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Everything posted by -Gews-
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Honestly I don't care too much personally. It won't affect me because I consider cars a disposable luxury anyways... rarely use them... got bored of mine the other day and just dumped it in Balota with an SVD, M249, M4A1 CCO, MP5A5 SD, etc. However I think cars need to be in the Standalone. I guess they need time to work on the physics or whatnot, hopefully they can get it done in a timely manner. Cars "handle" fine for me in ArmA 2, though...
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Defending your base right: BAF portable LMGs
-Gews- replied to applejaxc's topic in DayZ Mod Suggestions
Here's the BAF L111A1 tripod successfully engaging 6 targets and a UAZ at over 2,100 meters. -
Defending your base right: BAF portable LMGs
-Gews- replied to applejaxc's topic in DayZ Mod Suggestions
The BAF and US Army tripod guns would be massively overpowered because they have magnified optics... you can take people out at thousands of meters... it would work well on Wasteland servers but not so much on DayZ ones. Here, some random tripod shooting at 1300 or so meters... they're so far away you can hardly see them in my grainy video and the thing just rains down one-hit kills. However that's not the main issue I'd have :P if there was gonna be a mounted machine gun, I'd wanna see a PKM or a DShK instead of a British or American weapon. Perhaps even a truck-mounted one... Tripod MGs? Maybe... but not BAF ones. -
This is a known issue, look at the changelog for 1.7.7: Should be fixed soon... I can't see jack on my compass.
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This suggestion = no. However: 1. Take out the AS50 and M107 from vanilla. 2. Decrease the spawn rate of the DMR. 3. FOR CRYING OUT LOUD ADD MORE SVDS! Why are there so few SVDs (or SVD-alikes) in a former Soviet Republic? It drives me mad, found a single SVD at a chopper crash with 1 mag... in the same period of time I found multiple DMRs, M4s, a few American LMGs, a silenced MP5, all western shit that I couldn't even fit into my car, but almost no Soviet stuff apart from AKs. Grrrrrrrrrrrrrrr
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I actually agree in this particular case but I still think the current system needs an overhaul. I also think the CZ550 should be relabeled as a 7.62 and able to scavenge rounds from DMR mags like an M24... as well as having its own rare hunting ammo (simply change the CZ mag properties) that deals significantly more damage but is much harder to find.
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That will not do, good sir! That will not do at all! This is the kind of stuff that filled all my school notebooks... so you may not need a cartridge simulator, but I most certainly do!
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I wanted to answer this, but I didn't know :P I'm really not good with code, so forgive me if I'm wrong... but I think it works like this. If it isn't a minor hit (legs, arms) and damage is greater than 2, you'll be knocked out (if it's not arms and legs, that leaves the torso). If it's a headshot you'll be knocked out with damage greater than 0.5. So: going back to my log of the point-blank Lee-Enfield torso shot... T=7.68 : [R 1-1-A:1,"",1.24218,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"head_hit",0.50623,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"body",2.19291,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"hands",1.98289,R 1-1-A:2 (Gews),"B_303_Ball"] T=7.68 : [R 1-1-A:1,"legs",0.0349212,R 1-1-A:2 (Gews),"B_303_Ball"] You can see damage to the torso = 2.19291, which is >2, so that would be a knockout (damage is spread around a bit as you can see). At least, that's my best guess at this moment, you might not want to take my word for it! Anyways the Winchester does more damage than the Enfield at ranges under 50 meters, so in those ranges the chance of a knockout should be equal to or greater than the Enfield... Here's two shots from a Winchester at 50m: T=11.412 : [R 1-1-B:1,"head_hit",0.311387,R 1-1-A:1 (Gews),"B_1866_Slug"] T=11.412 : [R 1-1-B:1,"body",2.61743,R 1-1-A:1 (Gews),"B_1866_Slug"] T=15.526 : [R 1-1-B:1,"head_hit",0.761245,R 1-1-A:1 (Gews),"B_1866_Slug"] T=15.526 : [R 1-1-B:1,"body",2.07606,R 1-1-A:1 (Gews),"B_1866_Slug"] Here's two shots from an Enfield at 50m: T=4.538 : [R 1-1-B:1,"head_hit",0.983775,R 1-1-A:1 (Gews),"B_303_Ball"] T=4.538 : [R 1-1-B:1,"body",1.69756,R 1-1-A:1 (Gews),"B_303_Ball"] T=6.028 : [R 1-1-B:1,"head_hit",0.513027,R 1-1-A:1 (Gews),"B_303_Ball"] T=6.028 : [R 1-1-B:1,"body",2.05171,R 1-1-A:1 (Gews),"B_303_Ball"] And here are two from an M16 at 50m: T=12.079 : [R 1-1-B:1,"head_hit",0.240117,R 1-1-A:1 (Gews),"B_556x45_Ball"] T=12.079 : [R 1-1-B:1,"body",1.14876,R 1-1-A:1 (Gews),"B_556x45_Ball"] T=7.124 : [R 1-1-B:1,"head_hit",0.164356,R 1-1-A:1 (Gews),"B_556x45_Ball"] T=7.124 : [R 1-1-B:1,"body",1.25626,R 1-1-A:1 (Gews),"B_556x45_Ball"] So according to my hunch (which could be completely wrong) the Enfield only knocked out 1 / 2 times (or is it 2 /2 times?), the Winchester did it both times and the M16 not at all. I don't know about this... yesterday I shot a guy with a Winchester at under 50m and he wasn't knocked out, he put a couple 5.56 rounds into me (I killed him). On the other hand, I could have hit his arms or even possibly his leg or thigh - I wasn't really paying attention to the exact location at the time. Maybe someone can test this out more... Anyways it doesn't really translate to blood damage since it only counts damage to a specific part and ignores damage to others.
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You can already craft a UAV by jumping out of a helicopter mid-flight...
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There is actually code for a dog companion inside the @DayZ folder... looks like someone has certainly considered it. Pretty interesting. I actually don't mind the idea of dogs too much as they aren't human NPCs (taboo).
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Yup, there are a lot more important things than AK variants... As for damage something simple that pops into my head is taking the square of the difference between calibers. Say use 7.62x51 as a baseline, that would give you... 9x19mm = 2600 .45 ACP = 3300 5.45x39 = 4600 5.56x45 = 5300 7.62x39 = 6000 7.62x51 = 8000 Play around with the baseline value a bit, maybe make 7.62x51 do closer to 7000 like a Lee, then 45s would do 3000, you'd solve the pistol nerf problem... might be too lethal for people's tastes though. Oops derailing the thread, back to 1911s.
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Mmm, depends on the weapon. Some AKM variants, maybe an AMD-65 and a Romanian pistol grip model, maybe a slightly rare Tantal, an AK-74M to go with the current 74, etc... I think those would be worthwhile. I mean, someone went to the trouble of modelling toilet paper and straight razors that serve absolutely no purpose apart from "variety"...so a few basic AKs wouldn't hurt, and I think it would be good for the game (see below) Maybe even one with the stock removed just for kicks. :lol: But 1911s... they're not even common over there. Are they? And I assume if you saw any, they'd be the basic "Plain Jane" types, maybe Norinco or BUL or something. Their positive attributes aside, a big part of the reason 1911s are so popular with Americans is because the 1911 is a good wholesome old-fashioned and historic American gun... I don't know if Europeans have the same taste, certainly their military and police forces do not. So for that reason, I don't think we need any more 1911 variants. I think we need more Kalashnikovs because everyone seems to be running around with M4s and DMRs and that... irritates me. Not so much in-game, but when thinking about it... :huh: (and while we're at it AK-74 damage could be upped a bit, it's currently 75% of 5.56, decent formula-wise since it has 75% of the energy and doesn't fragment... but in terms of effect, I think sqrt0.75= 87% might be better, I doubt it's 25% less effective when actually shooting folks. :|
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Maybe this is why Rocket went to Everest.
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The .308 isn't less powerful than the 7.62x51mm, in fact I've heard many people say it's loaded hotter, probably for hunting purposes - that's false. You can see this error propagated online in various places, example: The confusion stemmed from a military manual which said the 7.62x51 had a maximum pressure of 50,000 PSI. That's wrong. Back in the day, they used to use "lead units of pressure" for low-pressure cartridges (ie, shotgun shells, etc) and "copper units of pressure" for rifle cartridges. The document should read 50,000 CUP, but someone put PSI instead, and people got muddled up. The standard military load mentioned (M80) fires a 146 grain bullet at 2,750 ft/s (measured at the military's usual 78 feet from the muzzle). Muzzle velocity would be about 2,815 ft/s. Go to Federal's site and look up their specs for a 150 grain bullet - all but one of their 150 grain loads have a published muzzle velocity of 2,820 ft/s (and the exception is slower). Sound similar? The difference lies in headspace and cartridge wall thickness. The military uses thicker brass. That means you can use less powder to achieve the same pressure and velocities since there's less space inside the cartridge, and it also helps prevent case ruptures. The military brass also has a longer headspace (in this case the distance from the shoulder of the cartridge to the bolt face). Using a .308 in a 7.62 with excessive headspace could potentially lead to a "kaboom"... Anyways the point I was originally intending to make is that they pretty much identical in terms of power. Heh technically the CZ550 could likely use round-nosed ammo, being chambered in 9.3x62mm (solids for maximum penetration on African dangerous game), but in Europe they'd probably be more likely to use expanding rounds since they don't have to deal with Cape Buffalo, hippos, and the like. A place for everything and everything in its place. I'm of the opinion the CZ in the game uses .308 though, so it would probably use hollow or soft point ammo. As for penetration, pointy FMJ might have better penetration on metallic plates and body armour due to more evergy being focussed on a small spot, but when the bullet has to pass through more material (let's say a bunch of walls, or thick brick, or an animal's body), a more blunt solid (or hard cast for animals) bullet can have superior penetration because the weight is more evenly distributed and the bullet stays stable. The FMJ typically has less weight in the front, being pointy and all, and is more likely to tumble. Many FMJ bullets shot into ballistic gelatin or animals will flip completely around (!), whereas a solid will just drill straight through no fucks given. :P Oh, hollow points will penetrate metal, cars, doors, yep, sure enough they will. Rifle rounds will go through a soft vest depending on the level of protection. No hollow points for assault rifles, please, it's common in North America, but I don't think it would be too common in Chernarus when there are bazillions of FMJ 7.62x39mm lying around and not a single Dick's Sporting Goods. I suppose the 7.62 rifles could conceivably use .308 hollow points and other hunting rounds. Although I remember reading somewhere someone was assassinated with a 7.62x39 using Tula soft-point rounds (the point of the article) so I guess they could be a rare spawn... The problem is damage with the current system (and the ArmA 3 system, and probably the Standalone system too, QQ)... do they do twice the damage? 1.5x? Because in real life you can easily be "one-shotted" with standard FMJ as well, unlike in DayZ. Mmm I'm not sure it's worth differing between soft-point and hollow-point ammo. I guess one is more likely to expand slower and penetrates more, the other more likely expand quicker and penetrate less, but that's in general and depends on the velocity of the bullet. I don't think soft-point pistol rounds would penetrate body armor... they have... well, they have a soft point! Lol no issues here, what we have in the mod right now. I think AP rounds would do pretty much the same damage to unarmored targets as FMJ, as long as the standard FMJ wasn't a tumbling or fragmenting bullet. A 7.62 FMJ and a 7.62 AP would both make a .30 caliber hole in you... I'm pretty sure nearly everything in Chernarus would be surplus, it's ex-military gear after all... all those Soviet military weapons and millions of rounds of ammunition stored all over...
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Heh, like the suggestions of adding an AK-47" or a civilian AR-15... I don't get that ^_^
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The link doesn't work for me... Mk IV? Do you mean the MK IV Series 70 Government Model with the special collet bushing? :huh: I have no idea why that would be necessary, wouldn't be any different in-game, maybe better sights...
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Damage isn't arbitrary, it's calculated, a Desert Eagle would do ~4000-4800. I wouldn't want to see one in DayZ, I think everyone can guess why.
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Ah, sniper rifles, a bandit's best friend. I love sniper rifles. A couple things worth noting before we begin: 1. In-game, the M40A3 is identical to the M24. The only difference is the appearance (and the spawn rate). 2. The SVD Camo is also identical to the normal SVD (which is not in DayZ) in case you were wondering. 3. Not doing .50-caliber rifles in this comparison... maybe later. HANDLING RECOIL RATE OF FIRE OPTICS ACCURACY: RARITY DAMAGE SUMMARY
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And now another comparison - the AKM vs the SA58 series. These rifles all fire the same round and seem fairly similar, but there are some important differences. COMMON CHARACTERISTICS: These rifles share certain features. -damage (see damage section) -handling (1.57 dexterity) -rate of fire (all fire at 10 rds/sec, or 600 rpm) -accuracy (accuracy for all is 1.8 mils) ACCURACY: Here's the spreads at 100, 200, and 300 meters (it's the same for all these rifles). As you can see, these aren't very accurate. However, keep in mind they're pretty much the same as the M4 Carbines. RECOIL: SA-58s: 5/10 single 4/10 full auto AKM: 5/10 single 5/10 full auto The recoil is the same in semi-auto, but in full-auto the SA58s are more controllable (note full auto uses a different "type" of recoil that behaves a bit different from single shot recoil). NOISE: Note this is in ArmA, (read the following quote from R4Z0R49) and this is for players, not zombies. I'm too lazy to figure out how to calculate zombie aggro range. Anyways, strangely enough, the vz. 58 series rifles are much louder than the AKM. The sound of the AKM's shots carry for a maximum of 1,000 meters - a shot from an SA-58 can be heard up to 1,300 meters away. The actual range you'll hear it from will be far less, but nevertheless the vz. 58s are louder. On to each individual rifle: AKM: This is a pretty good weapon. It does a fair amount of damage, ammo is fairly common and it has a decent range due to its sights, which are (somewhat optimistically) adjustable from 100 to 800 meters. It does however have a fair amount of recoil, and it's not very accurate. The same applies to the SA-58s. SA58P and SA58V: I consider these rifles a step up from the AKM. They have better sights (the AKM's front blade rests too low in the rear notch and that means a bit less visibility after recoil). They are also noticeably more controllable in full-auto. They share the 100-800m zeroing. SA58V CCO: This has a non-magnified red dot optic zeroed at 300 meters. Compared to other similar optics, I don't like the dot too much, it seems less transparent than the dots on the M4 CCOs, which slightly obstructs the view of a target. It also has a smaller field of view... it offers more visibility of areas away from the target, but a bit less in the target's actual vicinity. The above only really applies at long ranges, I think this gun shines in close combat. This gun also has an infrared laser (turned on by pressing L). This is fairly useless to solo players and it can't be seen without night vision goggles... however it could be useful for pointing out things if you run in a group... at night... and all have NVGs... and your enemies don't... yeah, I don't think the laser is important in DayZ. SA58V ACOG: This has a 4x scope and a secondary iron sight, which sounds fantastic... except the scope is zeroed at 100 meters, and has no stadia lines to hit accurately at other ranges. That sucks. It seems as if someone at Bohemia didn't bother finishing this scope... the phrase "half-assed" comes to mind. It has one tiny tick mark which corresponds to about 500 meters, but from everything in between 100 and 500, it leaves you guessing. Even with the reticle's drawbacks, I still think this scope is an improvement over the standard iron sights. It's easier to hit people at long ranges when they appear 4 times as large. The backup iron sight is pretty awful... The front blade is massive. It's zeroed at 300 meters. Access it by pressing Numpad "0". This rifle has a 3-round burst mode in addition to the standard full auto (which I don't find too useful, just makes switching to auto take longer), and it also has a laser sight like the SA58V CCO. RARITY: AKM: Military: 2% Barracks: 4% SA58P and SA58V: Military: 1.2% SA58 CCO: Barracks: 0.4% SA58 ACOG: Barracks: 0.4% These guns all use the AKM magazines, which are found as follows: Heli crash: 2% Military: 4% Barracks: 8% DAMAGE: 000m: 4,500 100m: 3,689 200m: 3,023 300m: 2,479 400m: 2,031 SUMMARY: I'd almost always choose the SA58V ACOG because of the 4x zoom. Yes, the reticle sucks, but I still find it's better at long ranges than iron sights (even with the iron sight's adjustable zeroing). Having a 4x zoom is also great for scouting purposes. I wouldn't even bother to switch to the backup irons unless I was inside a building, they're really coarse. After that, I'd probably take the SA58V CCO because I find I do better with red dot sights on running targets (who stands still when being shot at?). I wouldn't use an AKM or an SA58 at very long ranges anyways, so the fixed 300m zero works fine for me. It also looks cool. Next I would take either the SA58V or P, they're exactly the same apart from looks. Last comes the AKM. D'aww. No further comment.
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Perhaps they could assign each new spawn a blood type and spawn a few different kinds of bloodbags, as well as making them more rare... you get quite sick if you use the wrong one and it doesn't give you any blood back either. Heh.
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Pusta is my favorite hunting ground, there always seem to be a silly amount of animals spawning there... last time I killed two cows and a goat, and I saw two rabbits and two sheep... all in 15-20 minutes. Anyways I personally would like to see them removed, or made a very rare spawn... by very rare maybe 0.01%. I don't know how it would affect other's gameplay. Being badly wounded should take a bit of time and effort to fully recover! I find cooked meat pretty easy even with the lower cooked meat values these days.
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:P That section isn't fleshed out because I haven't checked how the audible range works. The Winchester gunshot carries up to 1000 meters for players, the Lee-Enfield up to 1500 (I'm not sure if this was officially patched, or if DayZ lowered the Enfield's noise just for zombies). NoCheats is probably correct, 125 vs 162.
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This! Seriously, that's a good idea. Force those clans to hunt... (or at least make blood bags a lot more rare)
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I don't get all the complain about this game on the forum ?
-Gews- replied to iPewPewU's topic in DayZ Mod General Discussion
Well, the terrain is based on part of the Czech Republic, but the country and equipment itself really seems like former Yugoslavia... Bosnia, Croatia, Serbia, etc. In the campaign it is revealed that ChDKZ has been committing acts of genocide and other war crimes, burying dead civilians in mass graves... etc. The native weapons are basically all former Soviet weapons and the Chernarussian factions are pretty low-tech. The more advanced stuff only comes in once Russia gets involved in the conflict. :P -
This would help me so much, I'd just pick up some bloodbags when I spawned, then if I ever get shot, run behind cover, bandage, bloodbag, good as new.... repeat if necessary. Nah, it would be freaking annoying to have people you just shot pop back up fresh as a daisy. So no.