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Everything posted by -Gews-
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Revolver, best range and accuracy, plus 50-60% extra damage to make sure headshots do what they're supposed to do.
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New crafting option: hunting knife + player = create Glasgow smile? But seriously :/
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What weapons do Hero's normally carry?
-Gews- replied to sanguinius's topic in DayZ Mod General Discussion
For some reason I always visualize them as having a Winchester. To be honest I haven't seen a real live hero in forever. -
If they shouldn't be playing it, then it's not the dev's problem. At all. It's DayZ, cutting off a player's head would be something amusing/irritating. It's not like people would be watching a snuff film... That being said I'm not sure the idea would actually bring something of value to the game...
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Things that will Make or Break Standalone (Opinions)
-Gews- replied to OfficerRaymond's topic in DayZ Mod General Discussion
Break: -devblog muzzle flash -poor performance -feeling of "same old, same old" -buggy zombies Make: -opposite of "Break" -
Give me one logical reason why gear destruction will delay KOS
-Gews- replied to Ozelot (DayZ)'s topic in DayZ Mod General Discussion
Just saying, usually when I decide to kill people, it's purely for fun... any gear they may have is just a bonus. A lot of times I wouldn't even bother to go loot a corpse unless they had something really nice and shiny. I don't buy the argument that KoS is done mainly as a method of "surviving" or collecting gear. It's for fun. Therefore fear of damaging gear wouldn't change a single thing for many players. However if everything is much rarer, then maybe gear will have more importance... -
I keep missing with the hatchet - any tips?
-Gews- replied to Perplexelerator's topic in DayZ Mod General Discussion
I don't see any range differences in the weapons, all appear to go about 0.6 meters, except the (non-spiked) bat which goes about 0.8 meters. However I might be missing something. As well there is the possibility that in the 3D model the "muzzle" of the hatchet is positioned further forward than the "muzzle" of the machete. Damage is apparently as follows: Machete: 12,500 Hatchet: 8,000 Crowbar: 5,555 Bat: 5,555 Barbed bat: 8,000 Nail bat: 8,000 Note I am slightly confused about the typicalSpeed being (apparently) 50, initSpeed being 100, yet I didn't think damage would be 25,000 for a machete *shrug*... Not sure why the machete is so much more powerful than a spiked bat or a hatchet, machetes are usually pretty dull things... -
Tell Me Ur Favorite Weapon In Dayz?
-Gews- replied to Lehfeels's topic in DayZ Mod General Discussion
I'm gonna mix things up a bit and say a "not favorite weapon"... the AKM or its Czech cousins. Two reasons for this: 1, bad sights for moving targets, and reason 2, slower bullets = harder to judge lead on moving targets = less hits. They're not bad but they'll never be favorites. Wonder what KoS would have to say. -
Depends on what happened to the player. I don't think players should be able to be resuscitated after certain injuries...
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How much are you willing to pay for DayZ Standalone ?
-Gews- replied to Safire (DayZ)'s topic in DayZ Mod General Discussion
$34.99 -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Well I kill people just for fun to be honest, and I think it's the same for most players I've met... when I wanted to keep my character alive I just wandered the North and didn't get into shootouts. However I was just reminded of the dev blog showing ammunition being inserted into magazines from boxes, so this idea might be more viable than I thought, especially if players have to actually know what kind of cartridges their gun uses, instead of being spoon fed names like "1911 magazine" or "CZ550 magazine". Some things would need to change engine/config-wise. Right now accuracy depends on the gun, muzzle velocity depends on the magazine, and projectile characteristics depend on the bullet. They would need to lower the gun's accuracy, lower the muzzle velocity, increase the air resistance and possibly alter damage as well. To do that the original bullet would have to be replaced behind the scenes with a new bullet, hm. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
This is the problem I have: in real life deliberately using incorrect ammunition would likely be a last resort. In the game, people would use it all the time. The bandit spawning in Elektro finds some .40 ammo and a 1911... he has no weapon, what's to lose? He'll use that .40 ammo to shoot the first person he sees. Doesn't matter if it damages him or the gun, he can respawn and it will be funny either way. Same with the survivor who finds some .30-06 and a Mauser 98. Wants a functional weapon, doesn't care about the consequences since he'll dump it after finding something better. So the end result is people using the wrong ammunition not very rarely or by accident, but everywhere, all the time, on purpose... So by adding an option which exists in real life, the overall scene can actually be made less realistic/authentic. That's my thinking, anyways. I guess people can mull over ways to prevent the constant and widespread misuse of ammunition, but fear of a gun exploding doesn't really exist when 99% of players don't really care about their character and can just eat some cooked meat or what have you if it happens. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
However you risk blowing your shotgun up. The only reason that barrel didn't explode is because the pressure that would normally be bottled up just escapes as the case neck and shoulder instantly blow out since there's nothing holding them in place. Then the pressure just passes around the bullet instead of building up in the barrel since the bullet is horrendously undersized. That's my theory anyways. You're right though, it doesn't make sense to melt the actual bullet down unless you have a bullet mould. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
So would a bullet fired in an oversized bore. Without stabilization it's not a spinning bullet anymore, it's just a randomly tumbling chunk of lead and copper. -
A minor, but interesting, firearm suggestion.
-Gews- replied to SalamanderAnder (DayZ)'s topic in DayZ Mod Suggestions
Most definitely Like the title says though, interesting but minor, I don't feel this feature needs to be added (and if it was added I'm pretty certain it wouldn't be done properly, BIS isn't really OCD about these things). -
What's the first thing you'd do in DayZ Standalone?
-Gews- replied to TIC's topic in DayZ Mod General Discussion
Shoot someone -
Well at least it's not as bad as it first sounded, but still... na.
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Will the release of the single player game signal the death of the modding community?
-Gews- replied to piffaroni's topic in DayZ Mod General Discussion
They get modded when nice publishers allow it, they don't get modded when greedy publishers want to make $$$ from their DLC packs (DICE, EA and those non-existent Battlefield 3 mod tools anyone?). Ugh, that sounds like a great way to encourage community and creativity. -
Will the release of the single player game signal the death of the modding community?
-Gews- replied to piffaroni's topic in DayZ Mod General Discussion
This. I will miss all the scripting and editing and do-whatever-you-wantness of ArmA though. -
There's an idea eh?
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I don't think people would be taking apart firearms and removing the firing pins. If they didn't want someone using a gun they'd just throw it into a ditch or drain or whatever. People in real life wouldn't leave once-useful firearms in the middle of the street and wait until someone walked by and picked it up, then taunt and shoot them... Not in favour of giving players the tools to perform ridiculous or outlandish behaviour. Besides, you can already do this by simply leaving a gun without ammo...
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Just for fun I wanna analyze this. I need a rough estimate of the height and distance that Huey is at so: I'd say around 250 meters distance, around 100 meters altitude, so he would have had to aim at about 20-25 degrees. Normally the 250 meter figures would look something like this: Damage = 550 blood Time of flight = 0.85 sec Drop = 7.5 feet The gun has been fired at a somewhat steep angle, therefore gravity will slow the bullet down more than usual, but over this short time frame it shouldn't have too much effect on damage. Apparent drop will be less, maybe about 5 feet or so (too lazy to calculate with these angles and shit). Hitting the helicopter is easy, but can the bullets kill a player, can they damage the helicopter parts, and can they penetrate the glass and metal? The way to test this is to create a magazine firing the same 9mm bullets at the reduced downrange velocity. Findings... The Takistani door gunner survived 3 direct headshots. Players are stronger... There is a very slim chance of the bullet penetrating the glass or metal. I fired 20 shots point-blank at the side glass and the pilot sat unharmed. I tried the same on the front windshield and saw blood every few shots - but after passing through the glass, the bullets are so weak that the pilot was able to survive multiple headshots (at least 8 of them). After firing over 60 shots into the helicopter glass, everything was still green. 10 shots directly into the engine put it in the yellow. Disabling the tail rotor was possible in a mere 8-10 shots. So the only way this is possible was if the OP made very lucky hits on an already damaged tail rotor.
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Random Chilean Mauser to make thread seem more interesting Here are some calculated bullet drop and lead figures. I didn't calculate for scoped rifles (not really necessary) or pistols (not really necessary). Necessary lead is calculated based on the average running speed. I visualize Imperial better than metric so I calculated for both. Bullet drop in meters (from line of sight) Lead in meters (target moving 5.25 m/s) Bullet drop in feet Lead in feet (target moving 5.25 m/s) Rounded to the nearest 0.5 feet / 0.1 meters for drop, and 1 foot / 0.25 meters for lead, so there may be some apparent inconsistencies when comparing the two sets of numbers (the metric is always a bit more accurate). I can't claim these figures are perfectly accurate but they should be accurate enough for any practical purpose. EDIT: added MP5A5.
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:lol: oh yes.