-
Content Count
6841 -
Joined
-
Last visited
Everything posted by -Gews-
-
Heh, like the suggestions of adding an AK-47" or a civilian AR-15... I don't get that ^_^
-
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...
-
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.
-
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
-
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.
-
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.
-
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.
-
: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.
-
This! Seriously, that's a good idea. Force those clans to hunt... (or at least make blood bags a lot more rare)
-
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.
-
You've all seen the blood damage values propagated online. M4A1, 3555 blood. AKM, 4500 blood. Lee-Enfield, 6722 blood. But where did these come from? Who originally posted them? And how did that person find them out? By calculation? Or by testing them in-game? The formula seen online is "raw damage squared times 55.55"... but does that actually correspond to in-game blood damage, or is it just an estimate? I had no idea to be honest, I just trusted it was correct. Once I started looking more at ArmA damage, it got more complicated, and suddenly I really wanted to find out, so I looked at the code and got utterly confused... I think I've finally muddled through. I'm fairly confident I've solved my problem. :D Let's look at the logs for a 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"] Hmmm. I'm not good with code, but I think fn_damageHandler.sqf says that gunshot damage is multiplied by 1000. Headshot damage seems to be multiplied by 1500. So, going though, the total raw damage is 5.9591312. Now, I was unsure of whether to calculate the head damage separately, or to add it to the body damage and ALSO calculate it separately. The numbers are closer when I add it and also calculate, so... Body damage x 1000 = 5,959.1312 Head damage x 1500 = 759.345 Total = 6,718 That's very close to the "published" number of 6,722! :D Me so happy. Damage seems to vary by small amounts due to all the variables involved - it's rarely (if ever) the exact same. Here's a couple more damage values I found when testing (all point-blank torso shots): M16A2: 3,394 3,473 3,304 AKM: 4,074 4,003 4,026 4,213 AS50: 174,859 179,829 180,227 DMR 8,023 8,636 8,137 As you can see, it would appear some of the published damages are off by a fair amount, and the damages also will vary quite a bit no matter what you do. This is also useful to see how shooting different body parts affects the total damage... point-blank Lee-Enfield headshot? Say hello to over 17,000 damage, say bye bye to your head. Shot in the leg with a DMR? You'll live, it's only about half the damage.
-
How do you feel about donation bonuses?
-Gews- replied to colekern's topic in DayZ Mod General Discussion
I don't like it. It's not a true donation if you're getting something in return, in some cases it's blatantly pay-to-win. -
DayZ of course has gravity, so there will be some difference... will you ever have to take it into consideration? Not really.
-
I don't get all the complain about this game on the forum ?
-Gews- replied to iPewPewU's topic in DayZ Mod General Discussion
Mmm, the problem I have with.50 cals is that they aren't really common and they certainly aren't practical for the typical survivor situation, so it annoys me to see them. Would you have a problem with .50 cals being replaced with other rifles that can still one-shot people out to the same ranges? -
What server's that?
-
Ehhh, careful here... don't want to be spreading misinformation. Translating the AKM's "hit = 9" to a value in blood is complicated... it might take away an exact amount of "blood", it depends what the blood monitor is checking. Note this from the Lee: T=7.68 : [R 1-1-A:1,"",1.24218,R 1-1-A:2 (Gews),"B_303_Ball"] That 1.24218 number is the total "structural" damage done, if it passes 0.9, the unit dies. But the unit can also die even if that number is well below 0.9... The head is a separate and more fragile "piece", and if the head passes 0.9 damage, the unit dies, even if the total damage is low. The body (torso, neck, etc) is also another piece and the same applies. Damage to the feet and hands themselves won't kill the unit, but every time anything is damaged, the raw damage before "modifiers" goes into the total "structural" damage, so shooting the feet several times will add up in the structural section and kill the unit. But as you can see, there are many other damages being done than the basic "structural" damage... so although it might be a good way to rank the weapon's power compared to others, it *might* not translate to actual damage. And actual damage to various pieces might not translate to blood damage, if blood only counts the structural damage. And then there's the problem of this: r_player_blood = r_player_blood - (_damage * _scale) Scale *appears *to be 1000 for PvP damage and 1500 for headshots. R_player_blood is just "12000". So, plug the basic "structural" damage of 1.24218 into that and we get: damage = 12000 - (1.24218*1000).... Which of course doesn't equal anywhere near the Lee-Enfield's supposed 6722 damage! Also note that in DayZ, players have a lot more health, and I haven't looked into how that actually works... they appear to have the same actual "hitpoints"... as far as I've checked... so there must be an event handler which intervenes and tones down all the damage. Maybe. Also, note this was tested in ArmA, not DayZ... but it seems to be showing me very close values to what the blood values in DayZ are, and that's also very confusing... Anyways, that's what bothered me - the "raw damage" didn't work when plugged into that equation, and I didn't know exactly what "_damage" meant - so I got the idea of adding up every individual bit of damage and it *appears* to work, all the numbers are quite close, if not exact... this may not be the best way of actually rating weapons, I don't know. I also don't know exactly what the debug monitor is checking when it counts people's blood. It's annoyingly complicated. So.... yeah, that's my disclaimer. :|
-
I don't get all the complain about this game on the forum ?
-Gews- replied to iPewPewU's topic in DayZ Mod General Discussion
'It's not going to be about advanced weaponry. The only advanced weapons that are going to be in are the ones with attachments'. - Rocket Seriously though... why is removing weapons a bad thing, as long as they're replaced with something equivalent? The weapons list right now is a hot mess, it makes little sense. Remove the M240 and give us a PKM, remove the DMR and give us SVDs, remove the *gasp* Lee-Enfield and give us a Mosin-Nagant. -
Heh that's my edit right there... might have to re-edit it now. :| Oh well, much closer than the old "4500" anyways. Winchester point-blank, 3 shots: 8,241 8,085 8,479 Average: 8,268 (old, 8,909) Winchester ~50 meters, 3 shots: 6,142 6,728 6,977 Average: 6,616 (old, 6,894) Winchester ~100 meters, 3 shots: 5,957 5,313 6,005 Average: 5,758 (old, 5,261) Anecdotal evidence has long shown the Winchester has had a mysterious power...
-
I don't get all the complain about this game on the forum ?
-Gews- replied to iPewPewU's topic in DayZ Mod General Discussion
It's not so much complaining as suggestions for improvement. As for the guns, it's not realistic to have this random hodge-podge of Western weapons. DMRs are more common than SVDs, wtf! I would ideally like to see less high-tech Western military gear, and more AKs, hunting rifles, old 1970s Soviet equipment and other guns that fit the setting. I think they would need some tweaking to be a bit more powerful, too... I like shooting people too, it's the best part of the game for me. I just want it to feel more like a zombie apocalypse and less like an issue of Combat Arms. This would be nice. -
Here are some of my rpt logs... confusing. Here's a Makarov headshot: T=11.504 : [R 1-1-A:1,"",0.15039,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"head_hit",1.01629,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"body",0.0126607,R 1-1-A:2 (Gews),"B_9x18_Ball"] T=11.504 : [R 1-1-A:1,"hands",0.0248584,R 1-1-A:2 (Gews),"B_9x18_Ball"] As you can see the head has been completely destroyed. Here's an Enfield headshot: T=10.509 : [R 1-1-A:1,"",1.24458,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"head_hit",6.10792,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"body",0.30848,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"hands",0.568435,R 1-1-A:2 (Gews),"B_303_Ball"] T=10.509 : [R 1-1-A:1,"legs",0.0105262,R 1-1-A:2 (Gews),"B_303_Ball"] Ya, no surviving that.
-
Hmmm well I looked into this a bit more. Apparently the DayZ soldier has "3" armor (hitpoints), "2" armorStructural, and "0.6" armor for his head. So... the head should have "1.8" armor (hitpoints)... and his body should have "3" armor. I believe if the "head" is killed, the player dies (much like how vehicles explode if the engine is destroyed). So... by the formula ((h/4.0235)^2)/(A*a), shooting someone in the face with a 1911 would do.... 0.86 damage to the head plus 0.26 overall... and a Makarov would do 0.55 damage plus 0.16 overall... a Lee-Enfield would do 4.15 damage plus 1.25 overall... Obviously the above seems to be incorrect somehow, Makarovs kill fine with headshots in ArmA... Anyways zombies have a head armor of "0.3", so that means a Makarov would (according to this) do 1.32 damage + 0.20 damage (instant death). Just musing here, I still don't understand damage properly. Also note DayZ itself seems to make headshots more damaging. So if a certain body shot took away 2000 blood... a headshot with the weapon would take away 3000? Large question mark...
-
Would people really be carrying around tranquilizer guns to "keep their humanity up"? I don't think so, they'd just shoot you dead with their normal rifles if you posed a threat to life and limb. Nah, can't say I want to see tranquilizer guns.
-
Found it on a dead AI guard on Skalisty Island while playing on Bluedot's Hive. :P
-
Next, "Lee-Enfield vs Winchester".