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Everything posted by -Gews-
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I saw people complaining about this on Reddit:
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Better if they required you to fold the stock for storage and unfold for proper accuracy, but if they must choose one animation, which is the case, it should be unfolded and held as a carbine. It has a stock for a reason. In ARMA 2 it's held like a pistol because all the pistols use the same animation and it was easier to use that than create a new one.
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All weapons are weak when hitting in the arms. It actually does have zeroing, 50-800 meters (50, 100, 200...). I prefer to set it to 200 and go from there.
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I don't think they should be a 'real threat' in most cases. Wolves are too aggressive right now. But most players would rather see the ravenous "big, bad wolf" than realistic behaviors based on the research of wildlife biologists. As a compromise the AI could be changed so the wolves do not always rush to attack and tend to go after lone players rather than groups. A group of people armed with firearms should not be concerned about wolves. The 'survivalist' with his fishing rod and bow, all by his lonesome, okay. Players should not be able to outrun and outmaneuver wolves.
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Sa-58 Rate of fire, other weapon changes
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
Indeed. These details are all clear in the manuals. -
Yep. I spam the apples and the wells. Not gonna sit and wait purely on principle when I can crouch beside it and press "F" a few times. Same thing with no-sway hipfire, not going to stand still or aim down sights instead. Some things you can not even tell if intended or not—for example, pre-0.61 you could cancel the bow's odd sway pattern by pressing WASD as you drew the arrow back (at 1:24). Intended? Did the bow work as intended anyways? Who knows. My personal red line begins with gamma/brightness boosting. But if simply pressing the "find" key gives me easy apples I'm taking them.
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Sa-58 Rate of fire, other weapon changes
-Gews- replied to thedogfoodyayho's topic in DayZ Mod Suggestions
The class name for AKM was "AK_47_M", IIRC. Someone going through the config probably saw this and saw fit to "correct" the in-game description. -
The Single Action Revolver deserves a place in this game.
-Gews- replied to WOLFGEIST's topic in Suggestions
I say one of the shorter lengths because these are much more popular in Cowboy Action shooting, which would presumably be the backstory. In addition a 7-1/2" .357 SAA clone will be heavier than a 7-1/2" .45 Colt by around 5 oz / 150 grams, affecting the balance. -
The Single Action Revolver deserves a place in this game.
-Gews- replied to WOLFGEIST's topic in Suggestions
Hate to rain on the parade but I don't like to see weapons I consider "out of place". Since DayZ has a very limited weapons list, only the most common types of firearms in similar real-world locations should be put on that list. You point out the Repeater is in the game, but I don't think one "out of place" weapon justifies another. If it were up to me I would simply delete the Repeater, Red 9, derringer, Amphibia, and a few others too. Anyways, if a single-action revolver had to be included, the obvious choice would be an Italian SAA clone with a 4-3/4" or 5-1/2" barrel chambered in .357 Magnum. -
I never used this much, I prefer bow for archery challenge and rifle for serious play. It's not horrible. I did hit a zed around 200 m away on the first shot. Not a one-hit kill at that range. However I shot several arrows firing at people peeking out a second-story window from 150 m, couldn't see the impacts at night and was unable to connect. Short range weapon with extreme trajectory. Best if you keep the scope zeroed to 50 m.
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This weapon is much too large to fit inside a backpack, even if you removed the limbs. I made a little sketch to demonstrate this point over a year ago (M4A1s for comparison). It's as long as the rifle and with the limbs, as wide as the rifle is long. It's not small by any standard. Another example: Also, right now it makes a faint "peeew" sound. It should make a fairly loud "CLACK", or "THWACK", or "THUNK", depending on your point of view. But not "peeew".
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Kashtan scope guide, 0.59.131121 The Kashtan is the civilian version of the relatively new 1P78 series military optics. There are different versions of both. The one in DayZ has a reticle with three chevrons and is intended for the 5.45 mm cartridge. The scope is to be sighted in so the top chevron puts the bullet at 400 metres. The two lower chevrons are for 600 and 700 metres. Under the top chevron there's supposed to be a tiny dot for 500 metres, but it's not visible in the DayZ version (there's a smudge that looks to me like a vestigial dot, maybe it was too small to be defined). The scope is not meant to be adjusted in the field, on the fly, it is a "set it and forget it" affair. The real scope is 2.8x magnification, the DayZ version is just under 2.2x. In DayZ the Kashtan scope is the subject of many complaints. Using the scope on the AKM results in a very high trajectory. As mentioned above, the scope is "zeroed" at 400 metres. In real life one wouldn't sight in this scope for 400 metres with 7.62x39 but in DayZ we don't have a choice. The scope says "400", to reach that distance with the AKM it has to throw the slow 7.62x39 up in a big arc. To hit that range it has to double the launch angle compared to 5.45 mm. It would be better if a specific launch angle was defined for this scope instead of a range... that's closer to how things actually work. On a side note, in real life there is an AKM version intended to be sighted in at 300 metres which would give a better trajectory. Anyways, I spent some rounds making tests on this optic. The coloured lines show, from top to bottom, the points of impact from 100 to 800 m in increments of 100 m. The green line is the 400 m zero. AKM with Kashtan AK74 with Kashtan VSS with Kashtan Here is an alternate version, this time showing the range values for each chevron and some other points of aim. This patch has no rangefinders and these tests weren't too comprehensive so consider these numbers approximate. AKM with Kashtan (version 2) AK74 with Kashtan (version 2) VSS with Kashtan (version 2) Rangefinding It's possible to use the reticle as a rangefinder. I don't think this method very practical, but here it is. If a character is of equal height to the outermost vertical bars he is about 330 metres away. The same thing for each bar going inwards, roughly 400, 500 and 600 metres, and the large vertical bar at the bottom, 160 metres.
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FOV is now locked for optics and in addition this optic is modeled in 3D space, not a simple overlay like the 'hunting scope' or PSO-1, etc.
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Finally got around to adding the VSS. Pretty loopy. Here's a diagram of the trajectory with this scope, compared to the AK74:
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I'll copy/paste my comment from there: "The dynamic reticle is terrible. I think a reticle can be done in an acceptable manner as one lacks proper depth perception and proprioception in DayZ (if the reticle doesn't allow unrealistic accuracy, I don't see the problem)."
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Correct order, but I'm using "z" for altitude and "y" for North/South, so [x, z, y].
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Hehe, just checking the coordinates in the status monitor are correct. I noticed it was formatted [x, z, y] instead of [x, y, z]. Nah. In-game this bow is already shooting 100 m/s (328 ft/s). In reality it's only advertised to shoot 305 ft/s (93 m/s) with a light 350-gr arrow. Heavier arrows, slower (420 gr ≈ 85 m/s). Not a long range weapon.
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Hey, I recognize that tree. Just off the road heading east from the tents to Vavilolo?
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1st person perspective only (Message to devs)
-Gews- replied to cs_wolf's topic in General Discussion
They don't label it "Hardcore" anymore. Changed to "First Person" with patch 0.48, and then "1st Person". -
1st person perspective only (Message to devs)
-Gews- replied to cs_wolf's topic in General Discussion
That's probably because of ARMA 2's offline campaigns and coop servers focussed on fighting AI, who can't use the 3rd person camera to peek back, and of course the 3rd person camera makes it easier to use ARMA 2's various flying machines and armored vehicles. Not really applicable to multiplayer PVP. As it gets easier for one, it gets harder for another. -
Pushing traffic to castles and Northern Highway
-Gews- replied to BeaverProductions's topic in General Discussion
This. -
I don't think the "powerful" weapons (specifically fire axe, splitting axe, sledgehammer, and similar) should be considered end game gear, regardless of strength. They are just too heavy and cumbersome. In general I don't want to see people choosing to carry those heavy tools as melee weapons when they already have a gun. It's silly to have a guy with an assault rifle carrying a sledgehammer as well, so the game should penalize it. The top pick of the current melee weapons for an end game loadout should be the machete.
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I agree that geared players should not be carrying around weapons like firefighter's axes and sledgehammers. That's absurd. Those should be only used by fresh spawns running around coastal cities, well-equipped players should carry light weapons like machetes, light hatchets, long knives, etc. However I don't think they should be one-hit kills.
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No advantage there. Female character is just as tall and the hitboxes are the same.
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Yes, because the infected will alert folks to nearby players. Will a larger threat from zeds result in a visible increase in friendliness and teamwork? No. Any increase in teamwork from friendlies alerted to nearby players in trouble would be cancelled out by the increase in killing by bandits alerted to nearby players in trouble.