Rifle Scopes To Zero Stop or Not?

nashlaw

Gunny Sergeant
Minuteman
Jul 16, 2006
1,592
15
manchester, tn
I am spec'ing an expensive build(expensive for me, anyway) and am thinking long and hard about a Nightforce. What experience do you have with the zero stops- good, bad, indifferent? Are they worth the extra jingle?
 
Re: To Zero Stop or Not?

Need more info on the build and the scope.

If you're building a 243 and using a Nightforce with a 10mil knob, then it's not 100% needed, it's hard to get lost when you don't have to turn the knob one full turn to get to over 1k.

Now if you're building a 308 and using moa and have to spin the knob 3 or 4 times to get to 1k then zero stops are worth it.
 
Re: To Zero Stop or Not?

Of course its dependent upon the use-if you are only going to shoot fixed distances on a square range, you'll be ok. If you are ever going to crank more than one turn (lower cost nightforce's don't have a lot of adjustment per turn) under stressful field conditions, its definitely worth the small up front cost.
 
Re: To Zero Stop or Not?

My set up was as Jason stated, 308 with np-r1/moa knob, so it took me 3~4 turns to get to 1000yd. I had zerostop when I had my NF, very useful.
 
Re: To Zero Stop or Not?

I wouldn't get a nightforce without zerostop myself. if your clicking around for long range shots it's handy, but you can also have your zerostop set at one point and have a physical zero, you can then position the zero on your turret to be on another zero giving you two zero's. it's a neat feature you have to use for what your are doing to realize it's full potential
 
Re: To Zero Stop or Not?

Don't blow me out of the H20 on this, but I have never used a scope with a zero stop:

How does it work? Do you set it, for example, for your 200yd zero and if you get lost default to that?

 
Re: To Zero Stop or Not?

<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/SRnU0LK_m1w"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/SRnU0LK_m1w" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"> </embed></object>

<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/YK19des7CYM&feature=related"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/YK19des7CYM&feature=related" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"> </embed></object>

<object width="425" height="350"> <param name="movie" value="http://www.youtube.com/v/IDt4rlQXuLM&feature=related"></param> <param name="wmode" value="transparent"></param> <embed src="http://www.youtube.com/v/IDt4rlQXuLM&feature=related" type="application/x-shockwave-flash" wmode="transparent" width="425" height="350"> </embed></object>
 
Re: To Zero Stop or Not?

<div class="ubbcode-block"><div class="ubbcode-header">Originally Posted By: Opticsspecialist</div><div class="ubbcode-body">I wouldn't get a nightforce without zerostop myself. if your clicking around for long range shots it's handy, but you can also have your zerostop set at one point and have a physical zero, you can then position the zero on your turret to be on another zero giving you two zero's. it's a neat feature you have to use for what your are doing to realize it's full potential </div></div>

Thanks much as i dont use stops either but i need a few scopes and the two ERL scopes will definately have stops. Nice to have the two zero's as explained. Again appreciate the explanation without the attitude to go with it.
 
You must be at least 18 years of age to use this site
You confirm that you are at least 18 years of age by continuing to use the site.