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Everything posted by -Gews-
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I believe you'd mentioned it before
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The zeroing on the AKM is kind of silly. "Blood" damage = d² * 55.55 where d is the hit value. Retained damage = velocity / typicalSpeed typicalSpeed is usually equal to the muzzle velocity, except for the following calibers: 9x39mm: 150 Winchester slug: 200 12 gauge slug: 400 9x18mm: 350 I'm probably forgetting a couple. Disable DayZ mod before using the shooting range missions. Also note they have changed some of the damages in 1.7.7 and later.
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Rank the AK variants in order of desirability
-Gews- replied to pbrunk's topic in DayZ Mod General Discussion
AKM AK-74 AKS-74U AK-74 Kobra -
No "nerfing" damage. Why would a DMR do less damage than a FAL or an M24? They shoot the same rounds. Every weapon has already been nerfed. You can one-shot someone at 1000 meters with an SVD in ArmA2. In DayZ that same shot only takes away 1/4 of their health. It's not even close, the DMR has over 4 times the muzzle energy. At 300 meters the DMR has almost 6 times the remaining energy. There's a massive disparity between .44-40 / .44 Henry and 7.62x51. The Winchester is firing what is essentially a handgun round.
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Who is your favourite DayZ youtuber?
-Gews- replied to Skypill's topic in DayZ Mod General Discussion
I'm just waiting for someone to say "Frankie" :ph34r: I don't really have a particular DayZ favorite, I just watch random videos from all over depending on what I'm searching for. In fact I've never even subscribed to any YouTube channels and I don't even know what subscribing does. -
give us what we (do not) need! - junk and unique loot
-Gews- replied to joe_mcentire's topic in DayZ Mod Suggestions
I'm pretty excited about the new Bowie knife. -
Is that a ballistic vest I see on this horse?
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I used to like the idea of adding wind, but after a few recent experiences I wouldn't fully support it without other changes being made. Guns are laughably weak. It's impossible to outright kill someone with a 500 meter chest shot. The same chest shot in ArmA would kill them out to 900 meters. The guns do not work the way they were originally designed to. It's extremely annoying to shoot someone multiple times with a 9.3mm and have them simply click "bandage", "morphine" and then run away like nothing happened. It would be extremely pointless to snipe at long ranges, you'd have an exponentially more difficult first shot and also a similar effect to shooting split peas at your target, instead of 175-grain .30 caliber bullets. Wind = yes, but only if more realistic damages = yes. And I expect there would be many tears from both the snipers and the sniped (wtf why did my bullet go to the left? / wtf how you kill me from one shot from an m24? that impossible, haxxx).
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Something to remember is that horses are not vehicles. You shouldn't be able to merrily ride your horse off a cliff or into an oncoming car. The horse would simply refuse. Horses also spook very easily. I knew a horse that was terrified of chickens. Random gunshot? Maybe it rears up in panic with a chance of you falling off.
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Do like Jesus and turn the other cheek! I can't think of any situations in which it would be justified to actually kill someone, especially if they're only trying to murder you. Yeah "humanity" is kind of broken and always will be.
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I used to know someone who was "into" choking.
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Warning signs.
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It's captured in ACE (kinda sort of). I think it would be a good idea to have similar temporary hearing loss and high-pitched ringing after shooting loud guns or shooting a lot, it adds to the game.
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I got bored of ArmA 2 Free.
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I don't like the idea of a class system in DayZ; it can lock players into a certain play style. I actually thought this was about adding a forest trail that ran the length of Chernarus. :unsure:
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The DMR and the removed rifles are semi-automatic. They don't take 2 or 3 seconds for the action to cycle, they only take a fraction of a second to chamber a new round. I'm not sure if you're suggesting turning the DMR, M107 and AS50 into imaginary "bolt actions" or if you're suggesting making completely new bolt action rifles... the former is hard to even contemplate. DMR at 650m: 4338 damage, 54% AKM at 850m: 830 damage, 18% The first statement is correct, but the second is way out there... :huh: Finding a USMC DMR in Chernarus seems really out of place to me, even with the current ArmA backstory... like finding a Winchester in a WWII game or something. And it's not just that, but you find them all the time. It makes no sense - why am I not finding SVDs? I thought the SVD was the standard "sniper" rifle of the evil Chedaki, the entire Chernarussian Defence Force AND THE RUSSIAN FORCES AS WELL... And yet DMRs and their ammunition seem 10x more common. Anyways, some notes about the DMR: -why does it have the exact same recoil as 5.56 rifles, instead of 7.62? -didn't the USMC use fixed power scopes on their DMRs? If it was fixed at 10x it might be a bit less effective. -zooming in and out with the scope doesn't even require you to take your hand off the mouse -removing the crosshair would greatly help with reducing its effectiveness in close combat
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The Hind can and does function as a transport, I'm not aware of any transport-only version. For some reason I think there would be more than a few complaints if a Hind was added. ^_^
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Pitch Black have a place in the standalone? Flashlight Play?
-Gews- replied to homelessfox's topic in DayZ Mod Suggestions
Yes I think it does. However lots of people complain about pitch black nights, or won't play during that time, and that means a lot of servers are either day only or full moon. Also, I think sometimes people forget that if it was actually pitch black in real life, survivors would probably be sleeping. :lol: -
I would like to see this: I think it's called Big Bird.
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Doesn't work well in first-person, also it would feel too gamey for me. It's something that belongs and works well in arcade shooters but not simulators.... If the standalone has ArmA 3's stance adjustment system, or something similar, that will fix a lot of "shooting from cover" problems. Unrelated note, I greatly resent the path Ghost Recon has taken since I played the very first one (2001) which had a very realistic and believable atmosphere, especially compared to most games of that era.
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It sounds like a lot of work and planning to simply trip a zombie. Wouldn't they just get back up after?
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Huh? Yes... AK-74 is "supposed" to do 2,722 damage, M16 is "supposed" to do 3,555 damage. A soldier can take about 5,500 damage worth of pistol bullets (to the chest) but dies from a single rifle shot which only does about half that figure. An AK-74 doesn't do anywhere near 5,500 damage. So testing could lead someone to believe a soldier had over 5,500 health (pistols) or under 2,722 health (rifles). It's still confusing why they can take more damage from pistols. Also I remember now that the 5.45 and 5.56 have the same penetration value as the handgun ammunition. Not sure if penetration has a "typicalSpeed" or not. For whatever reason the rifle damage seems to "get through" more than the pistol damage does. Pretty sure the 4,500 figure comes from people testing weapons on zombies and assuming zombies ~= ArmA soldiers.
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Yup, that could work (it would have to work in the mod since melee weapons are technically firearms). I assume we're talking about the mod; I'm pretty sure standalone will have some improved form of hand-to-hand combat. I haven't done any ArmA animations but I assume a knife would have to be a secondary (since when running, a character holds primary weapons like they are a rifle, eg hatchet and machete). I've never seen a mod where there was a one-handed shooting animation, though, not sure how that would work out. It would look retarded to hold a knife in two hands.
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A good private hive, I wouldn't bother with the public hive anymore, unfortunately... In general public = connected, private = not. However some private hives share player info within their own separate servers. Normal to start IMO. I've heard there is a medic base in Tulga. Only if you want to.