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Everything posted by -Gews-
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On the other hand: (although to be fair CAS shooters usually use "mouse fart" 800 fps loads) The mechanics allow for fast shots recoil notwithstanding. The main problem is just the reloading, ArmA can't let you load individual rounds. However the Winchester should be forced to have a much longer reload time than most magazine-fed weapons to try to emulate that.
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Spawn with sniper! Even if there were NPCs, people would just cap them immediately. I've played on a server with NPC bandits. Didn't realize there were NPCs on the server until I got shot at. *oh noes, I'm being shot at* Ran away, then saw 4 retarded-looking bandits doing the weird "AI crouch walk" and just shot them all. Was disappointed, no challenge, no fun, lamed up the server.
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Hip Fire Too Good on Snipers
-Gews- replied to Rick the Survivor's topic in DayZ Mod General Discussion
It's not hip fire since the gun is always shouldered. It's just not using the sights. The precise crosshair and the silly amount of steadiness is to blame. Snipers shouldn't be penalized just for being snipers, there has to be an actual reason for it. "Hip fire" from an SVD would be as accurate as "hip fire" from an M14, they weigh about the same. -
Nothing wrong with a "gay fest". Sorry, that just sounds so 16th century... There used to be lots of girl survivors, I don't see them much nowadays. Meh, no matter, whenever they talked in-game they all sounded like males.
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How in the world... I'm not Rain Man, I can't remember shit like this! :lol:
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Which is why I said massive bleeding like they had their leg or arm amputated or hanging on by strands (which is definitely possible if a .50 BMG hits and shatters bone). People wouldn't just click "apply bandage" and be okay, they probably wouldn't be able to do so, but if would feel more realistic than the current "death ray" effect. It would also force people to aim better if they want to kill someone outright... leg shots just don't kill in a timely fashion...
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Mmmm oh well. Hope the devs consider adding the L115A2 or KSVK. As well as more Russian weapons, less American in general... SVD instead of DMR, etc.
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This is one of the few 12.7mm rifles I wouldn't mind seeing: They'd have to introduce some kind of weight penalty first, though. And I don't just mean for .50s, I mean for every object. Carrying two different types of M14 and ammunition is just as stupid as imitating Forrest Gump while holding a 30-lb anti-materiel rifle.
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Guaranteed one-shot weapons, yes, but any 12.7 hit center-mass should be the end of a player...
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Meh, maybe a few, can't attribute everything to that fuck up. I still suspect they get most of their guns from South America rather than North...
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1. Mexico is right beside... the United States. 2. They sell Barretts in... the United States. 3. Those are.... massive cartel organizations. I don't even say you can't have a .50 cal, just make it [a] 12.7x108mm super heavy [c] unwieldy Someone here sounds like a .50 cal crybaby to me...
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Agreed, this would be quite possible too. I believe DayZ already divides leg and arm damage by half... Getting shot with a .50 in the legs or arms shouldn't insta-kill someone. Instead it should cause massive bleeding in addition to broken legs/arms, if they don't bandage fast, they're dead... as well, (a lot of) leg damage should have a large chance of making someone unconscious, so they can't bandage themselves and therefore bleed to death in a very short time. Same for other calibers, shooting people's legs should cause bleeding and possible unconsciousness from pain/blood loss, but it shouldn't instantly kill them... too gamey.
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Access your gear, click on your backpack, move items out of backpack into main inventory to use them... careful not to put things in too small of a backpack or they'll be deleted.
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Hehehe, I can't think of many uses for a 12.7x99 anti-materiel rifle apart from PvP...
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Green box, green box?
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It's not an 1887 so making it say "1887" is just as bad as saying it shoots shotgun shells. It would be easier to just change it to a rifle... I've done it twice. Once today, in fact. Fixing the Winchester literally takes only 10 minutes of one's time...
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Right now, assuming FMJ as always: 2,275 blood damage It's all energy-based at the moment. Although in certain cases they've turned a blind eye to energy for no particular reason...
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Lolno, I haven't had a single shot fired in my direction in 12 days, not a single shot... my CZ has fired many shots in other people's directions. Nothing would change too much either way.
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I've thought about how JHPs would be handled but it creates headaches for me... some problems they would have: -they'd do more damage to vehicles and everything else -they'd do a fixed amount of damage relative to velocity, so a bullet that would be "explosive" at high speeds will also be considered "explosive" even when it begins to travel at low speeds (and the opposite) -Another similar example, accounting for the fragmenting effects of 5.56 would mean it would be considered to fragment at every velocity and range -they could be "too lethal", just like an AS50, a hit in the toe would mean instant death with the current simplistic system Etc. So I don't really consider expanding bullets at all since coming up with a way to try to properly "model" them with ArmA's damage system would make me go crazy.
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True but that's kind of "beside the point" ^_^ I would switch it to a fully momentum based system... still definitely not perfect, but would make more sense than a mix of momentum for one thing and energy for another. In that case an Obrez would do ~4000-4500 at the least, 9mm = 2,900, Skorpion = 1,570, .22 LR = 1,050.
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Without .50 snipers the chopper will not fear anyone!!
-Gews- replied to patriotabr's topic in DayZ Mod Suggestions
Only in English. -
Whenever I suggest adding in the Starship Enterprise, I get the same responses... unrealistic, overpowered, doesn't belong in a game like DayZ. Whiners!
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Nope, where'd you come across a pic like that? :0 Depending where you cut it, the barrel may not be long enough to stabilize the bullet, in which case it could tumble end over end and hit the target backwards, sideways, etc. A 148-gr bullet at any sort of speed is no joke, hitting the target sideways would be bad... most surplus bullets have a length of around 1.26 inches or more. The bullet wouldn't fragment, however, not designed for that and much too slow at any rate. I assume the temporary "stretch" cavity would be much smaller than a higher-speed bullet would cause due to less energy being available to wound... I also bet the bullet would immediately curve either up or down... There are a lot of improvised pistols made in India, frequently in rifle cartridges such as .303 British. These are well-known to cause severe wounds: “There may be chances of surviving if you are shot by a pistol or a revolver, but if you are shot by a country-made gun, you cannot survive as the bullet, piercing through the body, will make a huge hole.” I wonder how these keyhole wounds would compare to a hollow point, given these rounds have handgun-like energy from such short barrels... Your average pistol ball will essentially just poke a caliber-sized hole if it doesn't hit bone or other obstructions, but hollow points can expand quite a bit if they don't get clogged up by clothes, and will cause a fair-sized temporary cavity as well... There's an Indian medical article I tried to get once which deals with the subject of keyhole wounds and how it relates to forensics (mistaking entrance for exit wounds), but I'm not gonna pay for that... Still, when compared to the effects of fragmenting 5.56.......... Agreed, they should all be buffed. I've said this before, part of the problem is BIS using muzzle energy to calculate damage, but then modifying that by velocity. Half velocity = half damage, etc. That doesn't make sense, energy and velocity (by itself) are apples and oranges. You can end up with things like this: Calculating damage for Mosin-Nagant M91/30: 148 gr, 2,840 ft/s = 8,000 blood Calculating damage for "Obrez" 148 gr, 1,350 ft/s = 1,800 blood Okay... the big problem is this: Calculating damage for Mosin-Nagant M91/30: 148 gr, 2,840 ft/s = 8,000 blood Calculating damage for M91/30 projectile at velocity of 1,350 ft/s (same weight and velocity as Obrez) Damage scales to velocity loss, so: (1,350 / 2,840) * 8,000 = 3,800 blood The exact same projectile, the exact same speed, but one is doing a massive amount more damage... make sense? Nope... When coming up with a base damage, only the bullet should be considered. Not the velocity, not the energy, just the bullet itself. Of course that's not how it's done currently, and that's not how it should ideally be done, but that's the best solution possible with ArmA 2... every damage would need to be reworked. If you consider anything else than the bullet (what caliber, what weight, what construction, what type) you will introduce inconsistencies and flaws, which means every damage value currently has these flaws... Hmph.
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I like it, makes everything much better, some people have complained of log errors and performance issues but so far I haven't noticed the mod affecting my actual in-game performance... I hope the standalone will have better sounds, although I don't have too much hope... because I was not impressed with ArmA III's sounds either. Beautiful sounds are just as important as shiny graphics...