History Main / ShortRangeLongRangeWeapon

9th Aug '16 10:05:34 PM UmbrellasWereAwesome
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* In the ''Franchise/{{Halo}}'' games, it's entirely possible to "no scope" an enemy, meaning you shoot them dead with a sniper rifle without using the scope. As the rifle has a really long barrel and most players prefer to move while firing instead of standing in one spot, this is somewhat difficult to do.
** It became progressively easier (relative to actual scoped firing) to no-scope as the games progressed.
** Guns in general in Halo have ludicrously short range. SMG, automatic plasma weapons, the Spiker, and the AR fall victim to this trope the most, though the turrets can be somewhat silly, too.
** Explicitly for balance reasons, melee is more effective than shooting people. In fact, someone calculated that if a Spartan can flip a Scorpion in the time they do, they should be able to ''throw'' the bullets and do more than shooting, never mind melee.
** Elites, particularly in ''VideoGame/HaloReach'', will often flank your position and assassinate you with a melee attack.

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* In the ''Franchise/{{Halo}}'' games, it's ''Franchise/{{Halo}}'':
** It's
entirely possible to "no scope" an enemy, meaning you shoot them dead with a sniper rifle without using the scope. As the rifle has a really long barrel and most players prefer to move while firing instead of standing in one spot, this is somewhat difficult to do.
** It became progressively
do; while the games initially trended towards making it easier (relative to actual scoped firing) to no-scope as the games progressed.
no-scope, they've since trended back towards making it more difficult again.
** Guns in general in Halo have ludicrously short range. The SMG, automatic plasma weapons, the Spiker, the shotgun, and the AR tend to be the ones to fall victim to this trope the most, though the turrets can be somewhat silly, too.
** Explicitly for balance reasons, melee is more effective than shooting people. In fact, someone calculated that if a Spartan can flip a Scorpion in the time they do, they should be able to ''throw'' the bullets and do more than shooting, never mind melee.
** Elites, particularly in ''VideoGame/HaloReach'', will often flank your position and assassinate you with a melee attack.
too.
28th Jun '16 3:27:17 AM Morgenthaler
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* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a distance of only thirty feet or so, and this at a scale where the melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''ShiningForce'', being essentially a clone of the series, has the same deal.

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* The ''Franchise/FireEmblem'' series of video games exhibits this trope. The battle map is arranged into a grid of squares, and all diagonal distances are doubled (IE, moving to a diagonally adjacent square costs two points of movement). Melee weapons all have a range of one square: they can only attack adjacent opponents directly above, below, or to the side of the melee-armed character. Okay, fine, that makes sense. The problem is, most bows and other ranged weapons have a maximum range of ''two'' squares, and the best archers in the game have a range of ''three'' squares. That's right, a trained longbowman is lucky if he can hit a target more than ''10 feet away''. The option exists to zoom in on each individual engagement between warriors, which makes the scale a bit more realistic, but only a bit; archers are still shown engaging each other at a distance of only thirty feet or so, and this at a scale where the melee combatants are shown charging at one another from about ''fifteen'' feet apart. ''ShiningForce'', ''VideoGame/ShiningForce'', being essentially a clone of the series, has the same deal.



* Also shows up, shamefully, in the online MMO ''TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a rocket launcher with an "optimum" range, period? Or a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - this is a baffling limitation.

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* Also shows up, shamefully, in the online MMO ''TabulaRasa'', ''VideoGame/TabulaRasa'', where due to whatever limitation the designers put on it, limits the range of its ranged weapons to a maximum of around 240 feet (80 yards) for the ''sniper rifle'' – never mind that the real-life "accurate" range of a current .50 caliber sniper rifle is ''2,000 yards'' (6,000 feet – over a mile). Most of the other weapons in the game have "optimum" ranges of less than 30 meters (90 feet). Whoever heard of a rocket launcher with an "optimum" range, period? Or a pistol with a ''maximum'' range of 60 feet, rather than just a maximum ''effective'' range? Being that the game is from a fictional future, and most of the weapons involved are quite exotic - this is a baffling limitation.
20th May '16 1:45:58 PM REV6Pilot
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However, this is worse than you think: Many weapons, the sniper rifle included, actually have an invisible maximum range, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom.\\

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However, this is worse than you think: Many weapons, the sniper rifle included, actually have an invisible maximum range, ArbitraryMaximumRange, and will deprive you of your perfectly-placed BoomHeadshot to punish you for foolishly trying to use a sniper rifle to hit someone from long range by having your bullet inexplicably disappear from the game. Worse still, the sniper rifle actually has a shorter range than an ''ad-hoc crossbow'' made at your tool bench out of a paint gun, a toy car, some medical tubing, and radscorpion venom.\\
19th May '16 4:23:54 AM bloodraven117
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* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; the pistols would probably be as effective as a present-day rifle. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\

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* ''Franchise/MassEffect'' limits all guns (sniper rifles, assault rifles, missiles, ''tank cannons''…) to 400 meters maximum range. Every gun is technically a mass driver; however going by the pistols would probably be game's own logic, the rifle is as effective powerful as a present-day rifle.12 gauge shotgun. The sequel does a better job by setting almost every firefight in a confined space (skyscraper, spaceship, warehouse, underground base, whatever). There's one blatant instance of the sequel playing it straight when Miranda says she can nail a shot at a hundred meters. This is further out than most fictional gunfights, but it's still spitting distance for a real-life trained rifleman - except Miranda only uses heavy pistols and submachine guns in combat. Hitting a target at 100 meters with a handgun would still be an impressive feat.feat, made even more so considering she's firing a sand grain sized pellet through an atmosphere.[[note]]For context, most modern 9mm pistols only have an effective range of 50 meters[[/note]]\\
12th May '16 10:42:36 AM Tron80
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* ''Fanfic/ThousandShinji'': When Asuka fought Zeruel, she shoved a [[{{BFG}} melta]] up against its core and fired at point blank range.
19th Feb '16 9:58:58 PM Kazmahu
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* Noel Vermilion is the only combatant in ''VideoGame/BlazBlue'' to use guns. Their range is equal to the length of their muzzle blasts unless you use her Optic Barrel special, which still can't hit at full screen width.

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* Noel Vermilion is the only combatant in ''VideoGame/BlazBlue'' to use guns. Their range is equal to the length of their muzzle blasts unless you use her Optic Barrel special, which still can't hit at full screen width. Justified, as her "guns" aren't ballistic weapons, but a delivery mechanism for magical explosions. The muzzle blast is the most damaging thing about the whole system, as creating the explosion inside the barrel and projecting it that way focuses the impact.
27th Jan '16 6:24:36 PM jmic417
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** all rocket launchers IRL have an optimal range. It's far enough away you won't be caught in the blast, but close enough so that the enemy can't really do anything about it like move out of the way (rockets are not lasers.) For the SMAW for instance, I believe it's 150m.
13th Jan '16 4:08:02 PM Kadorhal
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* ''VideoGame/BattlefieldBadCompany 2'' and ''VideoGame/{{Battlefield 3}}'' treat their sniper rifles much the same way as every other gun in their respective games - that is, the default sniper scope doesn't ''have'' to be attached to it. You can go for a red dot sight or (in [=BF3=]) even just the ironsights and use it just like you would a battle rifle.

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** A story-based variation comes in the ''Call of Duty 2'' levels "Crusader Charge" and "88 Ridge", where the player and his fleet of tanks have to close to within spitting distance of the German Panzers while under fire because the Crusaders' guns have a lower effective range than the enemy's. The narrator providing brief history lessons for each set of levels [[LampshadeHanging notes how dangerous this strategy is]], but it works well enough for the player.
* ''VideoGame/BattlefieldBadCompany 2'' and ''VideoGame/{{Battlefield 3}}'' treat their treats its sniper rifles much the same way as every other gun in their respective the games - that is, the default sniper scope doesn't ''have'' to be attached to it. You can go for a red dot sight or (in [=BF3=]) even just the ironsights and use it just like you would a battle rifle.rifle. Games starting from ''VideoGame/{{Battlefield 3}}'' even allow you to forego an optic entirely and use the regular ironsights.



* Many of the later units in ''VideoGame/{{Civilization}} V'', despite being classified as ranged (or using weapons that ''ought'' to be ranged, can only attack from one hex away. This leads to FridgeLogic situations such as [[RockBeatsLaser wooden bows having a longer range than machine guns or mechanized infantry engaging the enemy at sword-range]].
* WargameRedDragon zigzags this trope. On the one hand, the weapons used by most land vehicles and infantry are realistically ranged. On the other hand, the ranges for aircraft, artillery, and shipboard weapons are painfully short compared to real life. This because the maps are sized to make a land battle both manageable and entertaining to watch close up, a few miles square at most. It would simply be harder to make the game entertaining if you could realistically rain naval gunshells on your opponent from 10 miles away. If you made the maps big enough to accommodate the actual ranges instead, the units would be unavoidably tiny.
* ''VideoGame/DawnOfWar'': Averted by most units who use SwordAndgun as appropriate (the game allows you to switch units from ranged to melee stance). The most outstanding example of this trope has to be the Vindicare Assassin, a ColdSniper who can nearly one-shot any infantry and periodically fire at range matching artillery. If spotted and engaged in melee, he pulls out a pistol and... ''pistol-whips'' the enemy. An interesting counterpart is the Tau Commander, who doesn't have a melee weapon. Instead, his animations involve blocking hits with his guns and occasionally jumping into the air to fire DeathFromAbove.

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* Many of the later units in ''VideoGame/{{Civilization}} V'', despite being classified as ranged (or using weapons that ''ought'' to be ranged, ranged), can only attack from one hex away. This leads to FridgeLogic situations such as [[RockBeatsLaser wooden bows having a longer range than machine guns or mechanized infantry engaging the enemy at sword-range]].
* WargameRedDragon VideoGame/WargameRedDragon zigzags this trope. On the one hand, the weapons used by most land vehicles and infantry are realistically ranged. On the other hand, the ranges for aircraft, artillery, and shipboard weapons are painfully short compared to real life. This because the maps are sized to make a land battle both manageable and entertaining to watch close up, a few miles square at most. It would simply be harder to make the game entertaining if you could realistically rain naval gunshells on your opponent from 10 miles away. If you made the maps big enough to accommodate the actual ranges instead, the units would be unavoidably tiny.
* ''VideoGame/DawnOfWar'': Averted by most units who use SwordAndgun SwordAndGun as appropriate (the game allows you to switch units from ranged to melee stance). The most outstanding example of this trope has to be the Vindicare Assassin, a ColdSniper who can nearly one-shot any infantry and periodically fire at range matching artillery. If spotted and engaged in melee, he pulls out a pistol and... pistol... and ''pistol-whips'' the enemy.enemy with it. An interesting counterpart is the Tau Commander, who doesn't have a melee weapon. Instead, his animations involve blocking hits with his guns and occasionally jumping into the air to fire DeathFromAbove.DeathFromAbove.
* The ''VideoGame/FarCry'' games have a maximum range at which you can damage enemies. It's usually not that apparent, as most of the time you're in heavily-forested areas and will only be able to attack from close range even if you sneak around and take them by surprise, but when you get out of that forest and into a clear area, like the deserts of ''VideoGame/FarCry2'' or the much-clearer second island of ''VideoGame/FarCry3'', it can be a real eye-opener when you try to fire a sniper rifle at someone from atop a nearby hill and accomplish nothing. The third game also has the recurve bow, which obviously has a shorter range than the various guns and requires you to compensate for gravity affecting your fired arrows; there's even an achievement for managing to kill someone from a hundred meters away, really only possible with some combination of a marksman sight, a stationary enemy, and/or a lot of luck.
3rd Jan '16 1:55:04 AM TARINunit9
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* ''VideoGame/TeamFortress2'' curves damage from the vast majority of weapons to be most effective at short range. Since the secondary weapon for most classes is a shotgun, and the other weapons (a minigun, a few kinds of pistols, a flamethrower) either have enough spread to be hard to use at long range, or retain a great deal of accuracy at long range (the revolver, the sniper rifle, the rocket launcher), it's Justified.

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* ''VideoGame/TeamFortress2'' curves damage from the vast majority of weapons to be most effective at short range.range, about 10 meters. Past 20 meters or so, bullets deal half damage. Since the secondary weapon for most classes is a shotgun, and the other weapons (a minigun, a few kinds of pistols, a flamethrower) either have enough spread to be hard to use at long range, or retain a great deal of accuracy at long range (the revolver, the sniper rifle, the rocket launcher), it's Justified.
2nd Jan '16 12:28:54 PM AnotherDuck
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[[folder:Real Life]]
* Although firefights between trained combatants will usually take place at significantly longer ranges than in fiction, a review of shootings carried out by untrained civilians in the USA reveals that the majority of them occur at ranges of 25 feet (about 8m) or less. Therefore the trope does have some basis in reality. Just because a weapon can kill someone a long way away doesn't mean that the user has the skill to do so, or that all fights will start at range. Most gunfights in civilian life start suddenly, caused by the sudden drawing of a weapon – rarely can hostile intent be discerned from hundreds of meters up the street.
** The great majority of non-military gunfights involve police and gang members, at least in the U.S. Both groups are famous for their mediocre-to-terrible skill levels. Also, police seek to capture criminals alive, which requires them to approach to handcuffing distance. Gang members typically are trying to do illegal business, which usually means they're at conversation distance when hostility erupts. Armed citizens respond to criminal threats, also typically at conversation distance -- nobody stands 100 yards away and screams "gimme yer wallet" through a loudspeaker.
* Urban warfare is making this somewhat TruthInTelevision, and has been cited as one of the reasons many militaries are switching to bullpup designs and shorter barrel lengths. The M4 carbine, for instance, is just a cut-down M16; the M16, in turn, is reduced in caliber from earlier "battle rifles" that used more powerful calibers at the cost of needing a longer and heavier rifle, when it was clear that infantry battles were no longer taking place in open fields. Shorter overall length = easier to shoot stuff in close quarters.
* Another factor making this TruthInTelevision is the human response to stress. Adrenaline and exertion cause jittery muscles and heavy breathing, which plays hell with fine motor controls and thus ruining marksmanship. This can cause "range heroes" to be total zeroes in actual combat.
* UsefulNotes/WorldWarII militaries, working on assumptions based on UsefulNotes/WorldWarI combat, issued large and heavy rifles, boasting that their infantrymen should be able to hit targets up to a mile away or more. Then they found out that during most of this conflict, [[RealityIsUnrealistic the trope was played straight as an arrow]]. Two thirds of US soldiers issued with rifles never fired a shot during the entire conflict. This was because the rifle was the most commonly issued weapon of the war, and even troops who aren't intended to see combat are issued weapons; this means that most weapons will never actually be used in combat. identifying a target at extreme range is difficult, and soldiers were trained never to fire unless they could guarantee a hit – which was ''completely impossible'' in a firefight, where things are far too hectic to aim properly. There was also the psychological problem of firing at a target that is just a speck that is doing nothing hostile, versus firing at a target up close that is trying to kill you, compounded by the fact that snipers were typically the only ones to receive training to deal with that. \\
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Soldiers with [[MoreDakka semi-auto carbines or submachine guns]] were far more likely to have fired their weapons at some point, and machine guns got a significant fraction of small arms kills; these weapons were almost entirely associated with front-line combat elements. Almost all kills with small arms occurred at short range. This shocked everyone involved, and led to the development of the "Assault Rifle", a term used for a rifle with smaller caliber ammunition and – typically – a high rate of fire, to allow it to both reach out and hit things as well as provide suppressive fire. Almost every military uses one nowadays, with the large and heavy rifles now firmly within the domain of [[ColdSniper designated]] [[FriendlySniper marksmen]].
* The British army has always been feared for the bayonet charge, and as recently as the war in the Falklands Islands the shout "FIX BAYONETS" has caused an enemy to disengage or surrender, in fairly open terrain, with both armies using variants of the FN FAL (7.62mm NATO used effectively at up to 800 yards). \\
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This is partly because bayonet charges are ''terrifying'' for both sides involved, and British officers are well aware of this fact: As noted by Ian V. Hog in his books on infantry weaponry, in WW2 British officers in Burma observed even the Japanese, the most bayonet-and-sword happy army ever seen in modern warfare, throwing tinned rations and rocks at British forces when they had run out of ammunition rather that attempting a bayoneted charge in most cases. It takes a lot of training and guts to survive being in a bayonet charge from either end.\\
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The reason British soldiers are still ordered to fix bayonets and charge is many enemies will have no idea how to cope with this, as proved by the Argyll and Sutherland Highlanders in Iraq at the Battle of Danny Boy, when they charged ''over one-hundred'' Shi'ite Militiamen with mortars and assault rifles, [[CrowningMomentOfAwesome killed 35–40 with bayonets, captured nine and forced the rest to flee with no fatalities suffered]].
** Creator/GeorgeMacDonaldFraser has written about "the unbelievable way Scottish soldiers can accelarate from a leisuredly stroll under fire into an all-out bayonet charge capable of sweeping aside, or underfoot, everything in its path". As [=MacDonald=] Fraser fought the Japanese in Burma, commanded a platoon of Gordon Highlanders, and accompanied Scottish soldiers into battle in Borneo as a war correspondent, it can be taken as read he knows what he's talking about. Bagpipes were also closely involved.
* Back when muzzle-loading muskets were still in military use, the short effective range, low accuracy, and difficulty in reloading meant that when two infantry lines marched toward each other, whoever fired ''second'' had a tremendous advantage. Whichever side volleyed first had to stop and reload (which took an absolute minimum of 15 seconds, usually more like 30–40, and as much as 60 for green troops), during which time the other side could advance that much further, possibly to point-blank range, and get vastly better results from their volley.
* Throwing knives are knives which are made for throwing at something/someone, and naturally can also be used to stab someone close up. A person of sufficient skill and strength can throw many heavy or sharp objects as a weapon. Aside from using throwing knives, however, being actually able to do that goes under ImprobableAimingSkills (and throwing knives themselves take practice).
* In some discussions on guns, people sometimes bring up how the Kalashnikov series assault rifles are known to be inaccurate and somehow assume that this means it can't hit ''anything'' at range. The accuracy of the AKM is actually on par for weapons of its class (~4Moa; 4 inch shot groups @ 100M, and the accuracy standard for M4’s is 5MoA[[note]]The reason for the bad reputation is that the original AK-47 had the wrong rifling for its cartridge, which played merry hell with accuracy; the AKM fixed this, but nobody is aware of this because [[SmallReferencePools nobody knows the AKM exists]][[/note]]). Assault rifles are intended to engage out to 400 yards at most, but mostly fight at ranges of 100 meters or less. The factory specs give the effective range for aimed fire against individuals as 350M (385Yds). The accuracy of the AK-74 and later Kalashnikov models are generally comparable to and, in certain conditions, sometimes better than M16/M4 type rifles, typically hitting around 2MoA. All Soviet troops had to qualify on the AK-47/AKM at 350M (385Yds) with the open iron sights. Soviet and Russian troops qualify on the AK-74 at 500M (550Yds) with the standard iron sights.
** Interesting side note: The barrels of AK’s are known for whipping and swaying when fired. All gun barrels do this to some extent; it’s not dangerous or a sign of weakness in the gun. It’s just more visible in the AK because there is a larger unshrouded section where the barrel can be observed. It doesn't influence accuracy either, because the bullet is long gone before the swaying happens, and it's pretty much all done by the time the next round is fired, even in fully automatic fire. It should also be noted that piston operation does not affect accuracy, because the bullet is long gone before the piston even begins to move, and the receiver soaks up the vibration of the piston.
** The primary issues with the AKM/AK-74 series and "inaccuracy" are twofold: many, if not most, of the AKs in use in the world are in the hands of untrained irregulars, who don't know the first thing about effectively using the AK, and thus, have shockingly incompetent fire discipline including over-reliance on automatic fire (which is horribly inaccurate from any weapon), and who also treat the weapon very poorly, including never/seldom cleaning it, and secondly, the majority of AKs are knock-offs or otherwise made by various unlicensed sources who have only a passing acquaintance with quality control. M16s, on the other hand, are almost always employed solely by well-trained forces, and come from a very limited number of high-quality sources. AKs in the hands of well-trained forces generally perform equally to M16s.
* Thanks to how this applies to video games, it also applies to scoped weapons in them. To take modern ''Call of Duty'' games as an example, the ACOG zooms your view by about 2x, and the scopes on sniper rifles only go about 4x. In the real world, the ACOG itself is made in a range of 1.5–6x, and actual dedicated scopes that magnified by ''6x'' (like on the early models of the [[CoolGuns/SniperRifles H&K PSG1]]) received complaints of being too short-ranged[[note]]for reference, later [=PSG1=] models switched to variable-power 3–12x scopes[[/note]]. Big sniper rifles today can often go 12x or more.
* A real life example is the [[CoolGuns/SniperRifles VSS Vintorez]] suppressed sniper rifle. It's a very accurate and deadly (able to pierce even kevlar vests and drop the wearer) weapon within its effective range of 400 meters, as the subsonic bullet is heavy and drops fast at longer ranges. It was specifically designed for maneuverability in urban areas, where extreme range shooting is rarely a concern[[note]]so much so that the Vintorez has the option to [[MoreDakka go full automatic]], and is one of the few sniper rifles with that option[[/note]].
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