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Everything posted by -Gews-
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I don't think actual dispersion is changed at all. The crosshair just doesn't predict the point of impact as well as the sights. If the dot represents the actual exact point of aim in DayZ, then a precise little dot probably isn't a good crosshair to have.
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Depends on the condition, range, sights, ammunition, number of rounds fired, and obviously the shooter so it could be all over the place. The fact it's a Mosin isn't nearly as important as the condition of individual rifle. 8.6 MOA still seems quite high. For game purposes... mmm. I'd put it at somewhere from 3-5 MOA.
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Dispersion should be about the gun, not the player. New players will likely be worse shots than experienced players. Anyways the Mosin currently shoots 8.6 MOA. AFAIK the points of impact are not completely random. Bipod reduces this a great deal. Anyways I don't like this approach much... for game purposes it should have the same dispersion whether it's wearing a bipod or not. The bipod should just make it steadier, thus easier to hit with, like ACE. The bipod isn't suddenly going to replace the old barrel with a shiny new one and tune everything up.
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Haven't checked. However, you can zoom about 44% further when not using your iron sights. Go figure...
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I blame it on the Shining I tried to Jack Torrance a guy I trapped in an empty barracks and who refused to eat my rotten oranges, slowly walked towards him with a fire axe at the low ready and then bam, like Furious the Monkey Boy he suddenly ran forwards and knocked me the fuck out with a couple punches I don't think I'm going to try to Jack Torrance anymore people
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Tactical Vest Ballistic Protection
-Gews- replied to Merrick362 (DayZ)'s topic in General Discussion
Hehehe those two vest provide zero protection. Nice a .45 can take someone out that fast though. Also, fun fact, the UK vest is known as the "UKAssVest" :lol: -
Hehe, whenever I see those masks I go after the wearer as well.
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I'm imagining an Irish Joe Pesci
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It only zooms 1.4x instead of 3.5x like it's supposed to. It's not for performance reasons since ArmA 3 has the same type of 3D scopes and they zoom correctly; they just don't use picture-in-picture.
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Can I kill zombies fast with melee weapons other than axes?
-Gews- replied to mySoup117's topic in New Player Discussion
Just don't use a knife, they're junk, fists >>> -
Suppressors don't do anything at the moment right?
-Gews- replied to phisher34's topic in General Discussion
Apparently it improves your dispersion by what seems to be a negligible amount (improved by 1/1000 it would seem?) -
Maybe if they make those players wear pink ribbons in their hair and have singing zombie troupes...
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I'm aware of how round ball ballistics don't correspond to your normal ballistic coefficients. I used both Don Miller and SAAMI spherical drag tables for 00 buckshot and checked them against each other, they gave very similar results. As for maximum ballistic range, it is always wrong in ArmA due to the simplistic nature of the ballistic system. You have to make ballistics correct over the effective range of the weapon, no one will be making shots with a 7.62 at 3,500 meters, so it is better to have it perform correctly over the first 1,000 meters or so. For buckshot, the first 100-150 meters. Journee says 00 buckshot should go 726 yards but this is irrelevant in ArmA - no one will be hitting at that range with buckshot. Anyways, a real-life tracking of 00 buckshot proved it went just under 625 yards at an angle of 30 degrees with a muzzle velocity of 1,020 ft/s, SAAMI and Miller give 600 yards max range... in this instance, closer than Journee.
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AFAIK it is just the dispersion The M4A1 has 100 times the dispersion of an ArmA 2 M16A2, the Mosin has 5 times the dispersion of an ArmA 2 Lee-Enfield.
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I don't think you've understood the topic. One's level of training has nothing to do with a projectile's muzzle velocity or its behaviour while in flight. As well, this is not recommending any changes in damage or weapon characteristics so it can hardly be called a nerf...
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And in real life, unlike in-game, it lasts for only a few milliseconds (or even less). In game, it lasts for an entire frame. LOL
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Just saying, that's about a 250 meter shot, not 400.
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Bring back weapon lengths obscuring your movement indoors.
-Gews- replied to Ozelot (DayZ)'s topic in General Discussion
But a Mosin? I'd much rather be using a .45 than a 5-1/2 foot long bolt action rifle + bayonet. They just need to find a way of making it feel less janky, because most players didn't like the ArmA 2 weapon collision and complain as if it's a bug. -
Nope! Doesn't work that way. Go buy a random Mosin for $120, then try out some AR-15s. Compare groups from both and come back. Yes, because that was the standard rifle during the World Wars, and they picked out the best ones. :rolleyes:
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No no no no no If that was the case, I suppose grandpappy's double-barreled shotgun should have sniper-like accuracy since they've probably been using them since the things first came out back in the days of flintlocks, no? If you can shoot well with a Mosin you won't be 40 times worse with an M4A1 :rolleyes:
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Although the $9000 price tag does include some differences... M24 doesn't make sense anyways and there are tons of sense-making bolt-action rifles that can do the exact same job with the exact same effectiveness in-game, so no M24 please.
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Nope! Because the Mosin is 40 times as accurate. You'd expect an untrained civilian who can't handle a light, soft-kicking AR would do worse with a long, heavy, loud Mosin which is over 80 years old and has likely been poorly maintained.
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*maximum range Strngplyr accused DickSharpe of lying about owning an AR-15, Mao was responding to that.
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So someone posted a couple images on Reddit. One with the PU scope, one using the Nagant's iron sights. This is the result: As you can see, it only magnifies about 2x. Yet the PU is a 3.5x scope, there were no 2x PUs made. The description itself clearly states "3.5x scope of Soviet manufacture from WW2 era". As well, it zeroed to 300 meters. However, the real PU has a clearly marked elevation turret with 0-13, meant to represent settings for 0-1300 meters. As well the reticle moved around inside the scope to the supposed point of impact. They did it in ACE but that might be difficult with a 3D scope so not a big issue. Just some thoughts... I believe the ACOG also has too little zoom (2.25x instead of 4x?) but my character was wiped before I used it much. The ACOG also zeroes to 700 meters, which seems inconsistent when the PU is the one with the clearly marked adjustment turret, while the ACOG is intended to use the ballistic reticle.