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Everything posted by -Gews-
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They should have a couple different models for each vehicle like they do now, only instead of "heavily damaged" and "blown up", they should have "30 km/h frontal collision", "90 km/h frontal collision", etc. Would be more work and more models, but worth it. I doubt SA needs the huge amount of vehicles in ArmA, less but more detailed. Agreed with OP. You shouldn't notice your car is leaking gas/whatever unless you look at the dashboard indicator and realize or step outside and see a puddle, etc.
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I think it would be fun if it only allowed Cyrillic text and a few simple graphics such as arrows, skulls, etc.
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I just want the types of sites you'd expect to find in a small, stereotypical former Soviet satellite... your average communist optics, hunting scopes and iron sights. Any Western weapons should only have their standard issue optics. Unlike in ArmA 3 you should not be able to swap optics in seconds, somehow perfectly calibrated them for the new gun, or even attach them at all unless the gun is set up for that mounting system.
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In principle: good idea In practice: bad idea I'm sure Applejaxc would have something to say on the subject.
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Well, it would provide protection from a 10/22, pistol rounds as well as most bullets at a high angle of incidence... still, I don't think the decrease in mobility would be worth it though, best not to get shot in the first place. Anyways, I think if something is practical you will see people doing it, but homemade steel armor is something you pretty much never see... in terms of bullets. But the OP didn't mention bullets, he only mentioned melee combat. So yes, "armor" for that would be cool up to a point, and it could also possibly deflect or slow down a bullet or pellet, but specifically against firearms I think it would be mostly useless.
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And besides the 10x difference in energy there's mild steel vs homogenous or face-hardened armor, and the steel penetrator in the SS109/M885 vs the squishy .22 bullets... I don't think the Ned Kelly stuff would work so well in modern times. 1/4 mild steel plate vs M885
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The semi-auto Springfields (and Norincos up here) are a fairly popular firearm across North America... but I doubt they're common in Eastern Europe. "I found an Apache in an Epoch server and tried out the 30mm but I found the M789 rounds had an incorrect ballistic coefficient ranging from approximately 2.7 m²/kg to 2.8 m²/kg resulting in a maximum horizontal range of 2000m from a stationary helicopter and a theoretical range of 3250m when fired at an angle of between 25 and 30 degrees, when in real life the ballistic coefficient ranges from around 2.48 m²/kg for a range of 500 meters to 2.55 m²/kg for a range of 1000-1500 meters which results in a maximum range of approximately 4,450 meters at 35 degrees blablablablablablabla this problem DESTROYS the game and needs to be corrected IMMEDIATELY!" Been there done that. :P
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Any feeling of authenticity goes out the window when I realize there are 5 Western pistols vs 1 Eastern, or 3 Western LMGs vs one RPK-74, or 13 Western assault and sniper rifles vs 3 AKs and the SVD... Which is why I say we don't need more foreign weapons. A better explanation for foreign weapons is needed and I agreed with that.
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No, it didn't, it just didn't change my mind. Foreign bases or not, the country is not going to be littered with the contents of the latest Combat Arms annual. Even in the bases it would probably look something like M4, M4, M4, M4, M4, M4, M4, M249, M4, M4, M240, M249, M4, M4, M4. I don't find the in-game M14 or DMR even remotely plausible at all since those wouldn't be issued to any US troops going into Chernarus - they would either have the fancy ones with the Sage stocks or something else entirely. As for Chernarussians having them, nope, for two reasons: reason one, because they are a former Soviet republic and I don't believe US would give a former Soviet republic thousands of surplus M14s in the years after 1991... reason two, look at photos and video from wars in Georgia, Chechnya, all over the Balkans - no one has M14s.
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I don't really want more foreign weapons, it's bad enough as it is with M14s and Lee-Enfields and "Yellow boy" Winchesters. However I agree that any foreign weapons should, of course, be found mainly in bases/installations formerly under foreign control, and not in firestations or barns.
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Reminds me of what DayZero did, reverse-engineering ArmA 2 MLODs and editing BIS models without permission... then claiming DayZ Civilian was "stealing" their stolen hospital. Huh.
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I wonder how many of the DayZ offshoots have asked permission. It seems like a lot of them have gone on Armaholic and just downloaded whatever they wanted.
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Power to the people and all that. I hate it when people steal someone else's work or use/alter it without permission. I still remember that Voodoo DayZ mod that used and edited Lingor Island without permission.
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Assuming they made it in, yes, they would be extremely rare, so it would not be a "big" issue. When you said "there is no need to balance them", you could either mean [a] there is no need to introduce limitations that don't exist in real life (good) or there is no need to fix the current problems with them (bad). In any case, this is a topic about "properly reintroducing" 12.7x99mm anti-materiel rifles, so of course I'm going to talk about it.
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Just because they're super rare doesn't mean they shouldn't be "realistic". If realism isn't necessary for rare weapons, they may as well introduce weapons and items like lightsabres, or Bigfoot, or the Noisy Cricket from Men in Black. They'd be super-rare and almost no one would ever see them, so why the need for any kind of realism? Anyways my point is there is no reason not to make them realistic. It's a matter of changing a few numbers.
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Yes there is, realism. They shouldn't be able to blow up tanks, destroy 2-storey buildings, be wielded like they have no weight, or have approximately 20 times less recoil energy than in real life...
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IMO it's impossible to "properly" reintroduce them because they don't fit the setting in the first place. Anyways I don't see why anyone needs .50-caliber rifles. Anti-vehicular purposes? There are no armored vehicles to contend with, just use a PKM. A machine gun should be far more effective at quickly chewing through vehicle occupants than any AMR. Long-range sniping? Lots of other rifles to do that - longest confirmed sniper kill is with a .338 Lapua, and look at people shooting elk at absurd ranges with their .30-378s etc.
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Do whatever you find more fun. As Sharaya says, Be Authentic Never Jeopardize Individuality.
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People just dont do role playing anymore
-Gews- replied to meat pie's topic in DayZ Mod General Discussion
Something like this: http://wiki.urbandead.com/index.php/First_Siege_of_Caiger_Mall Sorry but it's never gonna happen. -
People just dont do role playing anymore
-Gews- replied to meat pie's topic in DayZ Mod General Discussion
Saying you've taken the church in Elektro always ends in death.- 39 replies
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Name Tag Stickers and Viewing People's Journals
-Gews- replied to bloodiedsimper's topic in DayZ Mod Suggestions
Wouldn't mind this, other ideas people had were dog tags, wallets, identification papers, etc. -
This is a TRG-42, not an L115, but still... a Lapua. So, once the 1.7.7 patch comes out, .50 cals will be banned. Good riddance, I don't think they belong in "vanilla" DayZ. However, I feel there still needs to be a long-range sniper rifle effective at 1 kilometer and further. Why? 1. It's an end-game. Many, many, people love sniper rifles. 2. The 7.62mm snipers simply are not effective at long range! - in real life (or ArmA), a chest shot at 800m will do some damn serious damage, but in DayZ, it's a mere scratch. Hence I suggest adding the L115A2/A3. For Chernarus the green-colored version would be the way to go (classname BAF_LRR_scoped_w). This rifle would need a couple minor changes before being implemented in DayZ. DAMAGE: This rifle currently does .50-cal damage - it's an instakill at almost any range. It should do .338 damage, not .50 damage. Damage would need to be changed from "26" to "17". It would still kill in one shot at closer ranges, but at long distances it would only wound or knock out. The "17" number comes from the standard BIS damage formula. The ACE mod also pegs the Lapua at "17". Penetration could stay the same (2.07), the .338 Lapua is no slouch in that regard. AIR FRICTION Edit: one more change to the ammo- airFriction = -0.00068, not airFriction = -0.0005. I checked against the Doppler radar data Lapua published in 2009 (specifically for the B408 bullet used by the British Army) and airFriction = -0.00068 matches the velocities out to 1000 meters far more closely than airFriction = -0.0005. I suspect Bohemia Interactive just guessed at an appropriate value instead of doing their research. MIL-DOTS: The mil-dots are incorrect on the L115 rifles, they can't be used with the standard range formulas. This is a relatively easy one-line fix, just change the discretefov values to "discretefov[] = { 0.075500, 0.018000 };" I don't feel this rifle is "overpowered" like the M107 and AS50 were frequently said to be - the biggest factor is it's not semi-automatic, meaning it really sucks in close range. I also feel this rifle is more appropriate to the situation - a great deal of European nations use .338 Lapua rifles - the 7.62 is simply not an effective long-range sniping cartridge. The .338 is becoming very popular, so I don't think it would be out of place at all. The rifle isn't ridiculously heavy and big (like the .50s). In terms of "balancing", recoil could be increased to M24 levels or higher - I feel the current recoil is too low for a .338. It could also have its "dexterity" lowered. Finally, it could also force one to drop their backpack like the KSVK does, as it is a rather large and heavy rifle. I want to see an effective long-range sniper in DayZ, even if it comes with its own set of distinct disadvantages - I liked seeing the .50s go (I felt they were out of place), but we need something (perhaps something less unrealistically deadly) to replace them. Please R4Z0R! I'm on my knees! :lol:
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I haven't actually picked up a DMr or SVD since 1.8 since I haven't been playing much recently. However I did notice this nasty little item in the changelog and in the DayZ code, so whether it has taken effect or not, the fact it was even considered and approved disturbs me... * [uPDATED] - DMR and SVD have been balanced. (lower fire rate) reloadTime = 0.5; You're telling me these things can only fire 2 shots per second? I thought these were supposed to be semi-automatic weapons. That's some mighty slow trigger fingers these survivors must have I'm not a fan of this kind of artificial and nonsensical balancing. This kind of atrocity doesn't belong in DayZ. If the mod team thinks these things are "overpowered" just remove them completely instead of making these terrible changes - otherwise give these things appropriate rates of fire. <_<
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Since 99% of players have a Y-chromosone I don't think this will ever be a major issue. I hope we see some version of "Annie" in the SA though.
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Alright, might require a couple days. :thumbsup: