WARDOGS Sniper/Recon Visibility Calculator: Line of Sight & Bullet Drop

Drop a point on Bakurani, Ozeti or Zestafona and see every patch of ground it can see — live, from the game's real terrain and buildings. Check a target, read the distance and bearing, flip to 3D — and read the bullet drop and holdover for your rifle at that exact range. Free, no account, works on your phone.

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Bullet drop & holdover at this range

Place a target on the map above and its distance lands here — or set any distance by hand. Drop, holdover, time of flight and remaining damage come from the beta's real drag curves and muzzle velocities for every ballistics-modelled weapon.

DROP
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HOLDOVER
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FLIGHT TIME
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VELOCITY
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DAMAGE
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Beta ballistics model (landscape conditions assumed); verified in range where we have footage — expect small deviations at extreme distances. Trajectories are per calibre: the ammo load changes damage, not drop. The map hands over the horizontal distance, which is what the drop depends on; a height difference only changes the angle you hold at.

How the visibility calculator works

Every point on a WARDOGS map can see a certain amount of the ground around it and no more — the rest is hidden behind ridgelines, dips, walls and buildings. Surveyors call that visible area a viewshed. This calculator computes it from the game's own elevation data, extracted from the level files: it casts sight lines from an eye at your chosen height out to the range you set, and paints the ground it reaches green and the ground it cannot reach dark. The maths is the same the map's mortar and rangefinder tools use, so the picture matches the game rather than the map artwork.

  1. Pick Bakurani, Ozeti or Zestafona in the calculator above.
  2. Tap or click the map where you would stand. On a desktop the view already follows your mouse before you click, so you can sweep along a ridge and watch what opens up. Drag the marker afterwards to move it — the picture updates as you drag.
  3. Set your eye: prone, crouching, standing, or a roof / tower height. Set the target: the ground itself (a prone enemy) or a standing player.
  4. Optionally tap a target. The sight line turns green when it is clear and red from the point where it is blocked, and the panel gives VISIBLE or BLOCKED, the distance, the bearing and the height difference.
  5. Switch to 3D to see the relief the sight lines are hitting. It is the same heightmap extruded — nothing to download — and the visibility drapes onto it.

Need markers, drawings, the mortar calculator or a shared squad session on the same map? The same tool lives in the full interactive maps: Bakurani, Ozeti or Zestafona.

Terrain and buildings

MapElevation sourceBuildingsGrid
BakuraniGame landscape heightmap, calibrated to real metresIncluded — every structure in the level8 m, 2 m near the observer
OzetiGame landscape heightmap, calibrated to real metresIncluded — every structure in the level8 m, 2 m near the observer
ZestafonaGame landscape heightmap, calibrated to real metresIncluded — every structure in the level8 m, 2 m near the observer

On every map the heightmap is a composite: the landscape plus the roof height of every building, wall and tower, so a compound blocks sight exactly the way it does in the game. Trees and vegetation are not in the elevation data — a forest can still hide a player the calculator says is visible. Treat the green area as "there is a clear line to the ground there", and the dark area as "no line of sight, whatever you do".

Height beats distance

Try the tower preset on any hill: a few metres of extra eye height opens up dips and reverse slopes that no amount of sideways movement reaches. Then set the target to standing — a player on their feet shows over low cover that hides the ground itself, which is why a prone sniper in a shallow dip is invisible to the same spot that sees you walking in.

How snipers and recon use it

Bullet drop and holdover

Once the map has ranged a target, the bullet-drop section turns that distance into a firing solution. All eight precision rifles share the same physics — what separates them is muzzle velocity, calibre drag and damage retention. Full stats on each rifle's database page:

RifleClassCalibreMuzzle velocityDamageEffective range
AMR 50Sniper.50 Cal900 m/s1072,000 m
MK22Sniper.308 Win894 m/s601,000 m
SV98Sniper7.62x54mm830 m/s551,000 m
Mosin NagantSniper7.62x54mm865 m/s55500 m
Scout Rifle TDSniper5.56mm975 m/s28300 m
SVDMarksman7.62x54mm800 m/s55800 m
BMR-308Marksman.308 Win880 m/s60500 m
SKSMarksman7.62mm735 m/s42400 m

The picker isn't limited to precision rifles — every ballistics-modelled weapon in the game is in it, so you can check how far your assault rifle or LMG really reaches before drop and damage falloff make it a noisemaker.

FAQ

What does the visibility calculator show?

Everything a player standing at the point you pick can see. Green ground is in view from that spot; dark ground is hidden behind hills, ridges or buildings — computed from the game's own terrain heightmap.

Does it include buildings?

Yes, on all three maps: the heightmap is a composite of the landscape and every structure in the level. Trees are not modelled.

How do I check if I can see a specific target?

Place the observer, then tap the target. The sight line is drawn green when clear and red from where it is blocked, with the distance, bearing and height difference in the panel.

What eye height should I use?

Standing for a normal position, prone when you lie in a ghillie, and a roof or tower preset when you climb. The target height decides whether you need to see the ground (a prone enemy) or a standing player.

What is a viewshed?

The area visible from one point — the surveyor's word for it. This calculator is a viewshed tool for the WARDOGS maps; we call it visibility because that is what it answers: can I see it, and can it see me.

How much does a bullet drop in WARDOGS?

A MK22 drops about 0.45 m at 300 m from a 100 m zero and several metres by 1,000 m. Every rifle differs — the bullet-drop section integrates each calibre's real drag curve from the beta data.

What does zeroing do?

It angles your scope so the trajectory crosses your point of aim at the zero distance — dead-on at that range, slightly high closer, increasingly low beyond it. In game: while scoped, Page Up / Page Down walk it in 100 m steps and show the current zero on the glass.

What is holdover in mils?

The number of mil-dots to aim above the target to cancel out drop. 1.5 mils at 500 m means holding 1.5 dots high.

Which rifle shoots flattest?

The Scout Rifle TD is flattest inside 400 m thanks to its 975 m/s muzzle velocity; the AMR 50's .50 cal round holds its speed best at long range.

Does ammo type change drop?

No — rounds of a calibre share one trajectory in the beta data. HP and AP change damage and penetration, not your holdover.

Is it free and does it work on a phone?

Yes. It runs in the browser with no account or download, and on a phone you tap to place, pinch to zoom and keep the numbers on the map.

Found your spot? Jump back to the calculator, open the full map on Bakurani, Ozeti or Zestafona, or take the range down to the bullet-drop section for your holdover.