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Everything posted by -Gews-
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Don't use the dot in close combat, it doesn't actually show where the bullet will impact, and also never use the 50m zeroing, it's useless, 100 is the very lowest you should ever need to go in this game.
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No, it would only take them typing in the proper numbers. discreteDistance[] = {100, 200, 300, 400, 500, 600, 700, 800}; Boom, DONE. Getting out to 2000 meters would take a bit more effort because the system stops working and the bullet disappears before then anyways, but adding more options is a question of typing in the digits.
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The 100m setting is redundant in this game, because it will be only 2-3 inches high at the most when zeroed to 200m and 2-3 inches is almost nothing in-game. That being said the ARMA ACOG was more correct being set to 100 meters... I also believe the markings were more accurate, being easier to do on a 2D scope than a 3D one. The DayZ ACOG seems intended for use in a different way.. why hold over when you can just tap "page up" a couple times? Also I was very surprised to see both rifles had a 50-meter setting... and similarly to see the pistols were all set at 100 meters... it seems like whoever typed those values in did not have a proper understanding of trajectories.
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It's not in the game, nor in the ARMA series. Only for environmental effects such as trees blowing. Accuracy depends on a lot of things, however given the same shape, the heavier bullet will have a superior ballistic coefficient and heavier bullets are often better for long range shooting, to try to maximize the ballistic coefficient.
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Stock attachments = 2 foot group All Magpul = 4 inch group I probably would have been fine if it had been a tiny difference like the bayonet or suppressor, but that is just beyond the pale...
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The cartridge is somewhat marginal, agreed. The 5.56mm actually has the higher velocity: M16 = 3100 ft/s (3150 ft/s with M885A1) M4 = 2900 ft/s (2970 ft/s with M885A1) M14 = 2800 ft/s (M80) M24 = 2650 ft/s (M118LR) Shorter barrels are stiffer and the bullet will be stabilized quite quickly, a longer barrel isn't necessary. Longer barrels mostly just mean more velocity, which only matters at longer ranges. It says "1932" right on the rifle. Besides, I believe production was ceased when, or before, the SKS came into service and that rifle entered service in 1949. You can buy them today because they made millions, don't need them and want to make some cash. Also, the United States was initially producing Mosins and ammunition too, but confiscated all of it when revolution broke out in Russia. Then the US government used them for training and also sold them to civilian shooters since they never needed Mosins. A well-fitting stock is important. Yet that is a personal thing, and Magpul isn't automatically better, especially not as much as it is portrayed right now. All the M4 stocks are currently retractable ones (they can't fold because of the buffer tube). The same in-game... it's way easier to shoot with an ACE bipod deployed than without the bipod, small movements ruin your shot already. There's no need for exaggerated dispersion effects if they put in better weapon sway. There are much better ways to do it, editing dispersion is a lazy and unrealistic way... they just need more realism, wind is the biggest missing factor right now. If you have ARMA 2 download ACE2 and try sniping at 700-1000 meters with the M40. it's both more fun and more realistic. As for the Mosin being more accurate than the M4A1: Right now, 50 meters, the Mosin produces a 5-inch group. Okay, I don't have a big problem with that. Right now, 50 meters, the M4A1 produces a 2-foot group. Yes, I have a problem with that! Second, the cartridges. You mention 7.62x54R is better at longer range. Why? Reason one, damage... this is already modeled, the 5.56mm should have only 1/3 the damage of the 7.62 at 600m. Reason two, ballistics... this is also modeled (albeit incorrectly) the 5.56mm should have 30% more drop at 600m. I don't see a reason to give it 5x less accuracy, the only reason it sucks at long ranges is air resistance and wind drift. If it was fired in a vacuum it would be better in terms of drop than 7.62mm. They just need to add proper air resistance and wind drift, which would be easy if they actually wanted to do it.
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:lol: okay then! These deer sure have been getting tougher since the days when grandpappy was taking them with a .32-20! Longer barrel does not mean more accurate. More powerful round does not mean more accurate. Since the Mosin in-game says it's 82 years old I expect the bore to be in way worse condition than any new AR I find. Mosins are by no means "accurate" rifles. And Magpul shrinks your groups six times how? If that was really the case every soldier would be issued rifles with Magpul furniture. Actually the bipod decreases the gun's dispersion by... ridiculous amounts. If this was ACE mod the bipod would just reduce the sway... you know, kinda like what bipods actually do? The gun is too accurate with it. The pistols are at 25 and 50 meters. And I maintain the M4A1 should be at least as accurate as the Mosin. Not in DayZ standalone - you miss because... random number generator.
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Huh. Caliber is an issue since they are different... belt-fed guns can used rimmed ammunition if they are designed for it.
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Noooope! Maybe that's why Magpul parts are littered all over.
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As for guns being too accurate and easy to use - welp, same thing in standalone then! Try a Mosin or Magpul M4 with a bipod... instant tackdrivers. I don't want "more accurate" guns, I want "more realistic" guns, and ideally they would be much harder to use as well (wind and elevation adjustment please).
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I think he's talking about real life Hehehehehe :lol:
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If they managed to implement Mount & Blade's directional attacks alone I'd be happy. It would feel a lot better than doing the same attack every time. Would be nice if they made them quick and fluid too. They'd have to have different controls. All-out fencing with fire axes would be a bit silly however.
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I'm aware, but this isn't real life. "dispersionModifier = -0.0001;" which means 3 inch larger groups at 800 meters.. inconsequential in this game.
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Mmmmmmm Anyways, here are my findings on the reticle. Thanks to G24HAM for the screenshot. This is when zeroed at 200 meters... since the scope doesn't "zero" any lower the stadia line for 100 won't work (unless they set the eye point on the 200m line, highly unlikely). I make no guarantees this is 100% accurate.
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Very bad: CQB stock Very good: Bipod Compensator (not in yet) Magpul stock Magpul handguard Tiny bit good: 5.56mm suppressor Tiny bit bad: Bayonets
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Yeeeeeeah but I assume if would be quite unlikely to find Chinese knock-offs in military bases. :P
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They did for a couple things, for example: -Mosin, M4A1 and .357 Magnum (non-speedloader) had their muzzle velocity taken from the ARMA M16 -Mosin uses ARMA 2 aerodynamics for 7.62x51mm, M4A1 uses aerodynamics for ARMA 2 5.56mm -FNX45 and Magnum use (incorrect) aerodynamics from ARMA 3's FNX45 I don't think Rocket is the kind of guy who's obsessed with firearms and simulation-style realism, I think he prefers balance over "rivet-counting". I really can't imagine Rocket researching the dimensions of the 12.7mm 7N34 bullet or something like that. :lol: He said it himself: I agree with that for many parts of the game - but when it comes to firearms I happen to disagree... for me, guns just don't feel "authentic" unless they're also "realistic"!
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Right now the only thing really "correct" is magazine capacities. I know some people are probably thinking "meh, it's not that bad", but... okay, tell me what values ARE correct. Almost none of them. The weapons arguably are closer to the "realism" of say, Battlefield, than of ARMA 2 or 3... and I think that's a shame. It's the Yugoslavian M59/66 variant, it's apparently mostly ready but not implemented yet. RIS rails are the same as the standard handguard but let you attach things. A single Magpul part apparently improves your M4's accuracy by a factor of 1.7 times, both Magpul parts by 5.8 times.
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I'm pretty sure only Trijicon makes the ACOG...
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^ -all scopes have incorrect magnification (PU 1.39x, ACOG 1.56x, "Long-Range" 5x) -iron sights have less magnification than your player's normal eyesight -non-magnifying red dots have 40% more magnification than iron sights -some scopes have "incorrect" elevation adjustment (ACOG 200-700m, PU 50-300m instead of 100-1300m) -iron sights have incorrect adjustments (50-300m for iron sights instead of the real values) -pistols are sighted in at 100 meters resulting in the bullet hitting too high at lower ranges -all weapons have incorrect muzzle velocities off by amounts ranging from 150-1800+ ft/s (except FNX-45) -several weapons have incorrect exterior ballistics (time of flight, bullet drop, etc) -long-range scope has a simple duplex reticle (arguable but I consider this very unlikely and thus incorrect) -bayonet decreases accuracy -bipod increases accuracy far too much -all stocks affect accuracy by a large amount -all handguards affect accuracy by a large amount -upcoming Mosin compensator increases accuracy as much as a bipod -upcoming Mosin compensator doesn't reduce recoil -the topic of this thread, weapon accuracy, -SKS is missing its folding bayonet and appears to use a regular bayonet instead -5.56mm does less damage than .45 ACP at any range (incorrect in my opinion) I'm probably missing a few things.
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The ammo isn't actually rare, because these things also use it. I'd rather see a Dushka before an M107 or any anti-materiel rifle... fits the setting and is more common than all types of anti-materiel rifles put together! :lol:
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It gets worse
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They aren't the same caliber, the bore is the same diameter. Sniper rifles have been around since the 1700s and the Mosin-Nagant was certainly capable of being a sniper rifle. This man says the Mosin is a sniper rifle
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I suspect they might all be wrong, perhaps why they gave it the odd 200-700m "zeroing" to use instead, when at the same time they restricted the Mosin's PU to only 300 meters, 1000 meters less than it should have... Anyways if you give me a screenshot of the ACOG with the FOV slider all the way to the left, I can probably check to see if it's correct. I have a screen but I forget which FOV I was using and I don't feel like finding another ACOG since I dislike the M4.
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Looks like the TA01 reticle. That reminds me, has anyone checked if the holdovers are actually correct in-game?