Jump to content

-Gews-

Members
  • Content Count

    6841
  • Joined

  • Last visited

Everything posted by -Gews-

  1. -Gews-

    New Sniper Rifles

    This is a big area which is missing from ArmA altogether... even browsing mods, there are precious little hunting weapons. As far as I know, nobody has even made a Remington 700, never mind Russian / Eastern European civilian guns. ^stuff like that...
  2. -Gews-

    Understanding KoS Mentality...

    I KoS because I like it, end of... there's nothing else to it. I don't wanna team up and repair a heli with Little Jimmy, I want to shoot him. For me, at least, it's not lack of better stuff to do.
  3. -Gews-

    dayz standalone snipers

    The entire damage discussion above is why DayZ needs more realistic wounding mechanisms... even ArmA3 still uses the same basic hitpoint wound system used since Operation Flashpoint and that's disappointing. I'd like to see "realistic" wound effects for the duration of firefights and shortly after. I'd also like to see more "randomness", ie bullets do not do the exact same damage each time, and more hitboxes on the soldier models... That would mean -good luck surviving .308 to the chest -even small calibers can kill in one shot -even large calibers can fail to kill -rounds don't do a set amount of damage -hit location on body > type of bullet you were shot with -insta-kills would be somewhat rare even from large calibers, people would instead unavoidably bleed to death -locations like heart and other vital organs -actual incorporation of working trauma plates and ballistic vests Etc etc etc. However, if you manage to survive the firefight and get away, then realism would be allowed to relax a bit... no broken leg for several months, you can properly heal yourself after 30 minutes, etc. Anyways that's how I'd do it... screw zombie pathfinding and optimization, work on ballistics and wound systems :D
  4. -Gews-

    More guns.

    I wanna see 5-10 different Eastern weapons for every American weapon... By the way were did you see the Mosin and Ruger were confirmed? And what's this about a Mauser? I'm too busy to go searching dev blogs right now... :huh:
  5. -Gews-

    Using Mil Dots to Zero in

    Nope. There is no exact location, "bullet drop" depends on the trajectory of the bullet, that in turn depends on how fast it's going and what range you're zeroed at. If you're zeroed at 800m and the target is at 850, the bullet will drop less than if you're zeroed at 1400m and the target is at 1450. When zeroed at longer ranges the bullet will be launched higher into the air and will come down at a steeper angle, this means more correction is necessary. Crude diagram: In short, longer range = larger errors.
  6. -Gews-

    New Sniper Rifles

    "Snipers" I would like to see: TRG-42 PSL SVD SDVK "Breaker" Tigr 9.3 M76 Mosin + optics (not WWII PU) SKS + optics Myriad hunting rifles.
  7. -Gews-

    [SA] - Knockdown over Knockout

    Exactly, stumbling, falling to the ground, etc... instead of this long-ass unconsciousness. And more bleeding... like "bleed out before you can run 50 meters" kind of bleeding.
  8. -Gews-

    Deer stands

    By default they only spawn CZ550s and a couple types of ammo now.
  9. -Gews-

    Heavy pistol weapon idea

    Anyways the new patch notes say handgun damage will be bumped. From a gameplay standpoint that's good, from a consistency standpoint that's probably bad... whatever, I guess. AFAIK there aren't many large magnum-type handguns produced in that general area and I doubt you'd be likely to see any either. A 9mm should do everything quite well enough...
  10. -Gews-

    DayZ: SA cars

    Hahahahaha good point. It's pretty simple to drive a car with an automatic gearbox... it's basically a big go-kart.
  11. -Gews-

    Average FPS?

    Can't upgrade, notebook :lol: perhaps a new setup sometime in the future, depends how standalone runs...
  12. -Gews-

    Average FPS?

    Average 15-20 if the server runs well. 10-15 if it runs poorly.
  13. -Gews-

    I am done [Bandit Suggestion]

    Heh sounds like you want a system to punish people who act like dicks... sorry, but no thanks.
  14. -Gews-

    Kill with your hands

    No... The easiest way to kill someone with your bare hands is to drunkenly shove them onto the pavement so they hit their head. Snapping necks with your bare hands sounds like something that belongs with sawback survival knives, red bandanas and explosive arrows...
  15. -Gews-

    Underground Bases....?

    I'd rather have them abandon the idea. It hurts my realism... all that underground shit... is the SA gonna be "DayZ: Viet Cong"? Even worse, nothing should be safe in DayZ. I don't see how underground, instanced bases could fit into DayZ as we know it.
  16. Or general-purpose machine guns, whatever... We need some of these hats in DayZ On to the comparison: HANDLING Normally I would say this isn't important, however in this case the differences are large enough to be noticeable. RPK-74 = 1.21 M249 = 1.21 Mk48 Mod 0 = 0.67 M240 = 0.51 The Mk48 is quicker than the M240, both the 7.62s are slower than the others. DAMAGE Range------RPK-74--------M249-------M240/Mk48 Mod 0----- 0--------------2,720---------3,500-------------8,000------------ 200-----------2,045---------2,620-------------6,630------------ 400-----------1,535---------1,960-------------5,490------------ 600-----------1,150---------1,470-------------4,550------------ *figures rounded to the nearest multiple of 5 From the RPK and the M249, the 5.45 and 5.56 are actually quite similar in damage. The 7.62x51 weapons are far superior in damage to 5.56 and 5.45 and have a large chance of knocking people out. At the muzzle they do over twice as much damage, and the lead only increases with distance (at 600m they do three times as much). This is a huge advantage. ACCURACY This isn't important with these weapons, all are more than adequate. Normally I would make spread pictures, but I don't consider it important here. These guns work best in bursts, so the most important factor is recoil. M249 = 1.5 mils RPK-74 = 1.2 mils Mk48 Mod 0 = 1.1 mils M240 = 0.8 mils RATE OF FIRE RPK-74: 600 rpm (10/sec) M249: 860 rpm (14.3/sec) M240: 850 rpm (14.1/sec) Mk48: 850 rpm (14.1/sec) All except the RPK-74 are about the same. With these guns I much prefer a higher rate of fire, I feel I'm able to get more rounds on targets. RECOIL Very important for these weapons. Recoil is as follows: RPK-74 4/10 standing 3/10 prone M249 5/10 standing 3/10 prone Mk48 Mod 0 7/10 standing 4/10 prone M240 8/10 standing 5/10 prone To me, the one that feels the most controllable is the RPK-74 since it has a lower rate of fire, but the M249 is about the exact same. It just spits out more bullets in the same time, causing more rise in the same time. The RPK-74 has slightly different values for the semi-auto mode (both 4/4) The M240 has a bit more recoil than the Mk48 Mod 0, that's a plus for the Mk48. AMMO -The M240 and the Mk48 can only use the 100 round M240 belts. -The M249 can use M249 belts as well as every type of 30 round 5.56x45 magazine. -The RPK-74 can use 75-round drums as well as every type of 5.45x39 magazine. Some people prefer the M249 because of the ability to use 30 round magazines. That's nice, but if I was limited to 30 round mags I would consider ditching the weapon for an M4 or something more versatile. 30 round mags take up more space and get used up fast. I wouldn't take an M249 or an RPK over one of the 7.62s. SIGHTS All these sights are zeroed at 300m. Not too much to say here... The sights on the RPK-74 are the exact same as on the AK-74. The front blade is precise, but I prefer more visibility of the target. The sights on the M249 are pretty decent in terms of visibility. The blade isn't too precise but it's okay. The sights on the M240 are good. The blade is nice and thin, too. The Mk48 has the standard red dot. It's not as precise as some of the irons but it has great visibility and works well at any reasonable range... if you can see it, you can probably hit it. I prefer this to the others. SUMMARY From best to worst: -Mk48 Mod 0 -M240 -M249 -RPK-74 I prefer the 7.62 weapons for their power. Better handling and more common ammo isn't enough to sway my opinion in favor of the smaller caliber weapons. As for RPK vs M249, the latter all the way. The magazines have over twice as many rounds, it fires faster, I prefer the sights, it's *slightly* more powerful... M249. The RPK isn't a bad weapon though, any machine gun is pretty good when prone. Also... where's the PKM? You know, the standard machine gun of the Chedakis and the CDF? The quintessential Soviet GPMG? The gun which should be found instead of the M240 and M249? The gun which should be in the new Russian heli crashes? We need a PKM, pronto. Add it. This man wants a PKM to go with his PKM   
  17. -Gews-

    Just remeber

    The way some people talk it sounds like Dre's Detox is gonna drop before the standalone does.
  18. -Gews-

    How to fly a plane?

    I assumed he meant it was harder to control the fighter jets... :0 Evidently not...?
  19. -Gews-

    Heavy pistol weapon idea

    Sounds like someone recently watched Sudden Impact.
  20. -Gews-

    Light machine gun comparison

    Handling (dexterity) = 0.51 Recoil = 8/10 standing, 5/10 prone Rate of fire = 700 rpm (11.6 / sec) Accuracy = 0.8 mils Pretty decent, it has zeroing out to 800m too. I'm not a fan of the sights however, coarse front blade, low visibility, they also seem to "wiggle around" a bit. Also it's a very loud weapon for players... can be heard from 50% farther away than the M240.
  21. -Gews-

    How to fly a plane?

    This, make sure you get up to speed before pulling up or you'll fall like a stone... I prefer to just wait until it takes off by itself.
  22. -Gews-

    there should be dog

    Damn straight! Like I said before:
  23. Mk48 eats players for breakfast. Mk48.
  24. -Gews-

    Long bow

    If this ever gets added, this is so me:
×