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- Map tips: Woods
This is not a complete guide to Woods. It’s just a collection of tips to help you start exploring and get familiar with the map. Woods is one of the most difficult maps to navigate because it’s mainly forests, mountains, valleys, and plains, with trees blocking your view . There are very few buildings to serve as landmarks, but there are some recognizable areas that can help. In addition to recommending the excellent Ultimate Woods Beginner Map Guide by Pestily , here are a couple of tips I think will help you. Even though the map has few landmarks, there are three very useful ones: The large mountain in the center of the map. When you’re south of it, it’s very visible and helps you determine where north is. An image from Pestily's Woods Guide I linked above When you’re north of the mountain, use the two landscapes in the northwest and northeast as references. They’re easily recognizable and marked on some maps. (Note: this image is low resolution; here’s the original high-resolution version that you can zoom in on to better see the northwest and northeast landmarks). Other important tips: Watch out for mines (USEC CAMP and the west/southwest edges of the map) and restricted areas guarded by snipers (north and east edges of the map). Some spawn points are near minefields , so when you spawn, avoid running around until you figure out where you are. Mines are usually marked with skull signs . The minefield near USEC CAMP isn’t marked with signs or other indicators! As shown in the image, two spawn points are very close to it (the 2 yellow arrows). The image also shows the left edge of the map, which is also a minefield . The border of this minefield marked with skull signs. If you look at the full map, you'll notice that this minefield extends along the entire west edge and continues to the southern edge as well. While watching Pestily’s video, and then when you will be exploring the map yourself, memorize the main areas of the map (like Old Sawmill, Sawmill, Sunken Village, Scav Bunker, etc.) and extraction points. Woods is the hardest map to orient yourself on when spawning. It’s already challenging during the day and even harder at night. There are players with thousands of hours in the game who still take time to figure out where they are when they spawn in. Try to identify spawn points on the map while exploring. Power lines and pylons are great landmarks to help you figure out your location and direction. Woods has many hidden cashes (also known as hidden stashes) . Since the map is large and spread out, you can avoid risky areas where players are likely to be and do a “cache run” (or "stash run") to fill your inventory with loot to sell or use. Give it a try! The compass you get from one of the first quests, Search Mission , is very handy for exploring Woods. However, once you become familiar with the map and learn to recognize its landmarks, you will be able to orient yourself without it. WARNING: Avoid attempting to reach the hidden cache north of the Power Line Passage extract. Since the introduction of the new flare extract point, Power Line Passage , newly added snipers who protect the extract point have been reported to fire at players who venture too close to the western map border in that area. Previously, players could safely reach the hidden cache despite its location within the minefield marking the map border, as a known safe path allowed access. However, with the addition of new sniper Scavs, that area is now considered too close to the extract, and they will open fire on anyone attempting to reach it.
- Height Over Bore: Why Your Bullets Don’t Go Where You Aim
Escape from Tarkov includes many realistic mechanics that influence how your bullets behave, but one of the most misunderstood (or not known) is Height Over Bore (HOB). It’s simple once you see how it works, yet ignoring it can make you miss “easy” headshots at close range. Here’s what it is, why it exists, and how it affects the point of impact at different distances. Where Bullets Actually Come From in EFT First, a key distinction: In many arcade-style FPS games, bullets are fired from the center of the screen , as if they came from the player’s eyes or directly from the reticle. In Escape from Tarkov , bullets are fired from the muzzle of the barrel , following the true angle of the weapon. This means: your sight line (iron sights or optic) starts higher, the bullet trajectory starts lower, from the barrel. These two lines don’t match at the start; they only intersect at certain distances . That initial offset is what creates the Height Over Bore effect. What Height Over Bore Actually Is Height Over Bore is the vertical distance between the barrel’s axis and your optic . the barrel is lower, the optic is higher. Since Tarkov fires bullets from the muzzle of the barrel , at very close range your shots will land (Point of Impact, or POI) below your Point of Aim (POA) . How much depends on: how high your optic sits, which depends on the weapon layout and other factors (riser mounts, tall rails or scopes), the engagement distance, and the zeroing setting. When POA and POI Finally Meet Even though your point of aim (POA) and point of impact (POI) start out misaligned because of Height Over Bore, they will eventually meet at specific distances. This happens because the barrel is angled slightly upward relative to your sight line , causing the bullet’s trajectory to rise and intersect that line for the first time (the near zero) . At this distance, your shot will land exactly where you’re aiming, because the upward arc of the trajectory compensates for the initial offset between optic and barrel. Beyond this point, the bullet continues upward for a short stretch before gravity takes over, after which it begins its downward arc, eventually crossing the sight line again (the far zero ) and then continuing its trajectory below it. At very short distances (before the bullet trajectory and the sight line intersect), the bullet will hit below the sight line. B is the near zero. C is the far zero. How Distance Changes the Effect Let's see what happens when a weapon zeroed for 50 meters fires a bullet in Escape from Tarkov. 0–20 meters: the realm of Height Over Bore At extremely short and short distances: the bullet has just left the barrel, it hasn’t “caught up” to your sight line yet. Practical result: Aim at the head at 5–10 meters, and the bullet lands lower, hitting the neck or chest instead. And if the enemy is partially behind cover and only the head is exposed, the shot can strike the cover instead of the body. The closer the impact distance is to the near zero (50 m), the more the bullet's trajectory rises and the less pronounced the HOB effect becomes. 50 meters: the bullet meets your sight line At the distance your weapon is zeroed (in our case 50 m): the bullet’s trajectory rises , it crosses the sight line for the first time (the near zero ). Here, your point of aim and point of impact are usually very close , often effectively identical. Medium-long and long distances: above, then below the sight line After the first intersection with your sight line: the bullet continues to rise and goes slightly above it, reaches its highest point , begins to fall, crosses the sight line again (the far zero ), and then continues dropping below it. Depending on your distance and your zeroing: the impact can be below , above , or below again relative to the reticle, even though your aim hasn’t changed. Notice that for long-distance shots and higher zeroing settings, the far zero comes into play instead of the near zero , and if you’re using a tracer round, you’ll see the tracer appearing to come from above. To keep this article focused on Height Over Bore, we stop here, but if you want the full ballistic picture (near/far zero, complete curvature, practical charts), you can read the in-depth companion article here: We are not shooting laser weapons: EFT ballistics explained And What About Zeroing? Does It Affect Height Over Bore? Zeroing does not change the physical distance between the optic and the barrel; that part of HOB is constant. What zeroing does change is the angle at which the barrel points, so the bullet meets your sight line at a specific distance (50 m, 100 m, etc.). In practice: At very close range , the bullet will always hit lower than the reticle because it leaves from the barrel, not the optic. Zeroing only changes how much lower, not whether it happens. As distance increases, the combination of: Height Over Bore, bullet trajectory, and zeroing determines whether the shot lands low, exactly on point (near zero), high, exactly on point again (far zero), or low again. Depending on your zeroing, your shots can still land lower than your point of aim at medium distances. For instance, with a 150 m zero, aiming at the head of a target at 50 m may result in a neck hit unless you hold slightly higher. But this is no longer the HOB effect, this is the zeroing effect. How to Apply This Knowledge in Real Fights A quick practical summary: Under 15 meters: The bullet starts from the muzzle of the barrel → it will arrive below your aim point. For headshots, aim slightly higher . Around 50 meters (with a 50 m zeroing): The bullet is crossing the sight line → expect near point-of-aim accuracy . Beyond 50 meters: Bullet drop, near/far zero, and zeroing become the main factors. This is where your deeper ballistic knowledge becomes essential. Height Over Bore in Escape from Tarkov is not just a technical curiosity, it’s the reason your bullets sometimes refuse to land where your reticle is pointing at close range . Understanding that: bullets originate from the muzzle of the barrel , your optic sits higher than the barrel, and the sight line intersects the bullet’s path only at specific distances, helps you: avoid missing close-range headshots, aim correctly at different ranges, and connect the dots between Height Over Bore, zeroing, and full bullet trajectory. As mentioned above, you can read more in-depth info about EFT balistics in the article We are not shooting laser weapons: EFT ballistics explained ____ There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial section!
- We are not shooting laser weapons: EFT ballistics explained
Having trouble hitting your shots? Why do bullets sometimes unexpectedly land above or below your intended target? In this deep dive into EFT ballistics, we’ll explore what happens when you fire a bullet and just how realistic its behavior is. Recently, I came across an interesting post on Reddit by user newSillssa , which confirmed some ballistics principles I already knew while also teaching me a few new things. While I don’t claim to have become an expert, I’ll try to explain what I’ve learned in a simple way. No, We're Not Shooting Laser Guns The first thing to understand is that in a game simulating realistic ballistics like EFT, bullets don’t travel in a straight line like laser beams. Instead, they’re subject to gravity (or at least a simulation of it), and as soon as they leave the barrel, gravity starts pulling them downward, causing them to follow a curved trajectory . The more “powerful” a bullet is (which depends on the explosion of the gunpowder and the force it generates), the more kinetic energy it carries, and more muzzle velocity. This means its trajectory will be flatter and longer, allowing it to reach farther distances. With less "power" and kinetic energy, gravity pulls the bullet down sooner, resulting in a shorter range. Check out this demonstration of a projectile trajectory in a video by the great EFT sniping expert and streamer SgtPrepperTV . The Barrel and Sights Are Not Parallel Parallel lines never meet, so if your gun’s barrel and sights were parallel, you would never hit your target accurately. When you also consider that bullets don’t travel in straight lines, things get even trickier. In reality, the barrel and sights are angled so that the bullet’s trajectory and your line of sight through the sights intersect. The point where they meet is called the "zero". With precision scopes, this zero is adjustable. You can tweak the scope’s angle relative to the barrel so that the point of intersection gets closer or farther away from you. For example, if you need to hit a target at 50 meters, you’d set the zero to 50 meters. If the target is at 100 meters, you’d adjust the zero to 100, and so on. There Are Two Zeros: the Near Zero and the Far Zero If bullets traveled in a straight line, the point where the bullet and your line of sight intersect would be singular. However, since bullets follow an arc, there are actually two intersection points. As seen in the diagram, the bullet exits the barrel, which is slightly angled upward, and begins its arc. Depending on how the sight is set, the bullet will first cross the line of sight at a certain distance, known as the n ear zero (B). If there are no obstacles, the bullet continues its upward trajectory, pushed by the kinetic energy from the gunpowder explosion. However, this energy gradually dissipates due to gravity and air resistance. As the bullet moves, its kinetic energy decreases, and after reaching its peak, it begins to fall, crossing the line of sight again. This second intersection point is called the far zero (C). Adjusting Aim Since it’s impossible to adjust the zero for every possible distance, and typically there are set adjustments for 50, 100, 150, 200 meters, and beyond (depending on the sight), if your target is at a distance in between these settings or beyond the maximum setting, you’ll need to adjust your aim by aiming higher or lower . Additionally, you may need to make quick adjustments if you don't have time to change the zero , such as when an enemy appears suddenly, and you need to take them out before they shoot or escape your view. In these cases, it's of crucial importance to know whether you're using the near zero or the far zero to aim at your target , as this will determine whether the bullet is on the ascending or descending part of its trajectory when it hits. Why? Looking at the diagram again, you’ll notice that in the case of the near zero , the bullet is below the line of sight before it reaches zero and above after passing it. This means if your target is closer than the near zero , you’ll need to aim higher to hit it. If it’s farther away, you’ll need to aim lower. If you’re using the far zero , the situation is reversed. The bullet is above the line of sight before it reaches zero and below after it passes. So, if your target is closer than the far zero , you’ll need to aim lower, and if it's farther, aim higher. This is precisely what happens in the video newSillssa posted on Reddit. NewSillssa was confused because their first shot, aimed above the enemy’s head, missed, while the second shot, aimed lower, hit the head. They had their zero set to 50 meters, but the target was 160 meters away. The confusion arose because newSillssa expected to hit their shot by aiming higher , given the target was farther than their set zero , but they didn't account for the bullet’s arcing trajectory. In fact, by setting the zero to 50 meters, the far zero was beyond 160 meters and thus well past the target . Being already in the downward part of its trajectory, by aiming above the target (the enemy’s head) the bullet flew over it . Aiming lower, at the torso level, the bullet struck the enemy’s head. Their calculation would have been correct if the target was closer and they were using the near zero , so that the projectile was still in its upward part of its trajectory. But since the target was far away, and already in the downward part of its trajectory they should have used the opposite calculation, for the reasons I explained earlier . Know Your Weapon By now, it should be clear how important it is to know your weapon and the trajectory of its bullets. This trajectory is affected by both the weapon and the type of ammunition used. By understanding these factors, you’ll know at which distance the bullet will reach the peak of its arc and begin descending. This allows you to calculate where to aim depending on whether your target is closer or farther than this peak. For example, when using an M4A1 with M855 ammo, we know that the bullet’s trajectory peaks around 50-60 meters, which helps us adjust our aim for targets either closer or farther away. EFT vs Real Life As for realism, any real-life marksman will tell you that EFT’s ballistics simulation is simplified and lacks some real-world factors, such as wind affecting a bullet’s trajectory. However, it’s fair to say that the elements present are faithful to reality. All Clear? To be honest, when I first saw newSillssa ’s video, read the post, and went through the explanations in the comments, I was confused. But after re-reading and studying the diagram I’ve shared here, everything made sense. I hope I’ve explained these concepts clearly, helping you improve your aim and achieve more success in EFT. If not, feel free to ask questions in the comments . I’ll be happy to clarify. You can also check out the original Reddit post or the web page linked in the post , from which I’ve taken some of the ideas and diagrams used here. One More Thing: Height Over Bore There is another important aspect of shooting mechanics that you need to understand to consistently hit your targets in Tarkov: Height Over Bore (HOB) . So far, we have focused on bullet trajectory, zeroing, and the fact that rounds do not travel in a straight line. But there’s an additional detail that has a big impact at close range, and it comes from how the weapon is physically built. In Tarkov, bullets are fired from the muzzle of the barrel , while your sight line comes from a point much higher — your iron sights or optic. These two lines only intersect at specific distances, and before they do, your rounds will land below your point of aim. This is why close-range shots can feel inconsistent, and why aiming slightly higher is sometimes necessary to secure precise hits at very short distances. If you want to learn more about how Height Over Bore affects your shots — especially in close-quarters engagements — you can read the dedicated article here: Height Over Bore: Why Your Bullets Don’t Go Where You Aim ____ There’s always something new to discover in Escape from Tarkov ! Stay up to date with the latest News , Tips & Tricks , and In-Depth Guides , by checking out our links or starting from our Homepage . New to the game or just looking for more insights? Don’t miss our EFT: Tutorial section!
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- The Tarkov Central | Escape from Tarkov news and updates
Explore THE TARKOV CENTRAL for the latest Escape from Tarkov news and updates, info, tips, and deep dives on Escape from Tarkov. Learn how to play with our tutorial and guide. Live Updates Sat 15.11.2025: After 13 years of development and 8 of closed beta Escape From Tarkov 1.0 has been RELEASED!! Sat 15.11.2025: After 10 years of closed beta Escape From Tarkov 1.0 has been RELEASED!! live updates scroll to left button live updates scroll to right button THE TARKOV CENTRAL Your go-to source for the latest news, guides, analysis and resources for Escape from Tarkov Help! I am new to Tarkov. Follow the EFT Tutorial News Tips & Tricks & Bugs Deep-Dives Game Features Resources Arena Community TTC Blog EFT Tutorial Search The Tarkov Central Welcome to The Tarkov Central, your go-to source for the latest news and insightful analysis on Escape From Tarkov. Whether you're looking for breaking headlines, tips, in-depth features, or thought-provoking opinions, we have you covered. Popular Tags BSG (18) 18 posts Tips and Tricks (14) 14 posts Bugs (14) 14 posts Patch Notes (13) 13 posts News (13) 13 posts Learning EFT (9) 9 posts Arena (7) 7 posts Nikita (7) 7 posts FAQ (6) 6 posts Streamers (6) 6 posts Breaking News (6) 6 posts Moneymaking (6) 6 posts Quests Help (5) 5 posts Quests (5) 5 posts Performance (5) 5 posts Maps (5) 5 posts Flea Market (4) 4 posts Gear (4) 4 posts Event (4) 4 posts Interview (4) 4 posts Cheaters (3) 3 posts Cheating (3) 3 posts Cheats (3) 3 posts Warning! (3) 3 posts Deep-Dive (3) 3 posts Patch 0.15 (3) 3 posts FPS (2) 2 posts Ballistics (2) 2 posts Cheating Problem (2) 2 posts Halloween (2) 2 posts Community (2) 2 posts Help (2) 2 posts Weapons (2) 2 posts Secret Changes (2) 2 posts Pestily (2) 2 posts DLSS (2) 2 posts Hideout (2) 2 posts FIR (1) 1 post Boss (1) 1 post Free Weekend (1) 1 post Future of EFT (1) 1 post g0at (1) 1 post Boss Spawn Chances (1) 1 post Game Features (1) 1 post Gear Fear (1) 1 post Follow Us Featured Articles 1 2 3 4 5 T.I.L. (Today I Learned) FAQ Should I buy and play Escape from Tarkov? Is it a good time to start playing Escape from Tarkov? Are my PC specs good enough for Escape from Tarkov? I don't have much time to play. Can I still have fun in EFT? How bad is the cheating situation in Tarkov? I've read it's unplayable! What Edition of Escape from Tarkov Should I Buy? Should I play PvP or PvE? I've started playing EFT, but I don't understand what I'm supposed to do! I've started playing, but I always die and can't manage to extract! I’ve started playing, but I LOST EVERYTHING! Help! I like your content! How can I support The Tarkov Central? EFT Tutorial New to Escape from Tarkov and unsure where to start? Check The Tarkov Central tutorial to guide your first steps in the Norvinsk region. It won’t be easy, but our tips will make everything clearer and less frustrating. Latest Articles 1 2 3 4 5 News + Read More Tips & Tricks & Bugs + Read More EFT Resources + Read More Game Features + Read More Deep-Dives + Read More EFT: Arena + Read More EFT Community + Read More TTC Blog + Read More
- Don’t Re-Peek! | The Tarkov Central
Learn tips and tricks to survive more in Tarkov. Avoid re-peaking and other great tips and techniques to survive and win fights in Escape from Tarkov. EFT Tutorial and Guide THE TARKOV CENTRAL News Tips & Tricks & Bugs Deep-Dives Game Features Resources Arena Community TTC Blog EFT Tutorial Intro EFT Tutorial A beginner guide to EFT Just a Few More Words Before We Begin! Choices What is Escape from Tarkov? Choose Your Own Path SCAV or PMC? PvP or PvE? Solo or Team? USEC or BEAR? Where Am I? Your First Objective: Extraction Spawn Points and Extraction Points Just follow the waypoint! Where Am I? Learn maps one at a time Which Map Should I Start With? Exploration Map Knowledge The First Step: Practice Mode Ready, set, go Exploration Trying Out Missions Loadout, Damage, Health The Right Gear Health & Injuries Food & Drinks Damage, Armor and Ammo Weapon Choice Basic Loadout Bring The Right Kit Weapons and Aim The Second Step: Knowing Your Weapons an Aiming and Weapon Control Experiments in Factory ADS and Point Fire Weight, Movement and Stances Weight Movement Stances Combat: AI The Third Step: Real Targets Tagged and Cursed Stay safe Caution, Patience, and a Cool Head Are V Never Give Up Listen Carefully If You Think You Heard Something, You Di Cautious, But Never Passive Peaker Advantage If You Decide to Stay Still, Don't Move! Fighting the AI Don’t Re-Peek! Granada! Don’t be afraid to run Loot Looting Types of Loot and Where to Find It Too much loot! Simultanous Actions Interrupting Actions Combat: PvP The Fourth Step: Time to Get Serious So Many Deaths Your First Raid Timing and Map Flow Your First Loot Your First Kills Primary Objective: Survive Wrapping it up Now It’s Your Turn Appendix How to Improve Further Find You Pace and Playstile Time Management Moneymaking When You Die, You Lose Everything Know Your Enemies Don’t Re-Peek! It’s worth repeating: when in combat with AI never peek from the same cover twice in rapid succession, unless you’re desperate or seriously tempting fate! The AI remembers your position and is programmed to react faster each time you peek out to look or shoot. As mentioned, it may not shoot immediately the first time, but if you stay exposed too long or make the mistake of peeking again, your chances of survival are slim . This is a golden rule in EFT that every seasoned player will recommend (although even the experts sometimes slip up and get one-tapped as a result!). TIP : When in combat with other players re-peaking can be as much dangerous as with AI, but it’s easier for a player to not react fast enough if you peak just for an instant and it can be a way to bait them to shoot and waste ammo. And when they reload you can take the chance to attack and kill them. Next: Granada! comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment.
- Learn maps one at a time | The Tarkov Central
Tips, Tricks and Suggestions on how to learn maps in Tarkov. Learn to orientate and where to go with our comprehensive Escape from Tarkov Tutorial and Guide. EFT Tutorial and Guide THE TARKOV CENTRAL News Tips & Tricks & Bugs Deep-Dives Game Features Resources Arena Community TTC Blog EFT Tutorial Intro EFT Tutorial A beginner guide to EFT Just a Few More Words Before We Begin! Choices What is Escape from Tarkov? Choose Your Own Path SCAV or PMC? PvP or PvE? Solo or Team? USEC or BEAR? Where Am I? Your First Objective: Extraction Spawn Points and Extraction Points Just follow the waypoint! Where Am I? Learn maps one at a time Which Map Should I Start With? Exploration Map Knowledge The First Step: Practice Mode Ready, set, go Exploration Trying Out Missions Loadout, Damage, Health The Right Gear Health & Injuries Food & Drinks Damage, Armor and Ammo Weapon Choice Basic Loadout Bring The Right Kit Weapons and Aim The Second Step: Knowing Your Weapons an Aiming and Weapon Control Experiments in Factory ADS and Point Fire Weight, Movement and Stances Weight Movement Stances Combat: AI The Third Step: Real Targets Tagged and Cursed Stay safe Caution, Patience, and a Cool Head Are V Never Give Up Listen Carefully If You Think You Heard Something, You Di Cautious, But Never Passive Peaker Advantage If You Decide to Stay Still, Don't Move! Fighting the AI Don’t Re-Peek! Granada! Don’t be afraid to run Loot Looting Types of Loot and Where to Find It Too much loot! Simultanous Actions Interrupting Actions Combat: PvP The Fourth Step: Time to Get Serious So Many Deaths Your First Raid Timing and Map Flow Your First Loot Your First Kills Primary Objective: Survive Wrapping it up Now It’s Your Turn Appendix How to Improve Further Find You Pace and Playstile Time Management Moneymaking When You Die, You Lose Everything Know Your Enemies Learn maps one at a time Since maps are large and intricate, full of details and POIs to learn, the best approach is to pick one map and learn it well enough to recognize (or find out quickly) where you are when you spawn, and know where the extraction points are. While doing this, you’ll also start picking up on other aspects of the game. If you’re lucky enough to have two monitors, keep the map open on the second screen. Alternatively, you can use a tablet or your smartphone (there are also dedicated apps), or simply keep the map open in the background and press ALT+TAB to switch from the game to the map whenever you need to consult it. Next: Which Map Should I Start With? comments debug Comments Write a comment Write a comment Share Your Thoughts Be the first to write a comment.




