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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Bandit Free Server

    :| Well, they're certainly out there.
  2. So basically MP5s for everyone?
  3. -Gews-

    SA - Tracer rounds as an item

    Almost nobody uses tracers for shooting, most shooting ranges ban their use as well, and snipers don't use tracers.
  4. We should have an Obrez in DayZ Standalone. As you can see it's basically a sawn-off Mosin-Nagant (although I've seen sawn off Lee-Enfields as well). This example has been sawn off ridiculously close to the muzzle. It probably had a massive muzzle flash, a punch-you-in-the-face concussive wave and extremely low performance. I can't even believe how closely they've cut it in the above example, it's almost as bad as having no barrel at all. This is probably a more typical example:
  5. -Gews-

    Your Shoot On Sight Threshold?

    If they have a hatchet they're getting bumped off. I learned my lesson about survivors with hatchets... from both sides. That's how I got a Mk 48 Mod 0 once.
  6. I had an experience with Russians where one started talking Russian over side chat and everyone was telling him to shut up. I didn't mind it; everything sounds serious when you say it in Russian.
  7. Maybe there should be a "DayZ ID" which would let you add friends and recognize players on a list, but you could change your displayed nickname in game. I'm not comfortable with permanent names.
  8. -Gews-

    The mighty Enfield

    Great minds think alike. :D http://dayzmod.com/forum/index.php?/topic/119366-new-damage-system/ It definitely has drop now, but it doesn't really affect it until past 400m. 000m: 750 100m: 699 200m: 650 300m: 605 400m: 563 500m: 524 I read somewhere that velocity modifies damage with a linear relationship, so according to that the Enfield would "only" do 4700 blood damage at 500m, but I'm not sure if they changed that or not. I know they changed something to do with damage at long range. By the way ArmA ballistics mean that at longer ranges, bullets travel faster than they do in real life. In real life the bullet would only be going, at the very most, about 460 m/s at 500 meters. More likely closer to 430 m/s. It's unrealistic to expect Bohemia Interactive to model exact real bullet flights since it's extremely complicated and dedicated software for that can cost up to $50 or more. They do a surprisingly good job given the engine limitations.
  9. No unique names! No, no, no! I'm glad I don't have to play as "RainbowDash097x", I like clean nicknames.
  10. Maybe something like a 25% chance of shoving them onto the ground, where you can then knock them out with repeated strikes. And then take their gun and give a coup de grace.
  11. -Gews-

    Dual wielding, smoke grenades, and flashbangs

    Why would anyone dual wield pistols... it's hard enough to aim one properly. Maybe they should introduce "guns akimbo" and make it have FADE protection accuracy. Edit: wait, Wild Bill used two pistols and he was pretty good with them. Maybe if we also introduce pirates and cowboys.
  12. -Gews-

    Guns and Aim-Down-Sight

    I don't have a numpad so I couldn't easily use default keys to access the sights on static weapons. I deleted the control for "lock or zoom" and put the right mouse button as the "optics" control, as well as right mouse button and "t" for "optics mode" and it worked OK for me. I also changed "hold breath" to the spacebar and changed the command menu to the tab key. I'm pretty sure I have some conflicting controls though.
  13. -Gews-

    NZ|Snap!| Banned BEC: GameHack: #26

    Cheat Engine isn't a hack, I googled and some random using Cheat Engine was unbanned by a Shogun: Total War admin so there may be something to this.
  14. -Gews-

    Optional team based friendly fire.

    No way! You couldn't infiltrate someone's group and shoot them all in the back when they stumble across a camp.
  15. -Gews-

    Top 10 Features to Remove

    Remove the most popular weapons? That's gonna be popular!
  16. -Gews-

    VIP's in servers. Thoughts?

    I don't like it and I generally avoid servers with donator perks. It's pointless, they don't care about dying because they'll spawn right back with all their gear and it ruins immersion. If they want to spawn in with machine guns they should play ArmA.
  17. It was either your brother downloading hacks or programs that steal your CD key... or as happened to another member here, someone using a CD key generator happened to run across your key and got it banned.
  18. I was on a server last night where the admins were in the other team's Teamspeak channel, talking about how they were teleporting, spawning Scud launchers and spectating player's positions.
  19. -Gews-

    New damage system

    I'm just throwing this out there since I'm bored, I don't really expect the entire damage system to be reworked, but I think it's an interesting idea. What I was thinking was that there should me more hitboxes on the player models, so that a shot in the legs may cause you to bleed out quickly but won't kill immediately, or a shot to the heart area would kill almost immediately, etc. No more killing someone with a .50 caliber foot shot. My other idea was that instead of weapons having a fixed amount of damage, they should have a percent chance of doing "X" amount of damage. This would be modified by the area hit - a head or heart shot would almost certainly be a fatal would, but a shot somewhere else would have a chance of either doing less or more damage. The more powerful the weapon, the more chance of doing higher damage. For example, instead of Winchester = 9 damage, 1911 = 5 damage, Makarov = 4 damage, you could have Winchester = 70% torso, 1911 = 45 % torso, Makarov = 30% torso (as well as other body locations). This would mean there wouldn't be a specific number of rounds it would take to kill someone. Right now you can calculate the number of hits it takes, but with the new system it could take only one if it hit the right place, or it could take quite a lot if the target was lucky. Right now the damage system isn't that realistic... it would make things more interesting if you weren't certain how many hits would kill a player, and it would mean any gun would have a larger chance of killing someone if a headshot wasn't the only always fatal place.
  20. -Gews-

    What if we removed the crosshair?

    200 meters to be exact. :|
  21. -Gews-

    What if we removed the crosshair?

    Watch this little video I made on the subject. I was bored...
  22. -Gews-

    New damage system

    Well, it depends on the barrel length. Right now basic damage is tied to the ammunition used, and muzzle velocity (which impacts the damage at longer ranges) is tied to the magazines used. However that means that barrel length has no impact on damage or muzzle velocity. That can have some pretty substantial effects on certain weapons, like the AKS-74U. It should only shoot at 735 m/s but it shoots at the same velocity as the standard AK-74, 900 m/s, so unlike in real life, it has just as long a range as its bigger brother, better sights, the same damage, and the same flat trajectory, so there is no real downside to choosing it. I'm not sure if it would be easier to make a "base damage percentages" for each caliber that is modified by the muzzle velocity, or to just put values for each weapon since most have varying muzzle velocities and similar weapons could be copy/pasted. There is a ton of specific data for most guns out there so it wouldn't be too hard to find values to input for each weapon. I agree that weapons firing the same rounds at roughly the same speed should have the same potential for damage. I definitely do not want a Battlefield 3-type damage system where bolt actions mysteriously kill better than semi-automatics, etc. Heh, although that would give the Lee-Enfield back its punch.
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