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Everything posted by -Gews-
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Gah, not this again. The problem is not that .50 caliber rifles are "overpowered", the problem is that .50 caliber rifles are unrealistic given the setting. An M107 magazine weighs over 4 lbs. No one in a "DayZ" situation would actually carry such a rifle even if you could find it, which you wouldn't, because it's slow, it's heavy, and it's most definitely not a good all-around fighting rifle. You don't need over 10,000 ft-lbs to kill a human, you don't even need over 10,000 ft-lbs to kill an elephant. It's a rifle with a very specific military purpose. People take out elk and other large animals in one shot at ridiculously long ranges with hunting rifles - a several-hundred pound elk is many times tougher than a measly human. I don't see why other rifles wouldn't be a kill shot at long range provided you aimed properly, although with the current "does the same damage every time" system, that would be very problematic. Some people just have an issue with scoped rifles in general (dey unfair!) and I dislike that viewpoint.
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On some gates it has been an issue, not on doors. I haven't tested it much. Last time was the blue gate outside the Elektro power station firehouse.
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Try my Salami Server... 1 Billion New Guns!
-Gews- replied to JeffDetroit's topic in DayZ Mod General Discussion
Hell yeah! Could have come in handy that time I found a freshly spawned Huey surrounded by trees. -
I have no idea what you mean by that, I never mentioned shooting anything either. I just said I dislike how you have to aim at specific parts of certain doors to get them to open.
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Shooting? No, I mean right now if I want to get the option to open a gate, for example, I have to be looking right at the little lock in the center of the gate. It can waste valuable time messing around.
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Meh, could work, although: -you can't just run full speed into a door and instantly smash it open it in real life -could be problematic while waiting poised outside a door about to clear a firehouse, etc -is PhysX even making it into the standalone? Not up to date on that. I like the scroll-wheel space idea. It would also be nice if you didn't have to aim precisely at the handle on gates and fences and such. Just aim anywhere on the entire thing...
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They are doing that... Although players aren't Olympic sprinters either, if you've been running for 3 kilometers and run smack into a group of zombies, I think it should be much easier for a zombie to catch you. I also think zombies should be able to grab hold of players. Many people hate artificial stamina but it could have its place if done right.
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True, but 889 damage makes sense given the other 9mms do 889 damage. I'd rather have damages be consistent rather than some damages realistic, but others not. In the next patch they are buffing the pistol ammo. I expect they will buff it for all 9mm / .45 weapons, not just the pistols. The hit-point system won't be used? That would be nice, but ArmA 3 uses it and I haven't heard anything about standalone using a different system... As for the Uzi, I'll repeat some of what I said in my PM since I have the same opinion. :lol: I would expect spawn rate to be lower than the MP5s and Bizons.
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Try my Salami Server... 1 Billion New Guns!
-Gews- replied to JeffDetroit's topic in DayZ Mod General Discussion
I wanted those so bad... damn the "incident" . -
Apart from rare ammo, there is one serious flaw I've found with the FAL... if you have a ghillie, it frequently obscures the front sight. Could easily be fatal.
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I don't like the Sa61, it takes roughly a dozen shots to kill an unarmoured soldier in Arma. I made a small Takistan mission using one and found to my frustration I could not kill the enemy Warlord with it (he ran away unless I made a headshot on him). In DayZ it would take 24 body shots...
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Molotovs could be pretty cool but I imagine would take a ton of work to make properly. Also they seem pretty ineffective in most cases, remember the fuel has to splash all over someone to kill them and it will usually splash mostly on the ground. In WW2 these were used mostly against tanks to try to set vital parts or the fuel lines on fire, not against infantry. They can still be effective if a tank hatch is left open... they could be used to set vehicles alight and ruin them. Same for people hiding in places that can be set on fire. Look at this video (30 seconds in), they don't seem too effective against individual people outside, they seem to be more useful if people are inside something flammable, such as a vehicle or a room to drive them out of.
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Gas station roof, any ideas?
-Gews- replied to [email protected]'s topic in DayZ Mod General Discussion
Oh dang... have someone jump out of another chopper until they land on the roof. Otherwise, you seem screwed. -
Lee is the best overall starter's gun, for sure (because who wastes their primary on zombies?) but as for the "best gun for player hunting" I have to disagree with it, the M14 AIM and FN FAL are much better guns and I think there are better guns than those. I still think AS50 + M107 rounds is an great (if somewhat distasteful) combo.
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I don't know why anyone would want a feature like that... if realistically represented, you could lay waste to the entire map with just one jerry can and a box of matches. People would have to hide in the debug zone. :huh:
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Will Snipers Be Removed Or At Least Tweaked In S.A?
-Gews- replied to Pokerguy12's topic in DayZ Mod General Discussion
None of them (the 7.62s) have muzzle brakes, and I don't think the flash hider on the M14 and DMRs would make any discernible difference, so I don't want to see sniper rifles being treated "differently", same as how many games have them dealing more damage "just because". The only thing sound-wise a muzzle-brake can do is redirect more of the sound energy to the side, instead of out the front. It obviously won't increase the total sound energy coming out the front of the barrel. That's why sticking a brake on makes the rifle seem louder to the shooter and those near to the gun. Hmmm, I'm just thinking here, following that logic, that could technically mean slightly less sound energy being directed at those being shot at... never been shot at so I can't speak to that. :lol: -
Dayz Suggestions - weapon mods
-Gews- replied to AlkwardzzSeaturtlzz's topic in DayZ Mod Suggestions
I'm not an expert at sawing into MP5 integral silencers, but I'd guess it would probably easier to make one from scratch and I don't know why someone would want to ruin a perfectly good submachine gun to try... I used to frequent some forums where I ran into a crazy guy who make some himself, he ended up serving quite a few years when they caught him. :lol: Yeah I'm really not a fan of it to be honest. I'd find it more realistic if they had left it completely out! I don't know why someone would take off and exchange optical sights in combat. I can see screwing a suppressor on for a hitman-type game, but wouldn't a special-forces soldier using a suppressor already have their suppressor on? :rolleyes: It would have been good when choosing attachments at the start of a mission... -
Will Snipers Be Removed Or At Least Tweaked In S.A?
-Gews- replied to Pokerguy12's topic in DayZ Mod General Discussion
Any sniper rifle? Why would a 7.62 M24 be magically louder than a 7.62 M14 AIM or M240? :| -
In the DayZ files there's this interesting classname: class MolotovCocktailMuzzle : ThrowMuzzle { displayName = "Throw"; magazines[] = {"TrashJackDaniels", "ItemSodaEmpty", "TrashTinCan"}; cursor = "Vehicle_Grenade_W"; cursorAim = "\ca\Weapons\Data\clear_empty"; }; The name seems to suggest there was some thought of Molotovs.
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Try my Salami Server... 1 Billion New Guns!
-Gews- replied to JeffDetroit's topic in DayZ Mod General Discussion
Mmmmmm salami -
I read the changelog that said pistols are getting buffed - I hope the shotgun ammo gets updated for DayZ too. Right now shotgun rounds suck - low effectiveness. I'm talking about the double-barrel, the 870, and the Benelli. I came up with some suggestions to make the ammunition both more realistic and to give it a better place in the game (none of these suggestions apply to the Winchester, it's different). My suggestions are: 1. Make slugs do more damage (not Winchester) 2. Make pellets spread less 3. Make individual pellets do less damage 4. Make pellets lose velocity quicker Reasoning: 1. 12 gauge slugs are very large, blunt-nosed, and soft masses of lead and would cause more damage to a human than many of the FMJ rifle bullets they are currently outclassed by. 2. Current pellet spread is cartoonishly large and ineffective at anything more than point-blank range. Pellets should still be easier to hit with than bullets, but more of them should land on target. 3. Individual pellets currently do more damage than .45 handgun rounds, which is unrealistic. A .45 bullet weighs almost as much as 4 double-ought pellets.This high damage wouldn't be necessary if the spread was reduced and more pellets had a good chance of hitting - right now many pellets will miss. 4. Pellets in real life lose velocity extremely quickly, making them ineffective at long ranges, but currently they lose velocity at the same rate as a Winchester slug or a 12-gauge slug. Exact proposed changes: 1. Change the hit value of slugs to 13 (leave the Winchester slugs alone!). This would make slugs more powerful than 7.62 within the first 40 meters, after which the slug would rapidly slow down and 7.62 would surpass it. These were my changes, I simply added a new ammo class: 2. To make pellets spread less, one needs to add a fireSpreadAngle line (to each weapon class itself, not the ammunition or magazines). This 0.70 value worked well. (I also changed the reloadTime of the MR43 from 2 to 0.2, it feels much improved, the magazine reload time should be about 4 seconds IMO) 3. Change the new pellet hit value to somewhere in the range of 4.5 to 5 (this still a bit too powerful for individual pellets, but some fudging is required to have a realistic effect when they all hit en masse). These pellets would still be as (or more) effective in combat due to more actually hitting with the tighter pattern. 4. Change the new pellet airFriction value to -0.007 to ensure pellets are effective at close range, but weak at longer range. It's important that pellets lose velocity and damage very quickly. Also change the caliber (penetration) value to 0.25 from the current 0.5 which is shared with slugs, because pellets don't penetrate nearly as well as slugs. These were my pellet changes: Effect: Changes in spread before / after: As you can see in the video below, it went from several feet of spread to slightly larger than a torso. The majority of pellets could be kept "on bandit" at ranges under 30 meters. Video (those are invincible AIs, by the way):
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Honestly I'm not sure why someone would decide to carry two rifles and ammunition every day, especially big heavy battle rifles. I don't know why someone would want to be weighed down with an extra 10-15 lbs just in case they need a slightly different gun. I don't know what can be done about the invisible guns in backpacks. Since this is a mod, I'm guessing not much. Anyways, that got me thinking... does DayZ take the weight you're carrying into account when deciding how often you need to eat and drink? If not, it should. Movement affects thirst and hunger, carrying weight would add greatly to the physical exertion.
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Whenever I consider a weapon I think about what we actually see being used in those regions, and what would likely be found there... I don't like the idea of a random pot-pourri of tacticool weapons. That seems like something that belongs in CoD or Battlefield or Rainbow Six, and that works well there, but not in something going for an immersive and realistic world. Eg, sure the Remington MSR and the Micro-Tavor are cool rifles, but I don't think they belong in DayZ.
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Favorite at the moment is the CZ550. I think the AS50 is the "best" though, although I don't really like it.
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I had to tilt my screen away from me to get some more contrast... :| pause the video at 1:06