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Everything posted by -Gews-
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It's not possible to actually dig into the terrain. They would have to make a depression in the height map, then place a custom object over that. I doubt they will change it, not a priority. You can see examples of "underground" places in Chernarus+ but the best-known is on the Namalsk map.
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On the usefulness of handguns and shotguns
-Gews- replied to aGWulfy's topic in DayZ Mod Suggestions
Well... I suppose they wouldn't dare remove that gun, but... I mean... the weapon is now correctly chambered... but ammunition from early 20th century America is spawning all over the place for rifles dating from the mid-to-late 19th century, so... not sure if better. 1000? Wow, that was a nice shot... at 1000m the bullet would have just under 50% of damage remaining, about 2 seconds time of flight. You would have had your barrel pointed almost 40 feet above him. My furthest was 700 m... once. I used to play around in the editor trying to use math and the Lee-Enfield to snipe at NPCs 3,000 meters away (at first with explosive rounds and zoom, but later only modified to extend the time of flight, normally capped at 6 seconds). Would shoot a few rounds, then skip to a camera to see where they landed 15 seconds later. Not accurate and hard to hit so I had to rain down a magazine or two. Wouldn't kill with just one shot. -
2-slot shirt takes up only 1 slot, hehe. This bad boy:
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Magnum, one box of .357 and a 2-slot checkered shirt.
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On the usefulness of handguns and shotguns
-Gews- replied to aGWulfy's topic in DayZ Mod Suggestions
Subsonic ammunition can do similar damage to regular 9 mm. Less, but not enough to really notice. It's FMJ, it pokes 9 mm holes. Subsonic is usually heavier (147 vs 124 gr) so the energy is kept up. The MP5SD, however, is designed to use normal ammunition and reduces its velocity as it passes through the barrel. You might get only half the energy of a regular MP5... but still a 9 mm hole. It's easier if separate SD ammunition exists for now. .45 should have somewhat more damage than 9mm, but not by a large amount. The two cartridges have very similar energies, neither lacks penetration and they are both low-velocity FMJ rounds which cause (relatively) minimal damage. Either round in the same place would have a similar effect. The larger diameter of the .45 isn't a huge advantage here and won't make up for poor shot placement vs the 9 mm. I don't like to try to put an exact number on it. I would probably feel okay-ish with a damage advantage between 15-35%. I agree with the idea that players should be able to debate which is superior. Does the Winchester fire .44 Henry now? Or still using "1866 slugs"? Anyways, let's assume this gun is a replica, which are offered by a couple companies, because it makes no sense finding actual 19th century "Yellowboys". If it's a modern reproduction, it can come in various chamberings, including .44-40 (not the original .44 Henry). They also come in .38 Special, which is cheap, widely available, etc, and .38/.357 is easily the most popular chambering for carbines and revolvers in "cowboy action" shooting. They would look something like this... just an idea... .44-40 200 JSP (1866 rifle) initspeed = 363; airFriction = -0.002; .38 Special 158 LRN (1866 rifle) initSpeed = 290; airFriction = -0.00115; And the energy, 850 J and 430 J respectively (.45 ACP, 500 J, 9 mm NATO, 490 J, 9 mm Makarov, 295 J). Hit value, decide yourself. 12-gauge slug should have the highest damage of all mentioned rounds (assuming FMJ) and also the fastest loss of damage, apart from buckshot. Damage drop-off is based on remaining velocity and remaining velocity is based on the real-life ballistics. In these cases at 200 m it would be approx. 40% remaining for the slug and 70% for 9 mm (to nearest 10%). About handguns vs rifles—handguns usually have far lower energy and typically cause much less serious wounds. Therefore pistol cartridges should have less damage than rifle cartridges. 5.45 is 2722, 5.56 is 3555. Pistols and submachine guns should be lower than those values—or total redo of all the damages. Yes, damages are not correct on that site. It isn't being updated. I believe they have changed them again but I haven't kept up with mod changes. It says in 1.7.7 changelog "Makarov and 1911 dmg updated". I forget what they changed it to, I assume original wacky ARMA values. Changed since? Many damage values made little or no sense in ARMA 2, so they updated them based roughly on the weapons' muzzle energies. This was a nice change, in my opinion. However, DayZ mod survivors are a lot tougher than ARMA 2 NPCs, so the new damages didn't work so great in the mod. Original ARMA 2 damage values: 9 mm NATO (Glock): 1389 9 mm Makarov (PM): 1828 (?) 5.45×39 mm: 3555 5.56 NATO: 3555 .45 ACP: 4500 12-gauge slug: 6655 (?) 7.62 mm NATO: 8000 .303 British: 12500 Post-patch damage values: 9 mm Makarov (PM): 813 9 mm NATO (Glock): 889 .45 ACP: 1389 5.45×39 mm: 2722 5.56 mm NATO (STANAG): 3555 12-gauge slug: 4455 .303 British: 6722 7.62 mm NATO: 8000 Here's a chart comparing the damage to muzzle energy both pre- and post-patch. The new damages make more sense—however, BIS likes round numbers for hit value, so instead of, for example, 7.42, they might round down to 7. You can see some are lower, but better match with the energy curve in general. The biggest deviation is for the 12-gauge slug. Maybe BIS used values for a reduced recoil slug, in which case their number would be appropriate. However, although the numbers are more consistent, basing them only on muzzle energy doesn't always produce good damage values for varied rounds... Funny story about the why the Lee-Enfield was so powerful, too... -
I had the same problem. I tried on train tracks. I found that the arrows will often disappear before hitting the ground. They last 6 seconds like most DayZ projectiles. They shouldn't ricochet since the angles of impact are not too oblique (impact will be steeper than launch angle). Here are the max estimated distances (level ground, rounded to nearest 10 m) Boned: 300 m Feathered: 250 m Sharpened stick: 180 m Composite: 80 m
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A couple other options as well, hehe. I'll make a thread later. Since they are changing bow mechanics soon it might be nice to have a comparison.
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Much better.
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It's pretty precise indeed. The complaints are often one of the following: "Half my shots go to the left" or "You have to time your shots with the stupid sway" both of which are untrue.
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There are many things wrong with it. However, most of the complaints are due to a lack of knowledge and practice. This too.
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You can theoretically take it to your hands and replace the pin if you're fast enough. Yes.
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King of the Hill, Squad, and similar games are large-scale, team-based combat around objectives, both games have respawns and loadouts. The personal stakes aren't as high. You shoot someone, they don't lose anything except points on the scoreboard. Each team has their own medics and they are roughly evenly matched. Doesn't really matter if the guy you shot is revived by a medic or has to respawn, he will be returning in a couple minutes either way, your score is still +1, and there are 30 other faceless enemies to worry about. Also, in the case of KOTH they are not going for realism. This is a mission in which you can purchase attack helicopters and tanks, multiple "perks", silly loadouts, etc. If in DayZ a 'dead' guy gets up, that's a much bigger deal. The unconscious period is debatable but it goes back to the damage system. Often a player is either switched on or off. If there is more advanced mechanics in future maybe you have more time to get to your friend and stabilize him before he dies. However, it's not appropriate to survive if someone just blew your lungs out with a sniper rifle.
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You are not using the bow correctly. You can look up any of the multiple tutorials on how to do so. However, if you experiment with the archery you will find techniques those tutorials don't cover.
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God, no. Incapacitation from King of the Hill? Take a 120mm round to the forehead, well, no matter, as long as you're patient you cannot die. That's not a "better system for player death" ("Squad" does similar except they have a bleed-out timer). Not only from realism but gameplay as well. If friends can revive you after suffering what should be fatal wounds there will be all sorts of ridiculous and unfair tactics involved, ie: send one guy to drop most of his gear and rush around like an imbecile to find out where that sneaky solo player is hiding, doesn't matter if he dies because you can just get him up later. This is gonna sound strange, but if you get shot and killed, you should die. More advanced incapacitation mechanics? Not against that, but that's not what was suggested here.
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"Easier to maintain", lmao. No. Obsolete design, lack of training, lack of parts. Anyways, it doesn't matter which gun you think is better. You're asking for a USMC-specific rifle which the USMC no longer uses. So why would it be spawning in Chernarus, presumably at crash sites? Emotionally-attached to the M14, perhaps? I don't think merely liking a weapon is a valid reason to include it in the game. You should have asked for the Army's EBRs instead, which are still in service. Except it depends on your backstory, because in Operation Arrowhead the US Army faction didn't use them, they were all shiny new and fictional with SCARs and M110s (the latter which HK will replace in Army service with their G28E) and in Harvest Red the US Army didn't make an appearance in Chernarus. The crash sites are also depicted as UH-1Ys (Marines). Since they spawn UMPs and FALs, etc, that doesn't seem to matter, but if those sites are supposed to be USMC helicopters spawning high-end weapons maybe the product-improved M110K1s used by MARSOC would fit in this role (shown below).
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Higher caliber? Nope, both the same.
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It would be an asinine business decision. Last I checked (counted 2,000+ servers) roughly 95% of players are using 3rd person. A principled stance, a good gameplay decision (in my opinion), but an asinine business decision.
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Identify players with Binoculars, Longrange scope etc.
-Gews- replied to Aim-iliO's topic in Suggestions
I wouldn't like this in vanilla, maybe okay for mod/private hive. It would have to be a very specific aim point to get ID without possibility of accidentally discovering previously unnoticed players, and no ID provided for people with covered faces or who are turned away, etc. -
The M39 has been superseded by the M110: "Subject: M110 SEMI-AUTOMATIC SNIPER SYSTEM FULL FIELDING APPROVAL// UNCLASSIFIED// MSGID/GENADMIN,USMTF,2007/COMMARCORSYSCOM QUANTICO VA IWS(UC)/F002// SUBJ/M110 SEMI-AUTOMATIC SNIPER SYSTEM FULL FIELDING APPROVAL// REF/A/MSGID:MSG/DTG 311914Z AUG 10// AMPN/REF A DESCRIBES MARCORSYSCOM'S INTENT TO FIELD THE M110 SEMI-AUTOMATIC SNIPER SYSTEM (SASS)// [...] 4.A. REPLACEMENT OF M39 EMR. 4.A.1. DURING PHASE II, GAINING UNITS WILL BE FIELDED THE SASS AS A DIRECT ONE-FOR-ONE REPLACEMENT FOR THE M39. PRIOR TO FIELDING, THE UNIT WILL SUBMIT A WIR REQUEST VIA THE WIR ON LINE PROCESS HANDLER (WOLPH) SYSTEM FOR M39 RIFLES. DISPOSITION INSTRUCTIONS ISSUED BY THE MARCORLOGCOM PEI MANAGER WILL DIRECT THE RETURN TO FSD, ALBANY, OF M39 RIFLES ALONG WITH ASSOCIATED SCOPES AND COLLATERAL MATERIAL. 4.A.2. THIS PROCESS WILL CONTINUE UNTIL THE UNIT IS IN RECEIPT OF ITS ALLOWANCE OF M110 RIFLES AND HAS ZERO (0) M39 RIFLES ON HAND."
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Should the VSS vintores fit into a backpack or get a buff?
-Gews- replied to Salty seadog's topic in General Discussion
It is relevant, because weapons are each given certain damage values and those values should be based on the real-life performance, not pulled out of thin air. The 9x39 SP-6 is overpowered relative to other cartridges. I agree with your point in a way. I think. I don't like how damage differences are so obvious. Weapons are often picked on their damage instead of other factors.There should be less disparity in the guns, players should not be so easily able to differentiate the damages based on their gameplay experiences. Shooting at someone with 7.62 NATO should not automatically result in dramatically different results than with 7.62x39. Consider that hunters, soldiers, etc, argue for decades about which caliber is "the best", and they all have their own anecdotes and often end up coming to completely different conclusions! In real life the main factor is shot placement, but in DayZ we don't have any shot placement to speak of. Your character has simply a "torso" and shots there will deal a certain damage, gear and health status being equal there's no possibility for minor wounds with a .308 in one case, or fatal shot with a single .22 in the next. It's already better than DayZ mod in this respect, but can still be improved. The base MP5K is small, the base Vintorez is large. But no, it doesn't make much sense. However, neither does the fact stocks don't fold yet the weapon still takes up same space. It's an unfinished system. If they allowed the VSS to fit in backpack as is, they need to allow AKM, AUG, etc as well. Which won't happen for gameplay reasons, which the devs value. The bullet velocity is on par the various SMGs, by the way: MP5K................350 m/s VSS...................300 m/s RAK, Skorpion...300 m/s UMP-45.............260 m/s I said it should be able to be disassembled and stored in a backpack. It's fast and easy to do so! However, it's not the only weapon with that capability, and they shouldn't discriminate. Also, I think a large part of the reason you see no one using it is the rarity. It's not the easiest weapon to find. This combined with its narrow PoU, not a common sight. -
Should the VSS vintores fit into a backpack or get a buff?
-Gews- replied to Salty seadog's topic in General Discussion
It should not get a 'buff', it should be 'nerfed'. That may not be popular but the game is supposed to be at least somewhat realistic. Given its real life specifications, it's clearly much too powerful. This weapon's 9x39 SP-6 ammunition has a 'hit' value of 11, making it 34% more powerful than the 7.62x39 weapons and 84% as powerful as .308/7.62x54R. That's about the same level of damage as one would give to full-power rifle cartridges producing around 3000 J—for example, .303 British, 7x57 Mauser, .260 Remington, etc—from full-length barrels. 9x39 is not a full-power rifle cartridge, it's a subsonic version of an intermediate cartridge. It produces only 600-700 J. Yes, it has a fairly big bullet, but even so, that much damage isn't justified. It's not even close to a .303. In addition it already loses very little damage over range. At 200 m the damage advantage has increased to around 70% more than the 7.62x39. The VSS has a length of 35.2 inches. In comparison to a few other weapons: VSS Vintorez: 35.2" AKM: 34.6" M4 Carbine, stock extended: 33" Steyr Aug: 31.1" So no, it should not be able to fit inside a backpack as is. But see Rick's comment above... Yep! VSS has buttons on stock and suppressor which allow it to be easily taken apart. However, if they allow disassembly of more modular weapons, this ability should not apply only to the Vintorez. Hopefully the models can be easily rearranged to make disassembled versions. Well, why would they choose it? The gun has a very specific purpose. Combat in DayZ is usually against solo players or very small groups, it often takes place in fairly open and unplanned locations, and there's no rubble, smoke, noise of artillery, jets, distant gunfire, etc. Players also sprint around like crazy which doesn't favor lower-velocity rounds. Not much advantage to the VSS there. Even if they introduced disassembly (which is a good idea) in how many situations would people bother with that? Especially if it required an animation with a realistic time frame. Most players will choose weapons that make better all-around combat rifles. I don't see a particular problem. -
I use the crosshair all the time, works great, at least in 1st person. Using sights is often awkward and your character moves like molasses. Crosshair is almost as accurate, much faster and smoother. However I did not test its alignment on an M4A1/AUG this patch, nor in 3PP.
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Minimizing in-game telepathy for more immersive game experience!
-Gews- replied to exwoll's topic in Suggestions
Number 1 won't work, that would be easy to get around, and I suspect not many people want to play with an open mic. 2, more gestures, sure, but it won't help limit 3rd party communication software. 3, a whisper mode would be useful when playing with randoms. 4, why not. You're right, it would be more fair and realistic to only have in-game comms, but like BigMike said, TeamSpeak isn't going away. Preventing 3rd party communication is a pipe dream. Just about everyone uses it. You can't stop it and Bohemia isn't going to attempt to stop it. That would be a great business decision! Personally, as a mostly solo player I use the in-game comms almost exclusively—the last time I used TeamSpeak was late 2015—I had to make a squad of 4 strangers sit and wait while I downloaded, installed and configured it.