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Everything posted by -Gews-
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Alright, you could find ammo for the .357 and .44 versions. But no gun, it would just be a few files sitting deep in the game folders forever unused. :lol:
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I'm aware of that. But a lot of hunting scopes will just be zeroed to have a decent MPBR and left that way for the majority of shots. They are not intended for the 1000 yard line.
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I'm all for it if they preserve the real rarity. Meaning no one will ever see one, or the ammunition for one. Ha.
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That wouldn't be better, it would be ridiculous. I'd rather not see them at all. Anyways many hunting scopes don't have large military/target elevation turrets, ballistic reticles or mil dots. It's frequently just a simple duplex crosshair "zeroed" to a certain range and left there, not a long range sniping tool.
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Not a "1740" A combination gun
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No it's a range toy that doesn't belong in the game. /thread
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Double, pump, possibly combo.
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Pretty much everyone who buys a Remington 700 or CZ550 WILL have a scope mounted on it. Most of the models don't even come with any iron sights whatsoever.
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And air resistance.
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Bring back weapon lengths obscuring your movement indoors.
-Gews- replied to Ozelot (DayZ)'s topic in General Discussion
Hey, that's a good idea. Don't know that never crossed my mind. Even attempting rolling would be absolutely pointless with all that camping gear on your back. -
This would be great. In fact, they should have a huge variety of these animations added over time. Players could choose their favorites and map them.
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Realism and Weapons [Balanced or Realistic?]
-Gews- replied to ProGamerGov's topic in General Discussion
Realism for weapons, vehicles, items and combat, I am especially touchy about If no effort has been made to make a weapon true-to-life I have little interest in using it. Nice models serve no purpose if the gun you're holding is just a generic, balanced, coordinate-firing "blank". Hell, in that case it doesn't even matter what skin the gun has since it's just cosmetic and has no bearing on statistics. I don't care about realism when it comes to things like pooping or long-term medical recovery -
Idea to add realism and halp against KOS; ammo reloading
-Gews- replied to skusmc's topic in DayZ Mod Suggestions
People wouldn't realistically find loose powder, empty cases, new primers, and unfired bullets... and then you need powder scales, presses, dies, etc etc etc. Not to mention a place to do all this. It just doesn't add up, too unbelievable for me. -
I noticed the M4 and the Mosin have "zeroing" for 50, 100, 200, and 300 meter ranges. The 50 meter setting is both useless for gameplay and silly, since the bullet will barely rise at all when zeroed to 100 meters. If you are zeroed at 100 meters, and engage a target at 50, your bullet will be a bit high. However, it's only about 1.7 cm above the line from the bore, and since the sights are already 0.65 cm over the bore, this means the bullet will be, for all intents and purposes, perfectly on target using the 100m zero. And if you're zeroed at 200 meters, the bullet will also be "zeroed" at about 50 meters, since the bullet rises to meet the line of sight at around that point. At first I didn't notice the 50 meter setting since I never tried to zero below 100, assuming there would be nothing there. In any case the 50m setting must go. The 100 meter setting isn't too useful either, for much the same reasons - right now the best setting for general use is 200 meters. Note this is from the bore; in-game the paths will appear a bit lower. The second thing is the missing functionality compared to real life. The in-game M4 has a removable carry handle, two apertures and an elevation drum, and for game purposes the rear sight should be adjustable from 200-600 meters. The Mosin should have sights adjustable from 100-2000 meters. That won't work for various reasons, but it should be adjustable from 100-800 meters at least, just like the AKM in ArmA. The other option would be to force players to stick with the battlesight zero, which isn't such a bad idea. It makes more sense than the 50-300 meter options. Most guns in ArmA 2 were fixed at a certain range and there wasn't an issue (neither was there an issue with allowing zeroing on others). Same lack of functionality with the Mosin's PU - it should be adjustable out to 1,300 meters. I'd be fine with 800 meters. This is especially annoying since the numbers are clearly visible on the scope in-game, yet my character is limited to 300! One more thing: the pistols are apparently "zeroed" to 100 meters. This is too far and means at 50 meters, the bullet will be almost 22 cm high (too high by about a head). They should be set to 50 meters or less, like in ArmA 2, then the bullets won't fly as high.
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The graphs are quite accurate
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Why would anyone subject themselves to being taken hostage?
-Gews- replied to superkyle's topic in General Discussion
I assumed this would be about why anyone wouldn't make a last stand instead. I was only ever captured once after being knocked out by a Winchester, but the standalone gives a lot more viable ways to take someone alive whether they like it or not. If someone's already been captured, they stay because logging out = combat log, and it's a dick move anyways. -
I've never been to a refugee camp but I'd expect any weapons to work the same as usual...
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No PvE, DayZ shouldn't be available in a watered down version.
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"Private" gear farming servers are now a thing
-Gews- replied to AmirDayz's topic in General Discussion
There are even one-slot servers: http://i.imgur.com/RGjfnvl.jpg?1 -
There is no wind apart from cosmetic environmental effects
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Modding didn't "ruin" DayZ, server admins making stupid changes "ruined" DayZ. There were, and are still, plenty of players on vanilla servers. The problem is, 99% of those "vanilla" servers aren't really vanilla.
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This is a really really bad ducking game
-Gews- replied to mark3236 (DayZ)'s topic in General Discussion
I don't know if I would say that. What I will say, however... right now there is no realism. I mean that! -Almost every muzzle velocity is incorrect -Projectile in-flight ballistics are incorrect -Weapon dispersion is greatly exaggerated -All the scopes have completely incorrect magnifications -The sight adjustment (zeroing) ranges are incorrect -Certain attachments have sweeping effects which make absolutely no sense (ie, muzzle compensator MASSIVELY improves Mosin accuracy?) -Certain attachments don't make sense themselves (why is there a muzzle compensator on an old Mosin anyways?) -Bullet damages are inconsistent (.45 does ~25% more than 5.56?) Some of this is probably because they are focusing on more important fixes right now... but some of this clearly decisions made for "balancing" at the expense of realism. At any rate, right now, in this current build, DayZ can't claim to have more realistic weapons than other games, which was something that used to be said a lot (lots of people posting stuff like "this isn't CoD, weapons have bullet drop and realistic behaviour") when people suggested "unrealistic" changes to weapons. -
No
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There is a separate hunting scope. It's not configured at the moment. I believe it's a Zeiss Terra 4-12x.
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I doubt it. Just add a few other tanks to combat the T-34s. And possibly a few CAS options like the SU-25, also maybe Mi-28 and Mi-24? :lol: