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Everything posted by -Gews-
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I actually like the idea, spawning on the coast is kind of boring. So what if people are a couple kilometers closer to the NWAF? It's totally worth it for all the benefits of people actually populating the whole map and not just the cities.
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Is wind a factor in SA already? Is wind constantly blowing to the East?
-Gews- replied to crazyandlazy's topic in General Discussion
Any wind is purely visual. It's not a factor that effects the flight of bullets. -
That's why I specifically said it's not a suggestion. Try improving your reading comprehension.
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That doesn't address my point: guns would be more threatening if they were all one shot kills, guns and gunshot wounds being more threatening that they are currently would be more "authentic", in that way one shot kill = authentic. Like I said this wasn't an actual suggestion.
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So, I MIGHT have combat logged....and something very confusing...
-Gews- replied to crazykage's topic in General Discussion
Did you adjust your sound levels beforehand? Heh. -
How so?
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And to add to the above comments the effect also depends on the mental state of the person... example, if an animal gets shot after it is already alerted, it is more likely to take off running (and then expire) than an animal which is shot whilst blissfully unaware, bang-flop. I imagine the same is true for humans. Don't know how it would be feasible to incorporate that.
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The effects aren't authentic, the emotions created are. Running up against an AS50 or DMR was always quite a lot scarier than running up against an AK-74. I did say this is NOT a suggestion because I have the same opinion, in terms of realism it would be stupid.
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Remove weapon inaccuracy due to damage.
-Gews- replied to nazar.nk90@gmail.com's topic in Suggestions
Certainly not. Intentional. Maybe they will rework it but who knows. "If that was the case, then why: -is the Mosin way more accurate than the M4? -are survivors less stressed or better trained when holding a Mosin? -why does adding a muzzle compensator or Magpul stock dramatically increase the accuracy? -why does a bipod turn the Mosin into a de facto M24?" -
Remove weapon inaccuracy due to damage.
-Gews- replied to nazar.nk90@gmail.com's topic in Suggestions
Pretty sure it was. The values are very specific, you don't come up with something like "0.0440968" just by choosing randomly. -
What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
Same with me... but they aren't, so I'm not happy. Hey, you asked: MR DELICIOUS: "It is intended to be as close to it's real life counterpart (however well it does it)." [...] "Give me specifics of how it isn't. I'd be really interested to know." I don't like the instant knockouts. I don't have any agenda past realism, fresh spawns should be able to beat people to death. I don't like the way it's handled, it does not feel "authentic" when a single well-aimed punch is pretty much instant death. Chance of knockout, yes, insta-knockout, no. Fists should not be the game's best melee weapon. It's not that easy in real life. -
Baaaaaack to the very first post:
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Not very relevant to the discussion of inaccuracy since no one has a problem with the accuracy of Magpul™ and bipod (unless they mean "too accurate"). You'd probably have the accuracy to probably shoot a zombie from 1000 meters with that combo, if you could see him. It affects gameplay by making me dump an M4 carbine for an old bolt-action at the first opportunity. Not very authentic if you ask me. The point you are making about the "gameplay value" of poor accuracy also runs contrary to your comment about Magpul parts and bipods... as well as the Mosin-Nagant's 1-shot kill capabilities and far superior accuracy. According to your above statement these magically accurized things would logically dimish people's gameplay, no? I did learn it, hence the thread. I don't want that flashy Magpul stuff to be a requirement for my gun to be effective and I don't want the nice weapons simulation of this infantry-based "anti-game" to be turned into some kind of arcade-like attachment-hunting nonsense.
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For zombies you need to get off their line of attack and punch them in the side of the head. They'll fall down and then you punch them in the head some more. When they stand up they'll just fall right back down again.
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My reasoning seems sound to me, leaving the C96 out would be more "authentic" than including it. Time spent working on a C96 is time that could have been spent on something else. There are other firearms out there. The Tokarev is not a collector's firearm, with the Yugoslavian M57 and Chinese Type 54 as well as Darra-made Pakistani ".30 bore" copies it's extremely widespread. There are millions upon millions. They made twice as many M1895s compared to Mausers and it was standard issue. I like the Broomhandle Mauser but we're just going to have to disagree on this one. :ph34r:
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Working as intended, zeroed at 200 it will be less than 2.5" high at 100.
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It exists and like many other things it is rarely used. "SOCOM13-005:" "Today, there is no sub-sonic ammunition currently type classified for use in the calibers provided by any DoD Service... no current sub-sonic rifle round will consistently cycle the action on gas operated weapons." That rules out the USMC explanation. Just because something exists doesn't mean it is likely to be seen. Same could be said for many other in-game items however (Payday masks, Magpul products, Colt Pythons). If someone did all that to get SS to cycle their rifle would be unreliable with full power ammunition, overgassing, bolt bounce, premature wear, potential feeding problems... does not seem like a good tradeoff for the post-apocalyptic survivor. YouTube... I won't believe it's "reliable" until someone does actual tests on its reliability. Not players, people in the real-life equivalent. It is an opinion but so is everything to do with this game. Which is a completely different animal... designed from the outset to be as effective as possible while remaining subsonic, used by several militaries, actually fairly popular in the Chechen wars... 9x39mm would make more sense to see than 5.56mm subsonic and as a subsonic cartridge it makes more sense as well.
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Yes. If you want the quietest sound possible you need to eliminate the sonic crack. Yes. Video game logic is subsonic rounds appearing in the first place (below). On gunsmithing: just because it's possible doesn't mean it's plausible. Players are not going to find machine shops and start making modifications. Fair enough. I see it cycling the action. I don't see it reliably cycling the action, that's just what the ad copy says it will do and would require further testing to verify. It also says it's "restricted" which means no customer reviews. Going back to this: Yeah, okay, you are right: just because something is redundant or of limited use isn't a valid reason for excluding it (see Ozelot on .22 LR). Ranting about the poor ballistics was myopic. So to the real reason I don't want to see subsonic 5.56 rounds: You wouldn't find subsonic 5.56 rounds in the game world, they don't fit the Chernarus setting, survivors wouldn't attempt to create them either, their inclusion would be not at all believable. That goes for subsonic cartridges for pretty much all other rifle calibers as well. One could come up with some kind of backstory to attempt to explain their presence but the same could be said for anything.
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Nope, suppressors are a prohibited device under Section 84 (1). There is no need to shoot them - it's quite obvious that subsonic 5.56mm has far too many drawbacks to be worth using it. "Video game logic" because many people don't understand all the problems subsonic 5.56mm would create. If ARMA 2 had done it properly it would have had less damage than a Makarov and it likely wouldn't reliably cycle, so in ARMA terms you'd have a "sometimes bolt-action" Sa61 SD.
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What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
-incorrect muzzle velocity -incorrect aerodynamics -incorrect iron sight adjustments -incorrect dispersion -incorrect rate of fire -incorrect attachment effects -incorrect scope zoom and settings As for the zombie thing, if their nervous system don't work, how come a fire axe is an instant kill on them, but not on players? It doesn't make sense and there's really no logical explanation. -
What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
How is it in any way close to its real life counterpart? Specifics please. Back to the punching: why do punches knock players out but only knock zombies down? -
What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
As close as possible to real life, no, not even intended to be. And it's actually less powerful than either pistol. -
What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
It, and its attachments, are most certainly "balanced". My 2 cents. -
What do you think of fresh spawns being able to punch?
-Gews- replied to Chungmugong's topic in General Discussion
The M4A1 begs to differ.