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-Gews-

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Everything posted by -Gews-

  1. -Gews-

    Exp Update 0.61.136770

    Looks like someone had a run-in with wolves in Krasnostav:
  2. -Gews-

    Exp Update 0.61.136770

    Realistically, most people are playing it no different from stable. I encountered delayed gunshot sounds during two killings on sight this last couple hours.
  3. -Gews-

    Exp Update 0.61.136770

    Talk about heavy breathing...
  4. -Gews-

    Exp Update 0.61.136770

    I gave a fresh spawn some ammo and had him shoot at me. Seems the impact sound was delayed—shot and impact should be simultaneous with this weapon and range (≤ 0.01 s difference).
  5. -Gews-

    Exp Update 0.61.136770

    There is the possibility of a ricochet. I also one time did a test and noticed impact effects from my gun delayed client side, in that case by approximately 1/3 second.
  6. -Gews-

    Exp Update 0.61.136770

    Haha, the other day I found a 20-round box of .357 and 3 rounds of .308 shortly after spawn. Maybe an hour later I saw a group of four players, ran off to find a gun, and come across a repeater and a Longhorn in a deerstand. Checked if the repeater was loaded, it wasn't, discarded it, took the Longhorn. After sniping one of them I checked my inventory, saw the box of .357 and had to run all the way back to get that repeater. D'oh!
  7. -Gews-

    Exp Update 0.61.136770

    Two exp. patches ago...
  8. -Gews-

    CR 550: Discussion

    Yes and no: (it took me way too long to figure out how to put the date in my quote tags... grr)
  9. -Gews-

    Dear Santa...

    Candy canes. Edible. If sharpened, can function as a makeshift weapon.
  10. -Gews-

    Exp Update 0.61.136700

    Played for 2 hours, saw no one, got bored in Stary Sobor. No bugs spotted this time. It was night. Had a bow and CZ75 without mags. I decided to run down to the tent cluster near Staroye. Inside the first tent I entered is a kitted-out player in full TTsKO. I fired an arrow. He tried to knock me out. We chased each other in circles for a while, then I realized his rifle was still on his back: "You don't have a gun, do you?" He ran away. I took out my pistol and chased. Told him many times to slow down, stop running, I only want to talk... nope. I took some potshots after issuing several warnings, but slowing down to aim only increased his lead, so I just focused on following him and tried to be discreet about it, hoping he would stop. Eventually I caught up with him after about a kilometre or so. He was hiding in some trees. He took off again. Asked him to stop running, told him I didn't want his items, nothing worked with this guy... until I mentioned that I had put my gun away. He stopped moving and made an attempt to answer my question: "What's your name?" Then he ran forward and tried to punch me. Thanks for the assault pack and the FAL!
  11. -Gews-

    Exp Update 0.61.136700

    Bow certainly one-shots zombies. Checked the increased arrow damages: Crossbow 'bolt' is roughly equivalent to a .300 Winchester Magnum and moves at 328 ft/sec. 'Composite arrow' is roughly equivalent to a .308 Winchester or 7.62x54R and moves at 295 ft/sec. 'Boned arrow' is roughly equivalent to a .303 British and moves at 262 ft/sec. 'Improvised arrow' is roughly equivalent to a .30-30 Winchester and moves at 230 ft/sec. 'Sharpened stick' is roughly equivalent to a 5.56 NATO and moves at 164 ft/sec. Speeds changed around a bit, but all are still much too fast, particularly the bow's arrows. The crossbow 'bolt' is especially overpowered. There's no reason that a crossbow ought to have the damage of a .300 Win Mag. A crossbow doesn't produce the same kind of wounds as a cartridge with 3,500 foot-pounds of muzzle energy. Unnecessary.
  12. -Gews-

    Exp Update 0.61.136700

    The range was already SIGNIFICANTLY increased. They did that in 0.57. It doesn't need to be pushed into firearm territory. That little improvised stick bow currently shoots as fast as something like this:
  13. -Gews-

    CR 550: Discussion

    I expect it will be 50, 100, 200, 300 m at first, because like several other weapons it inherits this from class "Rifle" (placeholder). Zeroing with detachable scopes depends on the scope, so with the 'Hunting Scope', 100-800 m. CZ does a 100 m factory zero on the 550, so it should be fixed to 100 m at some point. Pretty impressive. That one is a 'little' light for bear... The Jordan buck was famously taken with a .25-20. Took a few shots.
  14. -Gews-

    CR 550: Discussion

    A little light for bear, don't you think?
  15. -Gews-

    Exp Update 0.61.136562

    The coordinates are pretty cool IMO. You can quickly check where people have been. First two around Novy Sobor, third up above Grishino, fourth near Polesovo. I think.
  16. -Gews-

    CR 550: Discussion

    This was shown once, but that was a very long time ago. Despite many requests, wind effects were not added with ARMA 3 Marksmen DLC, so I doubt it will happen in DayZ. But I could be wrong. Those sports games (I assume) lack the challenges that would present themselves when adding wind to DayZ's gameplay. And the wind effects in those games may not even be physically correct—who would notice? Wind drift does not scale with time of flight. Slower rounds may drift less. A 9 mm NATO round flying at 400 m/s will experience significantly more wind drift than a .45 ACP going at only 280 m/s. We can calculate wind drift like this: .308 Winchester Distance = 400 m Average wind speed = 4 m/s Wind direction = 90° Time of flight = 0.6 sec Initial velocity = 820 m/s Wind drift = 4*sin(90°)*(0.6-(400/820)) = 0.449 m (using DayZ's .308 ballistics) If you wanted to calculate it in real time, more complicated. This is what the ARMA team had to say: In truth, simulating wind-affected ballistics is not the most complicated task; the real struggle comes with the way gameplay is affected by it. Little details like counting how much a bullet is affected at what speed become irrelevant very quickly. The reason is probably surprising to most looking at the company from the outside. How would we tell the player how strong the wind is? By some gadget, one might say, yes, but what if you don't have the gadget? How would you tell the player the strength of wind? Wind is so natural to people - you can feel it - but this feeling is something we can't put into the game. We also considered showing the strength of wind by particles raising up at the target you are aiming at. We had several ideas but we hit a big wall during the process. That wall is performance. Especially in MP it would be hard to measure, show and compute all the necessary 'helpers'. Our timeframe is limited and the gameplay value is very uncertain because it would make long range shooting much harder than it is. And considering Arma already has a pretty steep learning curve, it could drive away some people that would like to enjoy the game as it is. Some people might say it could be a game option, but should we clutter the game options even more? These questions are very real and very important to us. There are too many questions that don't have very clear answers. That is why we decided not to add this feature to the Marksmen DLC. We are still positive that these can be answered, and with a not-significant amount of time, resolved.
  17. -Gews-

    why not ?

    Nope.
  18. -Gews-

    Let's talk about ammunition.

    I would prefer ignoring different projectile types at this point in time. I don't think it's possible to properly represent the properties of the various types (or even a single type) and I don't want to see silly or gimmicky attributes. Some exceptions (eg, slug for 12-gauge).
  19. -Gews-

    CR 550: Discussion

    I don't have many thoughts about the weapon itself. It's a fairly simple, commonplace weapon so there is not much to say about the mechanics of the CZ550 that will be relevant to the game. I'm glad that it was added, because I like to see an 'authentic' assortment of civilian weapons, which means having more than one rifle in this specific class (whereas some would question whether multiple similar weapons should be added). My thoughts are more on the attachments for this weapon, particularly optics. As some above have said, I would like to see more scopes, particularly civilian models with unique properties... and with correctly-scaled reticles, correct magnifications, etc. A new scope essentially creates a new weapon variant. For example, in addition to the regular 'hunting scope' there could be scopes like the following, among others: -1-4x24 variable (for short-range battue hunt) -fixed-power 8x56 -precision scope with a mil dot reticle, such as Premier M8541A (military loot) Etc. Speaking of scopes, I would also like to see the current hunting scope fixed. It has incorrect magnification (only max 8.3x instead of 4-12x), incorrect reticle dimensions (the black bars are far too thick, and the opening between them for the intersecting thin lines is far, far too wide—proper dimensions are available from Zeiss), and also incorrect 'zeroing' (this scope only has 42 MOA of internal elevation adjustment, which means it should only be able to 'zero' to a maximum of 600 m with a .308—further is where a proper long-range precision optic could enter the picture). I don't think any of the three items above have been changed since December 2013 and the 'Long Range Scope', so I assume they are still placeholders. I made this mockup a couple years ago. The 'hunting scope' didn't exist at that point, so the dimensions are based on a different magnification, but it still gives an idea of how the reticle on this scope should look. Current reticle—incorrect dimensions, only faint resemblance to real reticle(s) 'Fixed' realistic reticle (these dimensions are based on outdated 2014 specs for long range scope and character FOV) The dispersion is: CR527: 0.0015 Winchester: 0.001 and the hunting scope adds -0.00025. That comes out to 4.3 MOA for the carbine, and 2.6 MOA for the Model 70. With proper aim, a guaranteed hit on a torso-sized target to approximately 300 m with the carbine, and 500 m with the Model 70 (scoped). In real life, 4 and 10 round magazine (.308). I think we should have one, because one of the standard USMC sniper rifles (who seem to be a backstory faction) is the M110, which is pretty much what you describe. This is the 21st century. I don't see an issue, because we already have a couple similar weapons, and even with a fancy rifle they still go down if you can get a solid hit in. The Steyr Scout is a civilian rifle. Maybe plausible for a police sniper rifle (short range operations) although there are many more logical choices for that. It was designed as a jack-of-all-trades weapon based on Jeff Cooper's 'scout' concept. Hence the common long eye-relief scopes for fast target acquisition. I believe in-game version will be .223/5.56. NOTE: unless it comes with its own scope for this purpose, the in-game Steyr Scout should have the scope mounted conventionally, at the rear of the receiver! Long-eye relief, forward mount doesn't work very well when you don't have a long-eye relief scope, hehe. Though the pistol scope could work for that, as it is designed to be used further from the eye. The initial speed, since 0.59, is determined by the ammunition type. Previously the initial speed was determined by the magazine type (IIRC, once upon a time, AUG magazine = more speed than, and if things work as suspected, more damage than STANAG magazine). The Model 70 (Alaskan...) has a 25-inch / 63.5 cm barrel compared to the 60 cm / 23.6" barrel on a standard CZ 550. You might get velocities averaging 1% higher. However, I would also like to see the effects of barrel length added. It would make quite a difference for certain weapons (eg, AKS74U, Longhorn pistol, sawed-off rifles, Repeater vs Magnum, etc).
  20. -Gews-

    AK Magpul stuff

    The Magpul furniture should not provide those buffs in the first place—and being completely different firearms and furniture designs, even within the current DayZ-verse the same buffs may not apply to both. I would like to nitpick the AKs, and have said they should be spawned as different variants (AKM, AKMS, AK74, AKS74, AK74M, etc). Also applies to the FAL... and other weapons.
  21. -Gews-

    AK Magpul stuff

    That's where you lose me. It's a brand. These items provide no unique in-game functions. We also have a Troy stock for the M4A1, that doesn't mean we 'pretty much have to have' Troy's AK forend. We have a Midwest Industries' AK handguard and top cover, doesn't mean we also need to have Midwest Industries' two-piece AR forend. If someone said "M4 has a scope, AK needs a scope" that makes sense because a scope provides a certain capability. These don't. The average AK in this game is already too customized and it is not worth creating cosmetic parts only to have them spawn on a minute fraction of AKs, a minute fraction being the only way this would be somewhat acceptable. The vast majority of players should be using AKs configured 'as issued'. Arguable when one of the common modifications seems to be AK to AR stock adapters. Not these Zhukov and MOE stocks and forends, which were only introduced summer 2015 (likely after the DayZ 'apocalypse' occurred). The most' common' mods involving Magpul products and Russian or Eastern European troops seem to be fitting the MOE AR stock and/or a Magpul foregrip.
  22. -Gews-

    AK Magpul stuff

    Some military personnel use or have used Magpul products. Esp. magazines and mostly in Western forces. However, these Magpul AK products were designed for the commercial market, particularly in the US, and it would not be appropriate to have them on Chernarussian and Russian service rifles (cue people digging up photos of Russians using Magpul products). Particularly those ugly 'Zhukov' handguards. Which is not to say that troops here and there may have purchased various aftermarket parts and been allowed to install them on their rifles. The argument isn't compelling. We don't need "brand X" AK furniture just because the M4A1 has "brand X" AR furniture. Already the average AK in this game is far too tricked out.
  23. -Gews-

    why not ?

  24. -Gews-

    Best combo weapon in the game ?

    May 7th, 2015, with the release of 0.56 experimental branch, which gave the ability to detach the 'pistol scope' from the Longhorn. Before this the zero distance was fixed at 100 m. Doesn't seem intentional. However, it doesn't show up on screen, so you must count in your head. Rifles inherit this line from "class Rifle": weaponInfoType = "RscWeaponZeroing"; but "class Pistol" is missing this, so it's an invisible feature. If you could place the same scope on a rifle you would see the numbers. Easily tested on a wall a short distance away, press Page Up a few times and watch the bullets strike far above the point of aim. If you stand 100 m off, it should be about 1 m high set to 800 m.
  25. -Gews-

    Close Quarters Ballistic Combat: How?

    I like to channel them into a narrow shooting gallery, for example, have them chase me down a hallway, through a door, through a gap in a wall, those up-and-down metal stairs over pipes in industrial areas, etc. This way they can't circle me and the jukes are very limited. Of course, there must be an exit. Don't trap yourself. This was my technique using the bow, not firearms... those should be easier.
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