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Everything posted by -Gews-
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A Western (Cowboy) DayZ in the future.
-Gews- replied to Stitch Jones's topic in DayZ Mod Suggestions
Ooga! Ooga! -
Will Snipers Be Removed Or At Least Tweaked In S.A?
-Gews- replied to Pokerguy12's topic in DayZ Mod General Discussion
We seem to be of the same mind... -
Agreed, the DMR is easily the best general-purpose rifle, and frequently the best "special-purpose" rifle as well. My God, don't get me started :lol: the CZ is a rifle with a serious identity crisis. It says it uses 9.3x62mm, but the configuration file says it uses 7.62x51mm. At the same time, it has the muzzle velocity of the 7.62x54R rifles, not the 7.62x51 muzzle velocity. The damage would suggest it uses either of the 7.62s. And to top it all off, the magazines are called "5x_22_LR_17_HMR", which is just... incredible confusing. I consider it a 7.62x51 since it behaves like one and the CZ doesn't come in 7.62x54R.
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I died today, partly from trying to take on two fully-geared bandits with a double barrel, but mostly because my double barrel wouldn't fire fast enough. Anyways I think it would be a good idea if the double-barrel's rate of fire was increased so that I could fire a nice "one-two" knockout. Many African PHs still rely on double-barrel rifles to offer a fast and reliable second shot, there's no reason why the double barrel shotgun can't do the same task. Set the reloadTime the same as a semi-automatic weapon. Some people might argue it's to simulate recoil, but recoil is already simulated and that argument doesn't apply to any other weapon. Pull the second trigger too fast on the shotgun and you'd miss your second shot just like most other weapons. I want my double barrel to be more effective so I don't miss out on a good kill... all in all I put two slugs and two pellet rounds into that bandit from point-blank range and only broke his legs with the last shot. Let's face it, the weapon is almost useless right now.
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Slugs would cause damage, break bones and such, pellets would be more iffy since they spread the force out more even if they're all in a clump. The slugs in the game have half the penetration of a 7.62x51, but the same penetration as a 5.56. I don't think one single penetration value is enough to be realistic. Some things penetrate certain things well, while failing on others. A knife or a 5.56 FMJ can penetrate a ballistic vest with ease but could fail on other things, like animals... for example, a big, slow soft leaden bullet like a .45-70 could go completely through a bear and could smash through a heavy wall that a lighter bullet like the 5.56 might fail on, and military FMJ would tumble inside that bear and behave unpredictably. On the other hand I doubt a big, soft and decidedly non-pointy .45-70 bullet (I'm talking about the soft lead 1330 fps "original" load, not the modern "improved" ones) or lead shotgun slug would go through a ballistic vest. Of course the person behind would still be severely injured. Different types of bullets but also different kinds of penetration and behaviour in different materials. Both rounds have comparable levels of energy (1590 vs 1310 ft-lbs) but the .45-70 has far more momentum (77 pound-seconds vs 27 pound-seconds). Bohemia only considers the energy in their damage calculations - sometimes they may fudge it a little if they think something "should" be more powerful. They don't consider the caliber, expanding ammunition, etc, yet. It's a lot better since they updated the damages in that patch - they used to have Makarovs almost twice as powerful as 9x19s, and a 1911 did three times as much damage as a 9mm. It just didn't make any sense... the new damages make a lot more sense but there are some failings, and it unintentionally messed things up for DayZ.
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Agreed, slugs used to do the same damage as a Lee-Enfield, now they've been made 50% weaker. The problem is made even worse by how quickly slugs lose power, at 100 meters less than 60% of the damage remains. That part is actually realistic but there's no reason a big 1 oz, .70-plus caliber lead slug shouldn't be able to take someone out, unless they're wearing body armor.
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Some misconceptions in this thread. I've been using these rifles a lot lately so I looked up and tested their exact stats. -The M24 fires 30 m/s faster than the CZ550, 3.4% faster, meaning damage increases by about 3.4%. That's a negligible difference in speed and power, so don't worry about either. -Both rifle's damages fall off at the exact same rate. The M24 will always have a couple percent more damage due to the higher muzzle velocity, but both will take away about 3,000 blood (3,120 vs 3,014) at 1000 meters. -Accuracy: they are most definitely not the same. At 1000 meters the M24 can place rounds in a 12 cm circle. With the CZ550 that swells to 45 cm, or almost four times the dispersion. At most ranges these differences don't really matter since a person is much larger than 45cm across, but if you're trying for a long-range headshot it's important.
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I bet there are many times when someone kills a fresh spawn but doesn't realize they're a fresh spawn because they can't make out if they have a weapon or not.
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(SA) Military weapons are getting rarer, but that doesn't mean there shouldn't be lots of guns to choose from.
-Gews- replied to colekern's topic in DayZ Mod Suggestions
Variety is the spice of life. -
It kind of takes the fun away, too. "Boom" Did I hit him? vs "BoomSHINYXMARKSTHESPOTIHITHIM" I don't understand why people would want them. In other games hits are marked by blood or other less "arcadey" means. It works fine. I usually know if I hit someone in DayZ because I'll see blood where the bullet impacts. Why would you want to put a big shiny X over the top of that? It's clear enough... I just don't see the appeal of these in any way whatsoever. It makes no sense to me, I can't wrap my head around it, kinda like the Privacy Scarf. I don't know why anyone would want one of those, either.
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Anyone else bothered by the lack of zeroing?
-Gews- replied to mushroom911's topic in DayZ Mod General Discussion
Red Army, not the most lax army... NCO set the sights to what he thought proper and told his soldiers to leave it there. Obviously troops need to be trained how to use their own weapons but if one was actually engaged in a firefight it doesn't seem likely one would go "oh, he's about 200 meters away so I'll slide the sight up to that range now " while taking fire. In a less urgent situation where you have time yes, or when it's necessary, but I think DayZ makes it slightly too easy, taptaptap and you can change elevation in the blink of an eye. Ease of use is probably partly why they included fixed, non-adjustable and large battle sights on many rifles, even those with perfectly good adjustable sights (the Lee-Enfield has a battle sight zeroed at 300 yards, not 100 or 200, which makes it seem like it was meant to be a general-use sight, not just for the closest work). For most combat situations it's probably simpler to hold over or under instead of fiddling with the site, shoot low on the first shot, simply aim a bit higher next time. The M16A1 even required some form of tool to adjust the rear sight, making it impossible to do so quickly). Adjusting your sights obviously has its place but I don't think it's portrayed very realistically... it's just not as quick as tapping your pinkie finger on Page Up in real life was my main point. -
Yup, it wouldn't be as fun if you had no fear as a fresh spawn. It's still kind of douchey to run up and shoot them, though, but like the mosquito, perhaps necessary. <_< I tend not to like the people who run up and blast you in the face; at least coast snipers are getting some practice.
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What is your favorite/best snipe (or kill in general)?
-Gews- replied to intensity's topic in DayZ Mod General Discussion
That's about 170m give or take, which is quite impressive with the Winchester, especially a one-shot kill. -
Yup, killing fresh spawns is generally not considered okay. I don't see the point to it since it's not even a kill to be slightly proud of. I've killed some when they surprised me and I didn't think to check their hands for dangerous weapons. Haven't killed anyone completely unarmed (that I can remember). I don't consider someone with a Winchester or an Enfield a "fresh spawn" anymore.
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What is your favorite/best snipe (or kill in general)?
-Gews- replied to intensity's topic in DayZ Mod General Discussion
A smidge below the top of the bottom post. Maybe a half-mil. -
Nope, last CoD I played was Call of Duty 2: Big Red One, don't remember playing a Battlefield. :D
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No, what the hell are those things and what is their purpose? It makes no sense to me... I've never even seen that in a game. The only hitmarkers should be blood pouring out of the person from wherever you shot them.
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How would you feel about the ability to pack any tent?
-Gews- replied to dayz247's topic in DayZ Mod General Discussion
Yes, tents should be packable. Of course any gear they were unable to carry would disappear, but lots of people will pull all the stuff out of your tent anyways. Hide it well in the first place is the solution. -
Meh, true, I killed five or six people tonight, it mostly wasn't that great, I got a nice head shot and pissed off some French people after killing four of their men but it was a bit boring, basically a turkey shoot for me since they had crappy weapons. A couple turned out not to even have any ammo which made me feel like a douche. (Edit: they killed me later with a few guys and some AS50s, blew up me and my car, credit due). I want to up my game though, random opportunistic kills aren't so fun. After playing around in the editor I've suddenly developed a sudden sniper obsession :| I found great places to make 1700 meter shots and under ideal conditions I could hit someone with an M24 at 1,300-400 meters. Now that would be something worthwhile. ^_^ Three problems: -damage: at 1400m an M24 is doing just over 2000 damage, needs to be a headshot to kill... that would be almost pure luck, otherwise I'd need a .50. I don't have a .50, and a .50 introduces other problems... a 1400m shot with an M24 is far more impressive than a 1400m shot with an AS50... damn, it zeroes to 1400 and more. Would need to up the range. -lag, stuttering, low fps: I has it. Recording and high view distances emphasize it. Nuff said. -view distance: Vanilla DayZ caps it at a measly 1600... I need 2500 view distance to see people at 1400m, and 5000 view distance to see them at 1700m. Find a server time? Still, snipers are fun. Wind should make it more so.
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What is your favorite/best snipe (or kill in general)?
-Gews- replied to intensity's topic in DayZ Mod General Discussion
Sick and coughing near Stary, in the woods, surveyed the town with DMR, no zombies, seems empt - wait. Sneaky rifleman prone on hill near the electrical box. Quickly checked range, 850 meters, boom, hit, fountain of blood and a couple death messages, then a couple more rounds just to make sure. -
Greatest sniping shot you've ever caught on film?
-Gews- replied to applejaxc's topic in DayZ Mod General Discussion
This isn't DayZ, it's single player ArmA2, yet I still think this shot I made today was pretty cool. One shot - 2,675 meters from the top of Pik Kozlova to a Russian soldier on the Cherno grain elevator (you're probably gonna have to go full screen to even see it). -
Old bandit skin in next build
-Gews- replied to jamieledgeway@hotmail.co.uk's topic in DayZ Mod Suggestions
I actually want to test this out, I'm curious to see how the new skin affect camouflage. I'm too lazy to port the "man_bandit.p3d" and associated stuff into a mini mod to compare it to the current skin though. As of right now though, bandits don't have any advantages apart from the invisible backpacks. Bandits are probably easier to see in some situations due to the bright rag on their heads... heroes allegedly run faster and have bullet resistant vests, that isn't fair either. Shooting everyone you see is as viable a play style as blood bagging everyone you see. -
Anyone else bothered by the lack of zeroing?
-Gews- replied to mushroom911's topic in DayZ Mod General Discussion
Yup, most of the guns have adjustable sights. However I find it slightly unrealistic that you can simply raise the rear tangent sight on an AK and hit at extended ranges. When engaged in combat troops probably aren't going to be adjusting their sights, they'd just hold over or under, especially since most combat takes place at short ranges due to visibility (think under 100m in an urban situation) but in DayZ people do it all the time and the rifle stays pointed on target while doing so. Many armies didn't even allow troops to adjust their own sights, only NCOs. In Rhodesia they found many AKs have been recovered with the rear sights set to the maximum ranges, meaning that the uneducated owner was firing far too high and not hitting shit. I'm indifferent on the sight adjustment situation, at least for many iron-sighted rifles. Both ways have their realism downsides. All in all I'd probably prefer it with the option, but it should take a slight amount of time to make the change. -
Looks like bandits are getting the old bandit skin back.
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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
:lol: it's most important when using artillery that can fire dozens of miles or intercontinental ballistic missiles... at 1,000 yards you can ignore it, at 2,000 it will start to be a factor. Its importance obviously depends on on earth where you are located. It wouldn't affect a .50 at all at 800 meters... maybe add a "1" to the front of the 800. The wind in the game doesn't even make it that hard, judging from ACE, and almost all of the responses seemed in favour of it. Snipers would still have an advantage since the drift would affect all weapons, it would just take more skill to pull off long range shots. :lol: It's true. Not many people want to remove snipers, they just want to make all the weapons more realistic. More scoped weapons à la CZ might be a good thing. Taking a shot on a prone target at 800 meters should be difficult, right now it's point-click-hit.