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Everything posted by -Gews-
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A while ago they changed the handguns back to the old pre-1.62 damage values, 9x18mm = 2000, .45 ACP = 4500. I don't think they changed the 9x19mm but if they did it would be 1389 (weaker than 9x18mm? lolwut). However I forget if that's still in effect or not, I've only used those guns to shoot people in the head so I never noticed.
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"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
The M1900 is a cool gun, I tried making one of those a while back -
Gun attachments? What kind would you like to see?
-Gews- replied to {TMW} Crackahhh's topic in DayZ Mod Suggestions
This might work, kind of, on an air rifle, however a Mosin has about 3,000 times the free recoil energy of a .177 pellet rifle. Even if you managed to tape it right and avoid bumping it, the first time you shoot the recoil will knock the scope completely out of alignment. However for flashlights and such, I guess, sure. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
Yes, but all the farms I've seen in Chernarus didn't appear to be particularly lucrative operations. Same with the real Chernarus: I just don't want to be finding this thing all over like an Enfield or double-barrel. It should be as rare as the most high-end military loot (hey, it costs significantly more than even many custom "tactical" rifles). -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
I agree, they seem to run about $7,000. You are not going to find $7,000 rifles with arabesque engravings shoved in some random farmer's torn-down barn, so I hope this is something extremely rare. Rare stuff doesn't always have to be the most effective stuff. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
I had the same thought when I saw that (DayZ IPSC edition), but I can live with it if it's a rare find. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
.22 Hornet to 9.3x74R. Can be two of the same, two different, or rifle/shotgun combo with the top barrel in either 12 or 20 gauge 3-in magnum. I hope they choose something interesting and don't make it in .308. It also has provisions for several types of scope mounts. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
Here are a few I've seen, others also seen in various videos. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
I would think they'd change that. Rocket said players will have different blood types "with real-world distribution". If he's going that far I'd expect they will have different ammunition types. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
From what we've seen so far the standalone already seems to have a pretty good weapons list. I would like to see more hunting rifles. The focus in games is always on the anti-human guns, either current military issue weapons, or surplus, or handguns, but rarely any variety in hunting rifles. I want more Sauer, Steyr, CZ, Mauser, Browning, Sako, Tikka, Zastava, etc. Confirmed to be ready for launch, I think. The others are confirmed for later in my mind, they wouldn't have people make all those great models and textures and then not use any of them. -
"Confirmed" DayZ weapons, and ideas
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
They also showed models of a CZ-75 Phantom and a Blaser B97 Luxus. -
It would be cool if in SA we could dig into the ground
-Gews- replied to TheWizard14's topic in DayZ Mod Suggestions
Yeah, notice how the craters after a plane crash are just lumps of dirt superimposed on the terrain? I doubt it's likely standalone will have deformable terrain either. VBS2 has it though. -
Dean - Sort it out man. Losing your way
-Gews- replied to Thegoon84's topic in DayZ Mod General Discussion
To hide from the law and to have fun on Halloween. That's it. I'm pretty sure the zombie apocalypse has no law and no Halloween. Almost anything can cover your face - I can think of many more believable alternatives than masks from "Payday 2". They aren't at all plausible, they would have no practical uses in real life and you would never see anyone wearing them. But whatever, I don't care about the masks. I just feel a pressing need to disagree with any posts saying they would be useful or likely in real life. :lol: -
Hopefully in the standalone a chest full of buckshot will end a survivor's days right there. Nothing annoyed me more than sneaking up behind a guy with my double-barrel, shooting him in the back with pellets from 20 yards... nothing. Didn't know where I was, so next time he popped up I shot him in the back again. Nothing. Turned around and killed me with a rifle :( most useless weapon ever.
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You should have to "zero" a scope when you add it to a weapon
-Gews- replied to Ham_Sandwich27's topic in DayZ Mod Suggestions
It would be easier, since it's just telling it to launch it at an angle. 1 MOA = π/10800 radians. Easy. The current zeroing system doesn't even work (ie, zero the AKM to 800 meters and it actually impacts almost 300 meters further). The zeroing system has the same problems in ArmA 3 as well. It uses some equation to try to and account for bullet drop. It generally does a good job. However when bullet drop becomes extreme, it starts to break down. Fixing the equation would be hard. With users inputting direct angles of elevation, there is no work required. However they would still need to track certain bullets and output the x and y positions into an .rpt log to find the bullet drop vs range for those guns which have ranges printed on the scope turrets or the iron sights. Not much work though. -
Gun attachments? What kind would you like to see?
-Gews- replied to {TMW} Crackahhh's topic in DayZ Mod Suggestions
It's a bit over 6-bore. However it's not very impressive. A while ago, after some searching, I found the ammunition specs, and they were a total disappointment. :( -
Gun attachments? What kind would you like to see?
-Gews- replied to {TMW} Crackahhh's topic in DayZ Mod Suggestions
I'd like to see much less of things like these: And much more of things like these: Nothing specific. -
You should have to "zero" a scope when you add it to a weapon
-Gews- replied to Ham_Sandwich27's topic in DayZ Mod Suggestions
But why? Instead of engines, why not just have "carburetor", "radiator hose", etc. Repair the existing engine instead of carrying a 400-lb engine around. I'm aware... -
In regards to scopes I'm more concerned about the possibility of Battlefield-style "scope glint", since that was brought up in the stream just before Rocket killed that dude and he seemed to like the idea. I don't see how that would be realistic unless they also have reflections off binoculars, knives, bits of metal, windows, water, etc, not just singling out snipers. These days a lot of scopes have anti-reflective coatings or devices anyways. Anyways in regards to blurring, I don't care too much either way, HOWEVER you have to take into account that the field of view around the scope is also zoomed in for performance reasons. In real life your peripheral vision won't zoom 4-12x. Maybe our characters will have a chance of spawning with cross-eye dominance, which can be very irritating unless you shoot left-handed (if right-handed) or close one eye. Ha no.
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You should have to "zero" a scope when you add it to a weapon
-Gews- replied to Ham_Sandwich27's topic in DayZ Mod Suggestions
In ArmA 2and ArmA 3, there is no zeroing point of impact, apart from up and down. Your scope will never be knocked about and change point of impact. Ideally this would be included.Zeroing would be good as long as it is completely separate from "zeroing". For example, pick up a scope, mount it on your rifle... and the game assigns a slightly random value for angle in the y and x axis. When you shoot, you discover it shoots slightly left and high, so you adjust accordingly, done. I don't know how it would work when players bash their rifle on something and screw up the zeroing. Or when using a crappy scope + mount on a powerful rifle whose recoil makes it lose zero after a while. However this means we would have finer scope adjustments than increments of 100m. And once the rifle was "spot on" in the x-axis, the only thing remaining would be elevation for different ranges. Setting a sight for a particular range just means launching the bullet at the required angle, while the scope/sight picture remains on target. I think this would be a good addition. At 600 meters (in-game) a 7.62mm sniper rifle has a bullet drop of about 3.1 meters. So to hit at 600m, you will have to aim the barrel upwards at about 0.295 degrees. On the scope, that would mean dialing to 17.7 MOA elevation, or 5.15 mils. If your scope has 1/4 MOA or .1 mil clicks, that means 71 clicks or 51.5 clicks respectively. Take the scope off the railed 7.62x51mm rifle and put it on a railed 7.62x39mm, and it is still adjusted to 17.7 MOA (ignoring stuff like the slope of the base and rings, etc, etc). So will it still hit at 600m? No, because the 7.62x39mm has more bullet drop. Firing at an angle of 17.7 MOA it will hit at about 345 meters. In-game you need about 50.7 MOA elevation to reach 600m with the 7.62x39. So people would simply need to learn elevation values for a few different calibers. Like ACE. I would like that, because I don't like how you can instantly swap scopes in ArmA 3 and have them work pretty much perfectly. In fact, if their zeroing system worked as intended (it doesn't), you could take the scope off the CheyTac, put it on an assault rifle and start making shots at 2,000+ meters, which is absurd. tl;dr my contribution to this thread is that I would like scopes to use angles instead of ranges. And I know some scopes, PSO-1 for example, have ranges on the dials, so that should be represented in game on the UI - but those ranges just correspond to elevation angles, so the range it says on the dial would only be "correct" when used on a 7.62x54mm. ;) -
Gun improvements i guess idk whatevs ok
-Gews- replied to CreepySalad's topic in DayZ Mod Suggestions
Possible, but doubt it, since A3 muzzle flashes look much different during both night and day. I understand it's in development so I'm not expecting things to be anywhere near perfect. My concern is that it might not be a placeholder, my concern is that it might have been done that way on purpose for either looks or for gameplay reasons ("hey look Joe, bright flashes from that window, that's where that sniper is hiding"). Time will tell. -
Depends on the weapon in question.
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Gun improvements i guess idk whatevs ok
-Gews- replied to CreepySalad's topic in DayZ Mod Suggestions
Yes, pre-alpha. Although for a flash to emit from the muzzle, someone needs to create a model for the flash, along with textures and configuration. The flash was also much more finished compared to previous footage. So that leads me to assume it's a design decision and that they wanted that type of flash. Low priority, again yes, but it bears mention. Edit: flash shown on today's stream: Flash at Gamescom: -
Gun improvements i guess idk whatevs ok
-Gews- replied to CreepySalad's topic in DayZ Mod Suggestions
Looks like standalone is going more for this aesthetic: Those were pretty close to the size of the flashes I was seeing on Rocket's Twitch stream today. And coming from an M4A1 with a flash hider. :| I kinda figured it was a design decision way back when I saw the first standalone gameplay... not a big fan. -
The apartment blocks are great. I'm still not a fan of the Hollywood-style muzzle flashes though.