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Everything posted by -Gews-
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Definitely looked like a headshot to me, I don't think there's any way someone could survive a headshot with a CZ.
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http://www.armaholic.com/list.php?c=arma2_oa_files You won't be able to use it online, though.
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Damage really does drop off A LOT in real life, they put a lot of effort into their ArmA model. Here's a table from a 1976 Aberdeen report on wind drift. The bullet starts out fast, 840 m/s! By 800 meters that has slowed to 335 m/s. Let's compare that to the 800 meter ArmA velocity and pretend to check damage figures: ArmA 2: (424/900)*8000 = 3769 Real life: (335/840)*8000 = 3194 In real life it actually drops off more and at 800 meters would only have the energy of a handgun round, and many people survive being shot with handguns. It's actually lost 85% of its energy in a mere 800 meters! If anything ArmA is rather generous, in real life you have to actually hit something vital to kill someone. It is sometimes frustrating that I can't make long range one-kill shots with a 7.62 unless I aim very carefully, but I prefer it that way.
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http://dayzmod.com/forum/index.php?/topic/133151-change-the-shotgun-ammo/ :ph34r:
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I don't think we'll see more pellets in the mod because it's hard-coded at 9, no more, no less, hence the suggestion of reduced spread, right now most of the pellets will miss an enemy. Ya gotta remember the more pellets, the smaller the pellets and the less they penetrate... remember when Dick Cheney shot that attorney in the face and chest (with over 200 pellets)? The guy lived and was out within a week. Generally most people won't recommend anything smaller than #4 shot even for a home-defense shotgun intended to be used inside. That's not to say it couldn't kill, but people have survived 000 Magnums to the chest... best to be on the safe side. Anyways getting off-topic, for the mod we have to make do with 9 pellets :lol:
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I mean military 5.45mm starts to tumble when it hits the target because the tip is hollow, it doesn't fragment into pieces though. Different people will tell you different things about how effective it actually is.
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Trying to spread the word, knowledge is power... apparently the average player isn't too inclined to believe me. This went on for several minutes... I wasn't able to scroll up far enough to get the worst parts.
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My headphones actually say "WestJet" on the side of them... Is that sad?
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I didn't realize how complicated it actually was until I tried calculating it myself. It uses quadratic drag and a coefficient, and calculates the rate of negative acceleration acting on the bullet at that specific velocity. Then 10 meters further along, it recalculates a new rate of negative acceleration using the new velocity and repeats that process over and over and over until the bullet disappears... so if someone's firing a machine gun, there are a shit ton of calculations going on. No wonder it's so CPU heavy...
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Fixed. ^_^ This has been in since Operation Flashpoint!
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Meh, at that distance anyone without a sniper rifle is unarmed. ^_^ I'm impressed that was managed with an M40.
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Yup, I think of it as a poor country similar to those in Eastern Europe, the Balkans, the Caucasus, etc... That reminds me, a lot of people think of Takistan as Afghanistan, so do I, but while watching coverage of the Boston bombings I saw the bomber's uncle talk about Dagestan, and he pronounced it extremely similar to "Takistan"... coincidence? Maybe, maybe not. Dagestan village vs Takistan village: Unrelated but interesting.
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Maybe not legal handguns. Handguns are illegal in Russia but some ex-KGB agents were given engraved Makarovs and still carry them, etc... etc. I expect during a zombie apocalypse all these illegal guns would very quickly come out from hiding.
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Slugs. Pellets would look like so: 000m: 1980 blood 100m: 1169 blood 200m: 690 blood There are 9 pellets. Of course that's not very "practical" information since you'd never hit anything at those ranges unless you unloaded with an AA-12. :lol:
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Could work, I wouldn't pick them up though, they'd be too weak to kill a player without a headshot. They already did this, I had to completely change my loot runs. 6.5x55 please.
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But then you have the inconsistency of having a pistol round which is more powerful than a tumbling AK-74 round. Damage wouldn't drop off much either because the bullet starts off slow and the slower it goes the less quickly it decelerates due to quadratic drag: fdrag = -cv^2 Of course they could simply buff all the rounds a bit to have it make more sense.
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Suddenly and unexpectedly found myself unable to move, so decided I might as well make the best of things before the end came... made a 960 meter CZ550 shot, not bad, but not good either - no kill, too weak. That bandit did bleed though, I've rarely seen someone bleed that much and keep on going... (Hit on first shot, hard to see, Youtube reduced the quality slightly. Not sure if I hit on any other shots due to all the blood coming out of the bandit.)
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My ultimate goal is a 1000+ meter CZ550 headshot.
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SIG 556.
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I don't think it will encourage it since a Makarov is an anti-zombie weapon to me, I consider it next to useless for PvP. Honestly I'd rather have a hatchet than a Makarov, although depending on what they buff the damage to in the next patch (I'm hoping they keep it around 1600-1750, and 1911 around 2200-2300) that could change.
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It doesn't matter either way when the first thing every player looks for is a rifle... :lol:
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I actually have a CZ right now, chose it over a DMR "just because", I probably would have chosen it over an M24 as well because making long range shots feels more rewarding with the harder-to-use CZ. I'm so stoked about using it on someone.
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Basic damage (hit value) is based on the bullet. For example: class B_9x18_Ball : BulletBase { hit = 4; 9x19 ammunition inherits most of the properties of 9x18 ammunition. including hit. class B_9x19_Ball : B_9x18_Ball { Therefore changing the Makarov bullet will change all the 9mm pistol and SMG ammunition (unless otherwise specified) and changing the 1911 bullet will change the Revolver ammunition as well. There are some differences, the "hit" value occurs at a certain velocity known as typicalSpeed. This is usually (but not always) the same as the muzzle velocity. For 9x18: typicalSpeed = 310; For 9x19: typicalSpeed = 398; Both pistols do 889 damage, but as you can see the Makarov does its 889 damage at a lower velocity than the 9mm does its 889 damage. Technically, this means the Makarov must fire a more powerful round - if the Makarov's muzzle velocity was increased to the same as the M9, the Makarov would do more damage... while in real life the Makarov fires a much less powerful round as necessitated by its blowback design.
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Voicechat simulating shouting, whispering, etc.
-Gews- replied to traxad's topic in DayZ Mod Suggestions
They should make it so that you have to actually shout at the top of your lungs in order to "shout" in the game. :lol: :thumbsup: -