rob.kedar@hotmail.co.uk
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DayZ Combat/Firefight guide(?)
rob.kedar@hotmail.co.uk replied to vaalea (DayZ)'s topic in New Player Discussion
Sorry for double post but I thought I'd add to what I've said. Try and pay attention to the sound of the incoming fire its one of the biggest assets you have to locating your enemy. The crack you'll hear is the bullet passing you faster than the speed of sound, try and listen to the "thump" as thats the sound emitted from the enemys muzzle. That will give you an idea of direction, but the trained ear can distinguish rough distances as well by the time delay between the crack and thump. If its immediate, your targets obviously close. If theres a one second between the noises he'll be around 300 meters, 2 seconds and you've got a long range shooter and you'll be able to avoid getting hit by making yourself a hard target. -
DayZ Combat/Firefight guide(?)
rob.kedar@hotmail.co.uk replied to vaalea (DayZ)'s topic in New Player Discussion
I use my military experience as this mod is based off ARMA its pretty effective I've just modified it slightly. 1. Fire two to three rounds in the general direction of the enemy (doesnt matter about aiming or accuracy, your trying to achieve a bit of suppression) 2. Make a very short, quick, zig zagging run either to ground or a nearby piece of cover 2. Crawl into cover (so enemy cant see what position your taking up) 4. Locate your enemy by observation or failing that firing into likely positions, and as a last resort movement on your part. 5. Once located begin supressing accuratly, 1 round a second into his immediate vicinity even if he's taking cover. Dont allow him to observe, fire or move without getting hit. 6. If you have a friend use them to assault via a flank, make sure your still supressing the enemy though. 7. If your on your own decide whether your going to assault or withdraw, base this decision on available cover moving towards or away from your target your ammunition state, if you have inferior firepower etc. 8. If assaulting or withdrawing try to make short bounds between cover, I often say in my head "I'm up, he's seen me, I'm down". By the time you've said those words you want to be prone or in your next bit of cover. -
It might make a whole new aspect to banditry, Piracy! :) Imagine looting a vessel only to see a RIB full of nasty pirates pelting towards you!
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Making Humanity Points Useful
rob.kedar@hotmail.co.uk replied to rob.kedar@hotmail.co.uk's topic in DayZ Mod Suggestions
No I wouldnt say that, this surely encourages grouping full stop irrespective of whether your a bandit or hero. It's still rewarding bandits for group play, although group play wouldnt be enforced only encouraged and rewarded. If we're going down the road of a zombie simulation which this is what its meant to be wouldnt it be realistic that charectors just like real people need a certain amount of social contact to maintain a healthy outlook on life? I'm not saying lets impose somthing really strict that destroys the lone wolf approach. -
Making Humanity Points Useful
rob.kedar@hotmail.co.uk replied to rob.kedar@hotmail.co.uk's topic in DayZ Mod Suggestions
Well if you didnt know how much humanity you had would you consider doing more multiplayer acts just to top it up every so often so that your player doesnt go bats**t crazy? -
Making Humanity Points Useful
rob.kedar@hotmail.co.uk replied to rob.kedar@hotmail.co.uk's topic in DayZ Mod Suggestions
Well as for VOIP being used to track, make your humanity points invisible to the player so they cant tell? And maybe put a cap on how much humanity can be gained by using VOIP or at least an hourly limit? Thanks for your constructive critism mZLY lol -
I hear about people saying we need to fix or discourage the shoot on sight mentality, dont get me wrong I think its a key aspect as long as its balanced. Maybe in the standalone some sort of social/psychological effects could be implemented. Not somthing thats going to intrude on gameplay hugely but perhaps the more time you spend as a lone wolf the more it will take its toll on your charectors mental health. For example maybe you could hear voices or noises that arent there due to paranoia or previous traumatic events? This would add the the tension thats probably been missing since you realised the zombies arent all that harmful. Maybe even visual events such as seeing halucinations, peoples faces in a window you pass, shadows of none existant people and maybe for the most extreme player killers they could actually see every player as a zombie due to being some messed up individuals? So how would you balance this you might ask? Humanity points, the more you have the better mental welfare you have, but you could still gain some humanity points by working as a bandit team although it should be reduced. This way I believe human interaction could be encouraged in a realistic way without completly ruining the player vs player aspect of the game, perhaps it will even reduce the 1km psycho snipers shooting new spawns? On a side note maybe you could gain humanity points by using the in game VOIP when other human players are in range, this could offer an alternative to teamspeak/skype users. Maybe its a terrible idea, you'll judge me harshly if it is lol.