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Everything posted by -Gews-
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Wind would be added via a mod in this case. The item you mentioned sounds like the Kestrel.
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No wind in DayZ, or ARMA, so it's only bullet drop.
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Checked how dispersion would look for a typical hunting rifle @ 1.5 MOA. Not much random nonsense there, and not even the most accurate rifle. For an assault rifle of 3.0 MOA you have a 95% chance of hitting a 20-inch circle out to 400 m. For a hunting rifle of 1.5 MOA you have a 95% chance of hitting a 20-inch circle out to 800 m. For a sniper rifle of 1.0 MOA you have a 95% chance of hitting a 20-inch circle out to 1200 m. Can't see how this is objectionable.
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"we are missing implementation of dispersion" "we are not using it anymore" Guns have dispersion. Some guns have less dispersion and some guns have more—most people call this 'accuracy'. If they deliberately removed weapon dispersion to give all the guns perfect accuracy? That means their weapon simulation is no longer realistic or 'authentic'.
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Yes. It seems like everyone's talking about bullets not following the weapon's bore axis. But bullets never did follow the weapon's bore axis. Removing weapons' dispersions is much more concerning.
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I'm more concerned about the ones taken away.
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Most in 1. I think the second furthest took 2 or 3. But the furthest shot, was on the first try, surprisingly. I usually aim down the sights at long range but sometimes I use the crosshair for fun. You shouldn't be able to make things like this without using sights IMO. It feels nice to play with. But it's unfortunately, too nice.
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And how!
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Ended up doing that. So for circular targets of diameter 0.5 m (represents torso) and 0.2 m (represents head) I get this: Weapon: Repeater (dispersion = 0.001) Target: 20 cm, circular (approximates head) Chance of hit: 100% (range, 100 m) Chance of hit: 77% (range, 200 m) Target: 50 cm, circular (approximates torso) Chance of hit: 100% (range, 100 m) Chance of hit: 100% (range, 200 m) Weapon: Magnum (dispersion = 0.006) Target: 20 cm, circular (approximates head) Chance of hit: 15% (range, 100 m) Chance of hit: 4% (range, 200 m) Target: 50 cm, circular (approximates torso) Chance of hit: 64% (range, 100 m) Chance of hit: 23% (range, 200 m) ---------- The mechanic has a big effect...
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I could use, for example, the Repeater and the Magnum as one example. As of now, they both have the same damage and ballistics. The Magnum shoots once per 0.3 second, and the Repeater shoots once per 1 second. In reality it's more like 0.3 seconds for the Magnum and 1.5 second for the Repeater (R key delay... I tested). The Magnum is clearly far superior at close range. However, the Magnum has a dispersion of 0.006, and the Repeater is only 0.001. That's six times smaller spread! And if you calculate the probability of hitting objects within that spread, the advantage is even greater. So the Repeater has some value even if you have a Magnum. It's far superior to engage distant targets. But remove accuracy and you can use your Magnum to snipe at people just about as well. Then the Repeater is pretty much a useless novelty. Now, this ignores zeroing ability—but the Repeater shouldn't have range-adjustable sights, anyways (75 or 100 m fixed zero would be good). It also ignores barrel length affecting velocity, which they have said they will add (in real life the long barrel of the rifle produces double the kinetic energy of the revolver). But similar situations of course apply to many weapons (9mm carbine/SMG vs pistol, smoothbore vs rifled, etc). [also curious they add barrel length vs. velocity and were showing off an advanced hitbox model with heart, lungs and spine, but then remove dispersion—so again I think feedback on this issue can change their minds]
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I assume the ARMA team would add it. I don't think they will just port things to DayZ framework as is. DayZ team may add it as well... but to hip fire only: So, it seems it's not about the difficulty of implementing dispersion. It seems it's about not wanting 'random nonsense' and missed shots. And for that reason, I think their minds can be changed via feedback.
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Those are just what I would consider appropriate values from my head. MOA depends on number of shots fired. Often people state for a 3-shot group. I'm using 5 shots. Five shots should average about 30% larger than 3, IIRC. 1.5 MOA is fine for something like a Winchester 70 using your basic ammunition like Super-X, Rem. green box, or surplus ball. For a proper sniper rifle it should be tighter (eg 0.5 to 1 MOA with proper ammunition) and for an old surplus gun the dispersion should be larger (eg 2-4 MOA with surplus ammunition).
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They should be similar to ARMA 2 and ARMA 3. Off-top-of-head ballpark values: Model 70 = 1.5 MOA SVD = 2-3 MOA M4 = 2-4 MOA AKM = 3-5 MOA Pistol = 10 MOA All depends on number of shots, quality of ammunition, weapon, sight, etc. There shouldn't be any RANDOM NONSENSE. There should be only as much randomness as you'd expect in real life. Weapons should have real-life accuracy. Which means, NOT PERFECT. You don't expect to fire 5 shots and make one hole. ============================================================== You can shoot people at over 2 km in ARMA 2 or ARMA 3. With the dispersion. I remember shooting someone at almost 2.5 km with a weapon that had accuracy of only 1.7 MOA. So is that "fighting random nonsense"? Hardly.
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For example: CZ550 and M24 were very similar in the mod. In damage and mechanics, almost identical. Yet the M24 was more effective. Part of that was the mil-dot reticle. But the other part was the fact the M24 had an accuracy of 0.4 MOA, whereas the CZ550 had accuracy of only 1.5 MOA! Often they both worked equally well. But sometimes, on longer ranges, missing some headshots with CZ which would have been a sure thing with M24. That adds character! Dispersion is important!
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No dispersion? That's terrible. This means you can snipe with a pistol. Snipe with shotgun and slugs. Probably snipe with shotgun and buckshot, too. Some weapons should be less accurate than others. That requires dispersion. A basic feature since Operation Flashpoint. A basic feature in too many games to list. Dispersion is an important characteristic of any firearm. Dispersion between weapons gives character and uniqueness. I said on Reddit: It says in Status Report: Dispersion is not 'random nonsense'. Random nonsense is the original dispersion at alpha release, which was sometimes measured in feet. Most dispersion values are now settled into the acceptable realm. For rifles in DayZ it's between 2"-6" at 100 yards. It can be worked on—a modern bolt-action hunting rifle should be between 1-2 inches at 100 yards for the average 3-5 shot group using basic hunting ammunition. It should not be a difficult task to make dispersion work once more. This is important for any semblance of weapon realism and it will be important for mods—would not like to have run scripts for something that basic! Reconsider and work on the implementation of the dispersion.
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For me, Shadowplay results in a very bright 0.63. Some problem with the full screen. Old change settings or alt+tab trick didn't work, fed up so just went windowed borderless. I don't like the nighttime since the new renderer. There are too many colors and therefore it doesn't look authentic. Old night...
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Agreed about the inventory sizes and visual design. And where's right-click to inspect, and other options? I liked spinning the models around.
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When it comes to bullet impact I'm hoping for less blood rather than more. Dust particles, impact reaction or something would be better. It's silly to shoot some guy wearing multiple layers of clothing, maybe armor, even shooting through his backpack, from many hundreds of metres away and still clearly see that nice big bloop of blood. And it would also be nice to have less impact effect on certain materials, for example a wet field, and more on others, eg: dry dusty path. Maybe size of impact effect dependent on round and its power, too.
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In broad daylight a .45 shouldn't have much flash at all. In this case the compass of extremes would be pointing due Authentic if they deleted the fireballs entirely. In ARMA 2 they managed to have flash transparent in daylight and clearly visible at night:
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I thought old recoil complaints were exaggerated. It's more a problem with weapon-locked camera and rubber-band mouse control. Shown at 20 metres in 0.59, same as now IIRC. Was slightly lowered from the big recoil increase in 0.57. Xbox preview probably isn't final product.
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Couple more images:
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You can access a side chat analogue by finding a radio and batteries. Perhaps they should be easier to find and the batteries longer lasting. I'm not in favour of the ARMA 2-style side chat. The ability to talk to everyone, anywhere, at any time completely changes the feel of the game. For the worse IMO.
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Players do use their muscle memory and applied strength to move the mouse to control their weapon. Not sure how player control is less realistic than a soft skill reducing kick or dispersion. I don't like the idea of spawning in and being "unable to have proper accuracy/control". Some players may also create various backstories for their chars.
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I prefer player's skill to decide accuracy and recoil control.
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0.63 Developer Live Stream - 14th March 2018
-Gews- replied to Baty Alquawen's topic in News & Announcements
Thanks! I'm glad to hear they aren't removing it and that they acknowledge the feature is important to many players. However I hope they will work to find a way to implement it in the other stances, raised weapon etc, with their new control setup. Eye zoom should be able to be used whether or not gun is raised. It will be annoying to be watching someone in the distance, then your eyes automatically zoom out as soon as you raise a weapon, then you have to enter iron sights, and then once in iron sights? Or you have a raised weapon or item, and you need to see someone in the distance quickly, but you can't, because you need to lower the weapon first. It will be quite annoying. Says it conflicts with control scheme they want. Assuming conflicting keybinds. So does this mean we can't rebind our keys the way we like, so it no longer conflicts with assigned raise weapon key? In ideal DayZ eye zoom should be fast, should be fluid, and it should be always accessible.