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-Gews-

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Everything posted by -Gews-

  1. It is possible, for what it's worth ArmA 3 didn't do it properly either. Usually in ArmA if there's any animation at all the hands don't work the bolts.
  2. -Gews-

    1.8 Makes Melee Nearly Pointless

    I was just thinking, if they wanted melee to be more effective, maybe they could make the melee weapons simulation = shotSpread or make them like KozliceShell. In other words perhaps melee weapons could fire a short burst, increasing chances of hitting the head. Because, come on, even if you're walking it's pretty hard to miss something two feet in front of you with a machete.
  3. -Gews-

    AS50/M107??

    No, they belong in DayZ about as much as Lamborghini Aventadors or MiG-29s. They don't fit the setting of the game. The both shoot .50 BMG so that doesn't make sense.
  4. -Gews-

    Non-lethal weapons?

    I wouldn't recommend trying that...
  5. -Gews-

    Non-lethal weapons?

    Personally I don't want to see non-lethal weapons. I checked, and Tazers are not common in the Czech Republic, it's not America. 50 Tazers in the whole country was the number I found. That's one official Tazer for every 200000 people. In Chernarus, which is way poorer and smaller? I doubt there would even be a single one in any police unit. It seems like a place where police would be more likely to carry Makarovs and submachine guns. There have been suggestions for tranquilizer guns found in vet clinics. What kind of vets y'all go to? Poison arrows seems unrealistic. A poison arrow wouldn't harmlessly stick in someone, it's an arrow, not a hypodermic needle. It would act like an arrow. Beanbag guns are nonlethal when used properly, sure, but they don't magically knock people out. They hit them with a beanbag. It hurts. Do they somehow fall to the ground unconscious? Not unless it hits them in the head and makes them unconscious, and in that case they could be seriously injured. In any case, who's going to shoot beanbags at someone armed with a Kalashnikov? Darwin award inbound... I don't want to see anything that's not plausible. My suggestion was some kind of small military / international research facility with a couple tranquilizer guns that were used to capture and study the infected. I don't see many other ways to explain a nonlethal projectile weapon. I don't want to see many instant knockout weapons. Instant knockout is just as unrealistic as the old AS50 toe-shot kills.
  6. -Gews-

    Tried to jump back into DayZ...

    Where?
  7. -Gews-

    Tried to jump back into DayZ...

    Yeah... you're saying in "without rule of law" situation you'd shoot down anyone you saw without a second thought? I'm glad I'm not your neighbour... :huh: Personally I will shoot at many people when the standalone comes, it's fun. However there is clearly an issue with the mod at the moment because there's nothing else to do.
  8. -Gews-

    Tried to jump back into DayZ...

    No one's saying bandits should be punished or heroes should be rewarded <_< It's just that something is clearly wrong if the main point of the game is shooting others. It's a survival simulator, in real life people don't go randomly shoot each other after a disaster. Some element is clearly missing from the simulation. There's nothing to really do except shoot people or team up and shoot people or help people shoot people who are trying to shoot people.
  9. -Gews-

    Melee Weapons Ideas (Megathread) Post your ideas

    Wait. Did I really suggest that? I hope I was being sarcastic or something.
  10. -Gews-

    Tried to jump back into DayZ...

    I trust that Rocket Sahib will know the answer. Or we're all screwed :lol:
  11. -Gews-

    Tried to jump back into DayZ...

    Can it be changed? Yes. Should it be changed? Yes. There should be no forcing the issue though. No silly post-killing PTSD or other punishments. There has to be some other kind of incentive to team up. Right now there's no incentive. What does the incentive have to be? I don't know, but I do know it has to be something equally (or more) fun than shooting every stranger one sees before anything will change... so put your thinking caps on...
  12. -Gews-

    Vehicle Suggestion.

    Bicycles > everything else.
  13. Whatcha do with the Dew? My character will only drink the real thing, the stuff of legend.
  14. -Gews-

    Realistic pistols damage

    And legs/arms. However specific damage for the arms is not exactly good... shoot someone in the arm and it could easily go through their chest and all the good stuff inside, but since bullets don't seem to penetrate bodies in ArmA2 that can't happen.
  15. Oh, that reminds me, with all the artificial lights gone perhaps stars could be more visible... not the Chernarus would have had much light pollution anyways. Food for thought...
  16. It just so happens most people don't want to play in near total darkness... When most people don't like something, servers with "something" become less populated... In turn most people don't like playing on unpopulated servers... etc. Unfortunate because the night can be very fun.
  17. -Gews-

    Realistic pistols damage

    I think the immediate effects should be as close to real life as possible... however, if you manage to survive, the healing process should be sped up / forgiving / etc. But not quite as sped up as cooked meat spamming behind a wall while still under fire...
  18. -Gews-

    Mk17 sd Sniper

    To nearest 10: 000m: 7350 100m: 6660 200m: 6040 300m: 5470 400m: 4960 Assuming they didn't change it.
  19. -Gews-

    shooting while driving

    whatsmynameagain?
  20. I would agree with removing zeroing for some weapons with iron sights. Why? The way it is right now, think it's too easy to change the range. "Taptaptap" now you're SPOT ON at 600 meters - with an AKM. Really? No fiddling with the rear sight, just "taptaptap" instantaneously. I think that's worse than just leaving it out. Look at the muzzle velocity and ballistic coefficients of 7.62x39 vs 5.56x45. The 5.56 should shoot much flatter (less bullet drop), this should be an advantage to 5.45 and 5.56 weapons - but it's not, because the AKM has "zeroing" for some reason so you barely even need to consider the bullet drop compared to the fixed-zero M4s and M16s in the game.
  21. -Gews-

    weapon suggestions

    In that case they should also include the full cast of The Expendables. Would be very authentic, I'm sure.
  22. And the different damages and bullets... as well as the 320 m/s muzzle velocities... In any case I read it as "SD weapons can only use SD magazines, normal weapons can only use normal magazines". We shall see.
  23. That update is even worse that before, IMO... does the firing pin of an unsuppressed weapon magically know that it's not supposed to strike the primer of an "SD" round? :lol:
  24. The M136 only has AT missiles, they only really do damage on a direct hit. Here is why: indirectHit = 11; indirectHitRange = 1.1; So a maximum 4.4 meter blast radius and even then it only does 11 damage. What they should do is only have the RPG-7V and spawn OG7 ammunition... indirectHit = 20; indirectHitRange = 12; 3 times the damage and 10 times the range.
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