod which limits a lot of your weapon's recoil, specially with LMG's. It can end up making the weapon's recoil, worse. It seems like any weapon with little horizontal recoil will not benefit from this attachment.
With some testing, the compensator doesn't work well with certain weapons. I'll continue testing with this to see if anything changes. I don't doubt it works, but for me, it just doesn't give me a consistent result. From some short tests I've done, it's been a bit difficult to tell if there is any added benefit from using this attachment. However, they're designed to limit the horizontal recoil of your weapons. I've been a bit quiet about compensators and whether or not they're useful. This can be great when paired with any weapon but primarily weapons with high vertical recoil (such as the G36K) will be more beneficial while other weapons such as the MP5 don't necessarily need it. The vertical foregrip reduces the vertical recoil of the weapon. This gives enemies a window of opportunity to shoot at you while you're essentially defenseless. When you're transitioning from prone to crouch or standing, you will not shoot until that animation is near-finished. When you're prone, you won't be able to move fast. It's not entirely bad to be prone at medium to long range, however it could be a problem in close quarters. Gives you the longest period of time before weapon sway kicks in.ġ. Can be a great stance to use for longer ranged fighting and hiding.ģ. Prone reduces you weapon's recoil more than any other stance (aside from bipod).Ģ. If you get caught in the wrong moment, crouching could make it easier for the enemy to hit you.ġ. Although crouching makes you a smaller target, you're more condensed which makes it somewhat easier than a slender, standing target. Crouching is slower than standing, so you won't be able to make ground as quickly as if you were standing up.Ģ. Gives you a short period of time before weapon sway kicks in.ġ. If you ADS while crouched, it reduces the noise of your steps.ģ. Crouching also makes your steps more quiet. Doing this allows you to have better control and make any weapon easier to use.Ģ. Crouching reduces the recoil of your weapon. "Also regarding ballistic performance, both intermediate & full-sized rifle cartridges have their own characteristic which should be noted for sure, especially due to how in-game ballistic physics treats the first 100 ms of bullet travel time as pre-simulated (Akin to hit-scan), then switches bullet drop after that.įor example M4 has muzzle velocity in 910 m/s which means that firing bullets will almost immediately hit the target within 91 m while AKM whose muzzle velocity is in 715 m/s will be 71.5 m instead, complete with damage dropoff based on muzzle velocity."ġ. Meaning weapons may have drop off before 100 ms as explained below. The drop off point does vary depending on the bullet velocity each weapon has. This makes the game feel consistent and less of a guessing game. The first 100 ms of bullet travel are essentially hit-scan, then the bullet will drop off after. Sandstorm uses a combination of hit-scan and bullet velocity. Which overall makes it deal less damage per shot than the FAL or G3A3 which uses 7.62 NATO rounds and has a velocity of 840 ms and 800 ms respectively. The Alpha AK for example does use 7.62x39mm ammo but its velocity is 670 m/s. Bullet Velocity not only dictates how quick the bullet will reach its target, but also how much damage each shot will have.